| Wiggz |
Trying to build my first ranger under Pathfinder rules and wow - there is just so much going on here. Chances are this character will be used for an upcoming Rise of the Runelords campaign. The original concept was inspired by Rooster Cogburn from the most recent True Grit... a character who was neither educated nor cultured, irascible, surly but noble in his own way and very good at what he does.
This is the build I'm putting together more or less, but any insight or advice is very welcome. I've never posted a character idea on these boards and not had them improved by the suggestions of others.
Dwarven Ranger (Skirmisher)
Attributes: (20 point buy w/racial modifiers)
STR - 16 (+1 at 4th, 8th, 12th, 16th and 20th)
DEX - 14
CON - 14
INT - 8
WIS - 16
CHA - 8
Traits:
Blooded
Tracker of the Society
Feats:
1st Power Attack
2nd Two-Weapon Fighting
3rd Weapon Focus: Hand Axe
5th Boon Companion
6th Improved Two Weapon Fighting
7th Precise Strike (teamwork feat)
9th Pack Attack (teamwork feat)
10th Two-Weapon Rend
11th Rapid Reload
13th Deadly Aim
14th Greater Two-Weapon Fighting
15th Improved Critical: Hand Axe
17th --
18th Double Slice
19th --
Animal Conpanion
Wolf (Timber Wolf)
Feats:
4th Power Attack
5th Furious Focus
8th Precise Strike
10th Pack Attack
13th --
16th --
18th --
Favored Enemy & Favored Terrain:
1st +2 vs. Goblinoids
3rd Mountains (+2)
5th +2 vs. Goblinoids, +4 vs. Giants
8th Mountains (+4), Underground (+2)
10th +2 vs. Goblinoids, +6 vs. Giants, +2 vs. Dragons
13th Mountains (+6), Cold (+2), Underground (+2)
15th +2 vs. Goblinoids, +8 vs. Giants, +2 vs. Dragons, +2 vs. Magical Beasts
18th Mountains (+8), Cold (+2), Underground (+2), Forests (+2)
20th +2 vs. Goblinoids, +10 vs. Giants, +2 vs. Dragons, +2 vs. Outsiders (Evil) , +2 vs. Magical Beasts
Hunter’s Tricks:
5th Rattling Strike
7th Sic Em
9th Vengeance Strike
11th Bolster Companion
13th Surprise Shift
15th Aiding Attack
17th Skill Sage
19th Defensive Bow Stance
One of the things I've been unable to work in is a good tripping option. Between the Wolf's ability to trip, the Tandem Trip teamwork feat and the Upending Strike Hunter's Trick, there looks to be some real potential there, but I just don't know what I would give up for it. There are also a lot of teamwork feats I'd like to exploit, like Outflank, Duck and Cover, etc.
Obviously thje campaign is unlikely to extend all the way to 20th level, but I like to be thorough in my builds. Anywhere you see dashed lines ('---') I simply have no solid choice for yet. As mentioned, any insight or advice would be most welcome.
| Wiggz |
Are you 100% sold on Skirmisher? Giving u spell casting means giving up Instant Enemy. If you do change your mind and go with spell casting you must take Magical Knack as one of your traits.
About 90%. I recognize that I may be giving up some optimization in the process, but this character just isn't the sort to have spell casting. At least, that's how things stand right now - I'm sure there will be some re-visiting of it. I know that my Paladins have always made excellent use of their limited spells, and I have to believe it would be a similar situation here. The Hunter's Tricks are... meh.
Krodjin
|
Just looked over rest of build and it looks pretty good. Your FE & FT choices look spot on. As far as attributes I'd be inclined to tank CHA more and get your INT to 10. Having 6 skill points is so nice, plus your character is surly dwarf!
While the Skirmishers Tricks look pretty good it's hard to beat some of the Ranger Spells. Resist Energy, Longstrider, Lead Blades, Gravity Bow - to name a few I've gotten great utility from playing a Switch Hitter Guide in RiTRL. If I could I do it over I would not have gone Guide so I could have an Animal Companion and Instant Enemy. Regret not having Instant Enemy every single session.
So if you do go spells Magical Knack is mandatory.
So while your character looks very good I'm really reflecting on my own mistakes and suggesting them so you can make your decision with a heads up.
Signed, the Guide Ranger who misses his Animal Companion & Wand of Instant Enemy.
| Wiggz |
Just looked over rest of build and it looks pretty good. Your FE & FT choices look spot on. As far as attributes I'd be inclined to tank CHA more and get your INT to 10. Having 6 skill points is so nice, plus your character is surly dwarf!
While the Skirmishers Tricks look pretty good it's hard to beat some of the Ranger Spells. Resist Energy, Longstrider, Lead Blades, Gravity Bow - to name a few I've gotten great utility from playing a Switch Hitter Guide in RiTRL. If I could I do it over I would not have gone Guide so I could have an Animal Companion and Instant Enemy. Regret not having Instant Enemy every single session.
