My experience with a `Switch Hitter` Ranger


Advice


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At low levels its great, but in the mid levels I find that my self buffs eat up the first round or two of combat. I find unless we start the encounter at 200-feet the party closes into melee too fast (this are for your 1/min per level buffs).

You're thinking, why not Entangle? Yeah that's works great against Giants; seems like everything has a strength in the mid 20s.

Stone Call is great (to stop those charging creatures).

Maybe I shouldn't rely on spells, but getting Lead Blades + Vital Strike is a great combo.

Without Precise Shot that means the first round at least one caster is summoning something into melee...so there goes trying to use ranged.

Don't get me wrong, when an enemy is running away from you its great using that Efficient Quiver + Quick Draw + Rapid Shot Javalins into their back, but very situational.

With money short I have to focus on my melee weapon because I use it like 80/20 right now so I can't justify a beefy bow (other than a high strength damage bow).

I'm at level 9 now and entering the high levels with this build. I'll report back later.


Vital Strike is a trap more often than not. Get better at anticipating when combat is going to happen, buff ahead of time, and engage/initiate from range. Rods of Extend are your friend.

You have to make an effort to utilize the switch hitter combat style in order to really get the most out of it.

Even without Precise Shot, your attack bonus should be fine. Generally, you are going to be fighting more than one enemy. Even if the wizard summons something into melee range, it's unlikely that the summoned creature is engaging every single enemy. So simply shoot the one that isn't engaged by the summoned creature. If you can get off a full attack and drop it before it gets close, while the summoned monster locks down the other guy, then you're doing damn well.


I say keep using your bow until every thing is in melee than move in when you can simply flank something and mop up. If you're not full attacking every round cast one of those spells.

Also, utilize scouts and planning more. Try to make your group fight more at ranged. As a ranger you should be able to Stealth your way ahead, make a plan and be able to convince the party that shooting people from 200ft off is preferrable to getting within axe range.


Yeah Extend Rods when I can afford them is definitely a good idea, thanks.

I use my Animal Companion as my flank buddy. I just do so much more damage in melee than ranged. I'm 1d10+17 (20 str, Power Attack) vs. 1d8+4 (14 dex, +4 str bow) with a bow. Maybe I put my strength too high?

I didn't take Manyshot at 6th because of the campaign we're in (alot of enemies in cover/concealment - the combats where we are stuck at range I totally shine with Improved Precise Shot). Maybe that's where I went wrong, taking Improved Precise Shot instead of Manyshot?

The Exchange Contributor, RPG Superstar 2010 Top 16

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In general if I have a character who engages directly in combat I tend to avoid self buffing during combat. Rounds/ level spell get cast when I have a kick in the doors and charge type situation or if there is a surprise round. Minutes per level get cast when I am pretty confident an encounter is coming, or preferably multiple encounters. You might consider investing in a metamagic rod of extend to get some of your minute per level spell durations up to 10 minutes.

Another time I might cast is if I can't get a full attack in. If you have to move 30 feet to get in position to shoot I might forgo a shot that round but I'll never give up 2-3 shots in exchange for a spell buff. It almost always takes 3 rounds or more for a buff to outdamage a full round attack and combat is often over by then.


TarkXT wrote:

I say keep using your bow until every thing is in melee than move in when you can simply flank something and mop up. If you're not full attacking every round cast one of those spells.

Also, utilize scouts and planning more. Try to make your group fight more at ranged. As a ranger you should be able to Stealth your way ahead, make a plan and be able to convince the party that shooting people from 200ft off is preferrable to getting within axe range.

Hmm...I skimped on Stealth. I generally try to stay with the party because going on my own has been deadly even when conditions are good (at low level I would sneak up, but I since beefed up my armor and didn't put many ranks into the skill).

Maybe using Potions of Invisibility? Hmm...300gp investment.


Dennis Baker wrote:

In general if I have a character who engages directly in combat I tend to avoid self buffing during combat. Rounds/ level spell get cast when I have a kick in the doors and charge type situation or if there is a surprise round. Minutes per level get cast when I am pretty confident an encounter is coming, or preferably multiple encounters. You might consider investing in a metamagic rod of extend to get some of your minute per level spell durations up to 10 minutes.

Another time I might cast is if I can't get a full attack in. If you have to move 30 feet to get in position to shoot I might forgo a shot that round but I'll never give up 2-3 shots in exchange for a spell buff. It almost always takes 3 rounds or more for a buff to outdamage a full round attack and combat is often over by then.

Maybe I shouldn't be buffing at the start of every combat, but instead engage at range until all enemies are within melee and then buff as I close in?

Again though, I do so much more damage with melee (see above), its so temping to close in. When I get 13th I'll have Spring attack (seems we fight alot of things that are swallowing whole).


TarkXT wrote:

I say keep using your bow until every thing is in melee than move in when you can simply flank something and mop up. If you're not full attacking every round cast one of those spells.

Also, utilize scouts and planning more. Try to make your group fight more at ranged. As a ranger you should be able to Stealth your way ahead, make a plan and be able to convince the party that shooting people from 200ft off is preferrable to getting within axe range.

Is an alternative to scounting yourself is to summon a creature to scout ahead? I have 2x Pearl of Powers, wonder if its worth sending an Eagle up ahead...hmm...why didn't I think of that.

This is great stuff guys. I'm learning alot.

BTW, I'm not speaking negatively of the `Switch Hitter` style at all, just giving you my experience thus far. Seems that I'm under utilizing the build.


harmor wrote:
TarkXT wrote:

I say keep using your bow until every thing is in melee than move in when you can simply flank something and mop up. If you're not full attacking every round cast one of those spells.

