| Unit_DM |
We've just started a campaign and my character is a Sylph Ranger. Originally I was going to follow a build similar to Treantmonks "Switch Hitter" Ranger.
Then I was thinking it might be fun to try to make a Sylph where the elemental power within slowly takes over as he grows stronger. Or perhaps it doesn't "take over" but just get stronger. Any ideas for a build like that? The best I could find so far was a Sylph Sky Druid. Maybe there is some barbarian angle? I'd like to be more combat based than spellcasting but I don't mind being a bit of a mix (like a druid).
We have already started and so I will have at least one level of Ranger. If I could continue as a ranger (maybe through an archetype) that would be ideal but I looked and didn't find anything yet. Otherwise I wouldn't mind multiclassing if it matched my concept pretty well.
The concept is #1 priority but I also don't want to suck too bad compared to the rest of the group (they do a decent bit of optimizing even if they won't admit it. How else can you account for a virtually charisma-free party?)
Also, we're playing Rise of the Runelords if that helps.
Okay, thanks!
| soupturtle |
Being combat based with strong elemental powers is a tough ask, I think. The one thing I could think of is to become a druid elemental archer. Basically, after level 2 (for the bonus feat) you switch to druid and stay there, while still playing an archer (just with a better spell list and a slightly lower bab). Then at level 8 you'll get the ability to change into an air elemental, progressing to bigger air elementals at higher levels. As elementals can use equipment, you can drop a bow (of the right size for the elemental) before changing shape, then pick up the bow again, and enjoy shooting arrows with a significant dex, strength and AC boost as well as perfect flight. Make sure to get the shapeshifting hunter feat to advance your favored enemy ability with druid levels. If you want to keep the switch hitter thing going, lobby your DM to get bowstaff on your druid spell list, or to get a bow with said spell cast on it permanently.
What you could also do is dip wizard for a single level (at level 7, maybe?) and go into arcane archer. It won't be very powerful, but you get some spellcasting, so you could cast some lightning/air themed spells.
| Unit_DM |
Thanks soupturtle those are some good ideas. I don't mind dropping the switch-hitter idea in favor of more strictly ranged or strictly melee. I imagine a character who sees these types of powers emerging might change his tactics a bit.
I like the idea of changing into an elemental and flying, as well as having some air and lightning based spells.
| Apocalypso |
I just tried making a Sylph Sky Druid for a new Skull & Shackles campaign.
For me-- I ran into too many glitches and switched to Air Elemental Wizard in the end.
My concerns were... MAD character and Stat boosts were not helpful. No Wisdom bonus, and a negative to Con. Although I love Dex so that was good.
In *my* party I was going to be the healbot. Cuz in 7 players no one wanted to play a divine caster. So I had to worry about being able to cast and trigger wands in whatever form. (I went wizard so it was clear that I wasn't the healbot either.) Hopefully this isn't an issue in your party.
Feat Starved. A druid *must have* Spell Focus: Conjuration, Augment Summons, Wildspeech, and Natural. There's an item now that replaces wildspeech, golden ioun stone so that could help.
Low AC. I asked my GM if he would let items like Bracers of Armor, and Amulets of Natural Armor convert. He said Bracers wouldn't. And amulets wouldn't stack with any Natural Armor of the creature. Only rings of protection would carry AC over. In your case the ranger's armor would meld, but wouldn't give you AC. The best use of wildshape would be casting, and scouting-- but without Con and without armor tanking in the front looks like a bad plan. Check with your GM what will convert tho.
~~~
That said, I *loved* the flavor. The +1 to CL (when summoning) is great. The Air Domain "bull rush opponents in 30' " is great. All the early feather falling and early flying is great.
And... if you want to do Arcane Archer... I think the Feather Fall Spell Like Ability qualifies you as an arcane caster, without having to dip in wizard. I haven't really looked at Sylphs that way, but they could be awesome flying arcane archers I think.
| soupturtle |
And... if you want to do Arcane Archer... I think the Feather Fall Spell Like Ability qualifies you as an arcane caster, without having to dip in wizard. I haven't really looked at Sylphs that way, but they could be awesome flying arcane archers I think.
That indeed does work. It's fairly pointless though, because you waste all the caster level increases of the arcane archer prestige class, so you end up in a class that has full bab, but just a bunch of fairly weak class features.
