Stronfeur Uherer

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Organized Play Member. 81 posts. No reviews. No lists. No wishlists. 1 alias.




Hello everyone,

This may be a shot in the blue but are there any online resources that allow you to roll up enemies (including stat lines, abilities, spells, etc). Something outside of the SRD/OGC/what have you and their static numbers that allow for fluctuating levels and such?

As it stands, making enemies for campaigns is ok for me to a certain extent but I am god awful at making spell casters (literally every time I've used spell casting enemies it's been fairly laughable). As well, I am more keen on stating out specialized enemies for more personal engagements with my crew and not so keen on stating out the things that stand in the way (such as when they go "rumor hunting" and do some dungeon crawling through some trash mobs).

Is there anything like this?


Hey everyone,

I was just wondering if I could get some advice in regards to a Fighter that I have in one of my campaigns?

As it stands we are starting at level 5 and have been going at a fair pace with equipment and cash flowing at a reasonable pace. The one fighter in my game (I am acting GM) has recently come to me with a query about his AC and how to optimize it so that he can be more durable in fights (outside of his massive freaking health pool). His kit is as such right now:

+1 Mithral Full Plate
Ring of Protection +1
Amulet of Natural Armor +1
DEX score of 14 (+2 modifier)

This make for a grand total of 24 (10+10+2+1+1)

I did some math and ran down the list of things that stand outright to assist his AC score and came to the conclusion:

+5 Mithral (properties here) Full Plate
Ring of Protection +5
Amulet of Natural Armor +5
DEX score of 14 (+2 modifier)
Dodge

This makes for a grand total of 39 (10+16+2+5+5+1)

I have been humming and hawing about whether or not this would be enough by the time we hit around the level 16 mark... considering that a lot of things around that point (at least those things hitting with melee or ranged) will be hitting with AT LEAST +20-25 (with BAB, STR/DEX modifiers, weapon enhancement, and whatever else might end up as bonuses on enemies).

Is there any way, outside of the above listed gear, to raise his AC any higher without impeding his ability to smash things?


So it came to my mind that I have a wizard that does not have proficiency in thrown weapons of any kind (same with my monkey familiar) if I were to throw either of these items (range incriment 10) would I be taking a -4 penalty to throw it (meaning throwing it within 40ft would net me a negative of -8 to 10?). If so would me and my monkey (+6 and +4 to hit respectively) be inable to even reliably hit unatended squares (ac5 needing 9+ on d20 to hit a square)?


Greetings friends,

I come to you with a fairly simple question that I hope you will be able to give me insight into!

So I will be getting an improved familiar in the near future and have the desire to turn him into a UMD monkey (of which the mechanics and particulars have been happily taken care of). However, my main concern is I'm not 100% sure what to give him in order to maximize his potential.

I'll be using an Imp that will at most times be invisible and up to this point have settled on a wand of Ill Omen, but if anyone else can think of some particularly useful spells to throw onto wands that would be great!

The spells themselves should be relatively universal and can be party buffs, heals, or debuffs!

Any input would be greatly appreciated!


Hey!

So I'm trying to plan ahead for the not to distant future and am hoping to pick up an Imp for my wizard at 7th level using the improved familiar feat. I have some questions though as to how I would go about getting this Imp to have UMD.

I know that they are supposed to innately be capable of doing it (due to the ability to speak and use their tiny little hands and stuff) but familiars can only use the skills that it has or that the Wizard has. Given that the Wizard does not have UMD as a trained skill and it is a trained skill ONLY and that the Imp does not have UMD on it's skill list I'm a little confused. How would I go about getting UMD onto my Imp familiar when the time comes?

As well, would I have to invest skill points into UMD on my wizard in order for him to utilize them or would he be able to allocate skill points to UMD on his own list and use them that way? I'm not 100% sure how skills on a familiar work other than that they have bonuses listed on their familiar page.


Hey everyone,

Just a quick question. Is it possible for you to throw items such as: Caltrops, Smoketiks, etc, at a targeted square? A square has 5 AC (from my past experience with targeting specific spaces) and shouldn't be to difficult to hit (even with the -2 to hit per range increment).

