Kingmaker - Advice for a Ranger...


Advice

Sczarni

Ok, so I'm in a group that's gonna be playing Kingmaker, which currently consists of a Human Sorcerer, Elf Druid, Dwarf Fighter, Gnome Rogue, Gnome Summoner, and me. The Half-Orc Ranger.

Now, I'd originally intended to go with more of a switch-hitter style for combat versatility, but considering what we've got in the party, I'm wondering if maybe a more Archery angled character would be good. I'm also not that much of an optimizer, though I do want an effective character.

We're a fairly roleplaying oriented group so character drive and all is important. The Ranger is fairly charismatic, and I was also thinking of aiming for the Spymaster or Royal Assassin as far as the court for the king goes.

Either way, I'm also looking for a way to have a sort of spy network of creatures that I can either see through their eyes to spy, or communicate with them effectively to have them relay the messages of what they saw.

Unfortunately, my DM seems to really rather hate the Advanced Player's Guide class variants, so just getting the Beast Master variant is proving challenging. I've been trying to figure out ways to make it more appealing, like maybe limiting the number of animal companions to a maximum of my Wis or Cha mod (not to exceed my effective Druid level) or some such...

Any tips/hints/recommendations would be much appreciated.

Dark Archive

Jack-of-Blades wrote:

Ok, so I'm in a group that's gonna be playing Kingmaker, which currently consists of a Human Sorcerer, Elf Druid, Dwarf Fighter, Gnome Rogue, Gnome Summoner, and me. The Half-Orc Ranger.

Now, I'd originally intended to go with more of a switch-hitter style for combat versatility, but considering what we've got in the party, I'm wondering if maybe a more Archery angled character would be good. I'm also not that much of an optimizer, though I do want an effective character.

The body count in our Kingmaker campaign has been high, so I wouldn't worry about current group makeup - that will soon change. I would stick with the versatility.

Quote:
We're a fairly roleplaying oriented group so character drive and all is important. The Ranger is fairly charismatic, and I was also thinking of aiming for the Spymaster or Royal Assassin as far as the court for the king goes.

What's wrong with King? ;-)

Isn't CHA a ranger's dump stat?

Sczarni

Cha is the Ranger's dump stat, but I rolled fairly well so I didn't have any negative stats so I put a 12 into Cha for him. And he doesn't want to be the King. It's the king that people are always trying to assassinate and who's responsible for the kingdom and he's really not so interested in that.


Ya but as a spy you need good cha and for charming animals you need the cha and for winning friends and influencing people about the kingdome cha etc. Because you arnt the king it dosnt need to be 18 but it should still be good as it helps alot. Esp because you would be an ambassador of sorts as Rangers become great spys/diplomats Sherrifs, Royal Emmisaries, Generals, etc.

I would go Archer, because you will still do a lot of Damage with a sword almost equal to that wich you would do as a 2 weapon fighter. So go bow, and get as many archery feats as you can. And If you want to be a Bruiser get a few levels of Fighter as well. Or alternately if Conan isnt your style, go a bit more Robinhood and get a few Rogue levels ;) perhaps be they royal spy assassin :) On the other hand a few levels of Bard can get you in here and there with ease as a great spy. Go Oratory that way all you are doing is talking your way around and you are casting spells. Wow he came up and just started to talk to me and suddenly I was doing whatever he wanted...

Sovereign Court

I'd go with archery, the party has three melee combatants already (fighter, druid, summoner) but you'll be the only artillery. It's good to have your own niche in a group.


Jack-of-Blades wrote:

Ok, so I'm in a group that's gonna be playing Kingmaker, which currently consists of a Human Sorcerer, Elf Druid, Dwarf Fighter, Gnome Rogue, Gnome Summoner, and me. The Half-Orc Ranger.

Now, I'd originally intended to go with more of a switch-hitter style for combat versatility, but considering what we've got in the party, I'm wondering if maybe a more Archery angled character would be good. I'm also not that much of an optimizer, though I do want an effective character.