Also, utilize scouts and planning more. Try to make your group fight more at ranged. As a ranger you should be able to Stealth your way ahead, make a plan and be able to convince the party that shooting people from 200ft off is preferrable to getting within axe range.

Hmm...I skimped on Stealth (only +5). I generally try to stay with the party because going on my own has been deadly even when conditions are good (at low level I would sneak up, but I since beefed up my armor and didn't put many ranks into the skill).

Maybe using Potions of Invisibility? Hmm...300gp investment.

Alternatively discuss thins with your party. The wizard summoning crap in your way to hold down one maybe two guys can jsut as easily be casting evards black tentacles and holding said guys down so you can unleash volleys of sweet mercy while they star in their very own hentai flick. One nice thign about archers is that you don't have to worry if the other guy is standing in the middle of a no-go zone.

The Exchange Contributor, RPG Superstar 2010 Top 16

harmor wrote:
Maybe I shouldn't be buffing at the start of every combat, but instead engage at range until all enemies are within melee and then buff as I close in?

*shrug*

To me the payoff of buffing in combat is generally not worth sacrificing a full attack. You can check how it works out in your game, start paying a little more attention when you cast a buffing spells. How many attacks do they affect? Is the total extra damage from your buffing more than you would typically do in a round? If you cast a spell that adds 1d6 (average 3.5) damage to each attack and you fire three arrows per round that do 1d8+6 each (average 31.5 total), it's going to take you three rounds to make up for that lost full round attack. On the other hand if it's the surprise round you only get a standard action or a move action and are only missing out on 10.5 points of damage.

All these numbers are fabricated for the sake of the example. I don't even think precision is needed, just a rough feeling.

Liberty's Edge

harmor wrote:
At low levels its great, but in the mid levels I find that my self buffs eat up the first round or two of combat. I find unless we start the encounter at 200-feet the party closes into melee too fast (this are for your 1/min per level buffs).
Are you out in front stealthing/percepting as a full-blown ranger? You should be able to get the drop on many/most things, and slink back to the party and buff up. -- If your DM got tired of that, get your INIT score up so at least you go first (or mix in a few levels of barbarian for Uncanny Dodge).
Quote:
Maybe I shouldn't rely on spells, but getting Lead Blades + Vital Strike is a great combo.
Absolutely. Ignore those Vital Strike haters. Enlarged with Lead Blades = 4d6 or 4d8, depending upon what you're using 2H, or 8d6/8d8 Vital Strike. -- That's +14 or +18 dmg anytime you can't get a full-attack, for the cost of one feat.
Quote:
With money short I have to focus on my melee weapon because I use it like 80/20 right now so I can't justify a beefy bow (other than a high strength damage bow). I'm at level 9 now and entering the high levels with this build. I'll report back later.

My ranger at 9th will be rang6/figh3(WM) with a large-waraxe.


As other have said buffing yourself in combat as a ranger is usually a bad idea.
Having played a switch hitter ranger up to 16th level i have to say that it was just like Treantmonk said it would be, i wasn't doing as good at melee as a dedicated melee would do and i didn't do as good on archery as a dedicated archer would do but i could both and was quite good at it. It was a blast.
Now on the stats, maybe you could have gone with a little less STR and a little more DEX but your selection was a good one in general STR>DEX.

Now on the weapon, i really hope that the 1d10 is coming from a nodachi because if it isn't then it's most likely coming from bastard sword, well around 7th-8th level you should have changed your greatsword for a falchion.

Now on the feats, the switch hitter ranger is "feat starved" (not in the usual sense of the words but you need A LOT of feats taken in the correct order in order to make it work really well) and you seem to have pretty much wasted two feats, one for bastard sword and one for vital strike (the vital strike really doesn't help a switch hitter). On the manyshot vs. improved presice shot, well it depends much to the campaing, the DM's familiarity with the cover rules and the rest of your group (both players and characters), personally for a switch hitter i would go for manyshot at 6th but as i said it depends on the group.

Now on the animal companion, first of all always rememeber that your animal companion shares your favored enemy bonuses. Now the only animals that are worth on the ranger's list are the small cat and the wolf (and maybe the roc).

Now on how to best use a switch hitter ranger, well there isn't much to say here other than get some advice from poeple who have played one and most importantly you play one, try things, make mistakes and learn for them.

When you play a ranger you always ask the DM for good picks for favored enemy and favored terrain and don't always believe what you see in an AP's guide, still ask your DM because a few time the guide just says things.

Instant enemy is your best friend. And it is a very good friend indeed but it requires you to select your favored enemies wisely. At 12th a pearl of power 3rd is a very good idea.

A lesser rod of extend is a very good thing if only for casting longstrider at yourself and your animal at the start of each day.

Now on what you have already said:
where is your deadly aim?
why do the "Efficient Quiver + Quick Draw + Rapid Shot Javalins" when an enemy tries to escape? Why not simply shoot them with your bow?

If you can post your stats and feats i think that we would be able to help you better.


The title of this thread made me think there was some PbP cyber going on or something.

Dark Archive

The problem is the levels of fighter. As a ranger your spells should be long buffs (Longstrider) and things that don't take rounds (Instant Enemy). IE is amazing for setting up powerful hits. What made you want to take the fighter levels?

I'd just ignore buffs and focus in on the damage in closing rounds.


Thalin wrote:

The problem is the levels of fighter. As a ranger your spells should be long buffs (Longstrider) and things that don't take rounds (Instant Enemy). IE is amazing for setting up powerful hits. What made you want to take the fighter levels?

I'd just ignore buffs and focus in on the damage in closing rounds.

I don't think that the OP mentioned taking level of fighter.

Liberty's Edge

harmor wrote:

Yeah Extend Rods when I can afford them is definitely a good idea, thanks.

