Switch hitter ranger....using spears?


Advice

Sczarni

Ok I have a vision of a character throwing a few spears and then pulling out his big spear. I don't care about optimization so much and I know that spear throwers are far from it but I was hoping the build could be done with a ranger but am open to other classes. This is for PFS so any race and class that works with that is ok.


Look at the dragoon fighter archetype. They get extra damage weapon training with all weapons of the spear group.


The spear-based Switch-hitter Ranger pretty much works as Treatmonk's Guide suggests, since there are a few posts on the boards that support the idea that switching weapons in hands is a free action.

Given that, have him carry around his big spear all the time. WHen he needs to throw, just switch to holdlign his big spear in his off-hand (free action), draw a spear (free action with Quick Draw), throw (standard or full action, depending on the situation), and finish your turn by switching your big spear back to a 2-handed grip (free action). That way you're always ready to make AoO's.. which I assume is one of the perks you're hoping for.

Seems to work to me.


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Mind you, Spears can be used to deliver a nasty sonic/poison attack.

Sczarni

I didn't even think to check the guide haha well I will do that tonight and hopefully figure out what I'm looking for


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This sounds like a very fun idea. An efficient quiver will be able to hold your different versions (cold iron, silver, etc.) and should be able to hold 60 darts (flavored as little spears).


Quick Draw, Short Spear(for Melee), & Javelins(For Ranged). Use Darts for a fall back.

Later on get a Blink Back Belt and just chuck your Short Spear.

If you can also some how get & use a Belt of Mighty Hurling(or the Greater version) you can go full STR.

Fighter is excellent for this for Weapon Focus/Specialization (& Greater).

Yes I have thought this over a bit to much...

DEX Focused: Pick up Vital Strike & most Archery Feats that work with Spears. Use Melee as a last resort.

STR Focused: The only Ranged feat you really need is Deadly Aim. The items are the key to the build. Vital Strike is Still nice.

Sorry for the horrible organization.


Eben TheQuiet wrote:

The spear-based Switch-hitter Ranger pretty much works as Treatmonk's Guide suggests, since there are a few posts on the boards that support the idea that switching weapons in hands is a free action.

Given that, have him carry around his big spear all the time. WHen he needs to throw, just switch to holdlign his big spear in his off-hand (free action), draw a spear (free action with Quick Draw), throw (standard or full action, depending on the situation), and finish your turn by switching your big spear back to a 2-handed grip (free action). That way you're always ready to make AoO's.. which I assume is one of the perks you're hoping for.

Seems to work to me.

The bolded step is unnecessary. Off-hands only exist during TWF attacks.


Whale_Cancer wrote:
Eben TheQuiet wrote:

The spear-based Switch-hitter Ranger pretty much works as Treatmonk's Guide suggests, since there are a few posts on the boards that support the idea that switching weapons in hands is a free action.

Given that, have him carry around his big spear all the time. WHen he needs to throw, just switch to holdlign his big spear in his off-hand (free action), draw a spear (free action with Quick Draw), throw (standard or full action, depending on the situation), and finish your turn by switching your big spear back to a 2-handed grip (free action). That way you're always ready to make AoO's.. which I assume is one of the perks you're hoping for.

Seems to work to me.

The bolded step is unnecessary. Off-hands only exist during TWF attacks.

Perhaps badly phrased, but the long spear is two handed, so you would have to let go with one hand, throw one-handed, then grab it again with the other hand to be ready to AoO.


Whale_Cancer wrote:
Eben TheQuiet wrote:

The spear-based Switch-hitter Ranger pretty much works as Treatmonk's Guide suggests, since there are a few posts on the boards that support the idea that switching weapons in hands is a free action.

Given that, have him carry around his big spear all the time. WHen he needs to throw, just switch to holdlign his big spear in his off-hand (free action), draw a spear (free action with Quick Draw), throw (standard or full action, depending on the situation), and finish your turn by switching your big spear back to a 2-handed grip (free action). That way you're always ready to make AoO's.. which I assume is one of the perks you're hoping for.

Seems to work to me.

