Advice on Halfling Ranger Build


Advice


Playing Rise of the Runelords w/a group of 4. This is a stand in game from our normal game while some members are deployed. Members have decided on a all small party
Dwarf Cleric, Dwarf Barbarian, Dwarf Rogue.

So please help me build as BAMF halfling ranger as possible. Our GM is taking his first stab at being the GM, and is keeping things very simple. No archetypes, all CRB base classes, no multi classing. I've seen some posts talk of a mounted ranger halfling, can someone provide a build breakdown? Or other ways to build this character, HalfLingRanger is non negotiable, I just want the best build options. Thanks folk!

Liberty's Edge

Well, going ranged is obvious, so do that. The archery feats flow pretty logically straight from there.

Get a small cat animal companion, and buy Boon Companion as your 5th level Feat. Ride it for really great mobility, all things considered.


There's a pretty good ranger guide in the sticky "Guide to the Guides" here in the advice section of the forums.

Should have a lot of what you're looking for.


Deadmanwalking wrote:

Well, going ranged is obvious, so do that. The archery feats flow pretty logically straight from there.

Get a small cat animal companion, and buy Boon Companion as your 5th level Feat. Ride it for really great mobility, all things considered.

Eh, not as obvious as you would think. Depends on material you can use.

I saw that you are using core only classes, and archetypes as well. But are you actually restricted to CRB in other respects? Because the advanced race guide provided a lot of material that would help make you an effective melee combatant.

Firstly, there is the fleet of foot alternate racial trait. This trades away sure footed in order to give you a full 30 base move speed. Only the barbarian is going to top that.

Secondly, halflings were given access to a feat called Risky Striker. By sacrificing 1 AC, you basically get what basically amounts to another power attack (to add onto regular power attack). The catch is that it only works on creatures two sizes larger than you (so large and larger normally). But give the fact that 'powerful' tends to mean 'bigger' in this system...it is a fairly safe bet. This feat also has the advantage that it does have the "1.5x on 2handed, .5x on offhand" language of the actual power attack, which means you are getting the full deal on both wepaons. I'd discuss with your GM how the -1 AC penalty doesn't scale though...might be easier to argue for adding it in if it actually did scale.

Overall, it also might be easier to ask for adding ARG material if you point out the fact that you are the only actual 'small' character in this supposedly 'all small party'. The strength penalty, smaller damage dice, much lower carrying capacity... these are all things only you will deal with.


Go for favored enemy "Tall Things" it will be hilarious.

Grand Lodge

I play a Halfling Mounted Ranger...But I dipped 1 level of Fighter. And I use the Beastmaster Archetype for a special mount. Playing Vanilla Ranger you only have a very selective Companion List. Either Riding Dog or Pony really. I went Archetype for a Giant Gecko So i can run along walls and ceilings and charge people down from weird angles.

Just click on my picture and look at my current character.

Your main feats will be:
Mounted combat, Ride By Attack, Spirited Charge, Power attack, Wheeling Charge.

Halfling Feat to consider: Risky Striker

Campaign Feat to Highly consider: Big Game Hunter

Ranger feat to consider: Boon Companion

Halfling Alternate Racial: Outrider

Suggest Favored Enemy: Giants after level 7.


Of course, maybe grabbing the mounted style, grabbing a lance, and jumping on a wolf would work wonderfully too. That x2 damage on charge attacks is wonderful (although I think I heard of some commotion about an errata 'ruining mounted character' or something. Anyone got a summary of that mess?)

While they are not exactly cavaliers, rangers can still fill this role well.

Liberty's Edge

lemeres wrote:
Of course, maybe grabbing the mounted style, grabbing a lance, and jumping on a wolf would work wonderfully too. That x2 damage on charge attacks is wonderful (although I think I heard of some commotion about an errata 'ruining mounted character' or something. Anyone got a summary of that mess?)

If you somehow have the ability to make iterative attacks on a charge with a lance (like with pounce) you only get the doubled damage on the first attack.

That's the whole thing.


