Wing Clipper

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Please help me build the subject NPC for a first time group that I'll be first time GM'ing. Purpose is to come through in the "oh crap" moments to save the day, until the group catches on, and can handle themselves, thinking lvl 6 or so, then taking even more of a backseat but always there as a security blanket.

I've rolled up my stats(4d6 because I like it) and got the numbers plugged in. Need help with spells, feats, traits, what should be my starting level, and applicable gear?

STR 14
DEX 20
CON 18
INT 22
WIS 16
CHA 16

Any and all help is welcomed, thank you.


Strayed from my path once the ACG came out. So I need some help selecting this 5th lvl feat.

Right now I'm dealing ranged: +9 1D4+7, Compliments rest of group well, not so much where I become an interest of the enemy.

Melee: +6 1d10+9. When used really hits home.

Feats
Lvl 1 Power attack
Lvl 2 precise shot
Lvl 3 deadly aim.
Lvl 5 .....I'm thinking point blank. As it's a prerequisite to many other archery feats.

Other ideas are: big game hunter, wep focus,

Also, I think I may have the money soon to get that super Gucci longbow. (Undecided if it'll be +1 bane or +2 holy or if legal a + 2 holy bane) just waiting for my cleric friend to craft me one. 50% discount is better than a blue light special at Walmart.

Also, I'll have my animal companion joining me at lvl 5 abilities.

Thinking of trying something different and giving it the dodge line of feats. He jumps in and out of combat tripping foes, staying out of range. Really need a lot of help with this part more than anything. Thanks for all input!


NM, found it. Does seem pretty cool....adding temp abilites to weapons sound like a big time buff to the party.


Bandw2 wrote:
I sort of looked at the spell warrior, and realized you could use it to cheaply enchant 4 or so weapons with returning, making it viable as someone who uses throwing weapons.

Is this an Archetype? More info would be great. It sounds very interesting.


I'm gen-ing up a possible new character.....not sure if i have a game for him. (kind of hoping i get a chance at being the GM) What i'm looking at having is a half-orc skald. Wondering what kind of builds have been used for this new class or what people use out there for the related bard class.

I'm starting up at LVL 4, rolled 4d6 for ability scores. I want a badass group of adventures, fighting scaled up monsters all the way!

STR 15
DEX 18
CON 18
INT 16 (race score factored here)
WIS 12
CHA 24 (lvl 4 bump here)

Sure I may be a lil off the walls, but I live in a world of fantasy. Why not?!?

Give me some good news!


This helps out. My character is already in place and at lvl 4, should achieve level 5 in couple games. So the beginning plan, does look a lot like you said.

boon companion, = AnCo @ lvl 5. bumping the INT score, +1.

I'm already bow & arrow ranger, accompanied by other melee party members. Was thinking about giving the wolf the dodge, mobility, spring attack line of feats. That way it can jump in and out tripping enemies, provoking AoO for my melee buddies.

I'm not going to be able to ride him into battle, or any of the really cool things many like to do with AnCo.

Let me know if there's anything else that is helpful.


Can you please provide some input on best methods and practices to build the wolf companion for a Ranger?


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wraithstrike wrote:
I would only point out the rules. If he wants to continue with the rogue that is up to him.

This is what I'm going to go with. It's not about trying to make him change his character. The problem is him not understanding his character and rules. Then, using rogue like tactics to make his rogue "the best" on the table. This will only get worse as other PC develop, and his starts to lack.

Again, I'm going to go with the "hey buddy, you're not playing the rules correctly. You'd might be better off doing X instead. But the BS flag has been thrown on your current tactics."
I could just sit by and start taking a +2 flank bonus of my own as I sit 60' away. Where's the integrity/fun in that?


Bandw2 wrote:
SMIB wrote:

We're playing Vanilla everything for this time around. So all of the brilliant ideas provided will do no good.

I'm hoping he figures it (how much his current plan) isn't going to help the squad. But there's other build paths that can, & other ways that he can be an asset. Using his skills when situations call for it. Literally "playing his role"
having the GM allow him to be a fighter isn't Vanilla?

I didn't click the link, and no a fighter is, vanilla. I'm sure he will not switch classes. The time I've played w/him he's been waiting this moment to be a rogue. Iim just going to challenge his methods next game and point out the facts. Maybe he'll the want to grab that sword, get in close and reward himself w/his beloved SA.


We're playing Vanilla everything for this time around. So all of the brilliant ideas provided will do no good.
I'm hoping he figures it (how much his current plan) isn't going to help the squad. But there's other build paths that can, & other ways that he can be an asset. Using his skills when situations call for it. Literally "playing his role"


Bandw2 wrote:

his character should spend 48-60 weeks retraining as a vivisectionist alchemist... or something. like the number of classes better than the rogue at ranged attacking is basically everyone else with 3/4 or more BAB. SA simply does not become useful on a ranged character, and so by going ranged he throwing away arguably his classes only chance to stay up there damage wise.

so yeah, telling them that SA does not work in combat at ranged, he may try to stab people.