I use my Animal Companion as my flank buddy. I just do so much more damage in melee than ranged. I'm 1d10+17 (20 str, Power Attack) vs. 1d8+4 (14 dex, +4 str bow) with a bow. Maybe I put my strength too high?

I didn't take Manyshot at 6th because of the campaign we're in (alot of enemies in cover/concealment - the combats where we are stuck at range I totally shine with Improved Precise Shot). Maybe that's where I went wrong, taking Improved Precise Shot instead of Manyshot?

Not having Many Shot would be one key to your lack of bow damage, the other would be lack of Deadly Aim. I find with the Switch Hitter the opposite is often the issue - so much damage from the bow you feel you should invest even more into it and not bother hitting.

I assume you weapon is a +1 weapon? (Str gives +7 damage, PA gives +9 so +1 from weapon to make the 17?)

I would say Str was too high, I would have gone with 18 Str and 16 Dex but it is not a big issue.

When it comes to damage you should be looking at:
1D10+17 (assuming you had to move to the mob that means only one attack)

vs

1d8+10 x2 (Deadly Aim and Str and Many Shot meaning 2 arrows)
1d8+10 (Deadly Aim and Str, Extra Shot due to Rapid Shot)
1d8+10 (you did not have to move, so extra attack in the round)

So you should be looking at 1d10+17 vs 4d8+40 (or 3d8+30 assuming one arrow misses). Obviously it becomes even biger if you take into account Favoured Enemy - 1d10+21 vs 4d8+56. Then of course you could have Flaming Arrows or a magic bow with special effects to enhance the damage even further - 1d6 per arrow extra compared to just 1d6 extra damage with the melee hit.

Obviously without Many Shot you have lost 1d8+10 damage, also with lower Dex you have less To Hit. But otherwise, the Switch Hitter should easily be dealing heavy damage before melee. 4d8+40 vs spending the turn casting a buff....it has to be the damage everytime.

Dark Archive

Mike Schneider wrote:
Absolutely. Ignore those Vital Strike haters. Enlarged with Lead Blades = 4d6 or 4d8, depending upon what you're using 2H, or 8d6/8d8 Vital Strike. -- That's +14 or +18 dmg anytime you can't get a full-attack, for the cost of one feat.

That's really anytime that you have two rounds to prepare (Enlarge and Lead Blades), AND you can't make a full attack, right?


My switch-hitting elf, err Ranger, sorry, is mainly a range guy. I have a great big bow and a +4 STR belt to power it. That same belt, that yields an 18 STR, makes it possible to wield a 2-hand weapon in melee combat. I haven't sunk any feats into melee whatsoever, but I think I could do well in the emergency flank/mop-up role.

Question for y'all - if I was inclined to buy a melee feat, what should it be? I'm considering Weapon Focus: Courtblade or Power Attack.

Question for Mike Schneider - I'm Ranger 10, is there any reason to multi-class at this point, or have reached the point of diminishing returns? I like having a full-class level animal companion and 3rd levels spells are hell nice.


harmor wrote:

At low levels its great, but in the mid levels I find that my self buffs eat up the first round or two of combat. I find unless we start the encounter at 200-feet the party closes into melee too fast (this are for your 1/min per level buffs).

You're thinking, why not Entangle? Yeah that's works great against Giants; seems like everything has a strength in the mid 20s.

Stone Call is great (to stop those charging creatures).

Maybe I shouldn't rely on spells, but getting Lead Blades + Vital Strike is a great combo.

Without Precise Shot that means the first round at least one caster is summoning something into melee...so there goes trying to use ranged.

Don't get me wrong, when an enemy is running away from you its great using that Efficient Quiver + Quick Draw + Rapid Shot Javalins into their back, but very situational.

With money short I have to focus on my melee weapon because I use it like 80/20 right now so I can't justify a beefy bow (other than a high strength damage bow).

I'm at level 9 now and entering the high levels with this build. I'll report back later.

What is your build? The archer aspect should still be doing more damage, and if the buffing is an issue then don't buff,at least not every fight. It may actually hurt your damage over the course of a combat.

edit: Without deadly aim and at least manyshot the archer will stay behind


loaba wrote:

My switch-hitting elf, err Ranger, sorry, is mainly a range guy. I have a great big bow and a +4 STR belt to power it. That same belt, that yields an 18 STR, makes it possible to wield a 2-hand weapon in melee combat. I haven't sunk any feats into melee whatsoever, but I think I could do well in the emergency flank/mop-up role.

Question for y'all - if I was inclined to buy a melee feat, what should it be? I'm considering Weapon Focus: Courtblade or Power Attack.

Question for Mike Schneider - I'm Ranger 10, is there any reason to multi-class at this point, or have reached the point of diminishing returns? I like having a full-class level animal companion and 3rd levels spells are hell nice.

power attack


wraith - Power Attack is a good choice, but that -3 to hit just kinda blows. If I did take PA at 11th I'd be waiting until 13th to for another feat.

Sub-thought: the group hasn't played since we got enough XP for 10th level, so I could go Ranger 9/Fighter 1. That changes things...

A good Switch-Hitter does both melee and range well; is that truly possible with a Ranger, or does one discipline always suffer more than the other?


loaba wrote:

wraith - Power Attack is a good choice, but that -3 to hit just kinda blows. If I did take PA at 11th I'd be waiting until 13th to for another feat.

Sub-thought: the group hasn't played since we got enough XP for 10th level, so I could go Ranger 9/Fighter 1. That changes things...

A good Switch-Hitter does both melee and range well; is that truly possible with a Ranger, or does one discipline always suffer more than the other?

