TWF / THROWER Ranger.


Advice


Hello,

I am working on a TWF/Thrower or Archer Standard ranger.
For two reasons.
I have an 8th level Inquisitor who just died and needs replacing.
I wanted to cover throwing in my TWF ranger guide.

The combat tactic is to Throw or Shoot (depending on range) and then TWF when the enemy closes.
-30ft + Just regular full attack with bow (Quickdraw,Precise shot, Deadly Aim)

-At less than 30ft he'd throw Chakrams or Darts (Quickdraw, TWF, Deadly Aim, Point Blank Shot, Precise Shot) NEEDS a blink back belt to work.

-When adjacent he twf full attacks by pairing a Scimitar/Cestus. This allows him to 2 handed PA if he moves or gets an AOO.

Str 17 (7points+2 human)
Dex 14 (5points)
Con 14 (5points)
Int 7 (-4 points)
Wis 14 (5 points)
Cha 12 (2 points)
6-2+Favored+Human= 6skills per level.

1. PBS, Precise Shot (Fight with bow/2 handed scimitar)]
2. Style: TWF (Pair Scimitar/Cestus now)
3. Quickdraw (Now able to throw)
4.Hunter's Bond-Not sure what to take. Probably wolf trip buddy
5.Power Attack
6. Style (ITWF)
7. Deadly Aim or Bonded Companion. Not sure which will offer more
8.
9. Bonded Companion or Blindfight
Past level 8 if allowed he could persue the Eldritch Heritage Bloodline.
Or persure More regular feats
See the stat distribution?
my 4th level point would go to Strength (for an 18 str)
all other points to CHA (giving 16 total)

Eldritch Heritage chain:

10. TWR
11. -Eldritch Heritage
12.
13-Quicken SLA
14. Style: GTWF
15.-Improved Eldritch Heritage
16.
17.-Greater Eldritch Heritage
18.Syle: Doubleslice
19.-??
20.

or if the Optimistic Gambler trait is not allowed I am not sure where to go.
10. TWR
11. -??
12.
13-??
14. Style: GTWF
15.-??
16.
17.-Greater Eldritch Heritage
18.Style: Doubleslice
19.-??
20.

I'm thinking either the Dazing Assault feat offers more than the crit chain, mostly because it's feat intensive.
Dazing Assault sucks your attack (again with power attack) but with instant enemy and stacked FE should be workable.

so 11-Dazing Assault
13-Big Game Hunter (size most enemies are large or bigger by now)
15-
17-
19-
Thoughts anyone?


Can you try to get the classic throwing axe wielder to work/optimized? Either dwarf or human. I've always seen them drawn and described but never optimized.

cheers


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

Instead of chakrams or darts and scimitar/cestus (which ends up as at least four different weapons, not counting the bow) and a blinkback belt, you may want to look at a dagger of doubling, scimitar, and a lesser belt of mighty hurling. You can use the dagger either at range or in melee (can be split as "a free action [with] the Quick Draw feat") and the belt of mighty hurling (gives +2 Str, can apply Str mod to thrown weapon attack rolls, +10 ft range increment to thrown weapons).

Granted, they might be a bit pricy at 9th level instead of 10th-11th level under WBL (between them, they use up over half the amount on Table 12-4). However, they provide a greater benefit.

@Jubal Breakbottle: Reskin the dagger of doubling into an axe of doubling (everything the same except with a throwing axe as the base weapon instead of a dagger; market price 10,308 gp instead of 10,302 gp). Granted, it will eventually become necessary to either switch to a couple distance versions and a blinkback belt (which means Str-boosting is much more difficult) or be limited to two thrown axes per round (since the returning weapon ability is specific on that point); I suppose that you could dip a couple levels in alchemist for the Vestigial Arm discovery (and use the Extra Discovery feat to gain a fourth arm) to be able to catch up to four returning weapons, but that hardly fits the "classic" concept.


Nice


blinkback belt solves the needs of having returning property.

If they let you be a spell-less ranger, they have an archtype where you take dual combat styles each round. Two Weapon Fighting and Archery feats to grab many of the crucial feats because the build is so intensive.


is it sooo hard for a ranger?

The build I put up gets going by level 3 And barring GTWF and rend has all the important feats he needs by 9. (Only cause it took bonded companion otherwise it would have it done by 7)

TWF, ITWF, PBS, Quickdraw, Precise Shot are all you need to choose Melee or ranged and you can do both freely. You don't need poing blank master cause if they are close enough to threaten you, just melee full attack them with what you are holding.

The only damage feats you need are Power Attack/Deadly Aim and both can be had by level 7. FE works regardless of what weapon you fight with.
I would say get 2 +1 Distance Chakrams or daggers and a blinkback belt and you are done.

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