I can understand that Caltrops, given that they are in a bag, would be difficult to manage this with (and therefore incapable of doing so) but the smokestik or even some of the other items of this nature are use and go, so it would seem igniting a smokestik and throwing it would make at least some sense.

Is it possible to throw either of these items or am I firmly placed in the realm of having to place them myself? :3


Hey everyone! I'm going to be starting a low level (4th) campaign relatively soon and was hoping to get some advice on one, my gear choices, and two how to utilize my familiar to the best of it's abilities.

As it stands my Wizard is fairly basically fleshed out with all the mundane gear he can use but I'm not sure if there is anything else that I can bother with to make him any better.

We're going off a "here's 6000gp cause you're level 4, don't spend more than 1500gp per item" and my DM is pretty stringent about NOT going over that 1500gp limit.

I have purchased the following thus far:

1x Cloak of Resistance +1 - 1000gp
1x MWK Haramaki------------ 155gp
1x MWK Dagger-------------- 302gp

obviously the cloak is mandatory! The MWK Haramaki is just cheap and fancy and has the MWK quality so that I can make it magical down the road and the same goes for the dagger (getting extra enhancements and stuff for better quality of life).

Other than that I'm not sure if there are any CORE items that I should be looking at picking up. I'm mostly just looking at items for my familiar which leads me to my next question:

I have a Compsognathus (for obvious reasons hehe) and figure that at this level there is not much that the little guy is going to be able to do for me OTHER than give me my +4 initiative and run about the field doing my bidding. That being said, it it best to utilize this guy as a battlefield controller? He has 40 ft of movement and has an INT score. My question is how can I use him to the best of his abilities to aid me and my team?

My assumption was that I could give him a bag with a bunch of alchemical fires, acids, caltrops, tanglefoot bags, smokestiks, etc and have him utilize them as they need be. The fires would be thrown for the use of pyrotechnics when I followed him actions, the acids would be there for just basic damage, caltrops for more battlefield control as well as the smokestiks, and the tanglfoots just to make people sad pants. Is this an effective use of my familiar and would these ideas even work?

(((P.S. is it possible for the familiar to move 20ft, draw an item as part of his move action, drop the item as a free action at that 20ft mark, and then move his remaining 20ft? So he advances, draws so caltrops, drops them, walks back to his previous location?)))


Hey everyone, long time no see :3

So after a long while I'm going to be going into a new game and want to try playing something a little more so along the lines of melee bruiser (DPS/tank build) and figured what better way to do that than go with a class I 1. Have no idea about and 2. Have heard marvelous things about! Haaha. However, upon inspection I haven't really been able to get a complete grasp on how the synthesist summoner really works and have been getting caught up on very small things.

So I'll cut to the main problems that I'm having:

1. Are the summoner and the Eidolon still considered to be separate entities that exist on their own?

2. If they are separate (assuming they still get two distinct character sheets) does that mean that my summoner will have his OWN feats, skills, etc, etc, while the Eidolon has HIS OWN feats, skills, etc, etc?

3. If the answer for "2" is yes, how does this affect the two when they are fused? Do you use the Eidolon's saves (with the summoners INT, WIS, and CON scores), skill ranks, feats etc, etc, or does the summoner retain the ability to use his own skill scores and his own feats along side the Eidolon's. For instance: The Eidolon is spec'd for all primary attacks, Tripping things (combat reflexes, Improved Trip, Greater Trip, etc) while the summoner inside is loaded up with some Meta Magic feats for the spells he will be using. Can the summoner use his feats and then proceed to engage in combat utilizing the Eidolon's or is, while fused, the summoner completely over shadowed by the Eidolon's abilities?

I can't think of anything else right now but I feel like what I'm reading about the synthesist summoner is enough to really help me effectively build one. So please, shed some light on this perplexing situation I'm in! :D


Hey,

I was just wondering, when using the gunslinger deed "Bleeding Wound" to deal bleed damage to an opponent will you only be able to inflict bleed damage on them once? That is to say if I deal, over 5 attacks, 45 points of bleed damage there will be no point in applying bleeding wound to the same target given that the bleed damage I deal will be always the same if not less?


