Half-Orc

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mymindilost wrote:
The badger is an intriguing idea but how does the rage work for it? And it would NEED imp. natural attack to bring it's damage up a bit, probably bite.

Same as a barbarian +4 Str/Con, +2 on Will saves, but –2 AC. the badger can go for 6 rds/day. The only thing I am not positive about is if it scales with levels like a barbarian does.


Reynard_the_fox wrote:

Yeah, if you look on the animal companion list, they have little superscript numbers that indicate which ACs are available to various classes.

For an Archer ranger, you probably want a nice sturdy companion that can keep enemies off your back in combat. The Wolf trip is typically nice, but since prone foes are actually harder to hit with ranged attacks, I'd probably stay away from it in this case.

If you're OK with a large companion, I would go Camel - they have a huge Con, a no-save sickening touch attack, and being able to move and full attack at range is pretty darn sweet.

If it's indoors and large companions won't fit, Badger could actually be a nice fit. The starting strength isn't super great but he can Rage as a Barbarian and has burrow, climb, and scent, plus a nice high Con so he won't go down quick.

True prone targets are harder to hit with range, but if one of the primary goals if to provide flanking for allies you can use the trip to potentially provide an AOO for a melee heavy hitter when the baddie tries to stand. And at that point you could start shooting at a new target, but I may be biased from having used a wolf with the ranger that I played last.


mymindilost wrote:
I took another look and noticed the clarification on the Ranger list. So I guess I'm going with a wolf. Does eldricht claws work with bite attacks? I was planning on the stat boost going into int and I'll put a skill into linguistics so it can understand common. Since my Ranger is ranged, I figured I would use the companion for damage and flanking aid for the party.

Yes

Eldritch Claws
Prerequisites: Str 15, natural weapons, base attack bonus +6.
Benefit: You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.


Nope their companion feature works like the druid class feature rangers just have a limited selection to choose from.


Unless your GM is allowing it a ranger normally can't have an ape or a big cat. Their list of companion options is: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. That being said I typically like the wolf the free trip attempt when he attacks is nice to have. I typically recommend use the companion's first ability boost to increase their int to 3 so that you have a few more feat options. I like the feats: Improved Natural Attack, Weapon Focus, Eldritch Claws, and depending on your game and how you use your companion: Toughness, Improved Natural Armor, Armor Proficiency (light), or any of the save feats. And I would also recommend Boon Companion for your ranger to bring your companion level equal to your character level. What race is your ranger? If Half-Orc maybe look at getting Beast Rider it adds: elephant, pteranodon, rhinoceros, stegosaurus, or triceratops to your list of companion options. If Aasimar you will probably want Celestial Servant to give your companion the celestial template.


I only recently discovered the assimar oracle animal companion cheese. My question is does it let your companion go over lvl 20 if so how does that work?


I would maybe consider Wolf Shaman plus Pack Lord archetypes. Just do two permanent wolf companions. So you don't have to split the levels too much. Get the feat boon companion twice one for each wolf. At lvl 20 both would function as lvl 14. Then when you want more wolfs for a short period you summon them.

There is also a Ranger archetype that lets you have multiple companions but they are going to be super gimped until lvl 12. Plus you loose one of your Ranger feats.

Another completely different option would be the Master Summoner archetype for the Summoner. But all of your wolfs would be summons and not companions, however you could focus on making your eidolon very wolf like.


Have you considered adding the Bladebound archetype? If I am not mistaken it can stack with the Kensai, and it gives you a weapon that gets more powerful as you level. Plus I personally like the concept for for the Bladebound.


The Pack Lord Druid archetype lets you have multiple animal companions but you have to split your druid level between each one. For example, a 4th-level pack lord can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion, or four 1st-level companions. In my opinion even with the boon companion feat having more then one really is not worth it, but if your just going for flavor you can go nuts.


I have not looked into the class too much but at first glance the Hunter from the advanced class guide seems to have some decent stuff. Also Aasimars with the Celestial Servant feat to give your companion the celestial template.


I don't know if this character does make it to lvl 20 you would loose out on Swashbuckler Weapon Mastery which lets you auto confirm critical hits and increases the multiplier by 1. Witch is something that I find cool.


Eigengrau wrote:
ydobon wrote:
if you are planning to parry i would pick up combat reflexes for more AoO, and if your gm will let you get Signature Deed(Opportune Parry and Riposte)when you can. if not extra grit(a.k.a. panache). what deeds are you thinking about?

If I'm not mistaken, you get all the deeds of your level or lower, just like the Gunslinger does, no where in either class does it say you have to pick any, nor is there a feat that gives extra deeds.

I will indeed have to get Signature Deed feat. That is awesome.
Extra Grit/Panache is going to be a must as well. Think I'll forget about ever using Piranha Strike and get rid of the Wakizashi flavor sabre and taking an Agile Rapier to free up the feat for Extra Grit.

ahh good call on the deeds for some reason i was thinking that they worked like the rogue talents


if you are planning to parry i would pick up combat reflexes for more AoO, and if your gm will let you get Signature Deed(Opportune Parry and Riposte)when you can. if not extra grit(a.k.a. panache). what deeds are you thinking about?


Piranha Strike and Power attack can not be used together as stated in the feat description for Piranha Strike.
If you use a scimitar with the dervish dance feat it functions as a one-handed piercing weapon for all feats and class abilities that require such a weapon.
I believe that the aldori dueling mastery feat has the same effect for the dueling sword