Lmao! That's what I'm trying to avoid. I don't want to rain on his parade, I just want his parade to take the right course. I'm going to huddle up w/the other players and figure out the best approach. Thanks for inputs.


The flanking w/ranged weapon is what we all thought to be suspect. But didn't bother going to the books right away. He's often mistaken on rules details. I'm new myself, but stick the KISS method.
Would the SA damage still land from distance if Enemy is engaged in mele?
I do have my sword ready to go if needed, in this fight, it wasn't.
I'm definitely not trying to have him play my way, just fairly.
It's been a frequent happening with him to fudge numbers, accidentally possibly purposely. It's not fun when the rest of the party is honest, and your teammate is always suspected of "bad math." Lastly, I'm not trying to be the rules police. No one likes that guy, and it'd do more to ruining his fun then coercing him into a new weapon.


As some might know, I'm running a switch hitting Ranger. Another in our party is running a Archer Rogue.

In our "biggest" fight, so far. I bested his archery efforts easily. He tried hard and moved often to get his flanking/SA bonus. Little to no success, and some very questionable bonuses. We didn't call him on it cause it does favor the group. I just stood around picking off the opposition, enjoying my FE bonuses to hit/damage. Question below:

How would you go about convincing him, drop the bow and grab a sword weapon?

Rest of party is a barbarian and cleric. I think we could definitely benefit more from another mele participant then a lacking archer relying on perfect movement, flanking, & his SA. I'm not trying to ruin his fun, I'm just trying to make a better party able to deal w/more. Thanks for inputs.


This is an awesome thread! Someone help me! The down and dirty is!

Serafin is a halfling ranger, whose family was killed by giants...blah blah......raised in the wild for a year by wolves (duh! What else is going to raise him) until a tribe of dwarves found him and changed his life forever.

Str: 16
Dex: 20
Con:15
Int: 15
Wis: 11
Cha: 10

True Neutral.

His written characteristics are:
3'3", 65lbs, dark hair in kind of loose hair mixed w/braids, green eyes. I think of him as a halfling in size, but was def in the weight room w/the dwarves.
Studded leather, very quick moving agile, archer. Carries around a MW composite short bow for his primary weapon. But when things close in whips out his "giant" great sword and starts hacking away!
Cool w/his family, but hates public praise and society norms. Would rather be ranging.

Finally! Last cliche, of course one of the puppy wolves tagged along with him at child hood, and has never left his side. Obvious influences, but also a big piece of my own life thanks for anything provided!


storyengine wrote:

Maximizing your to hit modifier will get you there but there are limited build options for that to preserve game balance (hence why folks are surprised you have such a high BAB at L1). Another reliability approach is damage over time and debuffing (e.g., bleed and poison effects). These are considered reliable because they auto affect the target.

Here are some class independent options:

MW or magic weapons obviously
Magic weapon potion (50 gp)
Reduce person potion (50 gp)
weapon focus feat
cleave feat
Cleaving finish feat
Greater improved trip
belt of str/dex +2
bull's str / cat's grace potion

The trip tree maximizes reliability greatly. Prone gives you +4 to hit by reducing target AC plus they incur an AoO on standing. Disarm is okay too.

Also check out thistle wood arrows. They convert arrow damage to bleed damage over d6 rounds. Having arrows do stacking auto damage every round is ultra reliable and helps mitigate regeneration and spell caster concentration.

Pheromone arrows grant a +2 to hit and damage if you have the scent ability. Nice.

A dip into alchemist and/or barbarian to pick up temp stat boosts is effective. If barbarianx check out the Barbarian of the Society trait.

Enlarge person reduces your to hit by 1 and AC by 2, but improves your damage. More importantly, it improves your reach which is good for more hitting options per round against mobs. Combat Reflexes would also pay off with your dex score.

Any kind of smoke or darkness attack when combined with scent, or better, blindsight/sense is good if you can get it.

Charging and flanking both carry a +2 mod to hit. Some GMs acknowledge a +1 to hit for height advantage (attacking from higher ground).

I might also swap my sword for a bladed belt. It's an enchantable +1 item that turns into any piercing or slashing melee. Thus you could leverage the ranger's broad wp proficiency as is circumstantially useful to improve reliability. Also consider the agile weapon property to use dex instead of str on non...

Thanks for all the pointers. I'll be looking into the diff de/buffs that can help the group as a whole.


