Grand Lodge Ranger Build. Commentary welcomed.


Advice


Hi all. I have few quick questions and any advice as to what i may be missing. Now i know this isn't an OP build and was kind of trying to go for something more well rounded. I envision this guy being or becoming the ideal Grand Lodge Pathfinder and a character i'd like to play for a long time.

Jacobus Blackwell:

Jacobus Blackwell
Male Human (Varisian) Ranger (Urban Ranger) 2
CG Medium Humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 18 (2d10+2)
Fort +4, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork Greatsword +6 (2d6+4/19-20/x2) and
. . Unarmed strike +5 (1d3+3/x2)
Ranged Darkwood Composite longbow (Str +3) +5 (1d8+3/x3)
Special Attacks favored enemy (humans +2)
Ranger (Urban Ranger) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 13, Int 12, Wis 14, Cha 8

Thinking i'll raise one of STR or CON @4 and the other @8.

Base Atk +2; CMB +5; CMD 17
Feats Cosmopolitan (Diplomacy, Linguistics), Quick Draw, Rapid Shot
Traits Scholar of Ruins (Knowledge [dungeoneering]), Tracker of the Society
Skills Acrobatics -1 (-5 jump), Bluff -1 (+1 vs. humans), Climb +5, Diplomacy +3, Disable Device +5, Escape Artist -1, Fly -1, Heal +6, Knowledge (dungeoneering) +6 (+8 vs. humans, +8 to navigate underground), Knowledge (geography) +6 (+8 vs. humans), Knowledge (local) +6 (+8 vs. humans), Linguistics +6, Perception +7 (+9 vs. humans), Profession (Cartographer) +6, Ride -1, Sense Motive +2 (+4 vs. humans), Stealth -1, Survival +7 (+9 while in your favored terrains, +9 to avoid becoming lost when using a Mapmaker's Kit as you travel, +9 vs. humans, +8 to track, +9 to avoid becoming lost when using this), Swim +5
Languages Common, Kelish, Osiriani, Polyglot, Thassilonian, Varisian
SQ combat styles (archery), track, wild empathy
Combat Gear Wand of cure light wounds, Alchemist's fire, Antiplague, Antitoxin, Sunrod (2), Vermin repellent (5), Weapon blanch (silver) (5); Other Gear Masterwork Breastplate, Blunt arrows (20), Cold Iron Arrows (50), Darkwood Composite longbow (Str +3), Masterwork Greatsword, Backpack, masterwork (22 @ 31.5 lbs), Bandolier (13 @ 3.5 lbs), Bedroll, Belt pouch (3 @ 7.7 lbs), Compass, Flint and steel, Grappling arrow, Mapmaker's kit, Mess kit, Sack (empty), Scroll box (empty), Silk rope, Thieves' tools, masterwork, Tindertwig (3), Torch (2), Trail rations (7), Waterskin, Weapon cord, Wrist sheath, spring loaded (1 @ 0 lbs), 348 GP, 4 SP, 8 CP
--------------------
TRACKED RESOURCES
--------------------
Alchemist's fire - 0/1
Antiplague - 0/1
Antitoxin - 0/1
Blunt arrows - 0/20
Cold Iron Arrows - 0/50
Sunrod - 0/2
Tindertwig - 0/3
Torch - 0/2
Trail rations - 0/7
Vermin repellent - 0/5
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +1 Add the listed bonus to survival checks made to track.
Tracker of the Society +2 bonus on Survival while traveling through any of your favored terrains.
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Jacobus- Born to a Varisian Father from rural Varisia and a Garundi Female. His parents met in Magnimar while furthering their education. Upon their graduations in the fields of Languages and Ancient Thassilonian lore Jacobus' parents moved to Absalom to start their new lives. Jacobus' father, a scholar of Ancient Thassilon and rare artifacts went to work for a prestigious Absalom Museum while his mother went on to teach ancient languages at an Absalom college.