If you go for the elemental druid, by the way, don't take any of those 'required for druids' feats. Your focus should be on shooting arrows, so just take the regular archery feat, and possibly natural spell. If you only ever change into air elementals the speech thing is easily overcome by getting your whole party to learn Auran (you have to learn it yourself as well, as it's not automatic with the form, but you would be able to make the sounds and thus speak the language in elemental form). I wouldn't go sky druid by the way: storm druid just seems better for an air-themed, and a regular (or world walker, or menhir savant) druid with the eagle domain also seems like a strong option.
| I Hate Nickelback |
Or:
Free hand fighter into the duelist PrC. Now, you're thinking this doesn't play on elemental powers, but take the sylph feats that give you the ability to fly. Now you're a graceful, flying, swordsman (or scimitarsman if you go dervish, which I recommend for a sylph).
Take fly by attack and the vital strike feat tree. Then you fly by enemies, and hit them with one pretty tough attack. Or fight normally, just from above.
Imo, it has nice flavor. Just another thought.
| Unit_DM |
Or:
Free hand fighter into the duelist PrC. Now, you're thinking this doesn't play on elemental powers, but take the sylph feats that give you the ability to fly. Now you're a graceful, flying, swordsman (or scimitarsman if you go dervish, which I recommend for a sylph).
Take fly by attack and the vital strike feat tree. Then you fly by enemies, and hit them with one pretty tough attack. Or fight normally, just from above.
Imo, it has nice flavor. Just another thought.
This sounds pretty cool. Not exactly what I was going for but certainly something to keep in mind.
And no, I hadn't considered an elemental sorcerer. I figured that would be more magic than I want and less combat. But I'll take a look.
| Apocalypso |
Sylphs stat bonuses stack beautifully with Elemental Wizard. Int and Dex bonuses? Yes please.
For a good sorcerer you need a good charisma. For a good wizard you need a good intelligence. how did you allocate your stats for your ranger?
air elemental wizard gets +1 CL on all his elemental spells and abilities (so do sorcerer and druid)
and...
feather fall at will at first
levitate at will at 5th
fly at will at 10th
i second the idea of get the slyph-only "cloud gaze" feat, and casting obscurring mist and then shooting from inside the cloud. its better then darkness against foes that have darkvision, and better than invisibility against foes who can see invisible.
| Unit_DM |
Sylphs stat bonuses stack beautifully with Elemental Wizard. Int and Dex bonuses? Yes please.
For a good sorcerer you need a good charisma. For a good wizard you need a good intelligence. how did you allocate your stats for your ranger?
STR: 17
DEX: 16CON: 12
INT: 13
WIS: 13
CHA: 8
Yeah, not so good on wisdom or intelligence or charisma. I planned to bump up STR and WIS at levels 4 & 8, but focus more on combat than spellcasting. That's something I never considered until all this talk of taking sorcerer or wizard. My character isn't going to be very good at any spellcasting class. Maybe something that uses spells but doesn't rely on it (like, oh, a ranger?) would work.
| Unit_DM |
You can't change those stats? Those are set in stone?
I don't know. Our DM is pretty cool about things but I haven't heard one way or another for sure--since we already started the campaign.
I just now looked at the Shapeshifting Hunter feat--that seems like a pretty good way to mix ranger/druid. Favored enemy AND wildshape level up with either class. Maybe I could convince my DM to let me drop my ranger spells in favor of leveling up my druid spellcasting (upon reaching level 4 ranger). Also would Animal Companion and Hunter's Bond stack? I can't see myself missing many of the other abilities that come at higher levels for either class too much.
Is there a big disadvantage that I'm missing here?
| Unit_DM |
I Hate Nickelback wrote:You can't change those stats? Those are set in stone?I don't know. Our DM is pretty cool about things but I haven't heard one way or another for sure--since we already started the campaign.
I just now looked at the Shapeshifting Hunter feat--that seems like a pretty good way to mix ranger/druid. Favored enemy AND wildshape level up with either class. Maybe I could convince my DM to let me drop my ranger spells in favor of leveling up my druid spellcasting (upon reaching level 4 ranger). Also would Animal Companion and Hunter's Bond stack? I can't see myself missing many of the other abilities that come at higher levels for either class too much.
Is there a big disadvantage that I'm missing here?
Oh, okay. I looked through the forums a bit. I guess the advancement of Wild Shape only applies to the times/day. It did seem a little too good to be true.
| soupturtle |
There is another feat to advance your wild shape by up to 4 levels from multiclassing though: Shaping Focus. And then there's boon companion to get yourself a full level companion, as hunter's bond an animal companion do stack (as long as you pick a companion that's on the ranger list).
The problem is though, together with natural spell, that's all your mid level feats gone. And if you're playing an archer, you need those feats for things like rapid shot, deadly aim and manyshot (assuming you picked up point blank and precise shot at low levels). So it might get very tight on feats. It's always going to be a compromise. I'd do something like this (ignoring boon companion, which would be very powerful).