Very high point buy system was used, yes. I did not have to dump any stats. Don't have my set up memorized, but I think it's something like, Dex is 20, +1size +1 bab + 1MW. As MW and making an item +1 doesn't stack the additional hit, but making it +1 will add to the damage correct?
Please correct me if I'm mistaken,mine only been playing a year now.

The question is not about what weapons to use. I have my weapons of choices. The question is, HOW DO I BUILD THESE WEAPONS?

I want to be more reliable then ultra powerful. As math proves, if I hit more often, I'll deal more damage over time.

Thanks again.


How's it going world. I'd like some build advice on weapons for my Switchhitting Halfling Ranger, Serafin.

Right now he's walking around w/a small MW Composite Short bow +3 strength bonus

His first time using, it battle, he proved pretty reliable w/his +8 to Hit, damage was good even though using a1d4.

His mele,mute to be used, is a small greatsword. Dishing out 1d10,. "Slim reaper" is bone stock, as I was starting my focus on my bow first for it's my primary. Please leave your 2 pennies. We're at level 1, so don't go wild with advice that isn't useful for 10lvls.

Thank you


Remember, you don't have to spend every penny. In my short time playing, I've never spent all my money. Our GM usually hooks it up w/treasure finds throughout the game though. I usually also play a couple sessions, to see what direction/scenarios are being presented, and buy related equip. Though, using method you could be a session to late. Having some GP on hand, could always be handy.


Rylar wrote:

50 point buy is pretty sick.

I'd go 16/ 20/ 16/ 12/ 14/ 10 or switch int/wis if you want that extra skill point. Honestly +1 to will and +1 to perception is probably better than one more skill point. I see no reason for odd numbers that you aren't going to increase as you level. All your points go into strength.

I suggest going strait archer with those stats. You have sick dex and will still be putting points into str as you level. Assuming you ignore this suggestion I have some more.

I assume your GM is going to buff up the bad guys to make up for your buffed up stats. If he is, see if he will buff up your animal companion as well. If he won't your animal companion will never really match up so don't use one, get the ability to grant your allies your favored enemy. If he will let you buff your AC I suggest buffing 3 to all physical stats and 2 to wis. (this change in reverse on your Halfling would make you an 20 point build normal for the AP I think.)

If you do end up using the animal companion, you probably want to find room for boon companion in your build. Quick draw is pointless prior to level 6, so move it to level 7. Move deadly aim to level 3. At 9 Decide if you want risky strike (which will have you focusing on melee) or big game hunter (which spreads out the focus between archery and bow).

Well, I should have probably put more thought into the numbers. But I'm locked in. Main focus is in archery, but switch hitting to my big bad sword is part of the overall character story. I find the RP aspect far more exciting.

I hear what you're saying about odd number abilities, but the 18max, and -2 to strength, kind of put me in a bad spot.

I'll ask about the AC buffs. He kind of didn't want me to have one to begin with, but is allowing it. Hopefully it works out to my fair advantage. I'll take a look at your feat suggestions, see if it meshes up well. Thanks!


Fruian Thistlefoot wrote:

Con is more the Just HP. It is fort saves, it is used in Con checks, Stabilizing Checks.

And your DM doesn't allow you to get over a 18 on any stat? I can understand if he does that for Point buying but afterwards during the adventuring?

Like that makes buying stat boosting items obsolete and really hurts the player. Your going to be fighting things with stats in the 30s+ range and you can't ever get your strength higher then a 18. As a caster I'd be pissed off and not play with a DM like that since having a 18 casting stat limits you to only 8th level spells and any Save based magic is obsolete.

The starting numbers are limited to max 18. We'll be able to increase afterwards through levels, and magic items w/o a doubt.


themanfromsaturn wrote:
Just a side note- If you are a halfling switch-hitter ranger, have you considered using a halfling sling staff rather than a bow & sword? Feats and enchantments for it will apply to both its melee and ranged attacks, and you don't ever have to worry about quick-draw or anything like that.

yes i've considered it, but reading through many posts debating the fact if the halfling sling, is entitled to actual sling feats, decided against going that route. in my interpretation, of course it's a sling. a sling, attached to a club. but a sling first and foremost. being that i'd rather not cross swords w/the GM about this, i've opted against it. got to pick your battles. plus, the bow/sword combo works in my character theme and overall grand picture.


Rylar wrote:

If you are not proficient with an armor type you get an armor check penalty based on the armor. This will most noticeably affect your attack. For example lets look at some armors:

Leather armor has an armor check penalty of 0, thus no effect on your attack.
Studded leather has an armor check penalty of 1, thus -1 to your attack.
Chain Shirt has an armor check penalty of 2 thus -2 to your attack.