Deadmanwalking wrote:
lemeres wrote:
Of course, maybe grabbing the mounted style, grabbing a lance, and jumping on a wolf would work wonderfully too. That x2 damage on charge attacks is wonderful (although I think I heard of some commotion about an errata 'ruining mounted character' or something. Anyone got a summary of that mess?)

If you somehow have the ability to make iterative attacks on a charge with a lance (like with pounce) you only get the doubled damage on the first attack.

That's the whole thing.

Ah...I suppose that is something of a nerf....but, if you are doing something like mounted skirmisher (which rangers get early with the mounted style, getting it at level 10, rather than the usual level 14..well 15 for nonfighters), then it is basically the same as barbarian pounce (which is also conveniently at level 10, providing a nice benchmark for this).

You just get an extra attack's worth of damage on your first one (so something like a free haste? which also allows room for normal haste/speed weapons?), and you also get better damage than everyone else who charges in the levels before then. So overall? Still sounds good.

The only thing I can imagine to complain about is that rangers don't get their animal companions until level 4, which means you either buy a pony until then, or you just don't play the central part of your character concept until then... which is doable, sure, but always seems...eh..


Fruian Thistlefoot wrote:

I play a Halfling Mounted Ranger...But I dipped 1 level of Fighter. And I use the Beastmaster Archetype for a special mount. Playing Vanilla Ranger you only have a very selective Companion List. Either Riding Dog or Pony really. I went Archetype for a Giant Gecko So i can run along walls and ceilings and charge people down from weird angles.

Just click on my picture and look at my current character.

Your main feats will be:
Mounted combat, Ride By Attack, Spirited Charge, Power attack, Wheeling Charge.

Halfling Feat to consider: Risky Striker

Campaign Feat to Highly consider: Big Game Hunter

Ranger feat to consider: Boon Companion

Halfling Alternate Racial: Outrider

Suggest Favored Enemy: Giants after level 7.

I had seen you post elsewhere and was hoping you'd chime in. I really like your build, and I'm going to run this through the GM, hope it flies.

A few questions. Reading through the CRB I should be able to pick a wolf as my mount? Would there be any special training required ?
On your character sheet, are your feats listed in order of how you picked em?
Can you list what books each feat is in please?


Only need to know where "wheeling charge" can be found? And the halfling, campaign, and ranger feats? Where can I find those? Thanks!

Grand Lodge

I would go switch-hitter slingstaffer. Grab The archery feats with combat style and melee with your feats as you level.


London Duke wrote:
I would go switch-hitter slingstaffer. Grab The archery feats with combat style and melee with your feats as you level.

Unfamiliar with the switch hitter, but if it's a archetype. It's a no go. Confined to CRB/ for classes. Feats and other enhances I can branch, but have to stay with base classes.


SMIB wrote:
London Duke wrote:
I would go switch-hitter slingstaffer. Grab The archery feats with combat style and melee with your feats as you level.
Unfamiliar with the switch hitter, but if it's a archetype. It's a no go. Confined to CRB/ for classes. Feats and other enhances I can branch, but have to stay with base classes.

Switch hitting is a play/character development style that works to be good with both ranged and melee combat. Focus on DEX or STR and make the other number two priority, take ranger bonus feats to improve ability when mounted in melee and use every other level feats to improve slinging.

Grand Lodge

You can also buy Mounts. I bought my mount at level 1-4 prior to getting a companion. A Combat trained Giant gecko costs 150 gold. With exotic military saddle and MW studded leather barding costs you 360 gold. Kinda Cheap IMO.

Oh and a War Trained Pony costs exactly the same.

Only issue is a Horse or a Wolf has a very difficult time Climbing or getting around ladders. The Gecko Does not.

You can still stick to Vanilla ranger if you have too...riding a pony or a wolf is not that bad...Just make sure you get your animal war trained. Also if your playing a Home game sometimes DMs allow for more exotic mounts. My build is for Pathfinder society so I have to take the archetype that opens the entire druid list.