To really understand this you have to understand the difference between proficient and specialized. A proficient archer can do good damage with a bow. A specialized archer can do good damage with a bow and do all manner of crazy things like ignore cover/concealment, crit more often, do more things with a crit, etc. Likewise, a proficient melee-er can hit hard, whereas a specialized melee-er can hit hard and do crazy things like ignore damage reduction, crit more, and do more things with a crit.

With a switch hitter, you're looking to be proficient with each style. Your versatility makes up for your lack of specialization. Now lets look at the ingredients needed to be merely proficient:

Melee: Power Attack, maybe Weapon Focus, very high Strength
Ranged: Point Blank Shot, Precise Shot, Rapid Shot, Manyshot, Deadly Aim, and moderately high Strength.

As you can see it does not take much investment to be proficient at melee but it does take a lot of feat investment for archery. That is why you use a Ranger's bonus feats (combat style) for the ranged feats and use your HD feats for melee.

In the end, your ranged combat should probably be a little better than your melee combat, but that is also the point. You give the enemy a difficult choice: ignore me and I'll shoot you to death, or come here and I'll chop you in half. If they choose to close to melee you're eating their actions (forcing them to move) and getting them to focus on you and not the wizard/cleric/rogue/whatever.


loaba wrote:

wraith - Power Attack is a good choice, but that -3 to hit just kinda blows. If I did take PA at 11th I'd be waiting until 13th to for another feat.

Sub-thought: the group hasn't played since we got enough XP for 10th level, so I could go Ranger 9/Fighter 1. That changes things...

A good Switch-Hitter does both melee and range well; is that truly possible with a Ranger, or does one discipline always suffer more than the other?

In theory you should have enough strength and a magical melee weapon with at least a +1. That should be able to make power attack viable. This also assumes the dice gods are not against you.

10 bab + 4 str + Magic weapon(+1) or masterwork=+15 to hit

It seem PA is only really good when you are using favored enemy. If you have the guide variant I would go PA, but if not then I would probably go with weapon focus.


loaba wrote:

wraith - Power Attack is a good choice, but that -3 to hit just kinda blows. If I did take PA at 11th I'd be waiting until 13th to for another feat.

Sub-thought: the group hasn't played since we got enough XP for 10th level, so I could go Ranger 9/Fighter 1. That changes things...

A good Switch-Hitter does both melee and range well; is that truly possible with a Ranger, or does one discipline always suffer more than the other?

I was under the impression that Ranger switch hitters were the best switch hitters in the game.

Take archery combat style to get those feats free without needing the pre-reqs, and then take melee feats with your normal feats.


wraithstrike wrote:
In theory you should have enough strength and a magical melee weapon with at least a +1. That should be able to make power attack viable. This also assumes the dice gods are not against you.

In my case, and I don't think my particular PC is special in this regard, I'm 10th level and sporting a +4 STR/DEX belt. As I said earlier, I needed the belt to power a STR +4 Bow. The by-product is that I have that STR available for melee as well. I thimk magic item selection is probably a big part of being able to melee with a ranged Ranger. You can't put Ability points everywhere, so something suffers at character creation time. Feats are good, but in the end the Ranger switch-hitter needs high STR and DEX scores to get the job done.

wraithstrike wrote:
10 bab + 4 str + Magic weapon(+1) or masterwork=+15 to hit

^ This is me, exactly. Now, what I need, and maybe the OP as well, is access to Races of The Wild. You know what I'm talking about; the 2-hand weapon (name escapes me) that is FINESSABLE! Oh yeah, major 1d10, finessable, goodness. It did P or S damage as well.

Liberty's Edge

Quote:
The problem is the levels of fighter. As a ranger your spells should be long buffs (Longstrider) and things that don't take rounds (Instant Enemy). IE is amazing for setting up powerful hits. What made you want to take the fighter levels?

Supposing you're predominantly fighting with one weapon, three levels of fighter(weapon master) in conjunction with Gloves of Dueling are going to grant +3/+3 att/dmg versus everything you swat with your main weapon. Four levels of barbarian on top for Reckless Abandon +2 jack two-handers to +5/+6 -- you give up higher spells and have a weak or non-existent companion, but if approached from a "fighter" perspective rather than a ranger one, it's very strong.


loaba wrote:


Now, what I need, and maybe the OP as well, is access to Races of The Wild. You know what I'm talking about; the 2-hand weapon (name escapes me) that is FINESSABLE! Oh yeah, major 1d10, finessable, goodness. It did P or S damage as well.

Elven Curve Blade is a two handed exotic weapon (martial for elves) that is finessable, does 1d10 and a 18-20/x2 critical range. Only slashing damage though. Its in the main book.


Mike Schneider wrote:
Quote:
The problem is the levels of fighter. As a ranger your spells should be long buffs (Longstrider) and things that don't take rounds (Instant Enemy). IE is amazing for setting up powerful hits. What made you want to take the fighter levels?
Supposing you're predominantly fighting with one weapon, three levels of fighter(weapon master) in conjunction with Gloves of Dueling are going to grant +3/+3 att/dmg versus everything you swat with your main weapon. Four levels of barbarian on top for Reckless Abandon +2 jack two-handers to +5/+6 -- you give up higher spells and have a weak or non-existent companion, but if approached from a "fighter" perspective rather than a ranger one, it's very strong.

The high level spells is quite a big deal and yes the ranger companion doesn't really matter at higher levels, from personal experience a non-boon companion stops mattering much at about 14th level.

Still you are getting behind on your favored enemy bonuses and favorite terrains and other less important ranger abilities.