It's not over though. Making an armor masterwork means you reduce the armor check penalty by 1, thus:
MW Studded leather has an armor check penalty of 0, no effect to your attack

Even better, mithral reduces armor check penalties by 3, thus
Mithral Chain Shirt has an armor check penalty of 0, thus no effect on your attack.

Now look at cost. once your wolf is large (level 7) his armor(barding) costs 4 times what normal armor does.
Med cost of 0 armor check armors/barding:
Leather: 10g
Masterwork studded leather: 175g
Mithral chain shirt: 1,100g

Large:
Leather: 40g
MW studded leather: 700g
Mithral chain shirt: 4,400g

Studded leather should be good until it hits large size, even alright at that point. When 4,400 is cheap to you grab some mithral then start looking to add +'s to it.

Quote:
exactly how does the tripping work? is it the result of a successful "bite attack"?

Well from the beastiary

Quote:
Trip (Ex) A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

So the bite has to succeed then the wolf rolls again to attempt to trip. But it can't get tripped if it fails.

Focusing on improving trip isn't that easy since you can not take improved trip (need 13 int). That being said they are decent at tripping. At 8 they have a CMB of 5 BAB + 6 str +1 large so +12 CMB CMD's seem to be around 26 for a CR8 so he may not be able to trip bosses without some help, but multi bad guy fights he...

great info! appreciate all the details.


7heprofessor wrote:
Having played a switch-hitter, I can attest to the fact that Quick Draw is overrated. You can move and draw your sword as a free action so it's not needed unless you plan on drawing more than one weapon...take Titan's feat swap suggestion.

suggestion taken

That said, Boon Companion is amazing. Definitely get it at 5.

i will

For your wolf, concentrate on it's tripping ability. This will greatly aid your party by granting not only +2 for flanking, but +4 for enemy being prone.

exactly how does the tripping work? is it the result of a successful "bite attack"?

Weapon Focus:bite as it's first feat, then increase its intelligence at level 4 so it can take any feat you can think of.

investigating into diff feats

Whatever you do, do NOT have it take the Armor Proficiency feats. Just use barding with zero armor check penalty.

my understanding is barding is animal armor, w/o needing proficiency? i've read some other posts, suggesting taking the AP, and hanging a mithril chain mail shirt on the beast. as this sounds awesome, how much more AC does it actually provide?

other question, how do i heal my AC? does it benefit from channel energy like the rest of the part will? or can i have it drink a bowl of healing potions? thanks.


Rylar wrote:

I'm a little confused on your character. Switch hitter, Halfling cool so far.

Feats:
1)power attack great
2R)Precise shot- now you can range attack into melee, is that what you want?
3)Quick draw- not needed, but ok- since you are a switch hitter you don't need to draw your sword and move up to your target. So, use your move action to switch. Full attacks aren't needed until you hit 6.
5)Deadly Aim- bow's power attack, great- I'd get it earlier if possible.
6)Many shot- Ok, you get an extra arrow on your first shot, and you get a second shot for 6 BaB. Where is the 4th shot coming from?

My suggestions for your animal companion:
Effective druid levels:
1)Combat Reflexes
2)Dodge
5)Mobility
8)Combat Patrol

So, the wolf gets 1 attack, his bite. This deals damage +1-1/2 times str. The key to getting the most out of this is attacking more than one time per round. Combat reflexes is best at doing this since a wolf is going to have good dex and he will be tripping opponents forcing them to get up (provoking attacks of opportunity). Dodge and mobility are there as prereqs for combat patrol, but provide solid bonuses as well. Combat patrol give you a guardian, anything running at you now provokes an attack of opportunity and will likely trip on its way.

In order to take Combat patrol you will either need to give your animal companion a +1 int as it levels or take the Bodyguard archetype

i may have a few misprints. only been playing a yr. so, i thought......many shot gave a total of 4 arrows, 2 and 2, not just 2 on the first attack. good catch, thanks!


So with the help of everyone i was able to hash out my Ranger, "Serafin". Everything is in place to make him out to what i hope ends up being a very productive ranger.

so now i need help understanding and building his Wolf AC. As some who read my previous post, this is a vanilla ranger. no archetypes/multiclass. i can use feats/equipment, etc.. from any book

i will not be riding my wolf as a mount. my goal is for him to be a flanking partner for the group, and help w/tracking/survival scenarios. assist with his own attacks, but not a primary front line fighter, not until i switch hit from range and jump into melle.

i've added my current prospective build to give insight. thanks for the help! first game is scheduled for monday, so please send as much info as you can! the only thing i know, is i need, boon companion in here somewhere so my AC can function at the same lvl as myself.

HELP!

