Quickdraw - How useful at lower levels


Pathfinder First Edition General Discussion


Hi all,

Me and a group of friends will start the Pathfinder adventure path Council of Thieves. We've already done a GM starter game to get in the mood, and learn the basic rules.

I've made a ranger for a first time character (party because I've read Treantmonk's guide to Rangers ;)) and because I like all the various skills he gets along the way.

However, in Treantmonk's guide he mentions getting Quickdraw asap!

Now, since I'm going for a greatsword and a longsword, how useful is Quickdraw below level 6. Or how useful is getting Quickdraw before you get 2 (or more) attacks per full round action ?

Other than that, I'm mostly setup and eager to start :)

Cheers in advance.

-TDL

PS: I'm no novice gamer, been mostly playing DnD version 1.0 ... so I get how most things work ;)


It's a good feat for any combat-oriented character. "I drop the bow, quickdraw my sword and full attack."

or

"I drop the sword, quickdraw the mace, and full attack the skeleton."

That free action will always be useful at any level.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Most of the time, quick draw isn't that useful until you get 2 or more attacks in a round, generally through either rapid shot with thrown weapons or two weapon fighting, since quick draw will allow you to draw both weapons in a round and still attack, or throw 2 weapons in a round.

However, there are a few situations where quick draw is still useful at lower levels without multiple attacks. Surprize rounds when you don't have a weapon out you can quick draw and still attack, or, at 1st level if you have a bab of +0, you can still draw, move and attack in the same round.


Greatsword and longsword? Using halfling weapons?


KaeYoss wrote:
Greatsword and longsword? Using halfling weapons?

If you have three hands, I'd go long bow and long sword. Sure you do less damage, but you have everything cover from right next to you out to over 100 ft.

Of course, I jest.


paul halcott wrote:
KaeYoss wrote:
Greatsword and longsword? Using halfling weapons?

If you have three hands, I'd go long bow and long sword. Sure you do less damage, but you have everything cover from right next to you out to over 100 ft.

Of course, I jest.

Three-handed sword. And I don't jest. Athachs need love, too.

Liberty's Edge

I like quickdraw on my characters that use thrown weapons. Typically I'll have a fighter pick it up at first level then when combat opens I'll chuck a javelin at the nearest enemy, quickdraw my melee weapon, and close into melee range.

It's also pretty necessary if you plan on playing a character that primarily utilizes throwing weapons (daggers, for example) and wants to get off multiple (well, more than two anyways) attacks in a round.


Alright .. all you funny people .. you made my Athach cry :P

*strokes his Athach*

Greatsword and longBOW ofcourse ..

Gene wrote:

I like quickdraw on my characters that use thrown weapons. Typically I'll have a fighter pick it up at first level then when combat opens I'll chuck a javelin at the nearest enemy, quickdraw my melee weapon, and close into melee range.

Well, that's a good point, and same as using a bow I reckon.

I'll keep it as a starter feat then. We'll see what happens. I'll need the feat anyway.

Cheers.

-TDL

RPG Superstar 2010 Top 32

TDLofCC wrote:
Now, since I'm going for a greatsword and a longsword, how useful is Quickdraw below level 6. Or how useful is getting Quickdraw before you get 2 (or more) attacks per full round action ?

Almost entirely worthless. Keep in mind that you can automatically draw a weapon as part of a move action to move as long as you have +1 BAB or better, so Quickdraw is of little use until you have +6 BAB or better.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Also, don't forget other actions that are full round that you might want to do that quickdraw will let you. For example, a charge or the dazzling display feat are both full round actions. With quickdraw, you can draw your weapon and do either of these in the same round.

RPG Superstar 2012 Top 32

If you are going to use ranged and melee weapons a lot, and change between them during combat, then Quick Draw is a must! You can stow your longsword as a move action, Quick Draw your bow as a free action, and shoot as a standard. Then, you can stow your bow as a move action, Quick Draw your sword as a free action, and attack with your longsword as a standard action.

I used to think low-level Quick Draw was useless until I had a player do this all the time. It was a fairly effective strategy. I can see why rangers would want it.