We're a fairly roleplaying oriented group so character drive and all is important. The Ranger is fairly charismatic, and I was also thinking of aiming for the Spymaster or Royal Assassin as far as the court for the king goes.

Either way, I'm also looking for a way to have a sort of spy network of creatures that I can either see through their eyes to spy, or communicate with them effectively to have them relay the messages of what they saw.

Unfortunately, my DM seems to really rather hate the Advanced Player's Guide class variants, so just getting the Beast Master variant is proving challenging. I've been trying to figure out ways to make it more appealing, like maybe limiting the number of animal companions to a maximum of my Wis or Cha mod (not to exceed my effective Druid level) or some such...

Any tips/hints/recommendations would be much appreciated.

What are the other players characters supposed to do. Each class can do several things depending on build.

If you are going archery for reason of combat power I would go fighter, but if you want it to be flavor the ranger will still be decent. Will your DM help you pick favored enemies? If not I would take the guide archetype from the APG if it is available.

Sczarni

wraithstrike wrote:
Jack-of-Blades wrote:

Ok, so I'm in a group that's gonna be playing Kingmaker, which currently consists of a Human Sorcerer, Elf Druid, Dwarf Fighter, Gnome Rogue, Gnome Summoner, and me. The Half-Orc Ranger.

Now, I'd originally intended to go with more of a switch-hitter style for combat versatility, but considering what we've got in the party, I'm wondering if maybe a more Archery angled character would be good. I'm also not that much of an optimizer, though I do want an effective character.

We're a fairly roleplaying oriented group so character drive and all is important. The Ranger is fairly charismatic, and I was also thinking of aiming for the Spymaster or Royal Assassin as far as the court for the king goes.

Either way, I'm also looking for a way to have a sort of spy network of creatures that I can either see through their eyes to spy, or communicate with them effectively to have them relay the messages of what they saw.

Unfortunately, my DM seems to really rather hate the Advanced Player's Guide class variants, so just getting the Beast Master variant is proving challenging. I've been trying to figure out ways to make it more appealing, like maybe limiting the number of animal companions to a maximum of my Wis or Cha mod (not to exceed my effective Druid level) or some such...

Any tips/hints/recommendations would be much appreciated.

What are the other players characters supposed to do. Each class can do several things depending on build.

If you are going archery for reason of combat power I would go fighter, but if you want it to be flavor the ranger will still be decent. Will your DM help you pick favored enemies? If not I would take the guide archetype from the APG if it is available.

The fighter is obviously the main meat shield, and it looks like the Summoner is aiming for a combat Eidolon. I'm not sure if the Druid is aiming for melee combat or more of a caster type, though I'm gonna bet their pet is gonna be a combat pet. I went with Ranger mostly 'cause the DM said that a Ranger would be a really good idea for the Kingmaker game and I picked the Ranger before anyone else had decided on class yet.

Also, as I've mentioned, the DM kinda hates the APG, so all of the variants listed there are not allowed in his game 'cause they're "broken", and I don't see how the Guide variant would help me attain the Beast Master concept anyway...


Jack-of-Blades wrote:
Also, as I've mentioned, the DM kinda hates the APG, so all of the variants listed there are not allowed in his game 'cause they're "broken",

its funny becuase if anything most of the varients presented in the APG are acutally mechanically weaker than the original core class, they often need to trade some of the best features to get the varient ones.

the main benefit of ranger in kingmaker is being able to track at your full speed using survival, and your survival skill for enviroment checks gets boosted like crazy with favoured terrains of which you get enough to basically cover all the terrains you'll encounter in Kingmaker.

if you want some basic half spoiler tips for Ranger, no specifics just recommended favoured enemy and terrains.

