S&S Ranger style advice


Advice


For a future game I'm contemplating a couple of different character ideas. Nothing is set in stone as the game hasn't even started,but I'm contemplating a ranger of some kind. I'm basically just looking for input.

Zen archer is out as DM has said no lawful alignments in a pirate campaign, which is fair.

Vague ideas looking for input/improvement

-Archer: Ifrit with see in smoke who carries an ever smoking bottle. Basically, open the bottle and fire with impunity as it will block sight for everyone else. This is completely useless underwater. I'll have to pick up a melee weapon.

-Archer: Slyph: Archer feats plus the ability to fly via feats.

- 2WF: This one is a bit feat intensive and I'm not sure if it's even feasible. 2WF style feats combined with the ifrit feats that create fire auras and such. Mechanically it's cool, but flavor it's awesome.

- Ditch it all and be an undine 2WF ninja.


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Rangers work pretty darn well in S&S. Since a lot of your time is spent on a boat, your likely Favored Terrain (Aquatic) is going to be a lot more consistent than usual.

Be an Undine anyway and make dolphin sounds while you majestically cut through the water and plug holes in people.


- An archer ranger iffrit is a good idea. Starting with Firesight and continuing with standard archer build will work great. Consider making him Freebooter Trapper. This way you get rid of the animal companion that will not be a major help in the confined space of a ship and you replace spellcasting (that will need serious stat investment with your penalty to Wis) with the ability to make traps and eventually launch them with your arrows. Freezing trap is particularly effective. Freebooter ranger is very thematic too.

- Sylph? No. Cloud Gazer does not cover smoke and you cannot create mist, so there is no particular advantage with this choice.

Let me see if the Ifrit TWF ranger can be done effectively.


- slyph cloud gazer increases distance (3X I think) you can see in magical mist. I'd have to either take a dip in a spell casting class or get an item to consistently cast such spells, but it's not an entirely useless concept. though it is less so than the ifrit strategy.

SO Undine 2WF ranger (Freebooter/Trapper) is the one to beat?


Are ranger traps better than having access to lead blades?


Ranger traps are...wait for it...A TRAP.

The Trapper Archetype is good for a dip if you want Trapfinding but don't want to lose BaB but not so much as your main class.

They could be fun though.


Ifrit Freebooter Skirmisher Ranger 15

1 Scorching Weapons
2 Two-Weapon Fighting
3 Power Attack
4
5 Firesight, Trick: Surprise Shift
6 Improved Two-Weapon Fighting
7 Inner Flame, Trick: Hobbling Attack
8
9 Big Game Hunter, Trick: Rattling Strike
10 Two-Weapon Rend
11 Dazing Assault, Trick: Tangling Attack
12
13 Blazing Aura, Trick: Chameleon Step
14 Greater Two-Weapon Fighting
15 Iron Will, Trick: Upending Strike

It is a pretty good TWFer, go ahead if you wish.


Tiny Coffee Golem wrote:
Are ranger traps better than having access to lead blades?

Being able to entagle the enemy with a freezing trap is many times better than buffing your attacks. The main loss is the Instant Enemy spell, so it is overall a decrease in power. Still, I would not consider it a trap choice, especially when you have to work with 15 pb and you start with -2 racial penalty to Wisdom.

For a melee spell-less ranger I do prefer the Skirmisher archetype though. I find some tricks like Surprise Shift extremely useful when you depend on melee full-attacks in order to deal damage and you do not have an animal companion to lockdown the enemy for you.

I will also make a sample Undine archer ranger. Being an aquatic races will certainly be a big benefit in such a campaign. I suggest against TWFer Undine because of the Str penalty.


SO I made an undine 2WF ranger on Herobuilder just to screw around.

What do you think?

Undine ranger test:

Male Undine Ranger (Freebooter, Skirmisher) 5
CN Medium outsider (aquatic, native)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +8
Aura freebooter's bane (2 ft.)
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 44 (5d10+14)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee unarmed strike +8 (1d3+3/×2)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 14, Int 10, Wis 12, Cha 9
Base Atk +5; CMB +8; CMD 20
Feats Double Slice, - Custom Feat -, Endurance, Power Attack, Two-weapon Fighting
Traits dockside brawler, serpent runner (two weapons)
Skills Climb +7, Craft (traps) +4, Disable Device +3, Handle Animal +3, Heal +5, Intimidate +3, Knowledge (dungeoneering) +4, Knowledge (geography) +4 (+6 while in water terrain), Knowledge (nature) +4, Linguistics +1, Perception +8 (+10 while in water terrain), Ride +6, Spellcraft +4, Stealth +10 (+12 while in water terrain), Survival +9 (+11 while in water terrain, +11 to track), Swim +19 (+23 to resist nonlethal damage from exhaustion)
Languages Aquan, Common
SQ amphibious, combat styles (two-weapon combat), favored terrain (water +2), flesh chameleon, freebooter's bond, hero points, hunter's tricks, hunter's tricks (surprise shift), track, wild empathy
Other Gear 15000 GP
--------------------
TRACKED RESOURCES
--------------------
Hunter's Tricks (3/day) (Ex) - 0/3
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Water +2) (Ex) +2 to rolls vs Favored Terrain (Water).
Flesh Chameleon +4 on Disguise checks to appear human.
Freebooter's Bane +2 (Ex) +2 to hit & damage vs. chosen target.
Freebooter's Bond At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the freebooter gain an additional
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hunter's Trick (Surprise Shift) (Ex) The ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Hunter's Tricks (3/day) (Ex) Various tricks.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Swimming (30 feet) You have a Swim speed.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Undine Freebooter Ranger 15

