Bowbarian for Reign of Winter


Advice

Shadow Lodge

Preface: I have not played this AP, so no spoilers, please, aside from yeah-it's-gonna-be-cold.

-- I am helping a friend (smart RPGer, but still learning Pathfinder) create a PC for ROW. Characters will be rough, tough & buff with 25pt-buy and Hero Points. Play-style will highly cinematic and immersive-RP under an experienced GM who, while not having a homicidal attitude, won't mind slipping in extra monsters when start we cake-walking too much.

The party (into which my bud is the last-arriving player) currently consists of...

* human synthacist summoner
* ratfolk winter witch
* human "reach cleric"
* elven magus

...of which most are moderately to heavily min-maxed to really dish it out.

My friend is currently playing a cat-riding gnome caster in our other game, and doesn't want overlap in character concepts. The new party lacks ranged offense and anybody with Survival on their class list.

So, he decided to go with an archery-focused witch-hunter barbarian. (He's looking forward to inter-party banter with the ratfolk PC.) He's also looking forward to not failing saves (which he's famous for doing in the other game despite good numbers on paper).

=== Build #1 "Bowbarian" ===

STR:16
DEX+17 (bump 4th)
CON:14
INT:12
WIS:14
CHA-07

racial trait:
traits: Vigilante Witch Hunter, ???

01: barb1 [Arch:urban][Arch:brutal pugilist][Crowd Control] PBS, Rapid Shot
Skills: Acrobatics, Diplomacy, Linguistics, Perception, Sense Motive

02: fight1 [weapon master:longbow], Precise Shot
skills: Acrobatics, Perception, Survival

03: barb2 [Savage Grapple][Rage Power:Superstition], Extra Rage Power:Witch Hunter
04: fight2 Weapon Focus:longbow, DEX>18
05: barb3 Weapon Finesse
06: fight3 [Weapon Training +1]
07: fight4 Weapon Specialization:longbow, Manyshot
08: barb4 [Rage Power: Reckless Abandon +2]
09: barb5 Power Attack, (...rest barb)

Armor: scale > mithral BP > Celestial
Weapons: couple of longbows, shortsword, light mace

Exploits:
* Superstition RP off-sets loss of raging will-saves (due to pumping DEX via Controlled Rage)
* Fighter levels restore urban-forfeited Survival (etc) to class list

The class levels could come in essentially any order; I layered them as I did to keep every level providing a new ability.

....Ideas? (I'm toying with detuning the damage some, and going with a ranger/barb theme instead of the bowbarian weapon-master/Gloves of Dueling cheese DPR maximizing.)

Q. Is it critically necessary for Survival at 1st level, or can we slide until 2nd?


Consider the Wild Stalker Ranger

Wild Stalker:

Wild stalker (Archetype)

Civilization grows stronger and more decadent with each passing year. It tears into unclaimed wilderness and destroys the fragile ecology in its constant push for expansion and exploitation. The wild stalker forsakes the bonds of community and lives in the trackless wilds far from others of his kind, or perhaps grew up there, never knowing of civilization as anything more than his enemy. He drives pioneers back to civilization and strives to keep the land unspoiled.

Strong Senses (Ex): At 1st level, a wild stalker's life among the wild has sharpened his senses. He gains low-light vision and a +1 bonus on Perception checks. If he already has low-light vision, he gains a +2 bonus on Perception checks instead. This bonus increases by +1 for every four levels after 1st (to a maximum of +6 at 20th level, or +7 if the character did not gain low-light vision from this ability). This ability replaces the ranger's first favored enemy ability.

Uncanny Dodge (Ex): At 2nd level, a wild stalker gains uncanny dodge as the barbarian's class feature. This ability replaces the ranger's combat style feat.

Rage of the Wild (Ex): At 4th level, a wild stalker gains the rage ability as the barbarian class feature, but its barbarian level is considered to be his ranger level –3. This ability replaces hunter's bond.

Rage Powers: At 5th level, a wild stalker ranger gains a single rage power, as the barbarian class feature. He gains another rage power each five levels after 5th (to a maximum of four rage powers at 20th level). This ability replaces the ranger's second, third, fourth, and fifth favored enemy abilities.

Wild Talents (Ex): At 6th level, a wild stalker can either take a rage power, or gains a +2 insight bonus into any one of the following skills: Acrobatics, Climb, Perception, Stealth, Survival, or Swim. The wild stalker can gain one of these two benefits again every five levels after 6th (to a maximum of 4 times at 20th level). This ability replaces the ranger's second, third, fourth, and fifth favored enemy abilities.