Ranger Suggestions for Kingmaker:

Choosing Human and Fey for favoured enemy is a good option, you face humans early on as well as fey, and most likely throught the adventure. Choosing Plains or Forrest to begin with covers half the map you start working on. Once you've startd and see the area your working with you can decide what else to pick


Jack-of-Blades wrote:
wraithstrike wrote:
Jack-of-Blades wrote:

Ok, so I'm in a group that's gonna be playing Kingmaker, which currently consists of a Human Sorcerer, Elf Druid, Dwarf Fighter, Gnome Rogue, Gnome Summoner, and me. The Half-Orc Ranger.

Now, I'd originally intended to go with more of a switch-hitter style for combat versatility, but considering what we've got in the party, I'm wondering if maybe a more Archery angled character would be good. I'm also not that much of an optimizer, though I do want an effective character.

We're a fairly roleplaying oriented group so character drive and all is important. The Ranger is fairly charismatic, and I was also thinking of aiming for the Spymaster or Royal Assassin as far as the court for the king goes.

Either way, I'm also looking for a way to have a sort of spy network of creatures that I can either see through their eyes to spy, or communicate with them effectively to have them relay the messages of what they saw.

Unfortunately, my DM seems to really rather hate the Advanced Player's Guide class variants, so just getting the Beast Master variant is proving challenging. I've been trying to figure out ways to make it more appealing, like maybe limiting the number of animal companions to a maximum of my Wis or Cha mod (not to exceed my effective Druid level) or some such...

Any tips/hints/recommendations would be much appreciated.

What are the other players characters supposed to do. Each class can do several things depending on build.

If you are going archery for reason of combat power I would go fighter, but if you want it to be flavor the ranger will still be decent. Will your DM help you pick favored enemies? If not I would take the guide archetype from the APG if it is available.
The fighter is obviously the main meat shield, and it looks like the Summoner is aiming for a combat Eidolon. I'm not sure if the Druid is aiming for melee combat or more of a caster type, though I'm gonna bet their pet is gonna be a combat pet....

I did not know you were going with a beastmaster concept. Does beastmaster=ability to control and train animals?

Edit:Are you allowed to take the boon companion feat that allows your companion to level using the druid progression?

Sczarni

Phasics wrote:
Jack-of-Blades wrote:
Also, as I've mentioned, the DM kinda hates the APG, so all of the variants listed there are not allowed in his game 'cause they're "broken",

its funny becuase if anything most of the varients presented in the APG are acutally mechanically weaker than the original core class, they often need to trade some of the best features to get the varient ones.

the main benefit of ranger in kingmaker is being able to track at your full speed using survival, and your survival skill for enviroment checks gets boosted like crazy with favoured terrains of which you get enough to basically cover all the terrains you'll encounter in Kingmaker.

if you want some basic half spoiler tips for Ranger, no specifics just recommended favoured enemy and terrains.
** spoiler omitted **

Thanks muchly for the suggestions. I'd already chosen Favored Enemy Humans, and had been aiming toward Forest for the terrain, but it's good to know my instincts on this one were good.

wraithstrike wrote:

I did not know you were going with a beastmaster concept. Does beastmaster=ability to control and train animals?

Edit:Are you allowed to take the boon companion feat that allows your companion to level using the druid progression?

I did mention it in my original post...

And, yes, the DM did approve the feat that bumps my effective druid level up by 3, equaling it out to my Ranger Level.

Sczarni

Okay, so, my DM and I have worked out an acceptable compromise for the both of us so that I get an above average intelligence beast that can act as a scout for me, and my DM doesn't find it to be too big a deal that it'd break the campaign.

Therefore, I have decided on a Small Cat animal companion. My next challenge, is a much more creative one.

How can I make it fly?

What sort of item/gold/time investment am I looking at to get any amount of flying out of a cat (short of picking it up and chucking it). Simply for the sake of the bizarre.

Why do I want to do this, you ask?
Because I can. Maybe. If I can figure out just how to do it.


Jack-of-Blades wrote:

Okay, so, my DM and I have worked out an acceptable compromise for the both of us so that I get an above average intelligence beast that can act as a scout for me, and my DM doesn't find it to be too big a deal that it'd break the campaign.

