| harmor |
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Looking to start a Kingmaker campaign and I'm split between going the Fighter route for a Small-sized (probably Halfling), Mounted Archer or a Ranger with a mount as an Animal Companion?
Was looking at the Mounted Combat Ranger Archtype in the APG that would allow you to take Trick Riding (Combat) in the APG at level two instead of level 9 with the Fighter Build.
But on the other hand all the feats for a Fighter would give me the option to eventually dip a little into other mounted feats like Ride-by Attack (Combat) in-case the party needs it so I'm not in all in with the Ranger build.
Seeing as the Kingmaker campaign is an outdoor campaign from what I read in the Player's Starter guide, this would allow me to play my first mounted archer.
| Riku Riekkinen |
I would also go for Ranger. I would choose Archery style however. The animal companion is strong enough to take a bit of punishment, witch is basically all the mounted combat prevents. Also true for Trick Riding, since at 6th level you won't fail DC15 ride checks anyway. Improved Precise Shot is very good at 6th level.
But with the Ranger build will I be Feat starved since I'll be a one trick pony?
Yes, but doesn't matter: The trick is good enough, since after Precise Shot & Improved Precise Shot you can fire into melee as easily as to anywhere. Melee classes however suffer, if the enemy happens to be at range. Plus you are one trick pony only in combat. Ranger brings much more to the table outside the combat.
| harmor |
Experimenting with a couple of builds here so far:
Male Halfling Fighter 1
LN Small Humanoid (Halfling)
Init +4; Senses Perception +2
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DEFENSE
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AC 15, touch 15, flat-footed 11. . (+4 Dex, +1 size)
hp 13 (1d10+2)
Fort +5, Ref +5, Will +1
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OFFENSE
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Spd 20 ft.
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STATISTICS
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Str 12, Dex 18, Con 15, Int 12, Wis 10, Cha 9
Base Atk +1; CMB +1; CMD 15
Feats Point Blank Shot, Precise Shot
Traits Armor Expert, Pioneer: Ride
Skills Fly +6, Handle Animal +5, Perception +2, Ride +11, Stealth +8, Swim +5
Languages Common, Gnome, Halfling
SQ Fearless
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TRACKED RESOURCES
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. . -none-
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SPECIAL ABILITIES
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Armor Expert -1 Armor check penalty.
Fearless +2 morale bonus vs Fear saves.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
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Male Halfling Fighter 9
LN Small Humanoid (Halfling)
Init +5; Senses Perception +11
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DEFENSE
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AC 16, touch 16, flat-footed 11. . (+5 Dex, +1 size)
hp 85 (9d10+18)
Fort +9, Ref +9, Will +4
Defensive Abilities Bravery +2
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OFFENSE
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Spd 20 ft.
Special Attacks Weapon Training: Bows, Weapon Training: Thrown
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STATISTICS
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Str 12, Dex 20, Con 15, Int 12, Wis 10, Cha 9
Base Atk +9; CMB +9; CMD 24
Feats Deadly Aim -3/+6, Manyshot, Mounted Combat, Point Blank Master: Longbow, Point Blank Shot, Precise Shot, Rapid Shot, Trick Riding, Weapon Focus: Longbow, Weapon Specialization: Longbow
Traits Armor Expert, Pioneer: Ride
Skills Climb +7, Fly +7, Handle Animal +5, Perception +11, Ride +20, Stealth +9, Survival +4, Swim +8
Languages Common, Gnome, Halfling
SQ Armor Training 2 (Ex), Fearless
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TRACKED RESOURCES
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. . -none-
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SPECIAL ABILITIES
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Armor Expert -1 Armor check penalty.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bravery +2 (Ex) +2 Will save vs. Fear
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fearless +2 morale bonus vs Fear saves.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Trick Riding You do not need to make Ride checks for DC 15 or lower tasks, and gain 1 extra use of Mounted Combat/round.
Weapon Training: Bows +2 (Ex) +2 Attack, Damage, CMB, CMD with Bows
Weapon Training: Thrown +1 (Ex) +1 Attack, Damage, CMB, CMD with Thrown weapons
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Male Halfling Ranger 1
LN Small Humanoid (Halfling)
Init +4; Senses Perception +7
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DEFENSE
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AC 15, touch 15, flat-footed 11. . (+4 Dex, +1 size)
hp 14 (1d10+3)
Fort +6, Ref +7, Will +2
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OFFENSE
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Spd 20 ft.
Ranger Spells Known (CL 0, 2 melee touch, 6 ranged touch):
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STATISTICS
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Str 10, Dex 18, Con 16, Int 10, Wis 12, Cha 9
Base Atk +1; CMB +0; CMD 14
Feats Point Blank Shot
Traits Armor Expert, Pioneer: Ride
Skills Fly +6, Handle Animal +5, Heal +5, Perception +7, Ride +11, Stealth +8, Survival +5, Swim +4
Languages Common, Halfling
SQ Enemies: Fey (+2 bonus) (Ex), Fearless, Track +1, Wild Empathy +0 (Ex)
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TRACKED RESOURCES
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. . -none-
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SPECIAL ABILITIES
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Armor Expert -1 Armor check penalty.
Enemies: Fey (+2 bonus) (Ex) +2 to rolls vs Fey.
Fearless +2 morale bonus vs Fear saves.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 +1 to survival checks to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Created With Hero Lab® - try it for free at http://www.wolflair.com!