Andy Ferguson wrote:
loaba wrote:


Now, what I need, and maybe the OP as well, is access to Races of The Wild. You know what I'm talking about; the 2-hand weapon (name escapes me) that is FINESSABLE! Oh yeah, major 1d10, finessable, goodness. It did P or S damage as well.
Elven Curve Blade is a two handed exotic weapon (martial for elves) that is finessable, does 1d10 and a 18-20/x2 critical range. Only slashing damage though. Its in the main book.

I'm thinking of the Elven Courtblade then, from RoW.


loaba wrote:
wraithstrike wrote:
In theory you should have enough strength and a magical melee weapon with at least a +1. That should be able to make power attack viable. This also assumes the dice gods are not against you.

In my case, and I don't think my particular PC is special in this regard, I'm 10th level and sporting a +4 STR/DEX belt. As I said earlier, I needed the belt to power a STR +4 Bow. The by-product is that I have that STR available for melee as well. I thimk magic item selection is probably a big part of being able to melee with a ranged Ranger. You can't put Ability points everywhere, so something suffers at character creation time. Feats are good, but in the end the Ranger switch-hitter needs high STR and DEX scores to get the job done.

wraithstrike wrote:
10 bab + 4 str + Magic weapon(+1) or masterwork=+15 to hit

^ This is me, exactly. Now, what I need, and maybe the OP as well, is access to Races of The Wild. You know what I'm talking about; the 2-hand weapon (name escapes me) that is FINESSABLE! Oh yeah, major 1d10, finessable, goodness. It did P or S damage as well.

There was the eleven thinblade and one the big one was the courtblade.


Andy Ferguson wrote:
Elven Curve Blade is a two handed exotic weapon (martial for elves) that is finessable, does 1d10 and a 18-20/x2 critical range. Only slashing damage though. Its in the main book.

For a switch hitter, whose ranged attacks do piercing damage, this shouldn't be as much of an issue. The Curve Blade does seem to be an elf switch-hitting ranger's weapon of choice, imo. That 18-20 threat range is sweet as well :) .


Well I just died and got resurrected. With your guys' suggestion I bumped up Stealth and took Deadly Aim. In this campaign though we've earned extra "bonus xp" that I've spent on feats so I have 4 extra feats for my level in this stat block, plus "Island training" (+1 Init, +2 concentration). Here's my stat block:

Level 9 Switch Hitting Ranger:
CR 8
Male Human (Chelaxian) Ranger 9
NG Medium Humanoid (Human)
Init +11; Senses Perception +14
--------------------
DEFENSE
--------------------
AC 29, touch 18, flat-footed 24. . (+7 armor, +2 shield, +4 Dex, +2 natural, +2 deflection, +1 dodge)
hp 85 (9d10+18)
Fort +11, Ref +13, Will +11
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee +1 Keen, Transformative Bec de Corbin +15/+10 (1d10+17/19-20/x3) and
. . Dagger +14/+9 (1d4+17/19-20/x2) and
. . Gauntlet, Spiked +14/+9 (1d4+11/20/x2) and
. . Javelin +10/+5 (1d6+17/20/x2) and
. . Masterwork Javelin +15/+10 (1d6+17/20/x2) and
. . Quarterstaff +14/+9 (1d6+16/20/x2) and
. . Sap +14/+9 (1d6+11/20/x2) and
. . Whip +10/+5 (1d3+11/20/x2)
Ranged Masterwork Longbow, Composite (Str +4) +11/+6 (1d8+10/20/x3)
Ranger Spells Known (CL 6, 14 melee touch, 10 ranged touch):
2 (2/day) Protection from Energy, Aspect of the Bear (DC 14)
1 (3/day) Lead Blades (DC 13), Aspect of the Falcon (DC 13), Gravity Bow (DC 13)
--------------------
STATISTICS
--------------------
Str 20, Dex 14/18, Con 14, Int 10, Wis 14, Cha 9
Base Atk +9; CMB +14; CMD 32
Feats Deadly Aim -3/+6, Dodge, Endurance, Furious Focus, Improved Initiative, Improved Precise Shot, Iron Will, Lunge, Monkey Lunge, Power Attack -3/+6, Quick Draw, Rapid Shot, Vital Strike
Traits Indomitable Faith, Reactionary
Skills Acrobatics +12, Climb +11, Disable Device +2, Escape Artist +3, Fly +3, Handle Animal +6, Heal +6, Knowledge: Dungeoneering +8, Knowledge: Geography +8, Knowledge: History +5, Knowledge: Nature +14, Perception +14, Profession: Sailor +6, Ride +7, Spellcraft +5, Stealth +12, Survival +14, Swim +14
Languages Common
SQ Animal Companion Link (Ex), Antitoxin (vial), Compass, Enemies: Humanoids (Giant) (+2 bonus) (Ex), Enemies: Undead (+4 bonus) (Ex), Pathfinder Wayfinder, Ring of Force Shield, Share Spells with Companion (Ex), Swift Tracker (Ex), Terrains: Underground (+4 bonus) (Ex), Terrains: Urban (+2 bonus) (Ex), Track +4, Wild Empathy +8 (Ex), Woodland Stride (Ex)
Combat Gear +1 Fortification, Moderate Mithral Agile Breastplate, +1 Keen, Transformative Bec de Corbin, Arrows (60), Arrows, Blunt (20), Arrows, Whistling (3), Dagger (10), Gauntlet, Spiked, Javelin (10), Masterwork Javelin (2), Masterwork Longbow, Composite (Str +4), Quarterstaff (2), Sap, Whip; Other Gear Alchemist's fire (flask) (6), Amulet of Natural Armor +2, Antiplague (vial), Antitoxin (vial) (2), Backpack (empty), Bedroll, Bell, Belt of Incredible Dexterity, +4, Block and tackle, Boots of Striding and Springing, Candle (4), Case, map or scroll (12 @ 0 lbs), Chalk, 1 piece (5), Cloak of Resistance, +3, Compass, Crowbar, Efficient Quiver (109 @ 53.45 lbs), Fishhook, Flint and steel, Grappling hook, Hammer, Handy Haversack (77 @ 62.5 lbs), Holy water (flask) (2), Ink (1 oz. vial, black), Inkpen, Ioun Stone, Dusty Rose Prism, Mug/Tankard, clay, Parchment (sheet) (10), Pathfinder Wayfinder, Pearl of Power, 2nd Level, Pearl of Power, 2nd Level, Piton (6), Potion of Restoration, Lesser (4), Potion of Water Breathing, Pouch, belt (empty), Pouch, belt (empty), Ring of Force Shield, Ring of Protection, +2, Rope, silk (50 ft.) (2), Sack (empty), Scroll: Aspect of the Falcon (2), Scroll: Bloodhound, Scroll: Create Treasure Map, Scroll: Delay Poison (2), Scroll: Eagle Eye, Scroll: Glide (4), Scroll: Hunter's Eye, Scroll: Longstrider, Scroll: Residual Tracking, Scroll: Resist Energy (2), Scroll: Speak with Animals, Scroll: Versatile Weapon, Scroll: Wind Wall (CL 5), Sealing wax (2), Shaving kit, Smokestick (2), Soap (per lb), Torch (2), Twine (50'), Waterskin (2), Whetstone
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TRACKED RESOURCES
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Arrows - 0/60
Arrows, Blunt - 0/20
Arrows, Whistling - 0/3
Dagger - 0/10
Javelin - 0/10
Masterwork Javelin - 0/2
Potion of Restoration, Lesser - 0/4
Potion of Water Breathing - 0/1
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SPECIAL ABILITIES
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
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: Humanoids (Giant) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Giant).
Enemies: Undead (+4 bonus) (Ex) +4 to rolls vs Undead.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Improved Precise Shot Ignore certain AC / concealment bonuses.
Lunge -2 to AC for +5' reach
Monkey Lunge Take a standard action to extend your reach 5 feet until the end of your next turn.
Pathfinder Wayfinder Pathfinder Wayfinder
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of Force Shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.