Therefore, I have decided on a Small Cat animal companion. My next challenge, is a much more creative one.

How can I make it fly?

What sort of item/gold/time investment am I looking at to get any amount of flying out of a cat (short of picking it up and chucking it). Simply for the sake of the bizarre.

Why do I want to do this, you ask?
Because I can. Maybe. If I can figure out just how to do it.

Creatures can use magic items. I would try to make sure it is use activated instead of command word though. If nothing exist that he will allow, then they to get one of you fellow players(assuming they have magic item creation feats) to do it. If they don't have them, try to commission an NPC to custom make one.


Jack-of-Blades wrote:
yes, the DM did approve the feat that bumps my effective druid level up by 3, equaling it out to my Ranger Level.

Nature's Bond is the 3.5E version of that feat.

Boon Companion is the Pathfinder version, which can be found in the book Seeker of Secrets(LINK), it provides a 4 level increase(for familiars & companions) and it's also capped by character level.

Sczarni

Daniel Moyer wrote:

Nature's Bond is the 3.5E version of that feat.

Boon Companion is the Pathfinder version, which can be found in the book Seeker of Secrets(LINK), it provides a 4 level increase(for familiars & companions) and it's also capped by character level.

Sweet! Thanks, mate.

Sczarni

Also, is there a feat anywhere that lets you get multiple animal companions?


Jack-of-Blades wrote:
Also, is there a feat anywhere that lets you get multiple animal companions?

The only thing that comes to mind is the Beastmaster ranger variant in the APG.

Sczarni

Banpai wrote:
The only thing that comes to mind is the Beastmaster ranger variant in the APG.

So my guess is if I took a level of Druid, that level would just stack with my effective Druid levels from being a Ranger for my animal companion, yeah?

Sczarni

Ok, new question. Since my Ranger will be taking the Boon Companion feat at level 7 (if he survives that long), I could - potentially - expend a level to dip into another class or PRC without sacrificing pet levels.

Current Stats:

Str - 15
Dex - 18
Con - 11
Int - 10
Wis - 15
Cha - 14

Things to note:

1 - This character has an Archery build and is more of a Scout/Artillery type than a front line fighter.

2 - I wouldn't mind gaining a Sneak Attack or Spells or a Familiar.

3 - I really don't want to spend more than one level into the dip.

4 - I'd like a better Will save if possible.


You know, just because you and a few other classes have animal companion as a special doesn't mean you, or anyone else, can't train a couple 'attack dogs' or 'hunting dogs' (use riding dog for their stats). Lots of people with no special class abilities in the real world have used them :-) With your handle animal, wild empathy et al you should be great at this, even as the base class.

Sczarni

Oh, I fully intend to try to tame/train a few huntings beasts regardless, I just wanted a few to be able to communicate with for spying/scouting purposes.


I made an archer ranger for our Kingmaker group with levels in wizard to go for Arcane Archer. If you go Transmutation school you'll get the ability point bonus plus you'll be able to take Arcane Strike feat. By level 16 (where most APs max out) I'll be R9/W5/AA5.

Of course, I'm not doing anything special with animal companions. I made my horse my companion just so he'll be smart enough to stay out of trouble. AND, on slow days we play hide and seek in the forest (he always gets mad because I'm so much better than him).


I'm playing a goblin ranger in kingmaker atm, I'm about to hit level 11. I'm the only person from the starting group. Over the course of the 10 levels, I've seen no less than 20 pc deaths, I'm thinking that is low balling it too. Only reason I believe I've lived this long, I made it clear early on the evil goblin isn't afraid to run from a fight. I saw a paladin charge in to 20 kobolds at 2nd level thinking being backed up by 3 level ones would work, I skulked out and two people died. I guess more or less what I'm trying to say is don't be cocky in the wild and you'll do fine. I've 'screwed' the party by being on watch when a large group of centaurs were stampeading our way I work the party up and started moving......they got ready to fight, 6 vs 40, and its not 40 kobolds, 40 centaurs, we're level 7.