Hey guys,

So I've been hatching out a build for the 17th level on my Musket Master/Fighter and have come to a bit of a wall...

As of right now, my character is sitting at the 12th level (I know that I'm going to be getting to 17th in the next few games, our GM told us to plan it out a few days in advance).

Right now my feat setup looks a little bit like this:

Musket Master 11/Fighter 1
Rapid Reload (Musket
Point Blank Shot
Precise Shot
Rapid Shot
Deadly Aim
Clustered Shots
Improved Critical
Toughness
Weapon Focus (Musket)
Iron Will
Signature Deed (Bleeding Wound)

At 17th level I will have 5 feats to choose from (13/15/17/2 bonus feats from fighter).
As it stands my character is a Ranged DPS/Attack Buffer (Designating weapon) with enough smokestiks and alchemical fire to cover a few dozen battlefields. If it matters I'm trying to keep my ability to debuff the enemies and buff up my team mates ability to kill.

Right now the only feat that I'm really looking at is Weapon Specialization for the extra +2 damage on every hit (couple with gloves of dueling, come on! can't go wrong). However, I'm stumped for other feats that I could take that would be of any use. Considering that I'm using a musket I'm rarely close enough to combat to utilize the snap shot tree so I have more or less taken that out of the potential list of useful feats (also cause I've played other ranged characters with that feat and found that it is rather ineffective).

Any suggestions would be greatly appreciated!


Hello my friends, I have allllll the questions this month it seems.

This time I come looking for some advice on a particular build that I'm thinking of. Currently I have a 4th level musket master that is going to be primarily a support/debuff/control character and have to make some decisions on level progression.

Thus far I've been very conflicted on how to maintain a semblance of support/control on this character but I think that what I've come up with will be of some use to me and the party in the long run.

The idea is to take Musket Master to 5th and then take 3 levels of Holy Tactician (capping out at 8th level until the next milestone). I want to know if there would be any real repercussions to doing this? My understanding/opinion is that gunslingers are not usually to amazing past 11th level and that dipping into fighter at that point is usually going to be more beneficial, however, given my desire for battlefield control (or a degree of it) and some debuff/buff capabilities I thought that Holy Tactician would be somewhat useful.

This is what I have worked out in regards to a build:

LvL8 (Human Musket Master 5, Holy Tactician 3)
HP65

STR: 8
DEX: 24
CON: 10
INT: 10
WIS: 16
CHA: 17

AC: 30

FORT: 11
REFL: 18
WILL: 10

ATTACK: +15/+15/10 +1 Merciful Musket (1D12+1D6+7[+6+1])

FEATS:
Point-Blank Shot
Precise Shot
Rapid Reload: Musket
Rapid Shot
Deadly Aim
Toughness
Teamwork: Escape Route
Teamwork: Outflank

As you can see the focus is on making it so that I can give EVERYONE teamwork feats and change them on the fly as I see fit (giving a better to hit bonus and making them not provoke attacks of opportunity).

After all of this the next cap stone will be 12th level (or at least where our next big encounter will be) and the idea for that is to go Musket Master 9, Holy Tactician 3 which will get me more access to a few extra gunslinger deeds and abilities. Finally the 16th level milestone will look like this Musket Master 11, Holy Tactician 3, Fighter (archetype maybe) 1 [with dueling gloves for +3/+3).

Can anyone see anything about this that would cause me any real setbacks? I can't see losing out on anything stopping at 5th for now then following my gunslinger levels through to 8th and then to 11th with one level of Holy Tactician.

Thoughts and opinions?


Hey guys,

So I'm playing a level 8 musket master and using some fairly standard equipment. I'm trying to make myself as supporty as I possibly can and hope to have an inventory that looks something like this:

Weapon: +1 Merciful Lesser Designating Musket (which will later become Greater designating).
Ammo: Lesser Burrowing Bullets.