A Man In Black wrote:
TDLofCC wrote:
Now, since I'm going for a greatsword and a longsword, how useful is Quickdraw below level 6. Or how useful is getting Quickdraw before you get 2 (or more) attacks per full round action ?
Almost entirely worthless. Keep in mind that you can automatically draw a weapon as part of a move action to move as long as you have +1 BAB or better, so Quickdraw is of little use until you have +6 BAB or better.

That's what I thought too .. but then ..

SmiloDan wrote:

If you are going to use ranged and melee weapons a lot, and change between them during combat, then Quick Draw is a must! You can stow your longsword as a move action, Quick Draw your bow as a free action, and shoot as a standard. Then, you can stow your bow as a move action, Quick Draw your sword as a free action, and attack with your longsword as a standard action.

I used to think low-level Quick Draw was useless until I had a player do this all the time. It was a fairly effective strategy. I can see why rangers would want it.

This sounded better .. I'll go try it out on my DM too ;)

Cheers for the replies.

-TDL

Dark Archive

SmiloDan wrote:

If you are going to use ranged and melee weapons a lot, and change between them during combat, then Quick Draw is a must! You can stow your longsword as a move action, Quick Draw your bow as a free action, and shoot as a standard. Then, you can stow your bow as a move action, Quick Draw your sword as a free action, and attack with your longsword as a standard action.

I used to think low-level Quick Draw was useless until I had a player do this all the time. It was a fairly effective strategy. I can see why rangers would want it.

Why do you need to stow or draw your bow when using a longsword? If your bow is in hand, you can draw your longsword and attack with it. If you want to use your bow after that, then you need to stow or drop your longsword. Your bow never need leave your hand. If you were trying to use a two-handed melee weapon, then yes, you would need to drop or stow your bow.


Lord oKOyA wrote:
Why do you need to stow or draw your bow when using a longsword? If your bow is in hand, you can draw your longsword and attack with it. If you want to use your bow after that, then you need to stow or drop your longsword. Your bow never need leave your hand. If you were trying to use a two-handed melee weapon, then yes, you would need to drop or stow your bow.

It still may be beneficial to have that hand free to do other things, such as retrieving items or casting spells and spell trigger items at levels 4 & 5.

Highly recommend consideration of carrying a buckler if going bow and longsword route.

Dark Archive

anthony Valente wrote:
Lord oKOyA wrote:
Why do you need to stow or draw your bow when using a longsword? If your bow is in hand, you can draw your longsword and attack with it. If you want to use your bow after that, then you need to stow or drop your longsword. Your bow never need leave your hand. If you were trying to use a two-handed melee weapon, then yes, you would need to drop or stow your bow.

It still may be beneficial to have that hand free to do other things, such as retrieving items or casting spells and spell trigger items at levels 4 & 5.

Highly recommend consideration of carrying a buckler if going bow and longsword route.

Agreed. I was merely pointing out that you do not require Quick Draw in this specific scenario (ie swapping and using a bow and longsword). I really like QD, but for different scenarios than this.


Lord oKOyA wrote:
Why do you need to stow or draw your bow when using a longsword? If your bow is in hand, you can draw your longsword and attack with it. If you want to use your bow after that, then you need to stow or drop your longsword. Your bow never need leave your hand. If you were trying to use a two-handed melee weapon, then yes, you would need to drop or stow your bow.

Not to step too deep into "realism" (whatever that may mean in an FRPG), but the bow is a rather delicate item to be holding in your off hand during a melee. Rather awkward as well.

Dark Archive

R_Chance wrote:
Lord oKOyA wrote:
Why do you need to stow or draw your bow when using a longsword? If your bow is in hand, you can draw your longsword and attack with it. If you want to use your bow after that, then you need to stow or drop your longsword. Your bow never need leave your hand. If you were trying to use a two-handed melee weapon, then yes, you would need to drop or stow your bow.
Not to step too deep into "realism" (whatever that may mean in an FRPG), but the bow is a rather delicate item to be holding in your off hand during a melee. Rather awkward as well.

That may be so, and the sunder rules are in place to cover the delicate part. Like I said, I was merely commenting on the number of actions required to fight with a bow and a longsword interchangeably.