The bolded step is unnecessary. Off-hands only exist during TWF attacks.

It is necessary, though I can see why the use of the term 'off-hand' threw you off.

Quite simply, if you're wielding a two-handed spear, you don't have a free hand with which to draw and throw a short spear. You must first switch your grip on the big spear so you're holding it in one hand.

Sczarni

That will deffinately be my first purchase I like 18 javelines and and 6 extra spears the most. This will also be the first time ill be using a reach build so any advice would be greatly appreciated :)


Combat Reflexes.

Cestus/Gauntlets/etc.


Don't forget the amentum. That'll boost your javelin range by 2/3. Also carry chakrams (same range as plain javelins) and light hammers (sadly only a 20' range increment) for dealing with zombies and skeletons respectively. If you're a fighter I'd suggest carrying a throwing axe as well (slashing melee in the thrown weapons group) otherwise just a scimitar or longsword.

Far shot will be important.


Gah! Chakrams the one weapon Paizo totally Fubar'd!

If you go Fighter get Heavy Armour ASAP. Then you can use the Chakram as an emergency melee weapon.


Azaelas Fayth wrote:
Gah! Chakrams the one weapon Paizo totally Fubar'd!

Falchions are a one handed weapon. Longswords and bastard swords are practically the same thing. Shortswords can be used for slashing. And you say chakrams are the one weapon Paizo totally Fubar'd? At least they do the right damage type and use the right number of hands.


The trait strong arm, supple wrist will also help with range.


Atarlost wrote:
Azaelas Fayth wrote:
Gah! Chakrams the one weapon Paizo totally Fubar'd!
Falchions are a one handed weapon. Longswords and bastard swords are practically the same thing. Shortswords can be used for slashing. And you say chakrams are the one weapon Paizo totally Fubar'd? At least they do the right damage type and use the right number of hands.

Falchions were originally just a variant of the Scimitar. Until later times.

Longswords are historically any blade around 3 feet.

Bastard Swords are 4 feet.

Honestly the Shortsword should just have had the Gladius stat line to begin with.

But Chakrams should have been able to be used without needing Heavy Armour. Heck, the Traditional users are basically Pathfinder Monks or Unarmed Fighters without any Armour. or at best an Armoured Coat.

Grand Lodge

I am working on a Spear Chucker here.

Sczarni

Actually i saw your thread and it was the inspiration however for the flavor I'm going I don't like barbarian.

Grand Lodge

The Two-Handed Fighter Dip though is still a good choice.

If you come to a decision on how your build will be, I would love to see it, and know how it works out.

Also, I am glad I could be of some inspiration.


Azaelas Fayth wrote:
Atarlost wrote:
Azaelas Fayth wrote:
Gah! Chakrams the one weapon Paizo totally Fubar'd!
Falchions are a one handed weapon. Longswords and bastard swords are practically the same thing. Shortswords can be used for slashing. And you say chakrams are the one weapon Paizo totally Fubar'd? At least they do the right damage type and use the right number of hands.

Falchions were originally just a variant of the Scimitar. Until later times.

Longswords are historically any blade around 3 feet.

Bastard Swords are 4 feet.

There is some ambiguity in the terminology. Current use by actual fencers is from the German where they are synonymous. There seems to be an english use of longsword for a one handed weapon four feet long, same as a bastard sword. The three foot weapons are more often called short swords by everyone but D&D players.


I am working on a similar build, but was thinking of dipping into monk to get a nice close melee dmg. I didn't even consider using javelins for range... Nice tip.


I have built a Switch hitter Spearman... Though I think I had him using something that increased his Range on any spear he threw.

A Blink Back Belt and Gloves of Mighty Hurling(Resloted Belt of Mighty Hurling) were absolutely devastating later on as he became better when fighting at Range.

He was primarily melee and he focused heavily on a single Javelin, a Short Spears, & a Spear.

My party hated that I could lay down as many attacks as the Archer and actually deal more Damage if I can get some of the ones that turn into a 5d6 Lightning Bolt. Which our Druid was more than willing to make for me.


darkwarriorkarg wrote:
Mind you, Spears can be used to deliver a nasty sonic/poison attack.

