Weirdo |
No, you can't give the human bonus feat to a half-elf. I'm not sure where you heard "different ideas" about that, but half-breeds do not get access to racial traits like the human bonus feat or elven magic, other than those explicitly listed in the half-breed's section (like half-elves get elven immunities).
Xethik |
Perhaps you are thinking about D&D 4e? In that, I believe Half Elves count as both Human and Elf for feats.
You can also combine the Infiltrator Archetype with Trapper and Freebooter, I believe. That being said, the Infiltrator isn't particularly good unless you aren't too in love with Favored Terrain.
ezrider23 |
You do get an extra feat with half-elf, it is called Adaptability. Gives you skill focus as a bonus feat. I don't have the book but isn't there a retrain feature in Ultimate Campaign. If so i would think you could, RAW, spend the time and gold to retrain the skill focus into a feat you may find more useful.
Take this with a grain of salt though as i'm not 100% if it works or is worth it.
lemeres |
Well...technically you might be able to get access to a bonus feat for limited amounts of time if you are the right kind of spellcaster.
Paragon Surge is a half-elf only spell that allows you, for minutes per level, to enhance the best aspects of your two bloodlines. This means that you get the elves' stat bonuses (but not penalties) and you are treated as having a single feat you would qualify for at the time of casting.
Weirdo |
Do you know what roles the rest of the party will be playing, or what you want your character to do specifically? Are you looking to specialize in melee or range, or do you expect to see a little of both? How important are skills to you? Is it important that you be able to do anything outside of combat other than deal with traps - for example, are you and the non-traps rogue likely to end up scouting together?
You do get an extra feat with half-elf, it is called Adaptability. Gives you skill focus as a bonus feat. I don't have the book but isn't there a retrain feature in Ultimate Campaign. If so i would think you could, RAW, spend the time and gold to retrain the skill focus into a feat you may find more useful.
Take this with a grain of salt though as i'm not 100% if it works or is worth it.
It doesn't work. Retraining doesn't allow you to avoid restrictions on feat choices. "If the old feat is a bonus feat granted by a class feature, you must replace it with a feat that you could choose using that class feature." The same would certainly apply to a bonus feat gained from a race, assuming you were allowed to retrain it in the first place (I personally would let a half-elf swap Skill Focus (X) for Skill Focus (Y) or even EWP, but there's no listed option for retraining racial traits).
murse8166 |
I want to be ranged... try to stay out of melee if i can help it.I have a compound bow. I will most likey do the scouting..we have a elf caster, hobgoblin fighter, a cleric, a water ele/human druid, the rogue is a fox who is going to be a acrobat..and a bard....skills i have max stealth, prec, acro, disable, know nature, maybe know dungeon, craft traps...
Weirdo |
Okay. Bows are the easiest form of ranged combat to do well. You'll probably want Archery as a combat style. Basic archery feats are:
1) Point-Blank Shot
2) Precise Shot
3) Rapid Shot
4) Improved Precise Shot (assuming your group uses the rules for cover as written - many groups overlook them)
5) Manyshot
Other solid choices include Deadly Aim, Weapon Focus, Clustered Shots (if you're having trouble with DR), Snap Shot (and Improved Snap Shot), and Point Blank Master. The latter two are handy if you can't always stay out of melee, since they let you make and avoid AoO, respectively. Note they both require Weapon Focus. Pinpoint Targeting is good to have If and Only If you find you often have difficulty hitting due to fighting heavily armoured opponents (and it's available as a bonus feat at level 10 without the +16 BAB requirement).
Suggested progression:
1 - PBS
2 (bonus) - Precise Shot
3 - Rapid Shot
5 - Deadly Aim or Weapon Focus, or something noncombat.
6 (bonus) - Improved Precise Shot (again, if cover doesn't come up much this is less useful and you'l want Manyshot instead, but if cover is an issue you want to ignore the +11 BAB prerequisite for this!)
7 - Manyshot
After here it becomes a bit more about personal taste (options noted above).
Since you have a large party a melee animal companion. I would suggest taking the Companion Bond rather than the animal companion or else use your animal companion for something other than offense - a mount (move and still full attack) or a hawk as a scout. Note that you don't need the Mounted Archery feat to play a mounted archer if your mount moves no more than its speed in a round. If you choose a mount, you will probably want Boon Companion to toughen it up. A hawk probably won't need this unless it's getting nibbled on by wyverns or something while scouting.
EDIT: Your racial Skill Focus is probably most helpful applied to Stealth, Perception, or Disable Device to assist with the scouting. Exotic Weaponry is a little pointless for an archer (though remember to carry a backup melee weapon).
Also, see if you can figure out common enemies to guide favoured enemy choices. For example, are you playing aspiring dragonslayers, or are unfriendly giants common in the campaign world? This may be obvious from the campaign premise, or alternatively your GM may be willing to give you hints.
Weirdo |
So you're not committed to a half-elf?
Half-elf isn't a bad choice, but here are what I think are a few solid alternatives:
It's hard to go wrong with human, which can give you +2 Dex and Precise Shot at level 1.
A full elf with Desert Runner or Silent Hunter might work well. They replace elven magic, which is not much use without spells (and Desert Runner fits the campaign).
Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.
Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Gaaruda-blooded Aasimar has good ability modifiers for you, plus +2 Acrobatics and Fly, See Invisibility 1/day, Acid, Electricity, and Cold Resist 5, and Darkvision 60ft. Plus I feel like a feathered, eagle-like angel would be neat in the desert.
Alternatively, try the other side with a tiefling. The "vanilla" tiefling gets a Dex and Int bonus, Stealth (and Bluff) bonus, Cold, Electricity, and Fire Resist 5 (note that many GMs interpret fire resistance to apply to environmental heat damage). You get Darkness 1/day, or can trade it for a d6 bite attack that lets you threaten while wielding your bow (though not with your bow as Snap Shot does). Also take Prehensile Tail because Fiendish Sorcery will do zip for you.
Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
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I feel that traits are a little more to personal taste. I usually pick them to suit my character's personality or background and I'm not sure what you're going for with this character. Here are a few suggestions:
Armour Expert will be useful if you plan on scouting in anything but the lightest armours, though as an archer you're probably wearing pretty light armour anyway to avoid hitting the max Dex to AC cap.
Elven Reflexes, Warrior of Old, and Reactionary all give +2 Initiative.
Desert Child is a solid choice in a desert campaign.
Toxophilite is a garuda-born trait that gives you +2 to confirm crits with bows.
Campaign Traits: Gnoll Killer is an obvious choice, especially with its added bonus to Favoured Enemy. Alternatively, try Earning Your Freedom to boost your Will save, or Finding Haleen for HP and skill points.