Lord oKOyA wrote:
R_Chance wrote:
Lord oKOyA wrote:
Why do you need to stow or draw your bow when using a longsword? If your bow is in hand, you can draw your longsword and attack with it. If you want to use your bow after that, then you need to stow or drop your longsword. Your bow never need leave your hand. If you were trying to use a two-handed melee weapon, then yes, you would need to drop or stow your bow.
Not to step too deep into "realism" (whatever that may mean in an FRPG), but the bow is a rather delicate item to be holding in your off hand during a melee. Rather awkward as well.
That may be so, and the sunder rules are in place to cover the delicate part. Like I said, I was merely commenting on the number of actions required to fight with a bow and a longsword interchangeably.

I gotcha Lord oKOya. I was just suggesting a reason to take the QD feat even though it isn't necessary for wielding a bow and longsword effectively.

Dark Archive

anthony Valente wrote:
Lord oKOyA wrote:
R_Chance wrote:
Lord oKOyA wrote:
Why do you need to stow or draw your bow when using a longsword? If your bow is in hand, you can draw your longsword and attack with it. If you want to use your bow after that, then you need to stow or drop your longsword. Your bow never need leave your hand. If you were trying to use a two-handed melee weapon, then yes, you would need to drop or stow your bow.
Not to step too deep into "realism" (whatever that may mean in an FRPG), but the bow is a rather delicate item to be holding in your off hand during a melee. Rather awkward as well.
That may be so, and the sunder rules are in place to cover the delicate part. Like I said, I was merely commenting on the number of actions required to fight with a bow and a longsword interchangeably.
I gotcha Lord oKOya. I was just suggesting a reason to take the QD feat even though it isn't necessary for wielding a bow and longsword effectively.

I like the QD feat as well. :)

RPG Superstar 2012 Top 32

Um, uh, I meant wield TWO longswords!

Yeah, yeah, that's it! That's the ticket!

Dark Archive

SmiloDan wrote:

Um, uh, I meant wield TWO longswords!

Yeah, yeah, that's it! That's the ticket!

I believe you! :)

The Exchange

Quick draw is the most awesome feat ever for my Fighter/Rogue.

Another thing that you can do. Lets say you have 3 attacks. 2 normal and one from haste. You can attack a guy next to you with a sword with 1 hit of the sword, if he is still standing you hit him again and again. But if he drops, you can quickdraw your bow and use those extra attacks to shoot at somebody else if nobody is in reach of your sword.


It does not seem to come into play a lot to me, but when you need it you seem to really need it. As an archer I would try to make room for it.

The Exchange

In my opinion if you play a human or have levels in a class that gives extra feats, then you should really make room for it.

But if you dont have bucketloads of feats then you can probably drop it for the more important archery/combat feats.

Dark Archive

Although I agree with many of the reasons stated in this thread regarding why it is useful, I suspect that it is not nearly as useful as some other feats you should be taking at earlier levels instead.

What I suggest you do is to make a list of all the feats you want to be capable of through the "career" of the character. Then, make a list with a row for each character level, indicating where you will get character level feats as well as class fixed and bonus feats. Now, start assigning feats to the available slots, paying attention to the prerequisites of the more advanced feats you want to be capable of (actually, because of this, I generally keep track of my "ability bump" levels in this list as well).

If you're building a Ranger, I'm presuming you're focusing primarily on either Archery or Two-Weapon Fighting and possibly picking up feats from the other as a secondary fighting style. Both of these styles have a pretty hefty list of relevant feats. Again, as useful as Quickdraw is, consider the number of rounds of any given combat where it might actually come into play. Now, consider some of the other feats you've listed as interesting or required for your combat style in the same fashion.

For both of those combat styles, there are three or four relevant feats I can think of that are likely to have significant impact nearly every round of combat, where Quickdraw is likely to be relevant only once or perhaps twice in any given combat. Of course, there are certain fighting styles where Quickdraw is an absolute must as soon as possible. Obviously, the big one here is a thrown weapon specialist. I would be far more likely to say that a dagger-throwing Rogue should take this at 1st level than your Ranger.


Tensility&Momentum wrote:

Although I agree with many of the reasons stated in this thread regarding why it is useful, I suspect that it is not nearly as useful as some other feats you should be taking at earlier levels instead.