STR 12
DEX 18
CON 12
INT 10
WIS 14
CHA 7

Alt racial traits: Terrain Chameleon

Traits: Magical knack, Ilizmagorti Native

1 Point-Blank Shot
2 Precise Shot
3 Rapid Shot
4
5 Deadly Aim
6 Improved Precise Shot
7 Manyshot
8
9 Arcane Strike
10 Point Blank Master
11 Clustered Shots
12
13 Improved Critical
14 Far Shot
15 Iron Will


Tiny Coffee Golem wrote:

SO I made an undine 2WF ranger on Herobuilder just to screw around.

What do you think?

** spoiler omitted **...

With the bonus to Wis that undines have there is no reason to drop their spellcasting. Double Slice is a trap choice. Also, you really want to wield a Scimitar + Cestus combination, so that you can power attack with the scimitar grabing it with both hands when you do not have full-round actions for the 3:1 damage ratio, and still be able to TWF with teh Scimitar + Cestus when you can full-attack.

Finally, the Str penalty is really dropping his potential DPR.


Tiny Coffee Golem wrote:
Zen archer is out as DM has said no lawful alignments in a pirate campaign, which is fair.

What? No honor among thieves? No pirate's code? No lawful evil? Just because you are lawful doesn't mean you follow the laws of nations. Survival of the fittest.

Even the River Kingdoms, which are loath to have laws, have the Six River Freedoms (which, besides the basic anti-law and oppression stuff, has heavy social restrictions against the breaking of oaths and theft without giving the owner a chance to defend their property)

And even looking at the real world, heck, pirate ships were one of the first institutions with consistent democratic systems with full representation, no matter the race.

Anyway, in the way of advice: if you do go melee, make sure you have something that can do piercing damage. There is this weird by rule about aquatic environments that halves the damage of slashing and bludgeoning weapons. Even piercing usually only works if you have a swim speed (so a major plus for undine), succeed in a swim check, or have some steady footing (beaches, waist high swamps, being on the bottom of the ocean, etc). Freedom of movement solves the problem...but unless you have the liberation domain, that is hard to get a hold of before ~7th level or so.

Sczarni

XMorsX wrote:

Undine Freebooter Ranger 15

STR 12
DEX 18
CON 12
INT 10
WIS 14
CHA 7

Alt racial traits: Terrain Chameleon

Traits: Magical knack, Ilizmagorti Native

1 Point-Blank Shot
2 Precise Shot
3 Rapid Shot
4
5 Deadly Aim
6 Improved Precise Shot
7 Manyshot
8
9 Arcane Strike
10 Point Blank Master
11 Clustered Shots
12
13 Improved Critical
14 Far Shot
15 Iron Will

Ranger needs Weapon Focus to get Point blank Master.


lemeres wrote:
Tiny Coffee Golem wrote:
Zen archer is out as DM has said no lawful alignments in a pirate campaign, which is fair.

What? No honor among thieves? No pirate's code? No lawful evil? Just because you are lawful doesn't mean you follow the laws of nations. Survival of the fittest.

Even the River Kingdoms, which are loath to have laws, have the Six River Freedoms (which, besides the basic anti-law and oppression stuff, has heavy social restrictions against the breaking of oaths and theft without giving the owner a chance to defend their property)

And even looking at the real world, heck, pirate ships were one of the first institutions with consistent democratic systems with full representation, no matter the race.

Anyway, in the way of advice: if you do go melee, make sure you have something that can do piercing damage. There is this weird by rule about aquatic environments that halves the damage of slashing and bludgeoning weapons. Even piercing usually only works if you have a swim speed (so a major plus for undine), succeed in a swim check, or have some steady footing (beaches, waist high swamps, being on the bottom of the ocean, etc). Freedom of movement solves the problem...but unless you have the liberation domain, that is hard to get a hold of before ~7th level or so.

That was basically my argument too, but he's the DM.


Here's my 2wf test ranger. Thoughts?

SHould I maybe dip a fighter level or two for the extra feats?

He'll be using a bottle of endless smoke as soon as he can get one. Or just light the enemy ship on fire. Either way.