Jacobus gained his thirst for knowledge and learning from his parents but has decided to take a more hands on approach to his learning. Jacobus grew up on the tales of the Pathfinder's, digesting any chronicle he could come across or tale told by or about them. All Jacobus ever wanted to do and be was a great Pathfinder, if not the greatest of all.

Now is the time. After years of study and training both in and out of the field honing skills that may prove useful to the Society Jacobus has set foot on his path to greatness. Upon completion of the tests and trials Jacobus has Joined the Grand Lodge and will set out into a whole new world of exploration and discovery.


Forgive the corny backstory.
Question #1.
I would like to get the Knowledge Nature and perhaps Handel Animal so i'm thinking Lore Warden @ 3rd level. Any feat recommendations? I could grab Power attack as a fighter BF and something else as my level 3 feat. Iron Will?

Question #2.
Is there a better choice for my Favored Enemy and if so what should i prioritize 1st/2nd/3rd?

Question #3.
I need another language from linguistics and while it is total meta gaming any recommended for the Mists of Mwangi adventure?

Question #4.
Is there any other advice that folks could offer for me to get the most out of being a Grand Lodger?

I started this over in the advice thread but maybe i'll get some feedback here. Thanks for any and all help/commentary.

RPG Superstar 2013 Top 16

I'm assuming you just got to second level, and are still able to change things with your first-level rebuild.

1. If you're thinking of taking Lore Warden at 3rd, then you might as well switch out your Scholar of Ruins trait (since you'll get all Kn class skills) in favor of World Traveler for Diplomacy, then pick a different feat instead of Cosmopolitan. Power Attack is good, followed by the other archery feats, if you want to be good at that too. I'd even switch out Quick Draw; I've rarely seen it come in handy.

2. Human is a solid choice. Undead is good, but lots of other classes have anti-undead stuff, and they're rarely that tough to hit. Evil Outsider is a good choice in later levels.

3. I don't know about Mists of Mwangi, but the next season of PFS takes place in the Worldwound, so you'll probably want Skald, Hallit, and Abyssal.

4. Since you seem to be interested in skills, I'd recommend rearranging your stats to get 14 CON, 13 INT, and 12 WIS (or 14 INT and 13 CON, and take Toughness). Then at 8th you can bump up the INT to get those 8 retroactive skill points. You can get a headband for your WIS long before you really need it for casting (7th).

Other than that, it looks pretty solid.

[Flagging to move to Advice forum]


RainyDayNinja wrote:

I'm assuming you just got to second level, and are still able to change things with your first-level rebuild.

1. If you're thinking of taking Lore Warden at 3rd, then you might as well switch out your Scholar of Ruins trait (since you'll get all Kn class skills) in favor of World Traveler for Diplomacy, then pick a different feat instead of Cosmopolitan. Power Attack is good, followed by the other archery feats, if you want to be good at that too. I'd even switch out Quick Draw; I've rarely seen it come in handy.

Yeah, i've reworking and reworking but have not played at 2nd level yet. Tonight is the night. I went with Cosmopolitan for the extra languages but i may just get more use from having Point blank and Precise shot.

RainyDayNinja wrote:


2. Human is a solid choice. Undead is good, but lots of other classes have anti-undead stuff, and they're rarely that tough to hit. Evil Outsider is a good choice in later levels.

Okay, thats really what i had in mind. Magical beasts sounds pretty good too.

RainyDayNinja wrote:


3. I don't know about Mists of Mwangi, but the next season of PFS takes place in the Worldwound, so you'll probably want Skald, Hallit, and Abyssal.

Those were on my list for next so... If i lose cosmo i'll need to rework some but thats fine.

RainyDayNinja wrote:


4. Since you seem to be interested in skills, I'd recommend rearranging your stats to get 14 CON, 13 INT, and 12 WIS (or 14 INT and 13 CON, and take Toughness). Then at 8th you can bump up the INT to get those 8 retroactive skill points. You can get a headband for your WIS long before you really need it for casting (7th).