What I suggest you do is to make a list of all the feats you want to be capable of through the "career" of the character. Then, make a list with a row for each character level, indicating where you will get character level feats as well as class fixed and bonus feats. Now, start assigning feats to the available slots, paying attention to the prerequisites of the more advanced feats you want to be capable of (actually, because of this, I generally keep track of my "ability bump" levels in this list as well).

If you're building a Ranger, I'm presuming you're focusing primarily on either Archery or Two-Weapon Fighting and possibly picking up feats from the other as a secondary fighting style. Both of these styles have a pretty hefty list of relevant feats. Again, as useful as Quickdraw is, consider the number of rounds of any given combat where it might actually come into play. Now, consider some of the other feats you've listed as interesting or required for your combat style in the same fashion.

For both of those combat styles, there are three or four relevant feats I can think of that are likely to have significant impact nearly every round of combat, where Quickdraw is likely to be relevant only once or perhaps twice in any given combat. Of course, there are certain fighting styles where Quickdraw is an absolute must as soon as possible. Obviously, the big one here is a thrown weapon specialist. I would be far more likely to say that a dagger-throwing Rogue should take this at 1st level than your Ranger.

Well .. I have made a list of all the feats I want .. up until level 14.

And, perhaps I missed one that would be of more use.

Could you tell me ?

This is the list I've set up:

Level 1
Quickdraw
Improved Initiative

Level 2(ranger)
Precise Shot or Rapid Shot

Level 3
Powerattack

Level 5
Deadly Aim

Level 6 (Ranger)
Many Shot

Level 7
Vital Strike

Level 9
Don't know yet.

Level 10 (Ranger)
Improved Precise Shot

Level 11
Improved Vital Strike

Level 13
Don't know yet.

Any comments would be appreciated :)

Cheers.

-TDL

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber

Highly situational. Possibly a good cantidate for a fighter bonus feat and swap out when no longer needed.


Lord oKOyA wrote:

Why do you need to stow or draw your bow when using a longsword? If your bow is in hand, you can draw your longsword and attack with it. If you want to use your bow after that, then you need to stow or drop your longsword. Your bow never need leave your hand. If you were trying to use a two-handed melee weapon, then yes, you would need to drop or stow your bow.

In the OP's case he uses a Greatsword.

The value of Quickdraw when switching between weapons always holds, but the value changes as levels increase.

From levels 1-5 you can hold onto your weapons, sheathing and drawing whichever one you need at need. (someone mentioned this already)

Someone mentioned using Charge with Quickdraw, and this is a good use too (though admittedly I hadn't thought of that!)

Also, when you get Rapid Shot - Quickdraw will allow drawing the bow and taking your extra arrow attack (did anyone mention that? I don't think so)

Also - someone mentioned surprise rounds - and this is going to be the primary function from levels 1 through 5. You are normally going to have your bow out, but when a surprise round comes up, you may want a greatsword attack if you are close in - quickdraw gives you this option.

Once you get multiple attacks per round, you won't be sheathing weapons - instead you'll be dropping your held weapon generally and quickdrawing so you can make a full attack.

When you are switching weapons as part of your character concept - this is a good feat.


Treantmonk wrote:
When you are switching weapons as part of your character concept - this is a good feat.

This is the crux of the matter in the OP's case. If you want to have a character who uses multiple weapons and wants the versatility that different weapons provide (such as ranged vs. melee), QD is a superb feat.

Dark Archive

Treantmonk wrote:


In the OP's case he uses a Greatsword.

The value of Quickdraw when switching between weapons always holds, but the value changes as levels increase.

From levels 1-5 you can hold onto your weapons, sheathing and drawing whichever one you need at need. (someone mentioned this already)

Someone mentioned using Charge with Quickdraw, and this is a good use too (though admittedly I hadn't thought of that!)

Also, when you get Rapid Shot - Quickdraw will allow drawing the bow and taking your extra arrow attack (did anyone mention that? I don't think so)

Also - someone mentioned surprise rounds - and this is going to be the primary function from levels 1 through 5. You are normally going to have your bow out, but when a surprise round comes up, you may want a greatsword attack if you are close in - quickdraw gives you this option.

Once you get multiple attacks per round, you won't be sheathing weapons - instead you'll be dropping your held weapon generally and quickdrawing so you can make a full attack.

