| Bakunin |
After days of deliberation and over thinking, I finally decided to play a Beast Master Ranger for an upcoming Skull & Shackles game. It's been ages since I played 3.x and I'm new to Pathfinder as well so I was hoping to get some constructive criticism about my Ranger build. I decided on a Beast Master Ranger because I'm the only full BAB class in the group, and I figured I could use all the help I can get when fighting our adversaries. The rest of the group consists of a Gnome Bard, a Sylph Magus, A Human Cleric, and a Half-Orc Witch.
The idea behind the Ranger was to try for something similar to Treantmonk's switch hitter version of the Ranger, but slightly modified due to the Beast Master level substitutions. I chose to take Boon Companion at level 5 due to wanting a full level companion as soon as possible instead of waiting to level 12 to get that ability. I chose the raptor not only for their attack capability & relative toughness, but also because there's a whole island in the Shackles where raptors rule the land, so it would be a cool & possibly prestigious thing to have captured and bonded with one of them. As far as equipment goes, I didn't add any since I wasn't sure just where to start with it. I'm hoping for some advice as to what I should be looking for as I level up for both myself and for my companion.
Male Human (Ulfen) Ranger (Beast Master) 15
CG Medium Humanoid (Human)
Init +2; Senses Perception +20
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 210 (15d10+45)
Fort +11, Ref +11, Will +7
Defensive Abilities Evasion
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OFFENSE
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Spd 30 ft.
Melee Unarmed Strike +20/+15/+10 (1d3+5/20/x2)
Ranger (Beast Master) Spells Prepared (CL 12, 20 melee touch, 17 ranged touch):
4 (1/day) Aspect of the Wolf (DC 16)
3 (2/day) Strong Jaw (DC 15), Strong Jaw (DC 15)
2 (3/day) Barkskin, Barkskin, Lockjaw (DC 14)
1 (4/day) Lead Blades (DC 13), Lead Blades (DC 13), Gravity Bow (DC 13), Gravity Bow (DC 13)
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STATISTICS
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Str 20, Dex 14, Con 14, Int 12, Wis 14, Cha 7
Base Atk +15; CMB +20; CMD 32
Feats Bleeding Critical, Boon Companion: Ranger (Beast Master), Critical Focus, Deadly Aim -4/+8, Endurance, Improved Critical: Falchion, Improved Precise Shot, Manyshot, Power Attack -4/+8, Precise Strike, Quick Draw, Rapid Shot, Toughness +15
Traits Fast-Talker, Ship Aptitude
Skills Acrobatics +11, Bluff +15, Climb +11, Handle Animal +8, Intimidate +11, Knowledge (Nature) +19, Perception +20, Profession (Sailor) +21, Sense Motive +10, Stealth +15, Survival +20, Swim +11
Languages Common, Polyglot, Skald
SQ Animal Companion Link (Ex), Enemies: Humanoids (Giant) (+2 bonus) (Ex), Enemies: Humanoids (Human) (+8 bonus) (Ex), Enemies: Monstrous Humanoids (+2 bonus) (Ex), Enemies: Undead (+2 bonus) (Ex), Improved Empathic Link (Su), Quarry, Share Spells with Companion (Ex), Swift Tracker (Ex), Terrains: Jungle (+2 bonus) (Ex), Terrains: Urban (+2 bonus) (Ex), Terrains: Water (+6 bonus) (Ex), Track +7, Wild Empathy +13 (Ex), Woodland Stride (Ex)
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SPECIAL ABILITIES
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Boon Companion: Ranger (Beast Master) +4 levels to calc familiar/animal comp abilities (max of your HD).
Critical Focus +4 to confirm critical hits.
Deadly Aim -4/+8 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: Humanoids (Human) (+8 bonus) (Ex) +8 to rolls vs Humanoids (Human).
Enemies: Monstrous Humanoids (+2 bonus) (Ex) +2 to rolls vs Monstrous Humanoids.
Enemies: Undead (+2 bonus) (Ex) +2 to rolls vs Undead.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Empathic Link (Su) You have an empathic link with all your companions.
Improved Precise Shot Ignore certain AC / concealment bonuses.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Quarry +2 to hit and other bonuses against your designated quarry.
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.
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: Jungle (+2 bonus) (Ex) +2 to rolls vs Jungle.
Terrains: Urban (+2 bonus) (Ex) +2 to rolls vs Urban.
Terrains: Water (+6 bonus) (Ex) +6 to rolls vs Water.
Track +7 +7 to survival checks to track.
Wild Empathy +13 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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ANIMAL COMPANION CR 12
Male Deinonychus
NN Medium Animal
Init +5; Senses Low-Light Vision, Scent; Perception +10
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DEFENSE
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AC 28, touch 15, flat-footed 23 (+5 Dex, +13 natural)
hp 168 (+72)
Fort +13, Ref +13, Will +7
Defensive Abilities Evasion
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OFFENSE
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Spd 60 ft.
Melee Bite (Deinonychus) +14 (1d6+5/20/x2) and
Claw x2 (Deinonychus) +14 x2 (1d4+5/20/x2) and
Talon x2 (Deinonychus) +14 x2 (2d6+5/20/x2) and
Unarmed Strike +14/+9 (1d3+5/20/x2)
Special Attacks Pounce
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STATISTICS
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Str 20, Dex 20, Con 20, Int 4, Wis 12, Cha 14
Base Atk +9; CMB +14; CMD 29
Feats Improved Natural Attack: Talon x2 (Deinonychus), Iron Will, Multiattack (Multiattack / Extra Attack), Power Attack -3/+6, Precise Strike, Toughness +12
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Seek [Trick], Stay [Trick], Track [Trick], Work [Trick]
Skills Acrobatics +9, Climb +9, Perception +10, Stealth +11, Swim +9
Languages
SQ Attack Any Target [Trick], Combat Riding [Trick], Devotion +4 (Ex), Improved Evasion (Ex), Multiattack / Extra Attack, Seek [Trick], Stay [Trick], Track [Trick], Work [Trick]
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SPECIAL ABILITIES
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Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Work [Trick] The animal pulls or pushes a medium or heavy load.
