16th level Archer - Ranger


Advice


Hello, I had to convert my 4th Ed character to Pathfinder, from a high level Ranger-Archer to a high level Archer.

Took me a while to figure it out, Treatmonk guide to Rangers was helpful here, also I did an Excel to compare my final attack "modes" to see how it works against different ACs.

It is not an optimized character in many ways, the DM wants it to be "similar" to the 4th Ed version, but I think it can work. It is also made taking in mind that my DM will never put a Tome of Dexterity in the treasure.

I'm sharing the character for your opinions, I don't know if the final AC and damage output is enough. I also wrote what I learnt when making that character.

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Level 16 Archer (12 Ranger/ 4 Fighter) HUMAN Speed 30' (40' using Longstrider) Medium size Languaged: Common, Dwarf(skill)

(20 point-buy, 16th level)
Fue 12
Des 23 (29 magic belt)
Con 14 Note: Bear's Endurance may raise 4
Int 10
Sab 12 (16 magic headband)
Car 8

Favored class bonus (ranger): 12 pg
HP: 10(level 1)+15d10+12(favored class)+32(Con)+16(feat) = 15d10 + 70 (average 152,5 or 160 if 6 per dice)

AC = 10 +1 (armor) +5 (armor enh) +9 (Dex) +1 (Dodge) +4 (Deflection ring) +1 (insigth, ioun stone) = 31. Note: Add +4 natural using Barkskin.

CMB= 16(bab) +1(Str) = +17
CMD= 10 +17(CMB) +9(Dex) +1(Dodge) +4(Deflection) +1(insigth) = 42

BAB: +16/+11/+6/+1.

Attack Composite Long Bow for Str 12 +5 Seeking. Add +1 at Foco, +2 dam Specialization, +2 at +1 dam Bracers of Archery, +9 at Dex.
+33/+28/+23/+18
Normal Dam 1d8+9. Crit 19-20/x3. Range 110 ft.
!!!Many Arrows (first attack from a full attack is a double attack, one attack roll, two damage rolls, but Critical and Sneak attack are applied once only).
Notes: Vital Strike. Deadly Aim (-5 at, +10 dam). Point Blank Shot (+1 at and dam within 30 ft). Precise Shot (no -4 when fighting at mele). Improved Precise Shot (Ignore AC and miss chance from Concealment and Cover, except Total Cover and Total Concealment). Rapid Shot (full attack, -2 at, fire one more time)
Rapid Shot +31/+31/+26/+21/+16
Deadly Aim +28/+23/+18/+13 (+10 dam)
Rapid Shot & Deadly Aim +26/+26/+21/+16/+11 (+10 dam)

Saves
Fort 12 +5 +2 = 19
Ref 9 +5 +9 = 23 (Evasion)
Will 5 +5 +3 +2(feat) +1(trait) = 16 (+3 vs Fear -Bravery, Courageous). Reroll 1/day before result is revealed (feat)

Features:
All weapons, armors, shields (except exotic w.)
Bravery (fighter, ex): +1 will saves vs fear
Armor training (fighter, ex): Imrpoves 1 armor check penalty and Max. Dex.
Favored Enemy (ranger, Ex): 3 Enemies +4,+4,+2 to Bluff, Knowledge, Perception, Sense Motive, Survival, weapon attack, weapon damage. Aberration+4, Undead+4, Humanoid (Human)+2
Track (ranger, Ex): + half ranger level to Survival when tracking.
Wild Empathy (ranger, Ex): Animals (and magic beasts with Int 1-2)
Combat Style (ranger, Ex): Archery, must use medium, ligth, or no armor.
Favored Terrain (ranger, Ex): 2 terrains with +4,+2 a Initiative, Knowledge (geography), Perception, Stealth, Survival. Forest+4, Plane (Shadowfel)+2
Hunters Bond (ranger, Ex): Companions. Move action, all allies within 30' gain half my bonusagainst one unique favored enemy. Last as much rounds as my Wisdom bonus.
Woodland Strike (ranger, Ex): Can move through NATURAL undergrowth without being hampered, etc.
Swift Tracker (ranger, Ex): Better speed when tracking.
Evasion (ranger, Ex): Only when wearing medium/light/no armor....
Quarry (ranger, Ex): Standard action, one target (must be a favored enemy). Bonus to tracking. +2 insigth bonus at, Criticals are automatically confirmed. Once the enemy is dead it can be made after 1 hour, otherwise wait 24h.
Camouflage (ranger, Ex): Stealth to hide in my favored terrain, even if there is no cover or concealment (Note: limitations when observed)

Ranger Spells
Caster Level: Ranger level-3 = 9
L 1: 2+1(wis); L 2: 2+1(wis), L 3: 1+1(wis)
MEMORIZED
L 1: Delay Poison, Longstrider (1h/level +10ft movement), Resist Energy (20 points/attack, choose an energy, 10 min/l).
L 2: Bears Endurance (+4 Con, 1min/l), Barkskin (10 min/l, +4 enh natural armor), Cure Ligth Wounds (1d8+5)
L 3: Darkvision (1h/l), Curar Moderate W (2d8+9)

Class Skills:
Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge
(dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (engineering) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
96 Ranks