When you are switching weapons as part of your character concept - this is a good feat.

In the OP's case he was talking about using a greatsword with a longsword.

My response was to SmiloDan's post.

As to Quick Draw, I find it very useful for characters who use melee/ranged combo weapons, like throwing axs and spears. It is very handy to be able to throw your weapon and QD a another to your hand so that you can still threaten AoO. At higher levels, when you have additional attacks per round, QD allows for combos like melee ax, throw ax, QD ax, melee ax.

Anyhow, I like QD for some builds... not all... but it can be very useful. :)

Cheers


Treantmonk wrote:
Lord oKOyA wrote:

Why do you need to stow or draw your bow when using a longsword? If your bow is in hand, you can draw your longsword and attack with it. If you want to use your bow after that, then you need to stow or drop your longsword. Your bow never need leave your hand. If you were trying to use a two-handed melee weapon, then yes, you would need to drop or stow your bow.

In the OP's case he uses a Greatsword.

The value of Quickdraw when switching between weapons always holds, but the value changes as levels increase.

From levels 1-5 you can hold onto your weapons, sheathing and drawing whichever one you need at need. (someone mentioned this already)

Someone mentioned using Charge with Quickdraw, and this is a good use too (though admittedly I hadn't thought of that!)

Also, when you get Rapid Shot - Quickdraw will allow drawing the bow and taking your extra arrow attack (did anyone mention that? I don't think so)

Also - someone mentioned surprise rounds - and this is going to be the primary function from levels 1 through 5. You are normally going to have your bow out, but when a surprise round comes up, you may want a greatsword attack if you are close in - quickdraw gives you this option.

Once you get multiple attacks per round, you won't be sheathing weapons - instead you'll be dropping your held weapon generally and quickdrawing so you can make a full attack.

When you are switching weapons as part of your character concept - this is a good feat.

Alright, I'll just keep it then. We start playing this friday and the DM has already mentioned (since it's a completely new game/rules for us) that if the feats don't work the way we THINK it does we can make a one time change :)

Any comments on my feat path perhaps ?

Cheers.

-TDL


Lord oKOyA wrote:

In the OP's case he was talking about using a greatsword with a longsword.

Read the OP's follow up post - he is using Greatsword and a Longbow.

Quote:

Alright .. all you funny people .. you made my Athach cry :P

*strokes his Athach*

Greatsword and longBOW ofcourse ..

The Exchange

TDLofCC wrote:

Level 1

Quickdraw
Improved Initiative

Level 2(ranger)
Precise Shot or Rapid Shot

I am currently playing a Fighter/Rogue with mostly the same feats. He has Rapid Shot, but skipped precise shot. I hardly ever run into the problem of shooting into melee. When I get to that situation I quick draw my sword and enter a flanking position. In your case it might be different though, if you suck at melee.

Anyway, in my opinion Rapid Shot is an AWESOME feat and should be gotten as soon as possible.

TDLofCC wrote:


Level 3
Powerattack

Level 5
Deadly Aim

Level 6 (Ranger)
Many Shot

Level 7
Vital Strike

Perfect. Only thing that could change possibly is power attack, but if you feel that is your style then go for it. Still the feats look good.

TDLofCC wrote:


Level 9
Don't know yet.

This is going to come down to playing style. What about Improved Critical?

Shooting 4-6 Arrows per round with a 19-20/x3 crit range is fun.

TDLofCC wrote:


Level 10 (Ranger)
Improved Precise Shot

Lovely feat

TDLofCC wrote:


Level 11
Improved Vital Strike

Vital strike is awesome but spending more than one feat on this is a waste in my opinion. If we are talking about a longbow.

So two choices I would suggest for you:

A :

1 Quickdraw
1 Point Blank Shot
2 Rapid Shot (Ranger)
3 Precise Shot
5 Deadly Aim
6 Manyshot (Ranger)
7 Vital Strike
9 Power Attack

B:

1 Quickdraw
1 Improved Initiative
2 Rapid Shot (Ranger)
3 Power Attack
5 Deadly Aim
6 Manyshot (Ranger)
7 Vital Strike
9 Improved Critical

Quick draw is a must. You will realise quickly how useful it is.