I would avoid a barb/ranger multiclass. Ranger's abilities scale with lvl as do bonus feats. I assume that the Barbarian is staple in the build, so a fighter/barbarian multiclass will definately work better. At your first lvl acrobatics and perception are going to be better investments than survival IMO. Other than that, Stealth, Magic Device and Survival are important. One point in Swim, Climb and maybe Ride for the class bonus. My setup would be the following:

Human Weaponmaster Fighter 4 / Invulnerable Rager Urban Barbarian 16

Stats:
STR: 16
DEX: 18
CON: 14
INT: 10
WIS: 12
CHA: 8

Raise Dex every lvl. Favored class bonus every lvl

Alternative racial trait: Heart of the Fields

Traits: Vigilante Witch Hunter, Dangerously Curious (or Reactionary)

1 Fighter Point Blank Shot, Precise Shot, Rapid Shot
2 Barbarian
3 Barbarian Deadly Aim, Power: Reckless Abandon
4 Barbarian
5 Barbarian Weapon Focus (longbow), Power: Superstitious
6 Fighter Manyshot
7 Fighter Snap Shot, Combat Reflexes
8 Fighter Weapon Specialization (longbow)
9 Barbarian Improved Snap Shot
10 Barbarian Power: Witch Hunter
11 Barbarian Improved Precise Shot
12 Barbarian Power: Ghost Rager
13 Barbarian Point Blank Master
14 Barbarian Power: Unexpected Strike
15 Barbarian Clustered Shots
16 Barbarian Power: Eater of Magic
17 Barbarian Greater Snap Shot
18 Barbarian Power: Fearless Rage
19 Barbarian Improved Critical
20 Barbarian Power: Mighty Swing

Liberty's Edge

Archery sucks in snow. Just an FYI.

d20pfsrd said wrote:

Rain, Snow, Sleet, and Hail

Bad weather frequently slows or halts travel and makes it virtually impossible to navigate from one spot to another. Torrential downpours and blizzards obscure vision as effectively as a dense fog.

Most precipitation is rain, but in cold conditions it can manifest as snow, sleet, or hail. Precipitation of any kind followed by a cold snap in which the temperature dips from above freezing to 30° F or below might produce ice.

Rain: Rain reduces visibility ranges by half, resulting in a –4 penalty on Perception checks. It has the same effect on flames, ranged weapon attacks, and Perception checks as severe wind.

Snow: Falling snow has the same effects on visibility, ranged weapon attacks, and skill checks as rain, and it costs 2 squares of movement to enter a snow-covered square. A day of snowfall leaves 1d6 inches of snow on the ground.

Heavy Snow: Heavy snow has the same effects as normal snowfall but also restricts visibility as fog does (see Fog). A day of heavy snow leaves 1d4 feet of snow on the ground, and it costs 4 squares of movement to enter a square covered with heavy snow. Heavy snow accompanied by strong or severe winds might result in snowdrifts 1d4 × 5 feet deep, especially in and around objects big enough to deflect the wind—a cabin or a large tent, for instance. There is a 10% chance that a heavy snowfall is accompanied by lightning (see Thunderstorm). Snow has the same effect on flames as moderate wind.


If you are dead set on a ranged barbarian, look up the hurler archtype. Its all about throwing stuff. Sure lots of less range, but thrown weapons get str bonus to damage.

I dont know anything about the archtype, but seems better than a bow wielding barbarian :P

The Exchange

i dont see the need for the archetype. just make sure he gets the adaptive enhancement on his bow. it will apply his current str to damage.

Shadow Lodge

After consideration, I've decided to scale the sharp cheddar down to a mild Velveeta with just a dip out and the rest CRB ranger for maximum versatility (which I think my friend will appreciate as a newer player). The clutch spellcasting may also prevent a PC death or two along the way.

With 7 skills/level, UMD, and proficiency with most weapons in the game, he'll have a lot of flexibility in any situation. Strength plus Power Attack means he doesn't suck versus high DR (also lets him charge up to prone targets). Being able to ignore difficult terrain while retreating (via Dragon Style) might also save his ass.

STR:15 (bump 4th + belt for an 18)
DEX+17 (other bumps)
CON:12
INT:12
WIS:14
CHA:12

Character Traits: Adaptive Magic, Vigilante Witch Hunter

01: fight1 [unarmed][Dragon Style] Point Blank Shot, Rapid Shot
02: rang1
03: rang2 [Precise Shot], Power Attack
04: rang3
05: rang4 Boon Companion or ???
06: rang5
07: rang6 [Improved Precise Shot], Manyshot

Back-story: monastic trainee gets a little side-tracked....

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