As you can see I'm trying to Debuff the enemy (via touch attack burrowing bullets [staggered]) and buffing my parties ability to kill the things around us (we have no bard). My question to you guys is how I can make myself a better team player and enhance my ability to just straight up be super useful?

The goal is to get free bleeding shots at level 11 (targeting is in there as well I suppose [seems pretty cumbersome for a full-round action]), debuff, bleed everyone, buff the party and go from there.

Other equipment:
+2 Mithral Chain Shirt
+1 Buckler
+1 Ring of Prot
+1 Amulet of Natural Armor
+2 Cloak of Resistance
Muleback Cords (slotless as per GM)

With more $$$ sitting in my pocket I want to get some support stuff (10k to spend)


Hey everyone,

I'm a somewhat adept player of the game, but have come to a cross roads (one in which I'm come to most of the time when I hear other people talk about their classes). I'm going to be playing in a fairly large game of Pathfinder which will be broken down into 5 parts at given levels (4, 8, 12, 16, 20) where parties will be constantly shifting and nothing is wholly consistent.

Last year I played a heavy DPS character, but outside of that I didn't fill much of a roll (as well I was outclassed as a Ranger by a Zen Archer!). This year I want to play more of the team game and hope to accomplish the goal of making everything better for everyone while still holding my own. As of this moment I have considered the Musket Master gunlsinger for its decent damage output and the fact that it can debuff the enemy consistently. However, I am beginning to feel less and less useful the more I hear about what others are doing! Hahaha, a bit of a jam really.

Anyway, I have come to you fine forum folk in order to be bestowed knowledge on what you would consider the most useful class to a party that's always changing. This can be filled by archtypes or cross classing or what have you. I'm hoping to fill the role of buffer/debuffer, while being able to dish out some punishment of my own when the time comes for it!


So I searched the forums and got a an answer to some extent, however it did raise a few other questions for me as well.

So I understand that you pick one (1) archtype at 1st level and go from there (getting all the benefits from that class as you progress).

However, you can also dip into other archtypes as well and receive benefits from them for their respective levels.

However, I`m a little confused about how you would work some of these archtyping mixing classes:

1) do you take your archtype at level 1 and then level separate archtypes the same way that you would if you were multiclassing?

2) So long as there are no conflicting features, you are capable of taking an archtype in the same base class? As well do you just make sure that the conflicts at level 1 are ok (should you only take 1 level in an archtype) or do you have to make sure that there are no conflicts from level 1 onwards?

As an example I'll use Musket Master Gunslinger and Mysterious Stranger Gunslinger. Nothing within those two archtypes conflict (in that they both give up features, but they do not give up the same). I pick my archtype as Musket Master and choose to level 1-19 as that archtype. However, I make the decision at level 2 to invest one level in Mysterious Stranger in order to pick up the ability to use CHA as my prime stat. I am now effectively (at level 20) Musket Master 19, Mysterious Stranger 1. I use CHA as my main stat, maintain nimble and gun training skill and all the other features of Musket Master.

Does this sound right, or is it because of the fact that at level 5 in both archtypes they replace Gun Training, I am only allowed to take one or other (despite the fact that I'm only taking one level of Mysterious Stranger)?


So I'm starting a 4th level game as a musket master gunslinger, I have 6000 gp and can spend a total of 1500 gp on any given item.

As it stands right now, I get a free musket which is great, and needed to fill some equipment slots. I picked up a +1 Buckler, +1 Chain Shirt, Cloak of Resistance +1, Wand of Cure Light Wounds (to give to other members who can use it considering I can't effectively wield it), 1 Potion of Named Bullet. I still have 1500 gp remaining to be spent on whatever... I can't think of anything else that I really need (bullets are included in there somewhere).

Any advice that you guys can give me as to what I should be taking to make myself a little more effective on the battle field?


Hey guys, been a while for me since I've been on these forums! I was just wondering, I have a friend who wants to play an anti-paladin in a game that I'm intending on running in the next little while and he wants to know if he would be able to come into the game loaded with every disease in the pathfinder universe. Given that anti-paladins are immune to all disease effects and can still transfer them.