So if you do go spells Magical Knack is mandatory.
So while your character looks very good I'm really reflecting on my own mistakes and suggesting them so you can make your decision with a heads up.
Signed, the Guide Ranger who misses his Animal Companion & Wand of Instant Enemy.
With spells/tricks, favored enemy, favored terrain, animal companion(s), feats, combat styles, etc. there really is a lot to try and keep straight. One of the big things I'm questioning (apart from to cast/not to cast) is how heavily to invest in teamwork feats with my animal companion. The character isn't being built as a switch-hitter really - I wanted to have some ranged ability for situations that called for it, but I could just as easily use those Rapid Reload and Deadly Aim feats for teamwork feats instead.
The closest I've ever come to an animal companion was a mounted Summoner, and that pair took no teamwork feats whatsoever.
I think I'll bump Rapid Reload to 17th level, drop Deadly Aim to 11th and slip a third teamwork slot in at 13th level for both the character and the animal companion.
| Wiggz |
Regarding Animal Companions, do Rangers get the same advancement bump as Druids for their animals, in the wolf's case at 7th level?
Also, given the wording of the spell, if you're going to use Instant Enemy on a regular basis, wouldn't it make sense to pick some really fringe type favored enemies after the first one or two?
ossian666
|
I'd drop Rapid Reload and take Quick Draw. Use a Composite Longbow so you add your Strength to damage (I get the whole flavor thing but you didn't take any other feats to justify burning one on somethig you won't use enough). Also I recommend dropping Greater Two Weapon Fighting. The penalty for it doesn't make it worth it IMO. Pick up Improved Critical feats (Blinding, Sickening, etc.) for your Axes.
| Eric Mason 37 |
| 1 person marked this as a favorite. |
I've been up to my ears in plotting a wolf companion for a ranger too, so I can point out some errors, and make some suggestions of things to consider. :)
The wolf can't take power attack at level 1 (i.e. Ranger level 4). It's because their BAB listed is due to hit dice rather than actual BAB.
From the PRD under feats for animal companions:
"Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice."
The wolf also can't take furious focus, because it's only for two-handed weapons or one-handed weapons wielded in two hands. Your GM could of course house rule it, but rules as written, it's not allowed because it is a natural attack (admittedly one with str bonus*1.5 damage, but still natural attack), not a two-handed weapon.
At level 8 for the wolf (when he's truly BAB 4 for feats) I would highly suggest you look at Outflank instead. (I'm assuming you'd bumped up the wolf's intelligence in his jump from level 1 to 5 so feats not on the restricted list are fair game at all.) Increasing the flanking bonus from 2 to 4, and attacks of opportunity when the other person crits adds a lot of damage potential to both of you. That flanking bonus will apply to the wolf's trip attempt too, which is pretty darn sweet.
With Outflank in mind, and the fact that there could be prone enemies getting up, you might want to consider picking up Combat Reflexes, so that the wolf will be able to have more than one attack of opportunity per round.
Pack Attack seems a bit gimmick-y to be honest. The wolf is pretty fast, and you can both use five foot steps as normal to set up your flank attacks. The wolf only gets a small number of feats over the build so it seems a shame to spend one you should be able to do via tactics IMO.
Another feat to consider for the wolf is Improved Iron Will. It's his weak save, 'nuff said.
Well, speaking of animals, mine is wondering when I'll get off my butt and walk her ;)
Good luck,
Eric
| Wiggz |
I've been up to my ears in plotting a wolf companion for a ranger too, so I can point out some errors, and make some suggestions of things to consider. :)
The wolf can't take power attack at level 1 (i.e. Ranger level 4). It's because their BAB listed is due to hit dice rather than actual BAB.
From the PRD under feats for animal companions:
"Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice."
The wolf also can't take furious focus, because it's only for two-handed weapons or one-handed weapons wielded in two hands. Your GM could of course house rule it, but rules as written, it's not allowed because it is a natural attack (admittedly one with str bonus*1.5 damage, but still natural attack), not a two-handed weapon.
At level 8 for the wolf (when he's truly BAB 4 for feats) I would highly suggest you look at Outflank instead. (I'm assuming you'd bumped up the wolf's intelligence in his jump from level 1 to 5 so feats not on the restricted list are fair game at all.) Increasing the flanking bonus from 2 to 4, and attacks of opportunity when the other person crits adds a lot of damage potential to both of you. That flanking bonus will apply to the wolf's trip attempt too, which is pretty darn sweet.
With Outflank in mind, and the fact that there could be prone enemies getting up, you might want to consider picking up Combat Reflexes, so that the wolf will be able to have more than one attack of opportunity per round.