Remember that power attack is much better later on. At levels 1-7 its good, but after that it really shines. Since you have a two handed weapon and a big enough attack roll to hit consistently.

So I would go for style A.


I'm running a game where the party fighter took quick draw at level 1, he uses spears mostly and has been using the feat to be able to quickly alternate between a normal spear, and a longspear (so he can easily move between reach and no reach).

What most people are overlooking, is that this allows the character to put away the weapon rather than dropping it. At level 1 when you can't afford too many weapons, it is a lot easier to hold onto your weapons rather than dropping them, especially when you are standing in melee the whole time and needing to pick up a weapon from the ground would be dangerous and not worthwhile.

frequently the battle consists of the fighter starting out with his longspear out and setting it to the charge, then once the enemy closes the distance he can hold the line, and not move back. Move action to put the longspear away, free action to draw the spear, and standard action to attack. At higher level, once he has more than one attack, he will be able to take advantage of drawing the weapon and full attacking in the same round, but for now he is taking full advantage of the feat he chose.

Dark Archive

Treantmonk wrote:
Lord oKOyA wrote:

In the OP's case he was talking about using a greatsword with a longsword.

Read the OP's follow up post - he is using Greatsword and a Longbow.

Quote:

Alright .. all you funny people .. you made my Athach cry :P

*strokes his Athach*

Greatsword and longBOW ofcourse ..

Yes, but I was responding to SmiloDan's post specifically, not TDLofCC's....

Did I mention that I like QD? ;)


Quote:

A :

1 Quickdraw
1 Point Blank Shot
2 Rapid Shot (Ranger)
3 Precise Shot
5 Deadly Aim
6 Manyshot (Ranger)
7 Vital Strike
9 Power Attack

B:
1 Quickdraw
1 Improved Initiative
2 Rapid Shot (Ranger)
3 Power Attack
5 Deadly Aim
6 Manyshot (Ranger)
7 Vital Strike
9 Improved Critical

Hmm ... the way I see it, option A is purely ranged and option B is both ranged and melee.

Dagnabbit ... I can't seem to pick a style ..

Leaning towards option A aswell ... more food for thought ;)

/edit
I think I will stick with B ... option A is a whole different character imo ;)

I will add the improved critical, but will select the greatsword with it.

1 Quickdraw
1 Improved Initiative
2 Rapid Shot (Ranger)
3 Power Attack
5 Deadly Aim
6 Manyshot (Ranger)
7 Vital Strike (used with a greatsword = 4d6 base damage and hoping to get a Might Cleaving Greatsword of Speed:P)
9 Improved Critical (Greatsword 17-20/x2)
13 Critical Focus (+4 to confirm is nice to have I reckon)

Cheers.

-TDL

The Exchange

TDLofCC wrote:
Quote:

A :

1 Quickdraw
1 Point Blank Shot
2 Rapid Shot (Ranger)
3 Precise Shot
5 Deadly Aim
6 Manyshot (Ranger)
7 Vital Strike
9 Power Attack

B:
1 Quickdraw
1 Improved Initiative
2 Rapid Shot (Ranger)
3 Power Attack
5 Deadly Aim
6 Manyshot (Ranger)
7 Vital Strike
9 Improved Critical

Hmm ... the way I see it, option A is purely ranged and option B is both ranged and melee.

Dagnabbit ... I can't seem to pick a style ;)

Leaning towards option A aswell ... more food for thought ;)

Cheers.

-TDL

With A you will still be a very good melee fighter. If you have high enough STR you will have a nice attack bonus, and your damage with a greatsword will be pretty good.


xiN. wrote:
TDLofCC wrote:
Quote:

A :

1 Quickdraw
1 Point Blank Shot
2 Rapid Shot (Ranger)
3 Precise Shot
5 Deadly Aim
6 Manyshot (Ranger)
7 Vital Strike
9 Power Attack

B:
1 Quickdraw
1 Improved Initiative
2 Rapid Shot (Ranger)
3 Power Attack
5 Deadly Aim
6 Manyshot (Ranger)
7 Vital Strike
9 Improved Critical

Hmm ... the way I see it, option A is purely ranged and option B is both ranged and melee.