Simon Legrande wrote:

I made an archer ranger for our Kingmaker group with levels in wizard to go for Arcane Archer. If you go Transmutation school you'll get the ability point bonus plus you'll be able to take Arcane Strike feat. By level 16 (where most APs max out) I'll be R9/W5/AA5.

Of course, I'm not doing anything special with animal companions. I made my horse my companion just so he'll be smart enough to stay out of trouble. AND, on slow days we play hide and seek in the forest (he always gets mad because I'm so much better than him).

Take leadership and you would be a reasonable facsimile of a 1e Ranger.


Simon Legrande wrote:

I made my horse my companion just so he'll be smart enough to stay out of trouble. AND, on slow days we play hide and seek in the forest (he always gets mad because I'm so much better than him).

Going to be laughing for weeks over that one… it’s just too good!


Wanna rock archery as a ranger? Worried about firing in Melee?

POINT BLANK Master!!!
Archery no longer provkes in melee (think Legolas from Lord of the rings movies)

Feats (Remeber Ranger's ignore Preq's on combat style

1 Point Blank Shot
2 Rapidshot
3 Precise Shot
4
5 Weapon Focus: Longbow
6 Point Blank Master
7 Deadly Aim
8
9 Bonded Companion (Wolf)
10 Manyshot

Now, who needs a sword?
Take a melee weapon if you wish but there's no real need since you can fire in melee. I'd take quick draw at level 11 and carry a second bow in case you get disarmed/sundered.


Ardenup wrote:

Wanna rock archery as a ranger? Worried about firing in Melee?

POINT BLANK Master!!!
Archery no longer provkes in melee (think Legolas from Lord of the rings movies)

Feats (Remeber Ranger's ignore Preq's on combat style

1 Point Blank Shot
2 Rapidshot
3 Precise Shot
4
5 Weapon Focus: Longbow
6 Point Blank Master
7 Deadly Aim
8
9 Bonded Companion (Wolf)
10 Manyshot

Now, who needs a sword?
Take a melee weapon if you wish but there's no real need since you can fire in melee. I'd take quick draw at level 11 and carry a second bow in case you get disarmed/sundered.

Kingmaker, huh? I would change the order of things, go for Deadly Aim at 5, Improved Precise Shot at 6, Manyshot at 7, WF at 9, PBM at 10 and Boon Companion at 11 if at all. For a ranged-archer I question the usefulness of a bonded companion. If you have PBM you just walk around with your main bow on a weapon cord from the Adventurer's Armory that allows you to recover it as a swift action if disarmed. No need to Quick Draw.

Personally, I would also play a human, mostly since the feat is too sweet for a feat-heavy build like this, and also since there are virtually no elven influence in Kingmaker, except for a single location that has very little impact.


I'd go human too. But I generally don't post builds written for them. I figure go generic and if the player wants to accelerate the feat chain, they should do so. I'm usually human by default unless after a specific racial concept.


Kamelguru wrote:
Ardenup wrote:

Wanna rock archery as a ranger? Worried about firing in Melee?

POINT BLANK Master!!!
Archery no longer provkes in melee (think Legolas from Lord of the rings movies)

Feats (Remeber Ranger's ignore Preq's on combat style

1 Point Blank Shot
2 Rapidshot
3 Precise Shot
4
5 Weapon Focus: Longbow
6 Point Blank Master
7 Deadly Aim
8
9 Bonded Companion (Wolf)
10 Manyshot

Now, who needs a sword?
Take a melee weapon if you wish but there's no real need since you can fire in melee. I'd take quick draw at level 11 and carry a second bow in case you get disarmed/sundered.