Currently my PFS build is thus:

Fruian Thistlefoot:

Starting Point Buy:
Str:16 Dex:14 Con:14 Int:8 Wis:12 Cha:9
(Level 4 Went Str...8th will go Str...so 18 natural Str)

Traits:
Magical Knack- Ranger
Reactionary

Archetype: Beastmaster Ranger

Feats:
1:Mounted Combat
2: (Ranger style)- Ride By Attack
3: Spirited Charge

5th Level is 1st Level Fighter
5:Boon Companion
5: (Fighter bonus)- Power attack

Level 6+ is Ranger again
7: Wheeling Charge
9:Risky Striker
11:Improved Critical- Lance
11:(Ranger Bonus Feat)-Mounted Skirmisher

Skills:
Ride- Maxed (the 1 skill for fighter level goes here)

Handle Animal: Priority
Perception: Priority
Stealth: Priority

Survival: A few points is nice
Profession Hunter: My PFS day job

Now I kinda took a nerf By taking Beastmaster Ranger since I loose the Level 6 combat Feat to gain the full Druid Mount list. You can look at this as a nerf or you can look at it as a OMFG i can get Dire Bats, Giant Geckos, and ROCS!!!!! I can fly at level 4...that beats the hell out of 1 feat loss and hey 1 level dip of Fighter fixes the loss.

My feats come from:

Core Rule book: Power attack, Mounted Combat, Ride by attack, Spirited Charge, Improved Critical

Animal Archive: Boon Companion, mounts and Animal feats, Valiant Steed

Cities of Golarion: Wheeling Charge

Advance Race Guide: Risky Striker

Gear:

This is in Purchase Order....or Intended purchase order as only level 6 ATM

Cloak of Resistance +1 -1,000
+1 Elysian Bronze Lance -3,315
MW Cold Iron Lance
Handy Haversack- 2,000
Belt of Giant Strength +2- 4,000
Amulet of Natural Armor +1 x2 (one for mount too)-4,000
+1 Breastplate (no special material going cheap)-1,000
+1 Studded Leather for Mount- 1,000
Ring of Protection +1 -2,000
Clear Spindle (Ioun Stone)-4,000g (for Wayfinder...Pro evil Mind protection..I can 1 shot most players can't afford to be dominated)
+2 Lance upgrade- 6,000g
Jingasa of the Fortunate Soldier-5,000g
Knight's Pennon-Battle- 4,500g
Cloak of Resistance +2- 3,000g
Headband of Inspired Wisdom +2- 4,000g
Belt of Giant strength +4- 12,000g
+3 Weapon Upgrade- 10,000g

total cost: 71,115 gold
estimated wealth by level 11: roughly 80k

Leaves 10k for expendables as well as prestige points for cheap things.

My mount:

Stickfoot the Giant Gecko:

Boon companion makes him your full HD even with a single Fighter Dip

Feats:
1:Combat Reflexes
3:Body Guard
5:Valiant Steed- (Allows to be pushed into combat with a creature with an aura)
7: Undecided
10: Undecided

Skills: (changes from animal to animal)
Climb-Stickfoot has natural spider climb but still needs to be proficient in the skill.

Stealth- Me and my mount do well as stealthy scouts crawling up walls and hanging from the ceiling's dark corners.)

Escape Artist-(Ground mounts need to avoid the grapple of Black tentacles)

Tricks:
Attack all
Defend
Guard
exclusive
Aid- (allows him to use Bodyguard)
Break Out- (in case your DM tries to grapple your mount..fliers can avoid)
Air Walk- (A gecko Needs to be able to walk on air...Part of the Nerf I took....Using air walk to get him in the air for PFS...Potions of FLy can work too.)

This is the Guy that brings flavor to the table but headache with the DM. Always ask how high the ceiling is as it can be a wide open charge lane. =) also how wide and tall are the walls of the Hallway. Those make excellent charging lanes as well. I nerfed myself by not taking the dire bat or Roc...but I'm hitting at level 6 for an average of 53. I have to cut the DM a break somewhere. The damage keeps scaling as I get items, feats, and Stronger Favored Enemy Bonus.