Alternate racial trait: fleet foot>>sure footed
Other (story/social) trait:
1:
2:
lvl 1 feat: power attack
favored enemy: humans
lvl 2: archery combat style feats: precise shot
Lvl 3: quick draw > switch from bow to sword, as a free action
lvl 4: nothing.
lvl 5: deadly aim> –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls
favored enemy:
lvl 6: many shot > shoot 2 arrows simultaneously. at this time shooting 4 arrows as one full attack
lvl 7: big game hunter
lvl 8: nothing.
lvl 9: improved critical> great sword
lvl 10:


Fruian Thistlefoot wrote:

Stick with the plan.

Also you can dump Cha for Rise of the runelords. Also 15 int seems high. You really don't need more then 12.

Your not going to get a chance to talk your way out of anything so combat needs to be your priority.

plan is being stuck with. with so many points to add into our abilities, and being limited to maxing each one out at 18, this is the end result. no reason not to assign the numbers. right?! i guess i could have maxed CON just for the extra HP?


so i now have my ability scores

str 16
dex 20
con 15
int 15
wis 11
cha 12

we used a 50pt buy, i only been playing 1yr, but this seemed far different from norm. but! this vs dice rolling, i took this in a heartbeat!

GM also maxed HP, and will cont to do so every level. all good w/me. and also started us off w/max gold.

i'm now filling in the rest of my sheet. able to outfit w/greatsword and the composite longbow. question is, should i stick w/power attack as my first feat, or switch it with quick draw? btw, we're also using medium pace advancement.

weapons are looking like

bow: 1d6 +3(+2fav enemy)
sword: 1d10 + 5 (+2 fav enemy)

any other suggestions?


Fruian Thistlefoot wrote:

How are you getting power attack and Furious Focus at level 1 tho? If your a halfling ranger you get 1 feat at level 1.

I looked at that and wondered last night and thought it was a typo.

you right, thats my bad. smh.

so.....anyone else got anything to chime in about? the more options, the more i get confused, the more fun i have. :)


Fruian Thistlefoot wrote:

Alright Bud Let me lay down a few thoughts of mine and some feat consideration.

Since your deciding on a Halfling Switch Hitter Vanilla Ranger for Rise of the Runelords.

Quote:

Alternate racial trait: fleet foot>>sure footed

Other (story/race/social) trait: ?? i’m taking suggestions
lvl 1: great sword
lvl 1 feat: power attack/furious focus (guide says cleave for the extra atk, i’d rather not take the penalty power attack)
favored enemy: humans or un dead? again, this is RotRL, what’s going to benefit me this early.
lvl 2: archery combat style feats: rapid shot > make extra ranged attack
Lvl 3: quick draw > switch from bow to sword, as a free action
(Hopefully i have that composite bow I need by this time. )
lvl 4: nothing.
lvl 5: deadly aim > -2ac/+4dmg for ranged weapons
favored enemy: is this the time i take giants?
lvl 6: many shot > shoot 2 arrows simultaneously. at this time shooting 4 arrows as one attack
lvl 7: big game hunter +1atk/+2 dmg vs creatures size Large and up
lvl 8: nothing?
lvl 9: vital strike or cleave? > any other good options for my greatsword at this point?
lvl 10: pinpoint targeting > single atk vs no armor/shield bonus OR the suggested; improved precise. i believe there could be an debate on the wording/meaning of improved precise.

Alright here comes my 2 Copper.

Cleave is a great early level feat. After level 6 it becomes all but useless in most situation. Great cleave is even more. You ask yourself why. Allow me to explain. Only morons will stack up and allow you to cleave it. That means once your enemies start to become more intelligent they don't just run right at you and line up for the cleave. So your enemies are becoming smarter...they are also becoming Larger...and gaining Reach. Well s!%% now they aren't stacking and standing 20 feet apart as they flank you. You seeing where opportunities diminish as you go up in level. Soon it will be a feat on your character sheet you never use. Why would you want to waste a...

Absolutely understand where you're head is at. Only way to make make the powerful damage weapons work, is if they're hitting.

I agree w/not taking cleave, that's why I took furious focus. Any follow up feats taking away the penalty are always favored by me.
Also, you're correct about staying out of melee until necessary. My character theme will work fine for this.
The type of bow I go with is going to depend heavily on how much treasure the GM puts into the game. We're suspecting large amounts due to his own greed when playing. You brought up a great point about treasure drops being sized for me. I'm def bringing that up as a house rule. Overall, it all makes sense.


so i ran through a little pre game feat taking scenario, blah blah blah. please chime in and provide suggestions. i want my characters main weapon to be the greatsword, its an idea i've had since we put our main game on standby. this is also why i asked the above question about the 2 handed weapon combat style. does it really matter? any who,.....fire away!