Kingmaker, huh? I would change the order of things, go for Deadly Aim at 5, Improved Precise Shot at 6, Manyshot at 7, WF at 9, PBM at 10 and Boon Companion at 11 if at all. For a ranged-archer I question the usefulness of a bonded companion. If you have PBM you just walk around with your main bow on a weapon cord from the Adventurer's Armory that allows you to recover it as a swift action if disarmed. No need to Quick Draw.

Personally, I would also play a human, mostly since the feat is too sweet for a feat-heavy build like this, and also since there are virtually no elven influence in Kingmaker, except for a single location that has very little impact.

I would also agree with the feat order and going human. Then you can get boon comapanion at level 5 and keep everything the same by moving up deadly aim to third and taking precise shot at first.

Sczarni

Are you stuck on melee? Because there is an Archer Fighter variant in the APG that is pretty bad ass. You'd get a lot more feats and be able to pump out a ton of arrows/damage.

I'd recommend something like:

Str - 15
Dex - 18
Con - 11
Int - 10
Wis - 15
Cha - 14

Go with the Archer Fighter Variant as a Human. (Not sure where you put your +2 but I assume it was in Dex).

The below will leave you at a fairly good archer than can run and move and still pump out the damage.

Movie plot spoiler:
Archer
The archer is dedicated to the careful mastery of the bow,
perfecting his skills with years of practice honed day
after day on ranges and hunting for game, or else on the
battlefield, raining destruction down on the enemy lines.
Hawkeye (Ex): At 2nd level, an archer gains a +1 bonus
on Perception checks, and the range increment for any
bow he uses increases by 5 feet. These bonuses increase by
+1 and 5 additional feet for every 4 levels beyond 2nd. This
ability replaces bravery.
Trick Shot (Ex): At 3rd level, an archer can choose one of
the following combat maneuvers or actions: disarm, feint, or
sunder. He can perform this action with a bow against any
target within 30 feet, with a –4 penalty to his CMB. Every
four levels beyond 3rd, he may choose an additional trick
shot to learn. These maneuvers use up arrows as normal.
At 11th level, he may also choose from the following
combat maneuvers: bull rush, grapple, trip. A target grappled
by an arrow can break free by destroying the archer’s arrow
(hardness 5, hit points 1, break DC 13) or with an Escape
Artist or CMB check (against the archer’s CMD –4). This
ability replaces armor training 1, 2, 3, and 4.
Expert Archer (Ex): At 5th level, an archer gains a +1
bonus on attack and damage rolls with bows. This bonus
increases by +1 for every four levels beyond 5th. This ability
replaces weapon training 1.
Safe Shot (Ex): At 9th level, an archer does not provoke
attacks of opportunity when making ranged attacks with a
bow. This ability replaces weapon training 2.
Evasive Archer (Ex): At 13th level, an archer gains a +2
dodge bonus to AC against ranged attacks. This bonus
increases to +4 at 17th level. This ability replaces weapon
training 3.
Volley (Ex): At 17th level, as a full-round action, an
archer can make a single bow attack at his highest base
attack bonus against any number of creatures in a 15-footradius
burst, making separate attack and damage rolls for
each creature. This ability replaces weapon training 4.
Ranged Defense (Ex): At 19th level, an archer gains DR
5/— against ranged attacks. In addition, as an immediate
action, he can catch an arrow fired at him and shoot it any
target he chooses, as if he had the Snatch Arrows feat. This
ability replaces armor mastery.
Weapon Mastery (Ex): An archer must choose a type
of bow.

Movie plot spoiler:

Level 1
Deadly Aim
Point Blank Shot
Rapid Shot

Level 2
Dodge

Level 3
Mobility

Level 4 (+1 Str)
Shot on the Run

Level 5
Weapon Focus: Longbow

Level 6
Manyshot

Level 7
Leadership

Level 8 (+1 Dex)
Greater Weapon Focus: Longbow

Level 9
Agile Maneuvers

Level 10
Run

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Kingmaker - Advice for a Ranger... All Messageboards

Want to post a reply? Sign in.