1st PFS character build aid


Advice

Grand Lodge

Due to a recent change in my employment status (in a good way!) I finally have the time to join the Pathfinder Society. My first game will be next week and any advice on my PC would be appreciated.

The general concept is a young man from a rural area (I am thinking somewhere near Sandpoint), spent most of his life learning the skills of a hunter to help feed his family and spent his free time exploring wilderness and nearby mountains and caves. Defenitely a new recruit to the PFS and hasn't seen much of the outside world up till now, and not comfortable in large crowds or structured social situations.

Mechanics wise, I am looking an archer ranger. I always gravitate towards highly skilled characters more than combat oriented or spellcasting PC's.

Race - Human
Class - Ranger

Str - 14
Dex - 18 (+2 racial)
Con - 14
Int - 10
Wis - 12
Cha - 8

Hit Points - 12 (10, +2 Con)

Skills (1 rank each)
1. climb
2. craft: bows (for day job checks and making ammo)
3. handle animal
4. knowledge - dungeoneering
5. knowledge - nature
6. perception
7. stealth
8. survival

the skills include +1 each for human racial and favored class

Feats
1. Point Blank Shot
2. Deadly Aim

That's all I have so far. Will be looking into getting a +2 composite longbow once he has the cash to afford it. Light armor and a melee weapon for backup/mopup.

Also looking at level advancement, probably going with Precise Shot as bonus feat at 2nd level, and taking the animal companion when it opens up.

I could use help with a good choice for favored enemy (goblins? humans?). Does Knowledge: Geography come up a lot as a skill check? Any good fits for a faction to be a member of? Better feat or skill picks?

I am also looking at perhaps switching Int and Wis scores, and taking the Skirmisher archetype from the APG (dropping his spells entirely).

Silver Crusade

Craft skills are pretty much a wasted skill point in PFS, though I guess with that many, you can afford to waste one.

I'd take Precise Shot and Rapid Shot before Deadly Aim. Being able to hit is first priority. Doing big damage when you do hit is second priority.

Knowledge: Geography rarely comes up, but it might be good to have a rank or two in it for that one time that it does, given that you have so many skill ranks.

For favored enemy, goblins won't come up much. Humans are probably the most common enemy in PFS, but you might want to have a story reason for why they're your favored enemy. For instance, I have a friend who did a bounty hunter rogue with human as favored enemy. But in many groups, nobody will ask. Undead is another good choice for favored enemy that comes up a lot in PFS. At higher levels, devils and demons come up fairly often.

Grand Lodge

You won't be able to craft ammo yourself -- you'll have to buy it like all other equipment. In-character, you can claim to make your own, but mechanically you'll have to buy the arrows.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

I notice you have all even numbers for your stats. Might I suggest the following?

STR 14
DEX 17 (15+2)
CON 14
INT 10
WIS 13
CHA 10

This way, you can spend your 4th level stat bump on DEX while having higher WIS and CHA than in your original design. Additionally, your 8th level stat boost can take WIS to 14 for an extra spell and better Will save. At the same time, you'll have a better CHA (social skills WILL come up) and if you take a trait to make it a class skill and keep a few ranks in it, you can have a very solid Diplomacy skill.

All in all, I think you'll find your character much more efficient this way, while still staying true to the general concept.

Grand Lodge

Just a few ideas:

Craft (Fletcher) is fine for day jobs, but you won't be allowed to make your own arrows or bows. Other than day job rolls, and a rare faction mission, it is pure flavor.

As another member of the boards insists, you will want to burn at least one rank into Swimming, to get your modifier positive, despite any ACP.

At first level, for an archer, you are better off with Precise Shot as your second feat, instead of Deadly Aim. Firing into melee is at -4 or -8, not counting the additional -1 (for now) from Deadly Aim. a 20% better hit chance is a lot better than potentially doing more damage when you rarely hit.