My questions are as follow: 1) is it technically possible for him to backstory all the diseases into his character and just have a new guy rolled from scratch having everything?

2)When he starts punching everything with metal gauntlets and stuff (effectively dealing lethal damage) will the disease he has be contracted by the enemies?

3) do enemies take the penalties/have to roll the saves for the diseases immediately, or do they have to wait the intended 1-6 days (given the disease and the roll)?

4) In reference to question 3, are there specific disease that have an instantaneous effect on enemies that require them to make saves immediately?

5) Is this even a real thing? I was looking over anti-paladin and I guess it makes sense given their Plague Bringer trait, but can you have every disease and transmit every disease when you punch things? I really don't mind, but the idea of having recurring enemy NPCs fighting against the party and having to make 20+ disease saves for them after the fight (if they escape even :<) seems poopy.

Input is much loved :3


So I'm a 19th level Ranger/1st Fighter founded solely in the art of archery. I've been going pretty good thus far, but it seems that the feats for archery (outside of being a fighter) seem to dissipate after 15th level or so.

As of now I have the following.

Point-Blank Shot
Point-Blank Master
Precise Shot
Improved Precise Shot
Clustered Shots
Snap Shot
Improved Snap Shot
Rapid Shot
Many Shot
Combat Reflexes
Deadly Aim
Weapon Focus (Long Bow [Comp.])
Endurance
Iron Will

>Open Slot<

I need one more feat in order to finish out with what I have and any suggestions would be great.


Is it even possible to make an adamantine airship? Colossal sized vehicle, plated/made wholly from adamantine...?

If so, what would the cost of that be? I assume a couple of million gold.

Wrap your mind around that :<


Hey everyone, so I've reached a 16th level milestone and need some input on where to go from here. I've stated out my character and think that I have a decent idea of what he needs:

STR 18 - +4
DEX 31 - +11
CON 10 - +0
INT 12 - +1
WIS 20 - +5
CHA 10 - +0

FORT 14
REFL 25
WILL 10

AC 38/43 = 10 + 17 + 0 + 8 + 0 + (5[Bark Skin] + 3 + 0
ARMOR
+5 Celestial Mithral Chain Mail (12 AC, MAX DEX 8, Fly 60ft once/day)
+5 Mithral Armor Kilt +Shadowed (attached to any light/medium 6AC total)

>>>> Side note - Celestial Armor is considered light armor even though it is traditionally medium (the item says that it is considered light whether or not this is because of the mithral specifically or not I don't know) so with the kilt is it going to be considered medium or heavy in total?

+5 AC Bark skin

Weapon
+2 +4Mighty Frost Shock Distance Composite Long Bow

SKILLS
fairly negligible really
75% of the Dex, 10% Wis +Dungeoneering and Nature

GEAR
Cloak of Res +4
Headband of CHA +6
Belt of DEX +6
Bracers of Lesser Archery
Eagle Eyes
Broom of Flying
Ring of Delayed Doom (1 gem)
Ring of Protection +3
Efficient Quiver
Pale Blue Rhomboid (+2 STR)
Boots of Speed
Wand of Instant Enemy
Wand of Gravity Bow
Wand of Aspect of the Eagle
9 stacks of 20 - bane arrows
1 Human
2 Elf
3 Orc
4 Gnome
5 Dwarf
6 Halfling
7 Outsider (Evil)
8 Undead
9 Magical Beast

FEATS
Point-Blank Shot
Precise Shot
Improved Precise Shot
Rapid Shot
Endurance
Snaphot
Improved Snapshot
Manyshot
Clustered Shots
Deadly Aim
Shot on the Run / Heavy Armor Proficiency (considering the armor situation).

SPECIAL
Favored Enemy
1 Human +8
2 Magical Beast +2
3 Evil Outsider +2
4 Elf +2
Favored Terrain
1 Urban +4
2 Forest +4
3 Mountain +2

Input would be great! I also have 25k left to spend money on right now, so any more items would be great (party assistance items would be good).