Moderate evocation; CL 9th; Forge Ring, wall of force; Price 8,500 gp.
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: Underground (+4 bonus) (Ex) +4 to rolls vs Underground.
Terrains: Urban (+2 bonus) (Ex) +2 to rolls vs Urban.
Track +4 +4 to survival checks to track.
Vital Strike Standard action: x2 weapon damage dice.
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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harmor - here's my 10th level Ranger for comparison. You've got some pretty awesome magic items BTW.

Spoiler:
Thegn Turin Naaldir
Male Elven Ranger 10
CG Medium Humanoid (Elven)
Init +8; Senses Perception +20
--------------------
DEFENSE
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AC 25, touch 17, flat-footed 19. . (+5 armor, +3 shield, +6 Dex, +0 natural, +1 deflection)
hp 82 (72+10)
Fort +7, Ref +13, Will +6
Defensive Abilities Evasion
--------------------
OFFENSE
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Spd 30 ft.
Melee MWK Cold Iron Elven Curve Blade +17/+12 (1d10+7 / 18/20x2)
Ranged +2 Electric/Thundering Darkwood Composite Longbow (Mighty +4) [PBR] +20/+15 (1d8+7+1d6 electricity / 20x3) and,
+2 Electric/Thundering Darkwood Composite Longbow (Mighty +4) [PBR, RS] +18/+18/+13 (1d8+7+1d6 electricity / 20x3) and,
+2 Electric/Thundering Darkwood Composite Longbow (Mighty +4) [PBR, DA] +17/+12 (1d8+13+1d6 electricity / 20x3) and,
+2 Electric/Thundering Darkwood Composite Longbow (Mighty +4) [PBR, RS, DA] +15/+15/+10 (1d8+7+1d6 electricity / 20x3) and,
Ranger Spells Known (CL 6, 14 melee touch, 10 ranged touch):
2 (2/day) Protection from Energy, Aspect of the Bear (DC 14)
1 (3/day) Lead Blades (DC 13), Aspect of the Falcon (DC 13), Gravity Bow (DC 13)
--------------------
STATISTICS
--------------------
Str 18, Dex 23, Con 10, Int 16, Wis 16, Cha 10
Base Atk +10; CMB +14; CMD 31
Feats Deadly Aim -3/+6, Endurance, Improved Initiative, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus: Longbow
Traits Armor Expert, Survival (Pioneer)
Skills Climb +14, Craft: armor +16, Craft: bow +16, Handle Animal +12, Heal +9, Knowledge: Nature +16, Linguistics +4, Perception +20, Ride +9, Stealth +23, Survival +16, Swim +14
Languages Common (Taldane), Elven, Boggard, Gnomish, Orcish, Sylvan,
SQ Animal Companion Link (Ex), Compass, Enemies: Fey (+2 bonus) (Ex), Enemies: Undead (+4 bonus), Enemies: Humanoid (humans) (+6 bonus) (Ex), Share Spells with Companion (Ex), Swift Tracker (Ex), Terrains: Forest (+4 bonus) (Ex), Terrains: Mountains (+2 bonus) (Ex), Evasion (Ex), Track +5, Wild Empathy +10 (Ex), Woodland Stride (Ex)
Combat Gear +1 Mithral Chain Shirt, +2 Electric/Thundering Darkwood Composite Longbow (Mighty +4), Arrows (60), MWK Cold Iron Elven Curve Blade
Other Gear Backpack (empty), Bedroll, Belt of Physical Might (STR/DEX) +4, Candle (4), Case, map or scroll (12 @ 0 lbs), Chalk, 1 piece (5), Cloak of Elvenkind, Compass, Efficient Quiver, Fishhook, Flint and steel, Grappling hook, Ink (1 oz. vial, black), Inkpen, Mug/Tankard, clay, Parchment (sheet) (10), Ring of Sustenance, Ring of Protection +1, Spider-silk rope (50 ft.) (2), Sack (empty), Smokestick (2), Soap (per lb), Torch (2), Twine (50'), Waterskin (2), Whetstone


The Paladin in our party has an Cleric cohort (his younger sister), that he uses to make magic items for us and out-of-combat healer so the equipment we have is pretty good for our level.