Pack Attack seems a bit gimmick-y to be honest. The wolf is pretty fast, and you can both use five foot steps as normal to set up your flank attacks. The wolf only gets a small number of feats over the build so it seems a shame to spend one you should be able to do via tactics IMO.
This is all great advice, thanks for taking the time to type it up.
One of the things that doesn't seem to be accounted for is the feat Boon Companion. If taken when the Ranger is 5th level, it immediately jumps the Animal Companion up to 5th level in ability as well... which would mean that at 4th level the Wolf gets 1 feat, but at 5th level he immediately gets two more. My feat selection list above poorly reflects that... also, I understand what you're saying regarding Furious Focus RAW. Sometimes I tend to err on what seems to me to be common sense and make mistakes like that.
The Wolf's feat list as I'm considering it now would look like this:
(Ranger level)
4th - Combat Reflexes
5th - Power Attack
5th - Precise Strike (teamwork - Ranger takes at 7th)
8th - Outflank (teamwork - Ranger takes at 9th)
10th - Toughness
13th - Tandem Trip (teamwork - Ranger takes at 13th)
16th - Lightning Reflexes
18th - Iron Will
Lightning Reflexes because of the benefits provided by Evasion, Iron Will so late because, honestly, if our foe is using enchantment spells against my animal companion, that's probably already a win.
Still trying to find out if the Ranger's Animal Companion gets the same level boost at 7th that the Druid's get.
Krodjin
|
You know, I'm actually starting to eyeball the Roc... they're just no good inside or underground. And if I can fly cross country but the rest of the party can't, well...
Perhaps a big cat instead, flavored as a mountain lion or some such. I'd hate to miss out on the extra attacks each round.
Yeah I can't help you with the Animal Companion (no experience) but I have read a few things about them on these boards and elsewhere.
- If your GM opens up the entire Druid list the Tiger/Big Cat is a strong choice for a melee flank buddy.
- There is a Ranger arcetype on the d20pfsrd site called "Sable Company Marine". You get a Hippogriff as an animal companion - so it can fly you around as well. Not sure how a Roc and Hippogrif stack up, but a Hippogrif seems pretty cool!
| Wiggz |
Raptor...seriously...get a raptor...
What is it 5 attacks and pounce? Then get a custom Rhino Hide Armor for him so he gets an additional 2d6 damage per attack on that pounce charge.
You can do SOOOO much more than you are if you rule lawyer.
LOL - perhaps we could make a unique creature using the rhino's stats might be possible.
I enjoy maximizing a character's potential so long as it stays within then character's concept. Its why I'll make a crossbow as useful as possible but won't give the character a bow.
calagnar
|
Giving up spell casting is a big. And for what skirmisher dose it's no where close. The main problem is with out your casting there is no using wands with out UMD checks. That is why I will never play a Skirmisher. I have a few personal rules. They are 1: Must self heal. 2: Must be effective in there role. 3: Must contribute to the party.
For your ability scores you might want to rethink how important it is for that high of Wis. Over all there are ways to do no spell casting with out removing spell casting form the character.
My suggestion
Dwarf Ranger (20 Point Buy)
Str 17
Dex 16
Con 16
Int 8
Wis 10
Cha 5
Can not cast spells with out a item. Can still use wands of cure with out umd.
Trait:
Glory of Old (Dwarf)
In your veins flows the blood of dwarven heroes from Tar Target.
Benefit: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison
Tracker of the Society
Feats:
1st Two-Weapon Fighting
2nd Double Slice
3rd Power Attack
5th Boon Companion
6th Improved Two Weapon Fighting
7th Tandem Trip(teamwork feat)
9th Improved Critical: Hand Axe
10th Two Weapon Rend
11th Rapid Reload
13th Deadly Aim
14th Greater Two-Weapon Fighting
Animal Companion
Wolf (Timber Wolf)
Feats:
4th Light Armor (Chain Shirt Barding)
5th Power Attack
8th Tandem Trip
10th Furious Focus
13th Medium Armor (Mithral Breast Plate Barding)
| Matt2VK |
Disclaimer here - I've never played a ranger and have only fiddled around building one. Now my comments :D
1) Stats: Do you really need a WIS of 16?
Just seems a bit high, specially with it looking like you're not planning on casting spells and being in melee combat. My suggestion is to change your WIS and CON around. You'll want that extra health.
2) Traits -
I'm not sure What Blooded does, so will take a pass on that. I do know there's a lot of very nice Dwarf traits which you should take a look at.
If your Dwarf has no problem worshiping Torag, I'd suggest trading out Trait: Tracker of the Society for Trait: Defensive Strategist - You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle. Might want to check with your DM on how this would work as it could be super powerful and work with any suprise type attacks (traps too!) or only when being ambushed.