I get to do the Mythic Scenario This week. I chose Foe-biting weapons and really Min-maxed for the 1 scenario....will be level 6 with an average of 140 damage and over 200 critical. Also ever spirited charge has a DC 19 fort save or be staggered for 3 rounds...on a failed save i can use 1 mythic surge to Daze them 3 rounds instead. Foe-biting and 11 surges a day on a 1 shot 1 kill character. I will make sure to have a potion of Fly for this scenario...something tells me I might need to fly. But all in all I'm gonna wreck this poor scenario. And I typically wreck scenarios. Even at lower levels I 1 shot the BBEGs. Its hard to stop a train...and I am the Damage Train at the table.

Grand Lodge

Oh somethings I forgot to mention.

Since your on the forums asking for advice you may get the advice:

Trample and Overrun for your mount.

DO NOT BE TEMPTED!! That advice is brilliant if your a medium character on a LARGE mount. If you where a medium character I would have suggested it myself. But small characters have medium mounts. Medium Creatures have issues performing Combat maneuvers due to no Bonus to Str for Size. A Large Horse will be a much better trampler then a Medium Pony.

If you have a ground mount use their feats to increase there ability to survive or Help the rider out. For instance I took Body Guard on my mount. The extra +2 to AC will help me when targeted by the vengeful DM for killing everything in 1 shot so he starts sending things directly at you. Or starts having things target your mount like black tentacles. And trust me your guy is going to draw Hate from the DM.

For a flying Mounts your feats are going to be for areal Charging. Fly-by-attack, Hover, and Wing Over. As well as maxing the Fly Skill. You can also teach them cool tricks like Bombard.

If your DM is using the Rise of the Runelords Players Handbook then grab the feat Big Game Hunter at some Point.

Your Playing Rise of the Runelords so plan on ending around Level 16-18.

Your going to want the Favored Enemy of Giants after level 7 as they will become 80% of your enemies.

Good other Favored Enemies are: Outsiders, Undead, Dragons, Humans

Good Terrains: Urban, Underground, and either Mountains or Cold(late game)

A Giant Bane weapon could take you far this campaign. After Giant Bane just stack your static +s to be Multiplied by the Charge.

Lastly a Flying mount would defiantly be Ideal in this campaign. Not in the beginning but come about book 4 you want to be able to take to the air if need be. If your Cleric can provide air walk then that will suffice.


Fruian Thistlefoot wrote:

Oh somethings I forgot to mention.

Since your on the forums asking for advice you may get the advice:

Trample and Overrun for your mount.

DO NOT BE TEMPTED!! That advice is brilliant if your a medium character on a LARGE mount. If you where a medium character I would have suggested it myself. But small characters have medium mounts. Medium Creatures have issues performing Combat maneuvers due to no Bonus to Str for Size. A Large Horse will be a much better trampler then a Medium Pony.

If you have a ground mount use their feats to increase there ability to survive or Help the rider out. For instance I took Body Guard on my mount. The extra +2 to AC will help me when targeted by the vengeful DM for killing everything in 1 shot so he starts sending things directly at you. Or starts having things target your mount like black tentacles. And trust me your guy is going to draw Hate from the DM.

For a flying Mounts your feats are going to be for areal Charging. Fly-by-attack, Hover, and Wing Over. As well as maxing the Fly Skill. You can also teach them cool tricks like Bombard.

If your DM is using the Rise of the Runelords Players Handbook then grab the feat Big Game Hunter at some Point.

Your Playing Rise of the Runelords so plan on ending around Level 16-18.

Your going to want the Favored Enemy of Giants after level 7 as they will become 80% of your enemies.

Good other Favored Enemies are: Outsiders, Undead, Dragons, Humans

Good Terrains: Urban, Underground, and either Mountains or Cold(late game)

A Giant Bane weapon could take you far this campaign. After Giant Bane just stack your static +s to be Multiplied by the Charge.