So as a Ranger I get certain abilities such as Camouflage and Hide in Plain sight, which effectively give me the ability to disappear when I'm in one of my favored terrains. My question is whether or not I can be in a favored terrain where I can essentially vanish and still be under the effects of stealth?

So, I have +30 stealth checks (cause of high dex, equipment, etc for instance) and roll a 15 on the die, 45 total. I use a smoke arrow to conceal a 5 foot square where I'm standing and effectively vanish from the sight of the enemy. I get an extra +4 because we're in the city[urban] for a total of 49 all together. I now fly up 10 feet... I am technically still in my favored terrain (for all intensive purposes) and still have to ability to hide WITHOUT ANY cover or concealment what so ever. What would be the general consensus on this?


Hey guys,

So I want to make some pots, but I'm not quite sure that I know how to do it. It's more like purchasing them, but having essentially a level 20 "X class required to make X potion" doing the crafting.

I want some named bullet potions, but I want them at a fairly decent level (to actually beat SR for 16th level).

So is it, 3 (spell level) x 20 x 50 gp = 3000 for a 3rd level Named Bullet potion?

Seriously not following how this works, lol. I need to beat SR with these pots, so how do I go about calculating that?


Hey guys,

Playing a 16th level Ranger with a +8 Human Favored enemy bonus (+2 on magbeast, evil outsider, etc) and was just wondering if Human Bane arrows would proc on things that weren't technically humans, but considered to be human by me.

So essentially, I can "Instant Enemy" on a Orc Fighter and have it work off of my favored enemy human bonus, but would this allow for Human Bane arrows to work effectively? (the alternative is to just mass Bane arrows of the most common types and work it that way as well :3)


So the broom itself is capable of flying for 9hrs a day and can move at 40ft with 200lbs of weight on it...

My Ranger has +16 in fly checks (if need be for this item) and weighs a total of 180lbs with all of his gear. He's using a ring of invisibility and boots of speed with Improved Precise Shot.

Am I actually capable of using this thing as a 40ft flying mount? My goal is to use it to get to partial concealment, fire off a full attack (3 full BAB, 2 not at full BAB) while invis/stealth and then use that partial cover to assist in getting away/re-invisibling :3. It would also give me the ability to maneuver into better positions to assist my party as well as giving me the ability to get into heal range of wounded allies and heal them while invisible.


So I'm going to be using a ring of invisibility in my next game and was just curious as to how exactly the mechanincs of it work.

I'm assuming that I put the ring on and it automatically makes me invisible (+20/40 stealth +2 hit, no Dex on opponents armor all that good stuff) but does it stay on constantly? The spell itself says that when you attack you break your invisibility. However, this is not just a spell it is a persistent spell cast on a ring that is technically considered to be permanent right?

I guess the main question is, when I attack with my bow (my main weapon) will I be remaining invisible by doing so, will it make me visible for a few moments until I'm done attacking, or will it just simply break the spell and I will have to turn it on again in another round?


So at this point I'm building a standard Ranged Ranger, but I want to make him into a powerhouse of DPS and awesomeness.

As it stands, we're going into our 12th level (all levels in ranger) and I'm looking like this

ATTRIBUTES
STR: 14 -> +2
DEX: 26 -> +8 [Dex +4 headband]
CON: 10 -> +0
INT: 12 -> +1
WIS: 18 -> +4 [Wis +4 belt]
CHA: 8 -> -1

EQUIPMENT
+1 +2Mighty Holy Composite Longbow (1D8+5 +2D6) +GRAV BOW+ (2D6+5 +2D6)
+3 Mithral Celestial Chainmail
MasterWork +2 Mighty Composite Longbow (just in case)
Elven Curved Blade
Boots of Elven Kind
Cloak of Resistance +4
Belt of Wis +4
Head of Dex +4
Wand of Gravity Bow
Wand of Aspect of the Falcon
Ring of Invisibility
Bracers of Lesser Archery
Efficient Quiver
Eyes of the Eagle