Yeah i'll need to rework those. Thanks for the advice.

RainyDayNinja wrote:


Other than that, it looks pretty solid.

[Flagging to move to Advice forum]

I have this up in the Advice forum and got no feedback so i tried here.


Alright, so here is version 2.0

Jacobus:

Jacobus Blackwell
Male Human (Varisian) Ranger (Urban Ranger) 2
CG Medium Humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 21 (2d10+5)
Fort +4, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork Falchion +3 (2d4+7/18-20/x2) and
. . Unarmed strike +2 (1d3+5/x2)
Ranged Darkwood Composite longbow (Str +3) +3/+3 (1d8+3/x3)
Special Attacks favored enemy (humans +2)
Ranger (Urban Ranger) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 13, Int 14, Wis 12, Cha 8
Base Atk +2; CMB +3; CMD 17
Feats Power Attack -1/+2, Rapid Shot, Toughness +3
Traits Tracker of the Society, World Traveler (Diplomacy)
Skills Acrobatics -1 (-5 jump), Bluff -1 (+1 vs. humans), Climb +5, Diplomacy +5, Disable Device +6, Escape Artist -1, Fly -1, Heal +5, Knowledge (dungeoneering) +6 (+8 vs. humans, +8 to navigate underground), Knowledge (geography) +6 (+8 vs. humans), Knowledge (local) +7 (+9 vs. humans), Linguistics +4, Perception +6 (+8 vs. humans), Profession (Cartographer) +5, Ride -1, Sense Motive +1 (+3 vs. humans), Stealth -1, Survival +6 (+8 while in your favored terrains, +8 to avoid becoming lost when using a Mapmaker's Kit as you travel, +8 vs. humans, +7 to track, +8 to avoid becoming lost when using this), Swim +5
Languages Common, Kelish, Osiriani, Polyglot, Thassilonian, Varisian
SQ combat styles (archery), track, wild empathy
Combat Gear Wand of cure light wounds, Alchemist's fire, Antiplague, Antitoxin, Sunrod (2), Vermin repellent (5), Weapon blanch (silver) (5); Other Gear Masterwork Breastplate, Blunt arrows (20), Cold Iron Arrows (50), Darkwood Composite longbow (Str +3), Masterwork Falchion, Backpack, masterwork (22 @ 31.5 lbs), Bandolier (13 @ 3.5 lbs), Bedroll, Belt pouch (3 @ 7.2 lbs), Compass, Flint and steel, Grappling arrow, Mapmaker's kit, Mess kit, Sack (empty), Scroll box (empty), Silk rope, Thieves' tools, masterwork, Tindertwig (3), Torch (2), Trail rations (7), Waterskin, Weapon cord, Wrist sheath, spring loaded (1 @ 0 lbs), 323 GP, 4 SP, 8 CP
--------------------
TRACKED RESOURCES
--------------------
Alchemist's fire - 0/1
Antiplague - 0/1
Antitoxin - 0/1
Blunt arrows - 0/20
Cold Iron Arrows - 0/50
Sunrod - 0/2
Tindertwig - 0/3
Torch - 0/2
Trail rations - 0/7
Vermin repellent - 0/5
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +1 Add the listed bonus to survival checks made to track.
Tracker of the Society +2 bonus on Survival while traveling through any of your favored terrains.
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


@ Level three i'll dip into Lore Warden for the Skills/Knowledges and a Bonus feat.
Fighter Bonus feat? Furious Focu?
3rd Level Feat? any thoughts on these? Iron will?
@4th i'll raise my Strength up to 18 and then @8 i'll raise my Constitution up to 14 for the final leg of his life.
I skipped the Archery feats as i don't think they'll be needed being a switch hitter. Fire w/Rapid shot until it is time to engage in melee then pull out the great sword and hack away. I think i may switch to a Falchion though and get it keened up at a later date.

Any further thoughts and advice as to items/gear and feats i should look to down the road?

A headband to boost Wisdom was mentioned, anything else?

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