Ifrit Test Ranger:

Male Ifrit Ranger (Freebooter, Skirmisher) 7
N Medium outsider (native)
Hero Points 1
Init +8; Senses darkvision 60 ft.; Perception +8
Aura freebooter's bane (2 ft.)
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 68 (7d10+28)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +1; +4 vs. fire attacks and [fire] or [light] spells
Immune dazzled
--------------------
Offense
--------------------
Speed 30 ft., fast swimmer
Melee unarmed strike +10/+5 (1d3+3/×2)
Spell-Like Abilities
1/day—burning hands (DC 12)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 16, Int 10, Wis 8, Cha 12
Base Atk +7; CMB +10; CMD 22
Feats Endurance, Firesight, Improved Two-weapon Fighting, Inner Flame, Power Attack, Scorching Weapons, Two-weapon Fighting
Traits reactionary, serpent runner (two weapons)
Skills Climb +7, Handle Animal +5, Heal +3, Intimidate +10, Knowledge (dungeoneering) +5, Knowledge (geography) +4 (+6 while in water terrain), Knowledge (nature) +4, Linguistics +3, Perception +8 (+10 while in water terrain), Ride +6, Spellcraft +4, Stealth +11 (+13 while in water terrain), Survival +8 (+10 while in water terrain, +11 to track), Swim +14 (+18 to resist nonlethal damage from exhaustion)
Languages Aquan, Common, Draconic, Dwarven, Ignan
SQ combat styles (two-weapon combat), favored terrain (water +2), freebooter's bond, hero points, hunter's tricks, hunter's tricks (hobbling attack, surprise shift), track, wild empathy, wildfire heart
Other Gear 15000 GP
--------------------
TRACKED RESOURCES
--------------------
Burning Hands (1/day) (Sp) - 0/1
Hunter's Tricks (2/day) (Ex) - 0/2
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Swimmer (Ex) Swimming bonus
Favored Terrain (Water +2) (Ex) +2 to rolls vs Favored Terrain (Water).
Firesight You can see through fire and smoke without penalty, ignoring cover or concealment.
Freebooter's Bane +2 (Ex) +2 to hit & damage vs. chosen target.
Freebooter's Bond At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the freebooter gain an additional
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hunter's Trick (Hobbling Attack) (Ex) The ranger can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.
Hunter's Trick (Surprise Shift) (Ex) The ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Hunter's Tricks (2/day) (Ex) Various tricks.
Immunity to Dazzled You are immune to the dazzled condition.
Inner Flame Scorching Weapons bonus becomes +4 to saves & 1d6 fire damage (also applies to grapple).
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scorching Weapons +2 to save vs fire attacks & spells with fire or light desc. Make metal weps do 1 fire damage.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wildfire Heart +4 racial bonus on initiative

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Krodjin wrote:
XMorsX wrote:

Undine Freebooter Ranger 15

STR 12
DEX 18
CON 12
INT 10
WIS 14
CHA 7

Alt racial traits: Terrain Chameleon

Traits: Magical knack, Ilizmagorti Native

1 Point-Blank Shot
2 Precise Shot
3 Rapid Shot
4
5 Deadly Aim
6 Improved Precise Shot
7 Manyshot
8
9 Arcane Strike
10 Point Blank Master
11 Clustered Shots
12
13 Improved Critical
14 Far Shot
15 Iron Will

Ranger needs Weapon Focus to get Point blank Master.

You are right, I missed as it is not stated in the combat style description but only in the fat description.

Weapon Focus (longbow) at 9th lvl then and everything else goes 2 lvls after. Iron Will is being left out, but it was a filler anyway.


Tiny Coffee Golem wrote:

Here's my 2wf test ranger. Thoughts?

SHould I maybe dip a fighter level or two for the extra feats?

He'll be using a bottle of endless smoke as soon as he can get one. Or just light the enemy ship on fire. Either way.

** spoiler omitted **...

Standard good TWF build.

Your stat array is good, I would make it like this after racial modifiers with a 25 pb:

STR 17 (+1 at 4th, 8th and 12th lvls)
DEX 16
CON 14
INT 12
WIS 10
CHA 10

I see that your build is like the one I posted, so I will elaborate on a couple of ideas that crossed my mind.

Take the Efreeti Magic alternate racial trait for free enlarge person 1/day. Much better than burning hands 1/day, you cannot use in order to set a ship on fire anyway.

Change Big Game Hunter with Arcane Strike. You qualify because of your racial spell-like ability. Take Big Game Hunter at 15th lvl.


Also, I would not dip fighter. You can actually make a stronger TWF fighter without including ranger anyway with an 25pb, but he will suffer with the skill points department.


XMorsX is real.

Dark Archive

Honestly I'd keep the AC and not drop it, I'm playing a Natural Attack focused Bard 1/Ranger 4 in Skull & Shackles atm and he's doing great. His animal companion is a bird (Falconer archetype) and it has the Bodyguard archetype along with me taking the feat Boon Companion (I intend going Dragon Disciple so this is a big help). All this means I get an extra 2 AC against most every attack a round, the ability for it to get in the way and take damage meant to hit me via In Harms Way, -2 to an enemies melee attacks thanks to the Distraction trick, it can charge 160' and with a full attack gets 3 attacks just to stick as an extra!


Standard build for our group is 20 pt. Good advice though.

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