LOL!


Here's how you play a Spearfighter/thrower:

THIS IS SPARTA!!!


Human Mobile Fighter
Bonuse Feat race Combat reflexes
1st Dodge and Weapon Focus(Long Spear)
2nd Quick Draw
3rd Moblity
4th Weapon SP(Long Spear)
5th Spring Attack
6th Lunge
7th Martial Versatility(Speicalization Or Weapon Focus)
8th Greater Weapon Focus
9th Improve Critial (Long Spear)
10th Power Attack
11th Combat Expertise
12th Greater Weapon SP
13th Point Blank Shot
14th Whirlwind attack
15th Improved Trip
16th Precise Shot
17th Martial Mastery
18th Greater Trip
19th Deadly Aim
20th Two-handed Thrower

make sure to craft or buy these
Pilum, distance weapon. That is Also in spear category.
The tip of this heavy javelin is designed to break off and embed itself into a shield once it hits. Like ammunition, a thrown pilum that hits its target is destroyed. If you hit a shield bearing opponent with a pilum, he loses the AC bonuses from that shield until he takes a standard action to pry the remnants of the pilum from his shield.

This feat also which would be really good if you go human and use long spear as base reach weapon

http://www.d20pfsrd.com/feats/arg-feats/martial-versatility-combat-human
http://www.d20pfsrd.com/feats/arg-feats/martial-mastery-combat-human

It would allow you to use weapon focus and weaponSP and improved crit and so on. With all spear weapons. You can use pilum to get rid of shield ac or slow target by limit it to move and free actions only if they want shield ac.

Dragoon Archtype is weak and is kind of silly. Half it's ablitys limit you to lance the other half to being mounted. It last ablity actual requires a lance wielder to dismount instead of useing ride by attack and constalty doing heavy damage. Very limit archtype. That is my build for moblity spear fighter. He has some switch hitting, I made him to be veristle and combat controler. You can more then likely do better switch hitting with two-handed fighter with a spear. As there is two handed throw feat.

Sczarni

i really like that build but as its for PFS i doubt i will be seeing much of anything post lvl 12, and i am really committed to ranger, I am currently working up a build right now so will post it soon for critique and such


Get a bbn1/wild ranger... and take the rage powers hurling and lesser hurling, raging hurler feat and similar stuff. Vital strike doesn't hurt either later...

Sczarni

thanks for the advice, but the concept i have in mind is RANGER. I get that i spear based character could be better with a dip or two but thats not what im looking for.


Combat Styles:
Archery(IIAREC) is good for a strength based build as it allows you to get the Archery Feats you might not have the Pre-Requisites for.

Two-Weapon is nice if you want a lot of attacks.

Weapon-&-Shield is good if you want defence.

Two-Handed is good for a dexterity build as it allows you to pick up some more melee abilities.

I personally recommend Weapon-&-Shield & getting STR & DEX as equal as possible.

Sczarni

ok so I decided on a human ranger with

16(+2)str
16dex
12con
8int
13wis
8cha

took combat expertise for human feat and quick draw as my lvl 1 feat. plan on going archery for the feats as i am carrying a large amount of javelins and pilums and a guisarme as my main weapon. as luck would have it, I ended up GMing my first scenario at the local PFS and put the credit on him. since im cheliaxian im gonna use the pp to get a wand of infernal healing. plan on getting power attack at 3 so far and wolf AC and boon companion at 5.


You mean combat reflexes? Because you don't qualify for combat expertise and it's not very good anyways.


Combat Expertise isn't bad for say a Swordlord or Fencer.

Sczarni

Oh wow embarrassing haha... Yes I meant reflexes. nd I have a spiked gauntlet to threaten my adjacent squares.

Sczarni

Now I just have to decide on point blank shot for the +1 dmg or percise shot

Grand Lodge

Point Blank Shot is a prerequisite for Precise Shot.


blackbloodtroll wrote:
Point Blank Shot is a prerequisite for Precise Shot.