Dagnabbit ... I can't seem to pick a style ;)

Leaning towards option A aswell ... more food for thought ;)

Cheers.

-TDL

With A you will still be a very good melee fighter. If you have high enough STR you will have a nice attack bonus, and your damage with a greatsword will be pretty good.

True aswell .. but I can't seem to let go of the Improved Initiative feat.

Although my dex and trait will still give me a +4 bonus to initiative.

Don't know if +8 on initiative is worth it vs better shots at enemies in melee and a little more damage.

-TDL

The Exchange

The real question is why do you want improved initiative?

For some classes like a rogue and a wizard its very important, but I don't think its that important for a ranger. Or am I missing something?

You can also just take that reactionary trait. It gives +2 to initiative.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Another instance would be a metamagic rod.

Swift action: Rod in hand, other hand free for casting, cast swift entangle.
Move action: Stow rod.
Free action: Draw bow
Standard action: Manyshot.

Or Standard action: Rod of Widen, entangle
Move: Stow rod
next round: Quickdraw bow, full attack.


Hmmm ... Well this is getting interesting :)

Factoring in my fellow adventuring party, who will certainly engage the enemy, I will mostly be shooting into melee. Apart from maybe the first round.

Style A:

Shoot arrow and moving out of reach as a cat and mouse game.
Fighting only with my greatsword when cornered.

When my party is engaged in melee I need the precise shot + point blank.

Style B:

Shoot arrows at approaching enemies.
When they close in on the party drop the bow and enter the melee.

Since I will be in the melee I don't need precise shot + point blank, but I do want to win initiative to get those first arrows in before I move into melee position.

And Matthew is making a good point, I've not even factored in spells ...

The Exchange

Yea that works quite well. And later on when you have multiple attacks that extra damage from the power attack will really stack up.

So I'd say go with B. It does look very solid.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

If you have a fighter in the party already, I'd go with A.

Especially if you get the effecient quiver, and go to town with various enchantment arrows. At higher levels fun can ensue.

DM: Ok, you have a vrock and 4 dretches coming in.

Ranger: (grabs 5 +1 holy arrows from quiver) "Right, chap with wings, five rounds rapid"


TDLofCC wrote:

Style A:

Style B:

You forgot style C.

Style C: Pay attention to what enemy you are fighting. If he has a strong melee offense then try and keep him at range. If he has a ranged attack or spells then close with him and press him in melee.


Matthew Morris wrote:
If you have a fighter in the party already, I'd go with A.

If all goes as planned, we have a Paladin as Tank.

Big guy wrapped in armor and a towershield. Hopefully smiting evil ;)

A cleric with a bucketload of strength to play the healing guy.
Also in a big armor.

Also in the party are a female rogue and a female sorceress.

And then there's me .. the Ranger .. in decent armor shooting from afar and protecting the sorceress, ready to cut the baddies in half with my greatsword :P

Dennis da Ogre wrote:
TDLofCC wrote:

Style A:

Style B:

You forgot style C.

Style C: Pay attention to what enemy you are fighting. If he has a strong melee offense then try and keep him at range. If he has a ranged attack or spells then close with him and press him in melee.

Hmm .. that's something to keep in mind aswell.

I think I like the way this Ranger will work out (thanks to Treantmonk's guide and all you people here :)).

Nice and versatile. Able to threaten every baddy.
Not to mention the levels when I get my spells and animal companion.

I'll go finalize the character on the sheet now. And then I have to stop changing it or risk p*ss*ng of my DM. And that's the LAST thing I want :P

One more thing though, can you craft your own full plate ?
Since, like it says in the description, this armor has to be personally fitted etc.

Cheers all.

-TDL

Sovereign Court

I've got a 4th level cavalier so I can draw and move as a move but only one attack per round. Can I put away a quickdraw shield (free), swing a sword 2-handed (standard and later full), and then draw my quickdraw shield (free) all in one round? I would only get an extra point or two but it would be nice. Also with quickdraw, you can be talking with someone, roll a natural 1 on diplomacy (now they're not so happy with you), draw sword (free), full attack (full), and then draw shield (free) this works great with a melee/sneaky combo to get sneak attack dice in there as well.

RPG Superstar 2010 Top 32

Why did you bump a thread from 2009?

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