SKILLS
Acrobatics 16 ranks, +9, +6 (feat) = 31
Escape Artist 16 ranks, +9 = 25
Stealth 13 ranks, +9, +3 (feat) = 25
Knowledge (nature) 5 ranks, +3 (feat) = 8
Knowledge (religion) 4 ranks = 4
Knowledge (dungeoneering) 1 rango, +3 (feat) = 4
Knowledge (geography) 1 rango, +3 (feat) = 4
Survival 8 ranks, +3, +3 (feat) = 14
Heal 8 ranks, +2, +3 feat = 13
Perception 13 ranks, +3, +3 (feat) = 19
Climb 4 ranks, +1, +3 (feat) = 8
Craft (bows, arrows) 1 rango, +3 (feat) = 4
Handle Animal 1 ranks, -1, +3 (feat) = 3
Intimidate 1 rango, -1, +3 (feat) = 3
Ride 1 rango, +9, +3 (feat) = 13
Spellcraft 1 rango, +3 (feat) = 4
Swim 1 rango, +1, +3 (feat) = 5
Lang 1 rango (Enano)

EQUIPMENT
Armor: Padded (Chain Shirt or Mithril Breastplate ASAP !!!!!!!! )
Weapon: Composite Long Bow for Str 12
Secondary Weapon: Some one-hand mele weapon that works with Finesse (for upcoming levels)

MAGIC EQUIPMENT (315000 gp)
Belt of Incredible Dexterity +6 36000 gp
Ring of Invisibility 20000 gp
Headband of inspired wisdom +4 16000 gp (Will need +6 in the future)
Ioun Stone dusty rose (+1 insigth AC) 5000 gp
Bracers of Archery, Greater (+2 competence at and +1 dam) 25000 gp
Cloack of Resistance +5 25000 gp
Efficient Quiver 1800 gp
Potection Ring +4 32000 gp
Lesser Rod of Extend Spell (3 spells/day, max. level 3th, double duration). 3000 gp
Bow +5 Seeking(+1) 72000 gp (ignore miss-chances, also against invisible creatures if the correct square is targetted)
Armor +5 Medium Fortification 64000 gp
Cure Ligth Wounds Wand 750 gp
Cure Moderate W Wand 4500 gp
Brooch of Shielding 1500 gp (protection against magic missile)

Potions
N0 Read Magic, Ligth (50 gp)
N1 Lesser Restoration, Remove Fear, Protection from Evil, Protection from Chaos, Feather Fall, Cure ligth Wounds (300 gp)
N2 Remove Paralysis, Protection from Energy, Levitate, Heroism, Bull's Strength, Blur, Aid, (2100 gp)
N3 Remove Blindness/Deafness, Haste, Good Hope, Fly, Displacement (3750 gp)

Scrolls: Bear's Endurance N2, Barkskin N2, Darkvision N2 (600 gp)

(total spent 313350 gp)

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What I learn from the Excel, for that character:

Always use Rapid Shot
Enemies with CA 38+ (5 more than attack bonus): Use Rapid Shot, without Deadly Aim
Enemies with CA 38- (less than 5 over max attack bonus): Use RS & DA
When not using RS (if you need to save arrows): Normal attack for CA 40+, DA for CA 38-
For full time archers, it is better +1 to att than +1 to damage, you need at least +2 dam (makes more difficult to use DA). For damage/attack there is no much difference between focusing in Dex or raising both Str and Dex, but makes different characters. Str is better if you are going to do many standard attacks, instead of full-round attacks, it's also good for casual archers.
Against enemies with DR, or if you make less damage for some reason, always use DA instead of RS (better than RS in that case), and use RS+DA only against enemies with CA 38 or less.

Some Sample Average Damages (full round attacks):
Against CA 40: 31 (using Rapid Shot). RS+DA would do 29. Very high AC, only for a few monsters or creatures figthing Defensively, and 15th level NPCs using Shields.
Against CA 35: 54 (using RS+Deadly Shot). RS would do 49. Common AC for many CR 16 monsters and NPCs.
Against CA 30: 85 (using RS+DS). Normal attacks would do 61, RS 69, DA 76. Common AC for creatures below CR 16.

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OTHER THINGS I LEARNT

*Fighter vs Ranger:
A fighter would have better attack, damage and AC.
But I (as a ranger) have Evasion, good Reflex saves, better speed (thanks to the Longstrider spell) and can save the money of some items (like a belt for Constitution, using my 2nd level slots). The big ammount of skill ranks I get also allow me to be a master of Acrobatics and Escape Artist, that can be useful in combat, I don't want to be grappled! I can also use some magic wands and scrolls. So being a ranger I trade damage for defensive features and a few other things.
Using the excel I estimate that a fighter archer would do about 50% to 100% MORE damage, depending of the foe AC (specially better against enemies with high AC)

*High Strength or not
Thanks to the feat Deadly Strike, that makes your attack bonus very important, there isn't much difference for the damage output between an archer with a lot of Dexterity and one with high Dexterity and Strength. However it makes different characters.
The main problem now isn't damage, the problem is armor. If you maximize your Dexterity (max. 35 using Tomes and stuff), you go beyond the Max Dex allowed by armors (I'm talking about high levels, at low and med levels you are ok). You can make mithral chainshirts and breastplates, but it isn't enough, bracers of armor and non-mithral ligth armors won't help. It's unclear if the Celestial Armor can be modified. If you are a fighter armor training helps a lot !
So I can only see three options:
1. Go for light armor. You use your full Dex for your touch AC, making you a very difficult target for many spells, you can also move a lot. However you don't optimize your normal AC in this way (armor limits your Dex).
2. Go for medium armor. Your Dex is limited, so is your Touch AC, but the Armor AC is worth it. Your speed decreases and you may get some skill check penalty.
3. Stop maximizing your Dexterity and increase your Strength, use medium armors. Cons: Decreases in Reflex save, useful dex based skills, touch AC. Pros: Same AC, and some increase in damage. I would do this if my character isn't going to use Acrobatics and such things.

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