The GM has to bump up the encounters to make them chanlenging because we're ahead of the curve.

I actually didn't die to a monster but rather the fighter in our party who got duped into thinking I was an enemy (gotta love fighters with a INT as their dump stat).

Now that I've taken Deadly Aim I'm going to focus more on ranged combat and let the enemy come to me.

Next item will be a +1 might composite longbow [+5].


harmor wrote:

I actually didn't die to a monster but rather the fighter in our party who got duped into thinking I was an enemy (gotta love fighters with a INT as their dump stat).

No, Lone Starr died because you had an epic fail in role playing. You were asked the same question for three rounds by said fighter and did not answer it. Therefore, he thought you were the evil monster and killed it. All you had to do was answer the question, which you knew the answer to. Combine the lack of answering the question via RP and the fact you were attacking PCs during the combat due to the evil intelligent sword you picked up, it's not at all surprising you got axed.


harmor wrote:
Now that I've taken Deadly Aim I'm going to focus more on ranged combat and let the enemy come to me.

I ran a combat simulation between our two characters and it became apparent just how important Stealth and Perception are. Your PC has better damage potential than mine, but my Elf consistently got the drop on your Human time and again. Therefore, my suggestion is that try and build up those skills. They're pretty killer.


I should have posted here earlier, but missed the thread.

1) As a Ranger you don't want to cast instead of attack. Try to buff as possible beforehand, but if combat has already begun, you don't want to give up attacks to buff yourself

2) Don't worry about keeping the enemy at range with a Switch Hitter build. That's the point of the build. If the enemies are at range, use ranged attacks, if they close to melee, switch to melee. Keeping ranged is the tactic of the archery build.

3) If you only get one round of attack with your bow in a combat, that's OK.

Hopefully that helps.

Liberty's Edge

I was expecting this thread to be a very dirty tale of a bisexual ranger.

I'm a little disappointed.


Gailbraithe wrote:
I was expecting this thread to be a very dirty tale of a bisexual ranger.

I did mention that my elf Ranger is a switch-hitter, but I'm not really at liberty to elaborate on that.

Gailbraithe wrote:
I'm a little disappointed.

Look, man, I'm sorry about that. It's just the members of my party made a deal; what happens in the Satyr's Grove, stays in the Satyr's Grove.


Whosdasht wrote:
harmor wrote:

I actually didn't die to a monster but rather the fighter in our party who got duped into thinking I was an enemy (gotta love fighters with a INT as their dump stat).

No, Lone Starr died because you had an epic fail in role playing. You were asked the same question for three rounds by said fighter and did not answer it. Therefore, he thought you were the evil monster and killed it. All you had to do was answer the question, which you knew the answer to. Combine the lack of answering the question via RP and the fact you were attacking PCs during the combat due to the evil intelligent sword you picked up, it's not at all surprising you got axed.

I was Dominated...no choice. And it was my fault ... I hate turned based speaking.


Would you recommend going up the Vital Strike tree (already have the first), or getting Combat Reflexes?

I use a Bec de Corbin (reach) for my melee weapon, but start the fight with my Composite Longbow.

Silver Crusade

Pathfinder Adventure Path Subscriber
harmor wrote:

Would you recommend going up the Vital Strike tree (already have the first), or getting Combat Reflexes?

I use a Bec de Corbin (reach) for my melee weapon, but start the fight with my Composite Longbow.

Since the advantage of the switch-hitter is that you can pretty much always full attack, Vital Strike is a waste. Combat Reflexes is where it's at especially with a reach weapon :-)


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

For a Str-based switch-hitter ranger, using a high-crit melee weapon with keen/Improved Critical and Critical Focus can be worthwhile for damage. For a reach weapon, IMO you probably should have gone with a bill (brace, disarm, reach; +1 shield bonus to AC when fighting defensively), guisarme (reach, trip), hooked lance (Ultimate Combat; reach, trip; x4 critical multiple), or ranseur (disarm, reach) to get maneuver bonuses. For both damage and manuevers, hooked lance is probably the best choice; however, Ultimate Combat was only released this month.

You should be casting barkskin (+3 enhancement bonus to natural armor, 60 min duration)* and longstrider (+10 ft enhancement bonus to base speed, 6 hr duration)* on yourself outside of combat; longstrider at the start of the day and barkskin before entering a dangerous area. If you don't want to use the 1st-level spell slot, a wand of longstrider (750 gp) is pretty cheap (1 charge for 1 hr). One (or more) pearl of power (2nd-level) (4,000 gp) is a good immediate investment to recall barkskin and cast it again. Also, you may want to consider investing in a lesser Quicken metamagic rod (14,000 gp) and a glove of storing (10,000 gp) in the future to cast gravity bow and/or lead blades in combat without sacrificing attacks (free action to retrieve the rod, swift action to cast a 1st-3rd level spell, free action to store the rod).