3) Animal Companion -
Wolf is a very good animal companion at low level but getting into the higher levels I've heard it's usefulness starts declining. No real idea because I rarely play high level games.
The big pet seems to be a Raptor but check with your DM on this first. Some DM have put a limit that your companion has to be a animal from the areas you have been in.
4) Weapons -
It looks like your weapon of choice is going to be the hand axe. I prefer, with lots of attacks (TWF) picking a weapon with a larger crit range. As you'll be rolling more D20, allowing you the opportunity to crit more often. My preferred weapon for this is the Kurki, you'd only be rolling a 1D4 for damage vs the 1D6 with the hand axe but you can crit on a roll of 18+ on a D20.
ossian666
|
ossian666 wrote:Raptor...seriously...get a raptor...
What is it 5 attacks and pounce? Then get a custom Rhino Hide Armor for him so he gets an additional 2d6 damage per attack on that pounce charge.
You can do SOOOO much more than you are if you rule lawyer.
LOL - perhaps we could make a unique creature using the rhino's stats might be possible.
I enjoy maximizing a character's potential so long as it stays within then character's concept. Its why I'll make a crossbow as useful as possible but won't give the character a bow.
No no you misunderstand. Raptor is the pet. No reflavoring or changing needed. Then you purchase Rhino Hide Armor as barding for the pet. Now you have a Raptor that gets 5 attacks at the end of a pounce for a potential of 2d8, 2d4 and 12d6 in damage. You use the pet as a softener or a nuke open. Have it charge in with a big attack to draw some attacks away from you guys and soften the enemy up for you to follow.
And as far as the bow goes...its just silly to burn a feat like that on your xbow when your axes are going to be your focus. Quick draw would be a better choice IMO. If you wanna have an ax focus then throw em too while you are at it.
| Driver 325 yards |
Okay, you have already scrapped the spells. I say consider scrapping the companion as well. Make everyone you attack your favorite enemy. Make all of your allies your companion.
Go Skirmisher/Freebooter. At fifth level you give you and all of your allies +2 attack and damage an infinite number of times per day. Everyone gets an extra +2 to flank. Skimisher Tricks only make you and the group more dangerous.
Plus, its sublimely simplistic. The bonuses are untyped. At seventh level take leadership and make your cohort a skirmisher/freebooter. Now stuff really get ridiculous. I am practically in tears just thinking about how beautiful everything could be.
I would make both archers, but melee is fine as well.
Krodjin
|
Krodjin wrote:Is there a 'Ranger only' list I've missed somewhere?
- If your GM opens up the entire Druid list the Tiger/Big Cat is a strong choice for a melee flank buddy.
Yes, in the CRB the list it refers to is shorter then the full druid list.
If you're using the d20pfsrd and you click on the animal companion list it will take you to the full Druid list - but there is hypertext that signifies which animal companions are for Rangers. I believe it is;
Badger
Bird
Camel
Cat, Small
Dog
Horse
Pony
Shark
Snake, Constrictor & Viper
Wolf
If you're playing an Archer the Camel & Horse would be your best options because you can ride them from the get go and make full-attacks at no penalty while your mount takes a single move. Awesome for skirmishing and raining death down on your foes.
For melee Rangers I believe the Small Cat & Wolf are your optimal choices.
| Wiggz |
Alright, after the truly excellent advice offered in just this short amount of time, I've managed to re-work the character to better represent what I was hoping for. I'm ditching the Skirmisher archetype after looking at the Ranger spell list with a closer eye and realizing that its not really 'spellcastery' spells we're talking about.
Dwarven Ranger
Attributes: (20 point buy w/racial modifiers)
STR - 16 (+1 at 4th, 8th, 12th, 16th and 20th)
DEX - 14
CON - 14
INT - 10
WIS - 16
CHA - 6
Traits:
Magical Knack
Tracker of the Society
Feats:
1st Weapon Focus: Hand Axe
2nd Two-Weapon Fighting
3rd Power Attack
3rd Endurance
5th Boon Companion
6th Improved Two Weapon Fighting
7th Precise Strike (teamwork feat)
9th Outflank (teamwork feat)
10th Two-Weapon Rend
11th Deadly Aim
13th Tandem Trip (teamwork feat)
14th Greater Two-Weapon Fighting
15th Improved Critical: Hand Axe
17th Rapid Reload
18th Double Slice
19th Toughness
Animal Conpanion
Wolf (Timber Wolf)
+1 INT at 5th, +1 STR at 9th, +1 DEX at 14th, +1 CON at 19th
Large size at 7th (1d8 bite, +8 STR, -2 DEX, +4 CON, +2 Natural Armor)
Feats & Abilities:
4th Trip, Low-light Vision, Scent, Combat Reflexes
5th Evasion, Power Attack, Precise Strike (teamwork feat)
6th Devotion
8th Outflank (teamwork feat)
9th Multiattack
10th Toughness
13th Tandem Trip (teamwork feat)
15th Improved Evasion
16th Lightning Reflexes
18th Iron Will
Favored Enemy & Favored Terrain:
1st +2 vs. Goblinoids
3rd Mountains (+2)
5th +2 vs. Goblinoids, +4 vs. Giants
8th Mountains (+4), Underground (+2)
10th +2 vs. Goblinoids, +6 vs. Giants, +2 vs. Animals
13th Mountains (+6), Cold (+2), Underground (+2)
15th +2 vs. Goblinoids, +8 vs. Giants, +2 vs. Animals, +2 vs. Magical Beasts
18th Mountains (+8), Cold (+2), Underground (+2), Forests (+2)
20th +2 vs. Goblinoids, +10 vs. Giants, +2 vs. Animals, +2 vs. Magical Beasts, +2 vs. Outsiders (Evil)
Skills:
Survival (1/level)
Perception (1/level)
Climb (1 at 1st level)
Swim (1 at 1st level)
Knowledge: Nature (1/level)
Knowledge: Dungeoneering (1/level)
Knowledge: Geography (1/level after 1st)
Stealth (1/level after 1st)
I very much appreciate all the input, even that which I didn't use or what still remains to come.