Alternate racial trait: fleet foot>>sure footed
Other (story/race/social) trait: ?? i’m taking suggestions
lvl 1: great sword
lvl 1 feat: power attack/furious focus (guide says cleave for the extra atk, i’d rather not take the penalty power attack)
favored enemy: humans or un dead? again, this is RotRL, what’s going to benefit me this early.
lvl 2: archery combat style feats: rapid shot > make extra ranged attack
Lvl 3: quick draw > switch from bow to sword, as a free action
(Hopefully i have that composite bow I need by this time. )
lvl 4: nothing.
lvl 5: deadly aim > -2ac/+4dmg for ranged weapons
favored enemy: is this the time i take giants?
lvl 6: many shot > shoot 2 arrows simultaneously. at this time shooting 4 arrows as one attack
lvl 7: big game hunter +1atk/+2 dmg vs creatures size Large and up
lvl 8: nothing?
lvl 9: vital strike or cleave? > any other good options for my greatsword at this point?
lvl 10: pinpoint targeting > single atk vs no armor/shield bonus OR the suggested; improved precise. i believe there could be an debate on the wording/meaning of improved precise.

magic/wondrous items: anything improving DEX and AC


Has anyone looked into the switch hitter build using an alternate combat style of "2 handed weapon" ?? doing the reverse of what the, sticky guide to guides suggests?


London Duke wrote:
I would go switch-hitter slingstaffer. Grab The archery feats with combat style and melee with your feats as you level.

I read more on thenswitchhitter build & how it works. The example given in the sticky guid, uses a greatsword/bow. For big time power hitting. What benefits does the halfling sling provide, that the before said doesn't? More character based, uses less feats?


London Duke wrote:
I would go switch-hitter slingstaffer. Grab The archery feats with combat style and melee with your feats as you level.

I read more on thenswitchhitter build & how it works. The example given in the sticky guid, uses a greatsword/bow. For big time power hitting. What benefits does the halfling sling provide, that the before said doesn't? More character based?


I read the sticky guid to building a ranger. Really like the switch hitter build, and falls in line perfectly w/my character concept.

I'll probably go that route but add this risky striker in there somewhere. Please continue to drop any dimes of knowledge any one might have to share.


lemeres wrote:
Deadmanwalking wrote:

Well, going ranged is obvious, so do that. The archery feats flow pretty logically straight from there.

Get a small cat animal companion, and buy Boon Companion as your 5th level Feat. Ride it for really great mobility, all things considered.

Eh, not as obvious as you would think. Depends on material you can use.

I saw that you are using core only classes, and archetypes as well. But are you actually restricted to CRB in other respects? Because the advanced race guide provided a lot of material that would help make you an effective melee combatant.

Firstly, there is the fleet of foot alternate racial trait. This trades away sure footed in order to give you a full 30 base move speed. Only the barbarian is going to top that.

Secondly, halflings were given access to a feat called Risky Striker. By sacrificing 1 AC, you basically get what basically amounts to another power attack (to add onto regular power attack). The catch is that it only works on creatures two sizes larger than you (so large and larger normally). But give the fact that 'powerful' tends to mean 'bigger' in this system...it is a fairly safe bet. This feat also has the advantage that it does have the "1.5x on 2handed, .5x on offhand" language of the actual power attack, which means you are getting the full deal on both wepaons. I'd discuss with your GM how the -1 AC penalty doesn't scale though...might be easier to argue for adding it in if it actually did scale.

Overall, it also might be easier to ask for adding ARG material if you point out the fact that you are the only actual 'small' character in this supposedly 'all small party'. The strength penalty, smaller damage dice, much lower carrying capacity... these are all things only you will deal with.

No archetypes are being allowed, though I'm going to try and talk him into alternate combat styles. He did mention "what house rules" would we like to use. We've yet to come up with some, but allowing my halfling access to diff combat styles, traits is fair in my biased eyes.


Fruian Thistlefoot wrote:

Oh somethings I forgot to mention.

Since your on the forums asking for advice you may get the advice:

Trample and Overrun for your mount.

DO NOT BE TEMPTED!! That advice is brilliant if your a medium character on a LARGE mount. If you where a medium character I would have suggested it myself. But small characters have medium mounts. Medium Creatures have issues performing Combat maneuvers due to no Bonus to Str for Size. A Large Horse will be a much better trampler then a Medium Pony.

If you have a ground mount use their feats to increase there ability to survive or Help the rider out. For instance I took Body Guard on my mount. The extra +2 to AC will help me when targeted by the vengeful DM for killing everything in 1 shot so he starts sending things directly at you. Or starts having things target your mount like black tentacles. And trust me your guy is going to draw Hate from the DM.