FEATS
Precise Shot
Point Blank Shot
Rapid Shot
Endurance
Many Shot
Weapon Focus [Longbow]
Snapshot
Improved Snapshot
Clustered Shots
Deadly Aim

I'm worried about being, essentially, out shined in all aspects by most of the other people in my party (essentially the melee bruisers and the Ki Archer [with endless supplies of name bullet potions and loaded SR beating dice [<grudge/bias, lol]). I really want to be able to deal some serious damage as my character himself is evolving into a serious sort of powerhouse (and as such I want the mechanical gameplay aspect of him to go hand in hand with this)

Any ideas on feats that should be changed/picked up. Items, weapon changes, etc, etc. And especially if it's worth it to start taking cross class opportunities and lose out on things like Improved Quarry, Hide in Plain Sight and to a lesser extent, Master Hunter.


Hey all,

So I'm moving on up in the world and hitting the 12th level as a Ranger!!! The only problem is that I don't know what it is that should be picking up outside of the staples.

As it stands I have 108k and can spend a max of 27k which is allocated as such:

+1 +2Might Holy Composite Long Bow (A plethora of evil is coming)
Cloak of Resistance +4 (obvious reasons)
Belt of Wisdom +2 (so +4 boost) ("")
Headband of Dexterity +2 (+4 boost) ("")
and
+3 Mithral Celestial Chainmail (or just celestial armor) (O.P.)

This leaves me with 19.6k left to spend. The items that I already have on my person are as follows:

Wand of Gravity Bow
Wand of Aspect of the Falcon
1x Cat's Grace Potion
Bracer's of Lesser Archery
Boots of Elven Kind
Pearl of Power +1
Efficient Quiver
2x Feather token: tree
Bell+Silver thread
Elven Curved Blade

I'm thinking of dropping 6k on a wand of cat's grace (just because it makes me that much better) or alternatively; selling the pearl of power and the bracers of lesser archery (at full cost cause of the way the ruling works) for 6k (putting me up to 25.6k) and buying a "Bracers of Archery, Greater".

Just in case it matters; my AC will be 27, with a weapon that will be consistently dealing 2D6+5 +2D6 damage and (with greater archery bracers) +27, +27, +22, and +17 to hit.


1 person marked this as FAQ candidate.

Hey, everyone (I'm always here to flood the forums with inane questions:3)

I was just curious about large weapons on medium sized characters.

As far as I can tell, the only weapons that can be used as large weapons are one handed, or light weapons. Light weapons become one handed, one handed becomes two handed and two handed weapons become unusable.

Does this also apply to Bows as well? Manly Long/Comp Long Bows? Meaning that seeing how their two handed as medium weapons, they cannot be used once they are large by a medium character (they don't just take the -2 to hit)?


3 people marked this as a favorite.

Hey all,

So I'm trying to think ahead for my ranger build and have come to a bit of a dead end... I want to build the best Ranger that I can that is strictly a bow user.

Right now I'm level 8 with the following:

Point-Blank Shot (+1ATK/DMG within 30ft)
Precise Shot (No -4 to in combat)
Rapid Shot (Full attacks net one extra attack all at -2 to hit)
Weapon Focus [Long Bow] (+1 ATK with selected weapon)
Many Shot (Full attack, first shot fires 2 arrows)
Snap Shot (You provoke attacks of opportunity with ranged weapons - 5ft)

I'm pretty sure that I'm going to be picking up the following:
Deadly Aim (Trade Attack Bonus for Damage)
and
Improved Snap Shot (Attack of opportunity ranged increased by 10ft - 15ft threat range)

After that I don't know what I want to take... There seems like there's a fair amount of things that would be beneficial, but I'm just looking for some input.

This game is going all the way to lvl20 over the course of the next 5 months and I'm just wanting to get the feat situation out of the way ahead of time.

Anyway, any input would be much appreciated!


Hey everyone,

I'm playing a level 8 Ranger with the following feats:

Precise Shot, Point Blank Shot, Rapid Shot, Deadly Aim, Many Shot, [___one open___].