| WerePox47 |
I have a dwarf ranger in a rotrl camp and i would suggest taking the alternate racial that swaps +1hit vs orc to +1hit vs giants and +2to track em.. Also take the one that gives u altitude sickness immune.
Theres one that allows u to take 5 foot steps in diff terrain as well, might not be a bad choice.. SPOILER!! Favored Terrain Mountains and FE Giants will kick ass for u.. I took boon companion with a big cat and often he does as much damage as i do, esp when they use ur fe and ft's.. I went the switch hitter route with a falchion/com lb and i havent regreted it yet.. I just wnet with a reggie ranger though..
My stats and feats so far
Dwarf ranger 9
str-15 +1 at 4th, +4 belt =20
dex-14 +2 gloves =16
con-14 +2 race =16
int-10
wis-13 +2race, +1 8th =16
cha-10 -2race =8
Now i know most people wouldnt have that high of a wisdom but i hate failing will saves
traits:
glory of old - with steel soul gives +5bonus vs spells, slas etc..
magical knack - ranger spell cl at -1 level..
feats:
1st power attack
3rd quick draw
5th boon companion
7th steel soul
9th lunge - has been really useful so far vs big stuff
planned 11th - big game hunter
ranger feats:
2nd rapid shot
6th manyshot
Items of note:
+4str belt
+2dex gloves
+2 cloak resist
boots of friendly terrain(+8 initiative in mountains yes plz!)
+2 keen falchion
+1 comp lb(+5str)
efficient quiver
Kitty has a +2str collar(26str with power attack yikes!!) and a +1na earring so far
Hes a blast to play and having huge perception and survival are key as well..
| RuyanVe |
Greetings, fellow traveller.
The usual: Hope you did take a look at the guides in the advice section; there's even a Guide to the guides as a sticky!
Ok, some ideas:
Why? WIS is the ranger's casting stat, to cast her highest level spells she needs a 14 since her hightest level spells are 4th level. DEX 15 allows you for more flexibility concerning feats for your combat style.
Let's you apply your full STR modifier to your off-hand weapon damage!
In the games I've played (and GM'ed) the AC is fair game - survivability is at a premium.
To hit (at all) trumps a meager 1d6 damage.
Both seem a little pointless with a 20/x3 Weapon, but to be sure(r) to confirm a crit is much nicer than to increase the probability from 5 to 10%.
As a ranger you don't have to fullfil any prereqs usually needed for feats if you take them as your combat style bonus feats - thus you'll have it ready for next level and again: getting your 3rd attack right when you need it is much better than a(nother) meager 1d6 damage
I. e. my choices would result in:
Feats:
1st Two-Weapon Fighting
2nd Power Attack
3rd Double Slice
3rd Endurance
5th Boon Companion
6th Improved Two Weapon Fighting
7th Toughness
9th Critical Focus
9th Evasion
10th Greater Two Weapon Fighting
11th Deadly Aim
13th Outflank (teamwork feat) --> both you and your AC gain it at the same time
14th Two Weapon Rend (it's free...)
15th Rapid Reload
17th ???
18th Two Weapon Defense (it's free...)
19th ???
I'm not sure you'll reach levels 17+.
Sorry if these sound a little harsh, it's getting a little late here...
Ruyan.
| Khelreddin |
I've got a 5th level ranger in Carrion Crown, and I think much of what you've done here is right on, and will be fun to play. My thoughts on a few points:
I've had a great time with my Bobcat (Cat, Small) as an Animal Companion - but the wolf does seem to fit the Rooster concept.