Lastly a Flying mount would defiantly be Ideal in this campaign. Not in the beginning but come about book 4 you want to be able to take to the air if need be. If your Cleric can provide air walk then that will suffice.

This is all very helpful! I hope the DM, allows at minimum for me to ride a mount. I'm sure a lot of this (your build) will be out lawed though. He'd rather not have his first time being the GM, be pushed in by a 1yr player. :) thanks for the knowledge.

Do you have any info on TWF ranger? Or my other thought is, halfling that carries a great greatsword. Just for shits and giggles.

Grand Lodge

For rise of the runelords with a party with a Barbarian and a Rogue I suggest you going with a Archery Halfling.

Your group has 2 melee character. I also am not too big a fan of two weapon fighting as it requires you to stand there and weather a beating to deliver a full attack.

You could also do a switch hitter style ranger but Again I would avoid melee if you already have 2 group members waist deep in it.

Well he could outlaw you riding mounts...tho a Ranger can ride the Animal companion. Its more about the non core feats of Wheeling charge, Boon companion, and Risky Striker.

The most difficult part is laying out the rules to mounted combat so he can understand. Since there is not a clear set of rules laid out in a chapter of the book you have to cherry pick the rules on charging, handling animal, ride skill, and a few other places.

You can still do some good damage on a Riding Dog. Just don't be pissed off if he outlaws Mounted combat to have several mounted combatants in the first book. One of which that gave me the Idea for my current character.


lemeres wrote:
Deadmanwalking wrote:

Well, going ranged is obvious, so do that. The archery feats flow pretty logically straight from there.

Get a small cat animal companion, and buy Boon Companion as your 5th level Feat. Ride it for really great mobility, all things considered.

Eh, not as obvious as you would think. Depends on material you can use.

I saw that you are using core only classes, and archetypes as well. But are you actually restricted to CRB in other respects? Because the advanced race guide provided a lot of material that would help make you an effective melee combatant.

Firstly, there is the fleet of foot alternate racial trait. This trades away sure footed in order to give you a full 30 base move speed. Only the barbarian is going to top that.

Secondly, halflings were given access to a feat called Risky Striker. By sacrificing 1 AC, you basically get what basically amounts to another power attack (to add onto regular power attack). The catch is that it only works on creatures two sizes larger than you (so large and larger normally). But give the fact that 'powerful' tends to mean 'bigger' in this system...it is a fairly safe bet. This feat also has the advantage that it does have the "1.5x on 2handed, .5x on offhand" language of the actual power attack, which means you are getting the full deal on both wepaons. I'd discuss with your GM how the -1 AC penalty doesn't scale though...might be easier to argue for adding it in if it actually did scale.

Overall, it also might be easier to ask for adding ARG material if you point out the fact that you are the only actual 'small' character in this supposedly 'all small party'. The strength penalty, smaller damage dice, much lower carrying capacity... these are all things only you will deal with.

No archetypes are being allowed, though I'm going to try and talk him into alternate combat styles. He did mention "what house rules" would we like to use. We've yet to come up with some, but allowing my halfling access to diff combat styles, traits is fair in my biased eyes.


Well, if anything, I'd argue for risky striker. I mean...this is Rise of the Runelords we are talking about. I've never played it myself, but from my understanding, it is no spoiler that a feat focused on hitting large and larger creatures for more damage is a fairly safe bet.

As far as arguing for it goes: well, you are starting with about 2 damage less than the dwarves per hit. In the beginning, you are going to be compared to a barbarian in terms of damage. Taking power attack first level, and then let the GM compare your performance so that he is more likely to be very sympathetic towards you by level 3... which is perfect for slipping in this feat before large creatures become common enough that he realizes what he is in for.

I'll admit, this approach is a bit...underhandeded... but I am only suggesting it since my fairly strong reaction to terms like 'crb only' 'core races only', and such. The feat is not exactly unbalanced....but I am unsure how my rather biased view of your GM would react to its effectiveness in the long run. Basically, my image here is a boogeyman, and that colors all my fairly solid advice with a subversive background.