At the moment my current attack setup is to be under the effects of gravity bow (pot or my own spell) and declare a full attack.

It usually works out like this:
Many Shot (4D6+8 +2D6[shocking] +12 Deadly), Rapid Shot (2D6+4 +1D6 +6), Second Attack (2D6+4 +1D6 +6)

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1) My question is, can I use Vital Strike to make my first attack do double damage (ie. 4D6+4D6 +2D6 +12)? or is it absolutely only applicable to when I'm making a single attack (ie 2D6+2D6+1D6+6)?

2) As well, if I buy a Large +1 Shocking +2Mighty Comp Longbow and have the feat that allows me to use weapons that are a size bigger than me can I potentially be doing (with Gravity bow on): 3D6 per arrow? or would that not work?


So I've been calculating how to do damage with bane ammo at Ranger level 8 (with two attacks and 2 BABs) and have sort of run into a problem...

So here's the run down. The weapon being used is:
+1 +3Mighty Shocking Comp Longbow (1D8+5 [+2 magical item +3 mighty] +1D6)

and I'm firing Adamantine Dragon Bane Arrows (2D6+3 to dragons [+1 magical arrows acting as +3 magical arrows against Dragons [bane acts as +2 higher against the chosen enemy).

This is what I've worked out so far and I need some help on whether or not these numbers are adding up correctly and how to work Rapid Shot on the 3rd attack.

The bow deals initial arrow damage, adds the shocking to each arrow, each arrow adds it's own bane to dragon damage, plus favored enemy, and deadly aim adding +6 (initial +2, +4 at +4BAB, +6 at +8BAB)
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ATK vs DRAGON
1st ATTACK (DECLARE: Manyshot, Rapid Shot, Deadly Aim, Gravity Arrows)

+8(BAB) +5(DEX) +2(F.ENEMY) +2(BOW) +3(ARROW) +1(WEAPON FOCUS[BOW]) -2(RAPID) -3(DEADLY) =16

DAMAGE
4D6+10(2 ARROWS) +2D6(SHOCK 2 ARROWS) +4D6+6(2 BANE) +F.ENEMY 4(2 ARROWS) +12(2 ARROW DEADLY)

AVERAGE: 24(2 ARROWS) +7(SHOCK 2 ARROW) +20(2BANE) +F.ENEMY 4(2 ARROWS) +12(2 ARROW DEADLY) = 67
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2nd ATTACK
+3(2nd BAB) +5(DEX) +2(F.ENEMY) +2(BOW) +3(BANE) +1(WEAPON FOCUS[BOW]) -2(Rapid) -3(DEADLY)=10

Damage
2D6+5(1 ARROW) +1D6(SHOCK) +2D6+3(1 BANE) +F.ENEMY 2 +6(DEADLY)

12(1 ARROW) +3(SHOCK) +10(1 BANE) +F.ENEMY 2 +6(DEADLY)=33
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3rd RAPID SHOT

>>>Do I use my +8 initial BAB my +3 secondary BAB or do I not get any BAB bonus on the Rapid Shot at all?<<

((Either way it's going to be doing doing the same average of 33 if it hits for a total of roughly 130DMG in one round if my math is right.)))

Any help would be extremely appreciated!


So I'm playing as a ranger in an upcoming game and I know that we are going to be encountering a Dragon (Young Adult - Adult). My party will consist of 5 people (race/class unknown at this point) which will be determined from a pool of 20 people.

We're all going to be at level 8 and can act as though none of our feats, favored enemies, spell choices, what have you have been locked in.

I'm playing a ranger and have the option to choose a new animal companion (of 4th level obviously :3) can take 2 favored enemies and 2 favored terrains, 6 feats in total (plus endurance).

We don't know what the enemy situation is going to be like, but the terrain is probably going to be mountains.

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The main question here is what would be a basic idea/build to be able to deal with a dragon (including animal companion) as a Ranger and still be able to assist with the Tank (we should be getting one) and the rest of the party?

I've got some ideas but any input would be great!