Math:
With the stats above:
+1 BAB
+4 Dex
+1 PBS
+2 FE
= +8
Firing into melee = -4 = +4
Firing into melee, past an ally = -4 = +0
Firing into melee, past an ally, with Deadly Aim: -1

With the change in feats:

+1 BAB
+4 Dex
+1 PBS
+2 FE
= +8
Firing into melee = +8
Firing into melee, past an ally = -4 = +4

Less damage per hit, but a lot more hits.

Note that this is assuming within 30' at your Favored Enemy. All numbers drop without the cumulative +3. Indeed, the other point of Deadly Aim is that, at this level, you probably won't be using it much anyhow, except against the mooks you wouldn't be needing it for, anyhow.

For PFS, Favored Enemy: Human is not a bad choice. Undead, as well, is not a bad choice for an early FE.

Geography, in my experience, is usually a nice backup for Survival and maybe Local, but I haven't seen it much, if at all, on its own.

For saving throw sake, leave your Wisdom at 12. For Wild Empathy's sake, and Handle Animal, you might want to see if you can get your Charisma back up to 10. Note that I usually dumpstat Charisma, except for classes that make serious use of it (Clerics, Bards, Sorcerers, etc.) and that I seldom play Rangers. YMMV.

For the Composite Longbow (+2 Str), you can also make it darkwood and masterwork by using your first 2 PP (Prestige Points) to purchase it. Note that you will be unable to sell off this longbow, hoever, if it was bought using PP instead of gold.

For your second 2 PP, I would also recommend buying a Wand of Cure Light Wounds, which, if you don't go Skirmisher, is something your PC could actually use without a UMD skill check, since CLW is on the Ranger spell list. And, yes, a 1st level Ranger can activate spell activation items like wands, although he cannot yet use a scroll.

Indeed, for a third wand of great benefit to you as an archer, consider a wand of Abundant Ammunition, if you have access to the source it is from. 10 rounds of a replenishing quiver for each charge? Priceless. Especially with special material and blanched arrows.

arrow advice:
On the subject of archers and arrows, you will want to look into a few items:
Blunt arrows
Cold iron
Weapon blanch: Silver
Weapon blanch: Adamantine
Weapon blanch: Ghost Salt

And don't forget the option to combine one type of blanch and special material arrows.

Cold iron blunt arrows, blanched silver
That gets you everything but Slashing for zombies in one shot, at least for the low tiers. And it only costs 14 gold to have 20 of them.

Also, as a temporary measure, you should just go with a sling and some stones to start with, until you can get your primary longbow.

other advice:
Don't forget to get some Alchemist's Fire for swarms!

Go cheap in your armor (leather or studded leather) until you can afford the armor you plan to stay with, possibly mithril shirt.

As an archer, you will want to keep your eyes on your encumbrance until you get your first Efficient Quiver and Handy Haversack. An item of benefit, if you have the Adventurer's Armory, is the Masterwork Backpack. Yes, it costs 50 gold, and only adds 1 to your effective Str for carrying capacity, and it uses up some of that bonus capacity, but, IMO, it is worth it.

Don't forget some sort of melee weapon until and unless you gain a way to use your bow in melee without provoking. Even a spiked gauntlet can help.

Don't be afraid of consumables, at least at low level. A potion of Mage Armor would boost your AC without hitting your encumbrance or ACP. Always have a potion of Cure Light Wounds (or Inflict if you got a Dhampir boon) on you for emergencies, although the wand gives you a lot of leeway on that once you have it. The potion is if you go down, and a non-wand wielder is the only one close enough to get you back up.


Don't mind me, I have a 12th level archer type in PFS, so all the experience, and watching the new items and feats come out, make me want to give advice.

Grand Lodge

You need to pick a faction and pay some attention to what skills seem to be desirable in the faction write-up. If you don't have the skills to complete your faction missions, you are crippling your magic item access. Also, the upcoming rules will allow a rebuild of first level characters, so you would have some ability to adjust after seeing how the first sessions go.

Silver Crusade

I definitely support getting Precise Shot at first level. Save Deadly Aim for a bit later on in your career. At second level you should get Rapid Shot at level 2, just to get some more firepower down range.