I read the sticky guid to building a ranger. Really like the switch hitter build, and falls in line perfectly w/my character concept.

I'll probably go that route but add this risky striker in there somewhere. Please continue to drop any dimes of knowledge any one might have to share.


London Duke wrote:
I would go switch-hitter slingstaffer. Grab The archery feats with combat style and melee with your feats as you level.

I read more on thenswitchhitter build & how it works. The example given in the sticky guid, uses a greatsword/bow. For big time power hitting. What benefits does the halfling sling provide, that the before said doesn't? More character based?


London Duke wrote:
I would go switch-hitter slingstaffer. Grab The archery feats with combat style and melee with your feats as you level.

I read more on thenswitchhitter build & how it works. The example given in the sticky guid, uses a greatsword/bow. For big time power hitting. What benefits does the halfling sling provide, that the before said doesn't? More character based, uses less feats?

Grand Lodge

Well you only enchant one weapon so that's nice. Its thematic. And halflings have a feat called large target which when using all slings get extra bonuses to attack and damage for medium sizes up.

Grand Lodge

The sling staff would be a good weapon if your dm let sling feats apply to it. Also alot of sling feats outside core. All in all probably a poor choice.

Go greatsword and bow. Look up the feat big game hunter in the rise of the ru nelords players guide. Really a strong choice. Works with both weapons.

Shadow Lodge

Giant skunk companion FTFW.


There are a few times that riding a mount really won't work in RotRL or its going to be a significant problem. If he doesn't allow archetypes a vanilla archer ranger can still be pretty lethal. Its hard to say what you should choose for a favored enemy though. Goblins to start is useful as is undead, humanoid (human) IIRC would be good as well.

Grand Lodge

Quote:
There are a few times that riding a mount really won't work in RotRL or its going to be a significant problem.

If your riding a "normal" mount. My Gecko Rider would actually do really well in RotRL. Riding a pony would be hard getting them climb towers and what not but a Gecko would down right tear a lot of the area's apart. I have built some effective characters over the years....But the Gecko Riding Halfling Gets it done like no other.

Quote:
If he doesn't allow archetypes a vanilla archer ranger can still be pretty lethal. Its hard to say what you should choose for a favored enemy though. Goblins to start is useful as is undead, humanoid (human) IIRC would be good as well.

Archer is a good route to go on a Halfling because of the racial scores.

As far as favored enemy I recommend Giant by level 10. Giants will show up a ton. Undead is not a Bad Favored enemy as you will fight some in every book. Human is not a bad Favored enemy because you will see them pop up. So there is 3 FE choices right there. More safe picks will be: Outsider (evil) and Dragon as you will fight a hand full of those towards books 3+.

But in NO way should you waste your FE on weak ass Goblins. You see them the first book and never touch them again. They are so weak you need not waste a precious Class ability.

Lastly I will re emphasize the want and need for a GIant Bane weapon. Giants will be 80% of your enemies at the end of Book 3 until the final fight. They have lots of HP and a Bane weapon will help you Shred more of the HP off them. an extra +2 and 2d6 will be very awesome. You can't go wrong with holy either. Everything will be evil. It is just the +2 more damage is where it is at and the weapon cost. 8k verses 18k weapon cost.


Has anyone looked into the switch hitter build using an alternate combat style of "2 handed weapon" ?? doing the reverse of what the, sticky guide to guides suggests?


so i ran through a little pre game feat taking scenario, blah blah blah. please chime in and provide suggestions. i want my characters main weapon to be the greatsword, its an idea i've had since we put our main game on standby. this is also why i asked the above question about the 2 handed weapon combat style. does it really matter? any who,.....fire away!