I think you're wise to keep the spells - Lead Blades as a low-level spell is awesome in melee, and I can't wait for Instant Enemy to be available.
Have you looked at the Infiltrator archetype? I thought about taking it and didn't do so, and I regret it every time I play. I find the Favored Terrain feature is very, very infrequently useful, and with your FE types, you could pick up some great Infiltrator adaptations - have a climb or swim speed, natural armor of your very own, Lunge, Energy Resistance - and all you give up is favored terrain.
Have fun! Go Rangers!
| Wiggz |
Ok, some ideas:
Drop WIS to 14 (after racial bonus) and push DEX to 15 - no ranger needs a 16.
Why? WIS is the ranger's casting stat, to cast her highest level spells she needs a 14 since her hightest level spells are 4th level. DEX 15 allows you for more flexibility concerning feats for your combat style.
Double Slice comes in far to late, take it at 3rd level.
Let's you apply your full STR modifier to your off-hand weapon damage!
Up the wolf's CON at 4th, rest goes into STR.
In the games I've played (and GM'ed) the AC is fair game - survivability is at a premium.
Switch Outflank with Precise Strike (and ditch Precise Strike).
To hit (at all) trumps a meager 1d6 damage.
Take Critical Focus over Imp. Critical.
Both seem a little pointless with a 20/x3 Weapon, but to be sure(r) to confirm a crit is much nicer than to increase the probability from 5 to 10%.
Ditch Two Weapon Rend and take Greater Two Weapon Fighting at 10th.
As a ranger you don't have to fullfil any prereqs usually needed for feats if you take them as your combat style bonus feats - thus you'll have it ready for next level and again: getting your 3rd attack right when you need it is much better than a(nother) meager 1d6 damage
Talk to your GM what magic items the AC is allowed to have.
Help me out with my thinking on this:
Thanks for the comments.
LazarX
|
Are you 100% sold on Skirmisher? Giving u spell casting means giving up Instant Enemy. If you do change your mind and go with spell casting you must take Magical Knack as one of your traits.
Rangers have survived without Instant Enemy before, and they'll continue to do so in the future. It's admittedly a very nice spell, but hardly essential.
| Wiggz |
Have you looked at the Infiltrator archetype? I thought about taking it and didn't do so, and I regret it every time I play. I find the Favored Terrain feature is very, very infrequently useful, and with your FE types, you could pick up some great Infiltrator adaptations - have a climb or swim speed, natural armor of your very own, Lunge, Energy Resistance - and all you give up is favored terrain.
I hadn't considered the Infiltrator archetype and looking at it, I have to say this is an excellent suggestion. Might require some modification of the character concept, I don't know... but its absolutely worthy of consideration.
Fast speed or a bonus to stealth from Goblinoid.
Lunge or Resist Energy from Giants
Swim or Climb speed from Animals
Oh yeah, definitely going to consider this for the versatility alone.
| Wiggz |
Which bodes the question.. Why go twf? If your only looking to succede on half of your attacks why not go 2hander? If its just for flavor i get it, but twf is inferior to a 2hander in all ways cept maybe a high level crit build(and i mean high level)..
Pure flavor. Also, I never play TWF's and it'll be a pleasant change - its not as if TWF is ineffective, its just not quite as optimal. I'm fine with that.
| Khelreddin |
Khelreddin wrote:
Have you looked at the Infiltrator archetype? I thought about taking it and didn't do so, and I regret it every time I play. I find the Favored Terrain feature is very, very infrequently useful, and with your FE types, you could pick up some great Infiltrator adaptations - have a climb or swim speed, natural armor of your very own, Lunge, Energy Resistance - and all you give up is favored terrain.I hadn't considered the Infiltrator archetype and looking at it, I have to say this is an excellent suggestion. Might require some modification of the character concept, I don't know... but its absolutely worthy of consideration.
Fast speed or a bonus to stealth from Goblinoid.
Lunge or Resist Energy from Giants
Swim or Climb speed from Animals
Oh yeah, definitely going to consider this for the versatility alone.
Exactly that. You pick when you use it - and when you get your second set of adaptations at 8th level, you're getting 80 minutes/day, which is practically forever.
And, for bonus versatility, at higher levels, you can use Camouflage and Hide in Plain Sight when you want, not just in your favored terrain - see the clarification under this archetype on the SRD, if you haven't already. So you can vanish!
| Wiggz |
Wiggz wrote:Khelreddin wrote:
Have you looked at the Infiltrator archetype? I thought about taking it and didn't do so, and I regret it every time I play. I find the Favored Terrain feature is very, very infrequently useful, and with your FE types, you could pick up some great Infiltrator adaptations - have a climb or swim speed, natural armor of your very own, Lunge, Energy Resistance - and all you give up is favored terrain.I hadn't considered the Infiltrator archetype and looking at it, I have to say this is an excellent suggestion. Might require some modification of the character concept, I don't know... but its absolutely worthy of consideration.