Grand Lodge

I agree with Adam, Precise Shot is a better selection at first level as it gets you around the single largest problem. Definately want to invest in Deadly Aim at some point but maybe not right off the bat. Jiggy also has a point in his stat suggestions. Dump stats are dangerous in Society play since you'll never know when you'll need them. I'd personally go 14 WIS and 12 CON since Rangers need alot of WIS but that's personal preference


A few thoughts. Take them or leave them at your discression

Sidearms:
Always carry at least one melee weapon, even as an archer. Try to cover your bases with damage types and materials. Things will show up that have damage reduction except against slashing, piercing, or bludgeoning, or based on material (silver, adamantine, cold iron).

Make sure that one sidearm is one handed or light; creatures that grapple or swallow whole can doom characters that only use two handed weapons.

A dagger is a good minimal sidearm. If you have acess to Ultimate Combat, a gladius is also prime. Both deal slashing or piercing, good for dealing with a variety of foes. Clubs make suitable sidearms as well, and the lack of cost makes them good for the lower levels.

Favored enemies:
For lower levels, Humanoid(Human) is easily your best choice. Of all enemy types, you will face them the most. At higher level, consider Outsider(evil), as you will inevitably face extraplanar foes.

Faction:
As far as choosing your faction, I would suggest Grand Lodge or Andoran. The Grand Lodge will be a bit more focused on your exploratory side, while Andoran will provide more loose flowing social situations. I would avoid Cheliax and Taldor.

Gods:
While as a ranger you don't have to follow any faith, if you chose to, I would suggest Desna, Erastil, or Cayden.
Desna is the Chaotic Good goddess of travel and exploration.
Erastil is the Lawful Good god of hunting and traditional family values. (particularly fitting, given your backstory).
Cayden is the Chaotic Good god of freedom and ale.

Grand Lodge

Thanks for the great advice one and all!

I went with Jiggy's suggestion for ability scores, and swapped out Deadly Aim for Precise Shot.

I have been looking at Traits as well, most likely will be taking the human race trait of World Traveler from the APG for Knowledge: Local and Erastil's Speaker from Faiths of Purity (just bought the PDF!) for Diplomacy. Obviously going with Erastil as my Diety of choice.

From what I can gather from the Additional Resources both those traits are legal so long as I own the books?

I redistibuted my skill points a bit as well:

[1 rank each]
1. Diplomacy
2. Knowledge - Dungeoneering
3. Knowledge - Local
4. Knowledge - Nature
5. Perception
6. Stealth
7. Survival
8. Swim

with plans to take a rank each in Climb and Handle Animal at 2nd level.

Does Knowledge - Local need to be specified, such as Varisia or Magnimar, or just left as is?

Weapons/armor wise, I like the suggestion of gladius as a backup melee weapon. Most likely studded leather and a buckler for now until I can afford upgrades.

Any further tips/advice is appreciated, especially in regards towards things I should be building towards in future levels (assuming I survive that long).

Leaning towards Grand Lodge as my faction. Are my skill selections fairly consistent with the goals of that faction?

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

JSollars wrote:
Does Knowledge - Local need to be specified, such as Varisia or Magnimar, or just left as is?

No need to specify. It's really more like Knowledge (culture) or Knowledge (civilization).


With all your skill points, you might want to put at least 1 skill point into a Craft, Preform, or Profession skill. This will allow you to make a Day job roll during each session. Netting your character on average around 10-20 gold. Just enough for all the bribes that can be passed around to 'help' in social settings.

If you can figure a way to fit it into your back story, Profession: Sailor does seem to come up and can be helpful every now in then in some of the sessions. (or any Profession that can deal with travel and you can convince your GM to allow you to use that skill. As a fair number of mods have some type of travel in them.)

Grand Lodge

Matt2VK wrote:
With all your skill points, you might want to put at least 1 skill point into a Craft, Preform, or Profession skill. This will allow you to make a Day job roll during each session.