Alternate racial trait: fleet foot>>sure footed
Other (story/race/social) trait: ?? i’m taking suggestions
lvl 1: great sword
lvl 1 feat: power attack/furious focus (guide says cleave for the extra atk, i’d rather not take the penalty power attack)
favored enemy: humans or un dead? again, this is RotRL, what’s going to benefit me this early.
lvl 2: archery combat style feats: rapid shot > make extra ranged attack
Lvl 3: quick draw > switch from bow to sword, as a free action
(Hopefully i have that composite bow I need by this time. )
lvl 4: nothing.
lvl 5: deadly aim > -2ac/+4dmg for ranged weapons
favored enemy: is this the time i take giants?
lvl 6: many shot > shoot 2 arrows simultaneously. at this time shooting 4 arrows as one attack
lvl 7: big game hunter +1atk/+2 dmg vs creatures size Large and up
lvl 8: nothing?
lvl 9: vital strike or cleave? > any other good options for my greatsword at this point?
lvl 10: pinpoint targeting > single atk vs no armor/shield bonus OR the suggested; improved precise. i believe there could be an debate on the wording/meaning of improved precise.

magic/wondrous items: anything improving DEX and AC

Grand Lodge

Alright Bud Let me lay down a few thoughts of mine and some feat consideration.

Since your deciding on a Halfling Switch Hitter Vanilla Ranger for Rise of the Runelords.

Quote:

Alternate racial trait: fleet foot>>sure footed

Other (story/race/social) trait: ?? i’m taking suggestions
lvl 1: great sword
lvl 1 feat: power attack/furious focus (guide says cleave for the extra atk, i’d rather not take the penalty power attack)
favored enemy: humans or un dead? again, this is RotRL, what’s going to benefit me this early.
lvl 2: archery combat style feats: rapid shot > make extra ranged attack
Lvl 3: quick draw > switch from bow to sword, as a free action
(Hopefully i have that composite bow I need by this time. )
lvl 4: nothing.
lvl 5: deadly aim > -2ac/+4dmg for ranged weapons
favored enemy: is this the time i take giants?
lvl 6: many shot > shoot 2 arrows simultaneously. at this time shooting 4 arrows as one attack
lvl 7: big game hunter +1atk/+2 dmg vs creatures size Large and up
lvl 8: nothing?
lvl 9: vital strike or cleave? > any other good options for my greatsword at this point?
lvl 10: pinpoint targeting > single atk vs no armor/shield bonus OR the suggested; improved precise. i believe there could be an debate on the wording/meaning of improved precise.

Alright here comes my 2 Copper.

Cleave is a great early level feat. After level 6 it becomes all but useless in most situation. Great cleave is even more. You ask yourself why. Allow me to explain. Only morons will stack up and allow you to cleave it. That means once your enemies start to become more intelligent they don't just run right at you and line up for the cleave. So your enemies are becoming smarter...they are also becoming Larger...and gaining Reach. Well shit now they aren't stacking and standing 20 feet apart as they flank you. You seeing where opportunities diminish as you go up in level. Soon it will be a feat on your character sheet you never use. Why would you want to waste a feat...one of your most precious things as a melee combatant? I say it is a trap feat for anyone but a fighter who can retrain it. Take it if you want but my opinion is to skip it.

Now I have gotten my hate for cleave out of the way allow me to give you a bit of Advice for the switch hitter.

It is a good way to play. a few things that stand out when I played the build Treemonk suggests.

1. Your dex is crap...so your to hit with a bow is lower then the true archer counterpart. Your also allowed to cherry pick feats so why not abuse it a little more then suggested? Your archery damage train feats for a switch hitter are: Rapid Shot, Deadly Aim, and Manyshot. I see 2 feats that lower your to hit. Your already crappy dex is hurting. Typically it super difficult to use Rapid shot and Deadly Aim at the same time. Why not skip one of them?
Which one you skip is dependent on how awesome your bow is and how much money you dumped into it. Typically for archers it is about rolling them Numerous D6s. But your using a Small bow and have a stupid high strength. With just a straight Composite Longbow matching your str and Deadly aim on every arrow you can still put up respectable numbers with a cheap bow. But if you go for that pimped bow of +1 Holy Bane Seeking monstrosity I recommend rapid shot.

2. You don't need to rush to melee....don't engage melee unless it comes to you...till then Keep loading it up like a pin cushion. As a small creature you will have a nice AC against bigger Monsters, but no need to test it.