Fast speed or a bonus to stealth from Goblinoid.
Lunge or Resist Energy from Giants
Swim or Climb speed from Animals
Oh yeah, definitely going to consider this for the versatility alone.
Exactly that. You pick when you use it - and when you get your second set of adaptations at 8th level, you're getting 80 minutes/day, which is practically forever.
And, for bonus versatility, at higher levels, you can use Camouflage and Hide in Plain Sight when you want, not just in your favored terrain - see the clarification under this archetype on the SRD, if you haven't already. So you can vanish!
.
Definitely doing this. Here's the level by level favored enemy and adaptation choices. I kind of shied away from big name foes like dragons specifically to be able to use spells like Instant Enemy against them..
Favored Enemy & Adaptations:
1st +2 vs. Goblinoids
5th +2 vs. Goblinoids, +4 vs. Giants
10th +2 vs. Goblinoids, +6 vs. Giants, +2 vs. Animals
15th +2 vs. Goblinoids, +8 vs. Giants, +2 vs. Animals, +2 vs. Plants
20th +2 vs. Goblinoids, +10 vs. Giants, +2 vs. Animals, +2 vs. Plants, +2 vs. Outsiders (Evil)
3rd Adaptations: Fast Speed
8th Adaptations: Fast Speed, Lunge, Resist Energy 10 (Cold, Electricity or Fire)
13th Adaptations: Fast Speed, Lunge, Resist Energy 10 (Cold, Electricity or Fire), Swim 15’, Climb 15’
18th Adaptations: Fast Speed, Lunge, Resist Energy 10 (Cold, Electricity or Fire), Swim 15’, Climb 15’, Low Light Vision, Iron Will
I tried to choose adaptations that might be most beneficial over the entirety of their duration, rather than burning 10 minutes of the ability for 5 rounds of combat... not that I won't be quick to do that should the circumstance arrive, but still - waste not want not.
| Wiggz |
I like that you put off Double Slice as long as you did. It's a waste to take it early unless your STR is an 18 to start. Even then, a +2 DMG on every other attack is hardly worth writing home about.
Its not that I was deliberately putting it off per se, but yeah - which of the other options would you have bumped it for?
Really appreciate all the help, by the way. I think this is going to be a really fun character to play.
Anyone see anything about him that isn't PFS legal?
| Wiggz |
I believe you have to specify what energy resist you would like, though I could be wrong. Otherwise, very similar to a character I'm running currently (which I hope is a good sign!)
I don't think you do, but I wouldn't mind gettign a ruling on it.
No one's told me yet if the Ranger AC gets the same buff at level 7 that the Druid AC gets, but I'm assuming they do.
| Matt2VK |
So what's your stats look like now?
Above you were asking something about "why not a 16 WIS?"
Here's a couple reasons why to drop it down to 14.
1) You can raise your CON up to 16. More health is always good.
2) If you want a 16 WIS, keep your eye out for a magical item to bump it up. The mental stat stuff usually use different magical slots then the physical magical buff stat slots. Pick up a +2 WIS buff item and you have your 16 WIS then.
Actually, maybe someone else can post what's good Ranger items for the different magical slots. With a limit of what a Ranger of 10th level or below can grab.
ie. I've seen lots of people posting wonderful magical items, of which your character needs to be at least 15+ levels to even think about having access to those items.
| Wiggz |
If your GM allows 3rd party and/or master summoners, this might work for you!
Heh - thanks for the finger point, but we pretty much always have one Summoner or Master Summoner and as great as he is, one's enough. Besides, we also almost never use 3rd party stuff (though the GM isn't shy about using it against us).
| Wiggz |
So what's your stats look like now?
Above you were asking something about "why not a 16 WIS?"
Here's a couple reasons why to drop it down to 14.
1) You can raise your CON up to 16. More health is always good.
2) If you want a 16 WIS, keep your eye out for a magical item to bump it up. The mental stat stuff usually use different magical slots then the physical magical buff stat slots. Pick up a +2 WIS buff item and you have your 16 WIS then.
Actually, maybe someone else can post what's good Ranger items for the different magical slots. With a limit of what a Ranger of 10th level or below can grab.
ie. I've seen lots of people posting wonderful magical items, of which your character needs to be at least 15+ levels to even think about having access to those items.
From above:
Attributes: (20 point buy w/racial modifiers)
STR - 16 (+1 at 4th, 8th, 12th, 16th and 20th)
DEX - 14
CON - 14
INT - 10
WIS - 16
CHA - 6
Personally, it seems to me like the character benefits more from +1 to Will saves and an extra 3rd level spell a day than he does a +1 to Fort saves and a a few extra hit points. Might turn out to be wrong, but at the moment the higher Wisdom seems like the way to go.