For a flying Mounts your feats are going to be for areal Charging. Fly-by-attack, Hover, and Wing Over. As well as maxing the Fly Skill. You can also teach them cool tricks like Bombard.

If your DM is using the Rise of the Runelords Players Handbook then grab the feat Big Game Hunter at some Point.

Your Playing Rise of the Runelords so plan on ending around Level 16-18.

Your going to want the Favored Enemy of Giants after level 7 as they will become 80% of your enemies.

Good other Favored Enemies are: Outsiders, Undead, Dragons, Humans

Good Terrains: Urban, Underground, and either Mountains or Cold(late game)

A Giant Bane weapon could take you far this campaign. After Giant Bane just stack your static +s to be Multiplied by the Charge.

Lastly a Flying mount would defiantly be Ideal in this campaign. Not in the beginning but come about book 4 you want to be able to take to the air if need be. If your Cleric can provide air walk then that will suffice.

This is all very helpful! I hope the DM, allows at minimum for me to ride a mount. I'm sure a lot of this (your build) will be out lawed though. He'd rather not have his first time being the GM, be pushed in by a 1yr player. :) thanks for the knowledge.

Do you have any info on TWF ranger? Or my other thought is, halfling that carries a great greatsword. Just for s#%!s and giggles.


London Duke wrote:
I would go switch-hitter slingstaffer. Grab The archery feats with combat style and melee with your feats as you level.

Unfamiliar with the switch hitter, but if it's a archetype. It's a no go. Confined to CRB/ for classes. Feats and other enhances I can branch, but have to stay with base classes.


Only need to know where "wheeling charge" can be found? And the halfling, campaign, and ranger feats? Where can I find those? Thanks!


Fruian Thistlefoot wrote:

I play a Halfling Mounted Ranger...But I dipped 1 level of Fighter. And I use the Beastmaster Archetype for a special mount. Playing Vanilla Ranger you only have a very selective Companion List. Either Riding Dog or Pony really. I went Archetype for a Giant Gecko So i can run along walls and ceilings and charge people down from weird angles.

Just click on my picture and look at my current character.

Your main feats will be:
Mounted combat, Ride By Attack, Spirited Charge, Power attack, Wheeling Charge.

Halfling Feat to consider: Risky Striker

Campaign Feat to Highly consider: Big Game Hunter

Ranger feat to consider: Boon Companion

Halfling Alternate Racial: Outrider

Suggest Favored Enemy: Giants after level 7.

I had seen you post elsewhere and was hoping you'd chime in. I really like your build, and I'm going to run this through the GM, hope it flies.

A few questions. Reading through the CRB I should be able to pick a wolf as my mount? Would there be any special training required ?
On your character sheet, are your feats listed in order of how you picked em?
Can you list what books each feat is in please?


Playing Rise of the Runelords w/a group of 4. This is a stand in game from our normal game while some members are deployed. Members have decided on a all small party
Dwarf Cleric, Dwarf Barbarian, Dwarf Rogue.

So please help me build as BAMF halfling ranger as possible. Our GM is taking his first stab at being the GM, and is keeping things very simple. No archetypes, all CRB base classes, no multi classing. I've seen some posts talk of a mounted ranger halfling, can someone provide a build breakdown? Or other ways to build this character, HalfLingRanger is non negotiable, I just want the best build options. Thanks folk!


Mystically Inclined wrote:
Oh, and if your GM doesn't want to just hand-wave the feat and class changes, look at the retraining rules in Ultimate Campaign. The GM will probably allow those. :)

big takeaways: replace my shield, give up some AC, and go w/a heavier hitting weapon, deal double + SNK ATK DMG.

i like this idea, and will keep it well noted. there's a planned trip to our weapons/armor city. i'll be saving everything between now and than for that time. if it goes down, i'm going to need it to happen there and bump the greatsword +1 along w/having the time to retrain everything.

i'll be taking all your suggestions to the GM, and try to convince him of a common ground. the group is well aware of the retraining costs assoociated needs. something that will be taking place our next prolonged town visit. thanks for the inputs. very good info.


Mystically Inclined wrote:

*Writes a detailed analysis of the best sort of spring attacking fighter/rogue hybrid and the changes needed to get there. Goes to open a tab to reference something and closes the current one by mistake. Stares in shock for a while.*

Well. That sucks.

that sucks hard! hopefully, if you find time, i'll get to see what you came up with. thanks for the input.


Take it easy on me. i just started playing 6mos ago while i was on deployment. but i'm addicted!!
playing a friends version of Pathfinder. His own world he created, history, gods, everything. He uses 3.5, and i've just multiclassed my lvl 6 fighter

str 18
dex 14
int 12
con 10
cha 12
wis 10

AC 27
BAB 12/7

class bonuses/feats: mobility, dodge, spring atk, improved initiative, wep focus, pwr atk, shield focus, shield spec, gang up, combat expertise, wep spec+1, bravery+2, armor prof+1.