*- As a 9th level ranger (CL 6)


I have an Amulet of Natural Armor +2 at the moment and is why I stopped casing Barkskin, but now that I'm 9th my caster level is 6th and thus gives me +3 for 1 hour. Until I can afford a +3 Amulet I'll get this, but really I'll probably want to get Periapt of Wound Closure because we seem to be fighting allot a creatures that cause bleed damage (e.g. 2d6-4d6 per round it seems).

I already have Boots of Striding and Springing so Longstrider doesn't stack. Will however, cast Slipstrem to give a +20-foot bonus to speed when on non-upward-sloping land and in water.

I like the rod and glove idea combo. I'll add that to my wish list, although I think I really want to save up for a Ring of Freedom of Movement first.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Sell the amulet of natural armor +2 and buy a pearl of power (2nd level). Extra pearls are more cost-effective as you gain levels than a more powerful amulet.

Unless you really want the +5 on Acrobatics checks, sell the boots of striding and springing and use the 2,750 gp elsewhere. As mentioned, a wand of longstrider is cheap at 750 gp for 1 hr per charge; a wand of aspect of the eagle (also a druid spell) and a wand of gravity bow (also a sorcerer/wizard spell) are also cheap at 750 gp each.

Slipstream is a 2nd-level spell with a duration of 10 min/level. With a 14 Wis, you only have two 2nd-level spell slots; barkskin and versatile weapon are probably better choices. Let the primary casters learn/prepare protection from energy. For 1st-level spells, prepare lead blades (x2) and hunter's howl (or lead blades, hunter's howl, and protection from energy if energy damage is expected).


I have pretty much everything you mentioned as Scrolls. Unfortunately we only have one primary caster, and she's a cleric on heal duty.

In retrospec the Wand of Longstider would had been a better buy than buying the Boots.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
harmor wrote:
I have pretty much everything you mentioned as Scrolls. Unfortunately we only have one primary caster, and she's a cleric on heal duty.

Wands are more cost effective, especially for 1st level spells that 1) are on a primary caster's spell list and 2) you want to cast often. Being able to cast gravity bow on yourself on the first round of almost every combat (i.e., when someone else in the party casts haste and/or the cleric casts bless/prayer) goes a long way to making you a much better archer.

The "cleric as a dedicated healer" is a crutch that devalues the cleric's effectiveness. If you and the cleric both purchase a wand of cure light wounds (in this case, buy it instead of a wand of aspect of the eagle), the two of you can easily heal everybody up to full hit points after every combat. If your group is routinely needing in-combat healing, then the players are 1) skimping on defensive items that raise AC, 2) not buffing effectively, 3) use poor teamwork/battlefield tactics, and/or 4) have a GM that uses a lot of challenging (CR = APL +1) or higher encounters. Investing in defensive items, effective use of buffs, and good teamwork/battlefield tactics can limit the damage the PCs take, either by making them harder to hit (AC, resitance, penalties on foes, preventing actions, etc.) or by helping eliminate the opposition faster.

If 4) is the main cause, you may eventually end up in an arms race that leads to the "rocket tag" that some insist all high level campaigns devolve into. As you and the party become more effective, the GM increases the toughness of the opposition to keep things "challenging;" at some point, the foes become so tough that a TPK is just a few lucky/unlucky rolls away.


Hey, I play one of those. Our most recent game has bumped our group to 9th level. Elf wizard, dwarf battle cleric, human rogue, and my half-elf switch hitter.

I've dropped spells and favored terrain in favor of the Skirmisher and Infiltrator archetypes. Hunters Tricks are alright, both Upending Strike and Trick Shot have helped out, and the Infiltrator skills offer boosts to saves. I think for my 9th level feat, I'm set on Boon Companion, since the path of the adventure has granted my ranger a tiger.

I'm not sold on burning a feat for Mithril Full Plate, but I did it anyway. I've been meaning to replace my Greatsword+1, and thinking about a Lucerne hammer.

This thread has been very helpful! I need to talk the wizard into whipping up some wands of Gravity Bow.


So we just hit 10th and I picked up Pinpoint Targeting and that with Vital Strike and Gravity Bow means I'm hitting for 4d8 + 10 every round as Standard action. This is great so far against heavily armored targets - and I don't care about them being in melee since they don't have their armor or shield bonuses.

I picked up Combat Reflexes at 9th so with that I shoot at the enemy the first round and then switch to my reach weapon getting up to 5 AoO as they close in around me. At 1d10 + 17 a hit I really soften them up so our mage can do a Selective Fireball around me.

I have 12 Javalins so I can run down anyone trying to run away. With my 40-movement speed and a Leopard with Sprint none have gotten away except when they Dimension Doored away.

I actually out damage the Barbarian in some encounters...

Oh and Instant Enemy, I haven't had access to yet because my Wisdom is only a 14. Will be getting a Phylactary of Wisdom as my next item once we get back to civilization so I can cast that as a Swift action on the BBG. Until then I'll be buying scrolls with this spell on it. (We ruled that I have 0 level 3 spells at level 10, but can cast a level 3 spell from a scroll without having to make a caster level check).

So basically if its high armored target...Vital Strike + Pinpoint Targeting. If its low to medium then its Rapid Fire (3 attacks/round). I bucked the trend of using Manyshot because many of our BBG's have really high AC.

AC with Aspect of the Bear up is 31. Need to increase that as I keep getting hit usually from touch spells. Evasion has been nice.

Seriously considering taking Improved Vital Strike at 11th so I can be doing a guaranteed 6d8 + 10 per round. NOTE: Next on the buy list after the phylactary is a better bow. I'm still running around with a Masterwork +4 strength bow (strength is 20, Dex is 14(18) (using a +4 Dex belt).


RAW vital strike doesn't work with pinpoint targeting

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