We also NEVER pre-plan magic items as part of our builds. The group as a whole has agreed that there aren't plenty of Ye Olde Magic Shoppes on every street corner. In an effort to keep the magical feeling, well, magical, we've agreed not to have magic items available for buying, selling or trading like bubblegum cards (Collect all Six!).
More likely we'll come across a handful of minor items with one or two really nice custom-made items each during the course of the campaign.
| Matt2VK |
Matt2VK wrote:So what's your stats look like now?
Above you were asking something about "why not a 16 WIS?"
Here's a couple reasons why to drop it down to 14.
1) You can raise your CON up to 16. More health is always good.
2) If you want a 16 WIS, keep your eye out for a magical item to bump it up. The mental stat stuff usually use different magical slots then the physical magical buff stat slots. Pick up a +2 WIS buff item and you have your 16 WIS then.
Actually, maybe someone else can post what's good Ranger items for the different magical slots. With a limit of what a Ranger of 10th level or below can grab.
ie. I've seen lots of people posting wonderful magical items, of which your character needs to be at least 15+ levels to even think about having access to those items.
From above:
Attributes: (20 point buy w/racial modifiers)
STR - 16 (+1 at 4th, 8th, 12th, 16th and 20th)
DEX - 14
CON - 14
INT - 10
WIS - 16
CHA - 6Personally, it seems to me like the character benefits more from +1 to Will saves and an extra 3rd level spell a day than he does a +1 to Fort saves and a a few extra hit points. Might turn out to be wrong, but at the moment the higher Wisdom seems like the way to go.
We also NEVER pre-plan magic items as part of our builds. The group as a whole has agreed that there aren't plenty of Ye Olde Magic Shoppes on every street corner. In an effort to keep the magical feeling, well, magical, we've agreed not to have magic items available for buying, selling or trading like bubblegum cards (Collect all Six!).
More likely we'll come across a handful of minor items with one or two really nice custom-made items each during the course of the campaign.
You could be right about your stat placements. I've just found that if you're in melee range, you are going to be hit and take damage. So it's a trade off between what you've mentioned above and that extra health. You're the one that will have to decide which is better for you and fits your character.
| RuyanVe |
Sorry, for being late with my reply - here we go:
Help me out with my thinking on this:
A 16 Wisdom grants me an additional Instant Enemy spell a day as soon as 3rd level spells are available and grants me an additional +1 to Will saves (my low save)... a 15 Dexterity gets me absolutely nothing.
I already get half my STR bonus for off-hand weapon damage, so we're talking, what, 2 points of damage IF the attack(s) hit?
I need to give the Wolf an INT bump to qualify for teamwork feats. +1 STR, +1 DEX and +1 CON will get me a much greater benefit than +3 STR, considering that that final +1 comes at 19th level won't it? A Wolf's base physical attributes are 13 STR, 15 DEX and 15 CON.
1d6 damage might be meager, but 1d6 per attack (up to 6 for the Ranger and 2 for the wolf not counting attacks of opportunity) is most certainly not.
Between Favored Enemy and Instant Enemy, I'm more likely to need help rolling a critical than I am to need help confirming it.
I'm much more likely to hit with my first two attacks than my fifth and sixth, meaning that Two-Weapon Rend will give me much more consistent damage every round.Thanks for the comments.
WIS16: granted the extra spell at lvl 10 is nice to have and the bonus to Will saves and Perception, too, but just get a headband +2 - "problem" solved;
DEX15: let's you acquire feats earlier and with more flexibility; you could actually up it to 16 to get +1 to Reflex, +1 to-hit in ranged combat, +1 to AC, +1 to initiative, +1 to Stealth, Ride, Acrobatics; I see the ranger as more of a martial charAquiring a magic item for a mere 4k gp is no problem at lvl 9+, having the feats earlier (by far) is a bigger deal.
Double Slice: we're talking +2 to damage per hit; sums up quite fast, helsp overcoming DR as well and it would apply from lvl3 onwards; not only from lvl10 onwards with your TW Rend.
Critical feats:
I would not rely on crits for damage, be it with a 10 or a 5 % probability; 19-20 --> 17-20 to me is a different story;
here ties in my idea about Double Slice which will up your sustained, continuous damage over the course of day quite nicely.
INT3 for AC: forgot about the teamwork feats, sorry.
Ruyan.
| RuyanVe |
Personally, it seems to me like the character benefits more from +1 to Will saves and an extra 3rd level spell a day than he does a +1 to Fort saves and a a few extra hit points. Might turn out to be wrong, but at the moment the higher Wisdom seems like the way to go.
If you get killed before due to low hp, you'll never know the difference; also your Fort save usually deals with the nasties: SoS/SoD; just saying.
Ruyan.