But if you're a Ranger going Archery Style you can take either as a combat style feat without prereqs.

If you're really going switch-hitter, you're not going to need Precise Shot much. When they've closed, you'll go into melee.
Point Blank Shot might be good, once you've got Deadly Aim. Ranged characters generally have more trouble boosting damage than attack, so Point Blank isn't that great. Rapid Shot?


Yah, i agree with thejeff.

(1) combat reflexes, quickdraw
(2) Rapid Shot -- you can quick-draw them, and if you have friendlies in melee, you should be in there with them
(3) Power Attack
(5) < take what you want >
(6) Improved Precise Shot OR Manyshot


Azaelas Fayth wrote:
Falchions were originally just a variant of the Scimitar. Until later times.

Actually, Falchions and Scimitars are quite different, though they do have a curve to the blade. A falchion (and the later seax, which is similar) is a heavy chopping instrument, with most of its weight towards the end of the blade. The back side of a falchion was sometimes straight. A scimitar, on the other hand, is meant for slashing rather than chopping, and was developed primarily as a weapon to be used by men on horseback. The curve of the blade helped to prevent the sword from getting stuck in somebody as you rode past him. So it makes sense that they would function very differently, though why the D&D/PF falchion is two-handed is beyond me. They should have just called it a "great scimitar".

Azaelas Fayth wrote:
Longswords are historically any blade around 3 feet.

Actually, longswords are longer than that and typically would be at least 4 feet long including the handle (hence the name "longsword"). They have a diamond shape which makes them very sturdy, and were developed as a means of dealing with heavy armor. They can cut but were primarily a thrusting weapon. They were developed in the fourteenth century and came to replace the broadsword, which had a hexagonal blade and was shorter but wider. Broadswords don't exist in Pathfinder so we can assume that this technological era has passed.

Azaelas Fayth wrote:
Bastard Swords are 4 feet.

Commonly a 4-foot blade with a long handle, adding another foot. Bastard Swords were usually oversized broadswords and it's funny that they made it into D&D/PF considering that they really weren't used in the same era that longswords and rapiers were. But they are definitely very different from longswords.

Azaelas Fayth wrote:
Honestly the Shortsword should just have had the Gladius stat line to begin with.

Yes, I agree. A gladius is a perfectly ordinary shortsword as made during the Roman era. Other designs existed later that allowed more slashing attacks, but there isn't a lot of reason to make them a separate entry. The same applies to the difference between the pilum and the javelin. The only interesting thing about the pilum was a deliberate manufacturing defect that caused the join to break after hitting something.

Azaelas Fayth wrote:
But Chakrams should have been able to be used without needing Heavy Armour. Heck, the Traditional users are basically Pathfinder Monks or Unarmed Fighters without any Armour. or at best an Armoured Coat.

You can use chakrams without heavy armor. By throwing them, which is what they are for. Applying pressure directly as a melee weapon ought to cause trouble though, since the sharp part is in contact with your palm. Though if heavy armor protects you against cutting yourself, then metal gauntlets ought to as well, and they don't RAW.

I recently built a chakram thrower character, and in hindsight I do agree that chakrams are overpowered. The get the best die type of any thrown weapon and the best range increment, and they are martial weapons. They needed some kind of nerf, though frankly I would have given them less damage, maybe 1d6 (and make it an exotic weapon) or 1d4 (and leave it as martial).

Peet

Grand Lodge

I still like Two-handed Thrower feat for this.

Once you get the Belt of Mighty Hurling, you will really like the feat.


Deadly Aim at 5th. Or swap with Power Attack, depending on which you want to focus on.

It's about the only ranged feat you need that you don't get from the Style.


Yah, i'm just not a fan of the stacking penalties between Rapid Shot and Deadly Aim, but I might be in the minority there.

Grand Lodge

Well, there is Reckless Aim to counter those penalties.

Sczarni

Point blank it is then, thanks guys! At 3 I'm going to take power attack and then Boon companion at 5 to bolster my AC. that's about as far as i can plan now since its gonna take me a very long time to get to 5 in pfs haha

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