2 Ranger / 4 Druid / 4 Ranger / Whichever
1. Point blank shot
2. Precise shot (ranger bonus)
3. Rapid shot
5. Deadly aim
7. Shaping Focus (now you can shift into an air elemental)
9. Manyshot
10. Improved precise shot (ranger bonus)
11. Shapeshifting hunter
This is missing natural spell though, so you'd have to either never cast in elemental form, or (if your GM will let you) also drop your spell component pouch before shifting, strap it to your elemental self somehow (maybe get a special magical belt that does that?) and then you should have everything you need for spellcasting, assuming you can do the verbal components of all spells in Auran. That's a bit loose with the rules, so it's a GM call.
| Alex Cunningham |
Sylphs stat bonuses stack beautifully with Elemental Wizard. Int and Dex bonuses? Yes please.
For a good sorcerer you need a good charisma. For a good wizard you need a good intelligence. how did you allocate your stats for your ranger?
air elemental wizard gets +1 CL on all his elemental spells and abilities (so do sorcerer and druid)
and...
feather fall at will at first
levitate at will at 5th
fly at will at 10thi second the idea of get the slyph-only "cloud gaze" feat, and casting obscurring mist and then shooting from inside the cloud. its better then darkness against foes that have darkvision, and better than invisibility against foes who can see invisible.
I'm the GM Apolcalypso mentioned in her first reply. This is one player who knows Sylphs inside and out. Great advice given here, well worth attending to, if I may be so bold.
| Apocalypso |
-waves enthusiastically to Alex!--
Thanx. But to be fair to the OP it looks like he's really trying to create more of a combat character. I was trying to make a focused spellcaster. So I may be a bit less help here.
Even so, it would be worth a conversation with your GM about adjusting your stats a little. If you're going druid-ranger you'll want to boost that wisdom a bit. You've got access to spells, why not make it worthwhile?
Things to look at:
Animal Companion vs. A Domain with Extra Spells:
You're clearly leaning toward the Animal Companion.
Storm Druid doesn't give you an Animal Companion, so you're back to Sky Druid or maybe Eagle Domain. In which case Roc will Rock for you. You can only get it as a Druid tho, not as a Ranger. So pay attention to how you level. I think you can only have one Animal Companion.
Domains:
IMHO, Wind Domain gives the best bonus ability: Bull Rush every enemy in a 30' line. The chance to knock back 6 enemies at a time, several times a day? Awesome! Unlike most first level abilities, this will be useful your whole career. And you get a +1 to your Caster Level doing it as a Sylph.
AC:
You're not really gonna be a tank until you can wildshape into something with Natural Armor. Find out what magical gear your GM will allow to wildshape. A bit of cheese is to take off your bracers and spellpouch, wildshape, and then put them back on. You'll need a form with wrists and some kind of speech. (for armor and spellcasting) Elemental form is great once you get it.
What're you going to focus on? Wildshape fighting, Archery, Summoning, or Spellcasting?:
You really don't have enough feats to be good at all of them. So pick your favorite and go all in. The other abilities will just be occasional backup.
| Apocalypso |
It's a bit of a derail, but soupturtle has peaked my curiosity. I'm just gonna do a little comparison of Storm Druid and Sky Druid from a Sylph perspective:
+1 Caster Level?
Both get it with appropriate domain spells. EVEN
Spontaneous Casting:
Sky Druid-- Gets to spontaneously summon
Storm Druid-- Gets to spontaneously use a domain spell. EVEN
Armor:
Sky Druid loses Medium Armor. Small Point to STORM
Animal Companion:
Storm Druid loses Animal Companion. Big Point to SKY
Woodland Stride (2nd):
Sky gets permanent Feather Fall, even unconscious.
Storm gets decreased effects from weather. Big Point to SKY
Trackless Step (3rd):
Sky gets Trackless Step
Storm gets a magically loud voice. Both meh. EVEN
Resist Nature's Lure (4th):
Sky gets a +4 to saves vs electricity and weather. meh.
Storm gets to see thru 10-30' of magical fog. Nice! Big Point to STORM.
Wildshape (4th):
Sky has to wait until 6th, but then gets +1 CL. ouch!
Storm gets to wildshape normally. Big Point to STORM.
Venom Immunity (9th):
Sky not affected by altitude or winds. meh.
Storm gets to pick a second domain. awesome! Big Point to STORM.
Timeless Body (15th):
Sky gets a fly speed at 13th. Late in the day but nice.
Storm is resistance to wind and thunder affects. meh. Big Point to SKY.
By this rough calculation...
Sky pulls out ahead early
Storm absolutely rules at 4th -12th
And Sky almost pulls even at 13th.
For most games which won't make it past 12th, it would absolutely be STORM. Thanks for peaking my curiosity soupturtle.