I plan to pick up craft: bows at level 2 or 3. Just trying to cover the basics like Swim first for survivability and then branch out as the character gains more ranks.

Shadow Lodge

dont take craft, you cant use it in PFS. profession would be a better choice for a profession check, since you're a wisdom based caster.

Sovereign Court

Profession (trapper) seems the most obvious option.

Dark Archive RPG Superstar 2013 Top 32

I would recommend against the Erastil's Speaker trait, simply because, with a negative CHA modifier, you're never going to be much of a diplomat anyway. Something like Reactionary for the Initiative bonus would be much better, since being able to potentially kill an enemy before they've gotten the chance to act is always a massive boon to the party's overall survivability.

EDIT: Nevermind, I see that you went from the 8 CHA back to 10 per Jiggy's suggestion. Frankly, I'd keep it at 8 and put those points into INT for more skills and better Knowledge checks. :)

In my PFS experience, the following classes are all based heavily on Charisma: Paladin, Cleric, Bard, Sorcerer, Summoner, and Oracle. Odds are very good that SOMEONE at your table will be playing one of those 6. And they will almost certainly be trained in Diplomacy. Playing to the strengths of your class and allowing others to play to the strengths of theirs is what makes for the best PFS experience in my opinion. Don't try to compensate for your weaknesses too much. That's what the other players are for.


I agree with fatespinner... Dump the charisma and let somone else be the face. Even with a -2 you wont have any probs control ur animal companion if u have max ranks and i honestly dont remember a time where wild empathy has been used in pfs so i think ud be fine... I agree with the others on feats Point Blank, Precise at 1, Rapid shot at 2nd, 3rd id prob take imp intiative, iron will, or weapon focus(prob this for me), 5th deadly aim, 6th imp precise shot, 7th manyshot, 9th clustered shots or boon companion, 10th point blank master, 11th clustered shots or boon companion..

Sovereign Court

Ah, yes, forgot about Boon Companion.

I would take that at level 5 or 7, having a fully-powered Animal Companion is a real boost.

Shadow Lodge

I'd keep Charisma at 10. You have a solid build as it is and scraping the barrels bottom for those last bits of power seems like a waste in a campaign like the Society. Sure, you'll hit the occasional party waster or go up against a killer gm, but other than that the scenarios are anything but difficult.

Keeping your Cha mediocre and getting a trait bonus and class skill bonus on Diplomacy might just save your day when a faction mission asks for smoothtalking or you mess up a solo stealth venture and have to worm your way out of trouble. I have a ranger in the Andoran faction and with the Fast Talker trait and a Cha of 10(dumped Int to 8 though, heh) he's saved the party's buttocks several times.

Hanging around in a party of full of cloaked mystery men with horrid personal hygiene and only one face-type who just happens to be on Cheliax's payroll gets old pretty soon. Trust me :D. Variety is good.

On unrelated note, oh, how I long to see barbarian who is also the party face! They even have class abilities to go with a decent charisma(intimidation rage powers, Spirit Totem, Scarred Rager archetype, etc), yet every raging musclehead is always of the smelly and timid type. Nerd rage, perhaps?


Another reason to keep the CHA/Diplomacy is your faction missions. Some times you'll be required to do a little socal interaction to complete those missions.

Lantern Lodge

For faction I'd suggest Qadira. You'll eventually be able to purchase items at a 10% discount (once per scenario, but you'll only have the gp to buy magical items once a scenario anyways). This is huge in PFS where gold is scarce.

Read Trantmonk's Guide to Rangers and use it as the framework for your archer PC. Boon Animal Companion is a must at 5th level.

Grand Lodge

I plan to keep Diplomacy for now.

As I understand it, if for some reason it never comes up or I end up at a table with a lot of veterans with CHA characters I can still re-write anytime before level 2?


JSollars wrote:

I plan to keep Diplomacy for now.

As I understand it, if for some reason it never comes up or I end up at a table with a lot of veterans with CHA characters I can still re-write anytime before level 2?

Yes, you can remake a character anytime (except during a game of course) before you play the character at lv 2.

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