Male Halfling Ranger 9
LN Small Humanoid (Halfling)
Init +9; Senses Perception +15
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DEFENSE
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AC 16, touch 16, flat-footed 11. . (+5 Dex, +1 size)
hp 94 (9d10+27)
Fort +10, Ref +12, Will +5
Defensive Abilities Evasion
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OFFENSE
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Spd 20 ft.
Ranger Spells Known (CL 6, 10 melee touch, 15 ranged touch):
2 (1/day) Hunter's Eye
1 (3/day) Resist Energy, Aspect of the Falcon (DC 12), Gravity Bow (DC 12)
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STATISTICS
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Str 10, Dex 20, Con 16, Int 10, Wis 12, Cha 9
Base Atk +9; CMB +8; CMD 23
Feats Deadly Aim -3/+6, Endurance, Improved Initiative, Improved Precise Shot, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot
Traits Armor Expert, Pioneer: Ride
Skills Climb +6, Fly +7, Handle Animal +8, Heal +5, Knowledge: Geography +7, Knowledge: Nature +12, Perception +15, Ride +20, Spellcraft +4, Stealth +9, Survival +13, Swim +8
Languages Common, Halfling
SQ Animal Companion Link (Ex), Enemies: Fey (+4 bonus) (Ex), Enemies: Monstrous Humanoids (+2 bonus) (Ex), Fearless, Share Spells with Companion (Ex), Swift Tracker (Ex), Terrains: Forest (+4 bonus) (Ex), Terrains: Plains (+2 bonus) (Ex), Track +4, Wild Empathy +8 (Ex), Woodland Stride (Ex)
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TRACKED RESOURCES
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. . -none-
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SPECIAL ABILITIES
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Fey (+4 bonus) (Ex) +4 to rolls vs Fey.
Enemies: Monstrous Humanoids (+2 bonus) (Ex) +2 to rolls vs Monstrous Humanoids.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fearless +2 morale bonus vs Fear saves.
Improved Precise Shot Ignore certain AC / concealment bonuses.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrains: Forest (+4 bonus) (Ex) +4 to rolls vs Forest.
Terrains: Plains (+2 bonus) (Ex) +2 to rolls vs Plains.
Track +4 +4 to survival checks to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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| qutoes |
Cavalier/Paladin multiclass IMO makes the strongest mounted ranged character.
I have been look at playing a Halfling Cavalier for awhile now . Not sure why you would split it with paladin .
Mounted Archer would be fun but think of the fun you could have charging around stabing people with a lance riding a wolf or boar . Order of the sword fling Cavalier FTW .
Carbon D. Metric
|
The paladin mostly for the benefits of having a bonded mount over a (Or combined with) a typical animal companions style creature, in addition to the fact that detect evil, smite evil, and the public credibility of a full blown paladin. Perhaps it is my games alone but I play them pretty heavily as authority figures, high level war veterans, and so on, I mean, what's not to like?
| qutoes |
The paladin mostly for the benefits of having a bonded mount over a (Or combined with) a typical animal companions style creature, in addition to the fact that detect evil, smite evil, and the public credibility of a full blown paladin. Perhaps it is my games alone but I play them pretty heavily as authority figures, high level war veterans, and so on, I mean, what's not to like?
No i get what a paladin brings to the table . I just don't like spliting it with a cavalier . Both classes have higher level class abilites they want to get to without slowing down to mult-class .
If you are going to play a order of the sword (mounted cavalier) you want to get to 8 th level as fast as you can so you can start adding your mount's str. your charge damage .
As a paladin you want to get to 5 th for your divine bond .
Every level of paladin makes your Cavalier mount weaker .
/shrug just my 2 cents =)
| Riku Riekkinen |
STATISTICS
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Str 10, Dex 18, Con 16, Int 10, Wis 12, Cha 9
I see Archers more as strikers (= doing damage, not resisting it), so I would put Con much lower:
Str 12, Dex 18, Con 12, Int 12, Wis 14, Cha 9
Now Str 12 is going to great at the start for the damage, but almost meaningless at the end. Wis 14 is going to be great at the 10th level, because you most likely are able to get +2 WIS item meaning you'll get Instant Enemy spell level earlier than otherwise (and then on one extra use).
Mok
|
If you go with Ranger than at 5th level you can take the feat Boon Companion which will make your companion have full levels, rather than the normal Ranger penalty.
The other option is that the Samurai playtest was, from what I recall, pretty solid in terms of both archery and being mounted.
The real problem with the system is that you can't get a mount that is there just to give you mobility. If there were an option that scraped away all of the mount abilities beyond hit dice and saves scaling then it would free up space for more feats to feed into the archery tree.
The black raven
|
From my most recent experience, take any class that gives you an Animal Companion or something similar (ie a mount that gains feats) and take the Lookout teamwork feat for both you and your mount.
As an Archer, you are fragile, thus not being surprised is most important. Lookout gives you a far better chance to avoid being surprised and to act during the surprise round.
And when both you and your mount are not surprised, you both get a full-round of actions. For an archer, that means you make your devastating full-attack routine one round earlier, with your opponent maybe still flat-footed.
A Ranger has the most synergy for this since both you and your mount will benefit from your favored enemy and favored terrain bonuses, which apply not only to hit and to damage (FE), but also to perception (FE and FT) and to initiative (FT).
The Ogre Rogue who tried to ambush my Ranger and his faithful Griffon in the forest did not live long enough to attack even once.
Of course, if your fellow PCs also get on the Lookout train, it will become even better.