I'll be now taking classes in Ninja. obviously for the SNK ATK DMG that i'll be gaining.

why multiclass?

group had 2 heavy hitting fighers, 1 mobile fighter, an archer, and a cleric, and a paladin.

i was stuck, not as good as other fighters, but wasn't dragging em down either. wanted to switch it up a little, and bring more to the fight.

the gameplan for my fighter is to leap in/out of battle using spring atk, taking no AoO, flanking on all occasions w/gang up feat.
enabling a 1d8 + xd6 + 8bonus dmg, on both my atks.

what i need help with is figuring out what Ninja tricks would be most beneficial?
my next level, i'll get the ability bonus, where should i put this? cha or dex?
what skills should i start focusing on?

Full Name

Urgo

Race

Male half-ogre

Classes/Levels

fighter (champion) 4 | AC 17 | hp 40/40 | Init +0 (-4) | Saves: Str +6, Con +5 | Passive Per 14

Homepage URL

Character Sheet

About Urgo the Misunderstood

History:
Urgo grunted as he pulled at his step-father's plow. He did this without complaint, even as the man lashed him to spur him on. Urgo allowed his mind to wander as he moved, picking up the pace. He thought of the times that his best friend (likely a fighter type PC, likely even one that becomes the Knight of Solamnia) taught him the arts of swordplay, sharing the day's lesson from old man Bertram.

Bertram was an old Knight that settled in the small town of Solace. For some reason, he rarely talked of the old ways, which was fine enough for the people of Solace. Bertram was quiet, and it took <Fighter-type PC> months of begging and proving his dedication, before the old knight taught him even the basics of swordplay. Every day, after hours of grueling practice, <Fighter-type PC> came to Urgo and taught him, effectively giving himself a tremendous sparring partner and reinforcing his own training.

"Urgo, put the plow away, then go and pick up firewood from old man Cutter," the old farmer barked as he threw the leather straps over the handles of the plow and headed back to the house.

Urgo moved quickly, happy to be done with his chores and hefted the plow over his shoulder, wincing only slightly at the pain of the raw flesh on his back. He knew that his step-father was unhappy with his situation, and he took it out on him. Urgo was happy to receive the punishment as long as it did not find its way to his mother.

Urgo's mother used to be a Lady, married to a rather prominent Knight of Solamnia, whose keep rested high in the Vingaard mountain range. It took years until the young half-ogre was able to convince his mother to share the story of his birth. With hesitation, she began slowly...

---

It was winter, she was happy, it was her husband's Oathday. She had put on her best dress, and was headed downstairs to the meeting hall, where their friends were to have gathered. She found her husband pacing back and forth near the front doors. He was clearly concerned. "Dearest, what is it?"

He opened his mouth, but didn't have the chance to speak. The doors exploded inward... and soon the place was overrun with ogres! She remembers screaming, but her husband's guards were no match the leader of the savages! Soon the beasts had slaughtered the guards... she felt one of them grab her and pin her against the wall as her husband squared off with the leader. She could barely breathe. The ogres formed a ring around the knight and their leader, cheering and hooting.

The fight wasn't long, maybe a minute. The savage captain toyed with her husband, battering him with his giant mace. By the count of 30 heartbeats, the knight had one arm hanging limply at his side. He couldn't effectively use his greatsword, which dragged uselessly at his side. Then, after a few jeers, goading him into swinging wildly, the ogre crushed her husband's ribs, leaving him in a heap on the floor. That was when he signaled the beast that held her...

The leader ravaged her again and again in front of her dying husband...

---

She woke up to chaos, shining symbols of the kingfisher, swords, and roses, moving around her. She says the rest was a blur, and Urgo did not blame her. He felt horrible for making her relive the event, but he needed to know. Urgo asked why she kept him, why hold on to something that would just bring her so much pain? All his mother told him was that she and her husband had been trying to have a child for so long... now the gods laughed at her, blessing her with a child, but not with her husband. She could not explain it, perhaps it was to spite the gods, perhaps she felt that with the proper nurturing, she could raise him to be a good and honest man. She kept him well groomed, and clean, taught him humility, she had done a good job.

---

Urgo knew the rest of the story, she traveled across the plains and ended up in Solace. There she met the man that would be his step-father. The same man, that treated him like an animal... Someday, he swore, someday he would know more of the man that should have been his father. The man that died in the castle that day. He looked on, he had to get firewood from Old Man Cutter. Maybe he would see his friends this day!