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| ToxicNecrochris |
Look into the "Instant Enemy" 3rd level ranger spell from the APG. It is worth the slot, and a few pearls of power.
As far as feats, I'm working on a character that's a "switch tripper" build, with the idea of using my bow against fliers and then focus on tripping in melee. I have no idea how it's going to work out, so I can't tell you whether it is a good idea or not, but the feat investment is such that you have to give up the crit specialty feats.
| Bakunin |
Look into the "Instant Enemy" 3rd level ranger spell from the APG. It is worth the slot, and a few pearls of power.
As far as feats, I'm working on a character that's a "switch tripper" build, with the idea of using my bow against fliers and then focus on tripping in melee. I have no idea how it's going to work out, so I can't tell you whether it is a good idea or not, but the feat investment is such that you have to give up the crit specialty feats.
Oh, I did see that spell, I just somewhat randomly selected spells and focused on my pet for that level. I definitely will want to look into those Pearls of Power after seeing just how limited my spellcasting is for the ranger.
| Bakunin |
How would an Ulfen get a dino?
He's not an Ulfen from the North in Varisia or the usual Ulfen lands, he's from one of the islands of the Shackles where there's a strong Ulfen presence among the expat community. As far as where to find the dino, here's a link to the wiki write up of the island. Raptor Island
| Hawkson |
ToxicNecrochris wrote:Also an often overlooked fact is that in Pathfinder, ranger animal companions gain Favored Enemy and Favored Terrain bonuses.Good point. I need to talk with the DM and see what favored enemies will be coming up a lot so I can plan out my progression for that better.
Normal Ranger yes but not the Breastmaster
| Bakunin |
Hrm...looks like that is indeed the case. Not sure if this will change my plans. I could still take a Wolf and have it be as tough as my little raptor buddy, it just won't get all the attacks. I'll have to think over how much I want the raptor versus having the favored enemy bonuses apply to my companion.
| Bakunin |
| 1 person marked this as a favorite. |
How does the feat selection look? Are there feats I'm missing, feats that are traps? Same question about the feats selected for my animal companion, what are the best feats for my raptor buddy? Should I drop my other stats lower in order to increase my strength to 18 to start? I planned on increasing my strength with all three level boosts I know I'll be getting, plus I wanted to have a higher intelligence for more skill points in order to be more useful outside of combat.
Daryl MacLeod
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I haven't reviewed your character in depth but I did notice that you have to switch up 1 of your traits... Take Magical Knack for the +2 Caster level. It ups the duration of your buffs and is pretty much a must have for any Ranger that isn't a Trapper or Skirmisher.
Some other feats that are worth looking at;
Furious Focus - Power attack on every attack with no penalty to hit for 5 full levels? Hell yes!
Opening Volley - I think Paizo read Treantmonk's Guide to the Ranger and then immediately published this feat to show their gratitude.
| Bakunin |
I haven't reviewed your character in depth but I did notice that you have to switch up 1 of your traits... Take Magical Knack for the +2 Caster level. It ups the duration of your buffs and is pretty much a must have for any Ranger that isn't a Trapper or Skirmisher.
Some other feats that are worth looking at;
Furious Focus - Power attack on every attack with no penalty to hit for 5 full levels? Hell yes!
Opening Volley - I think Paizo read Treantmonk's Guide to the Ranger and then immediately published this feat to show their gratitude.
Thanks for the idea about Magical Knack. Will have to see which trait I can stand to lose. As far as the feats go, what would you suggest losing in favor of Furious Focus and Opening Volley?
Daryl MacLeod
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Furious Focus is great from 1 - 3, even better from 4 to 5 and then it drops off a bit at 6 but still holds value all game long. So I'd prioritize it ahead of Opening Volley which is truly only a boon once per encounter (two I guess if the bad guys flee, you shoot 'me again and then base them down to finish in melee).
So I'd take Furious Focus at 1st and only take OV if you have a free slot later.
So if Toughness & QuickDraw were your 1st level feats I'd probably drop Toughness. Unless you have a hardcore DM that makes you roll HP at 1st. Your CON & favored class should be good enough.
Tough call though...
| Bakunin |
Furious Focus is great from 1 - 3, even better from 4 to 5 and then it drops off a bit at 6 but still holds value all game long. So I'd prioritize it ahead of Opening Volley which is truly only a boon once per encounter (two I guess if the bad guys flee, you shoot 'me again and then base them down to finish in melee).
So I'd take Furious Focus at 1st and only take OV if you have a free slot later.
So if Toughness & QuickDraw were your 1st level feats I'd probably drop Toughness. Unless you have a hardcore DM that makes you roll HP at 1st. Your CON & favored class should be good enough.
Tough call though...
Definitely something to think about. Normally I wouldn't hesitate to have picked something other than toughness, but I've heard the AP can be pretty vicious at the start in spots plus I'm going to be the only full BAB class in the group so I'm thinking I need as many HP's as I can get, even if that is only 3 more at the start.
Daryl MacLeod
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Your party composition does put a little more pressure on you that's true. I'm not familiar with that AP, but if it is difficult early on it would be different then the APs or modules I've played - but I'm sure paizo has heard that criticism and may have adjusted accordingly.
Like I said - it's a tough call.