3. Its best to pick feats that apply to both weapons such as Big Game hunter and a critical line.

so without further Ado here is my suggested ranger build:

Switch Hitter Version 2.0:

Trait: Magical Knack-Ranger or Helpful or Anything to increase your Saves.
Campaign Trait: Innkeeper or Exile

Alternate Halfling Racials to consider:
Fleet of Foot- Because 15ft in medium armor sucks.

20 point buy:
str: 16, Dex: 13, Con: 14, Int: 8, Wis: 13, Cha: 9
Levels ups go, +1 Dex, +1 Wis, +2 Str

Feats:
1:Power attack
2-(ranger)- Precise Shot
3:Quick Draw
5:Deadly Aim
6-(ranger)-Many Shot (yay no Pre-reqs)
7:Big Game Hunter
9:Critical Focus
10-(ranger)-Improved Precise Shot
11:Risky Striker (Halfling Feat From Advanced Race Guide)
13:Tiring Critical
14-(ranger)-Rapid Shot (Now your BaB can support all those negatives)
15:Exhausting Critical

Top Picked Skills:
Perception
Stealth

Favored enemy:
1: Human (they pop up throughout all the books it is a good pick)
5: Undead (another types that appears in all books)
10: Giants (make this your HIGHEST Favored Enemy)
15: Evil Outsider/Dragon/Monstrous Humanoid (Take Your Pick)

Favored Terrains:
Urban (1st or 2nd pick)
Underground (1st or 2nd Pick)
3rd pick: Mountains or Cold

Magical Items:
You want a Giant Bane weapon.
Spend money sparingly and try to avoid deaths.
Elysian Bronze and Adamantine weapons Can be awesome.
Blanch a few arrows and save money on special ammo.

Since your small not much will drop sized for you beyond book 1. Sorry...your going to be buying almost ALL your gear unless your DM re-sizes drops for you or Allows you to buy. So your at his mercy on gear.

Well there is my build for Solid damage both melee and ranged, staying out of melee till it comes to you, and Hitting more often. Hope you like it.

Also remember all suggestions comes from someone who has played the AP and someone who has played a Switch hitter ranger. like those favored enemies is kinda meta-knowledge up to be the best picks.

Also you can pick other critical feats....I chose those because there is no save to them. A fortitude save is easy for Giants and Big Con creatures to make...I prefer guaranteed results myself. Bleeding critical isn't a bad choice either.


Fruian Thistlefoot wrote:

Alright Bud Let me lay down a few thoughts of mine and some feat consideration.

Since your deciding on a Halfling Switch Hitter Vanilla Ranger for Rise of the Runelords.

Quote:

Alternate racial trait: fleet foot>>sure footed

Other (story/race/social) trait: ?? i’m taking suggestions
lvl 1: great sword
lvl 1 feat: power attack/furious focus (guide says cleave for the extra atk, i’d rather not take the penalty power attack)
favored enemy: humans or un dead? again, this is RotRL, what’s going to benefit me this early.
lvl 2: archery combat style feats: rapid shot > make extra ranged attack
Lvl 3: quick draw > switch from bow to sword, as a free action
(Hopefully i have that composite bow I need by this time. )
lvl 4: nothing.
lvl 5: deadly aim > -2ac/+4dmg for ranged weapons
favored enemy: is this the time i take giants?
lvl 6: many shot > shoot 2 arrows simultaneously. at this time shooting 4 arrows as one attack
lvl 7: big game hunter +1atk/+2 dmg vs creatures size Large and up
lvl 8: nothing?
lvl 9: vital strike or cleave? > any other good options for my greatsword at this point?
lvl 10: pinpoint targeting > single atk vs no armor/shield bonus OR the suggested; improved precise. i believe there could be an debate on the wording/meaning of improved precise.

Alright here comes my 2 Copper.

Cleave is a great early level feat. After level 6 it becomes all but useless in most situation. Great cleave is even more. You ask yourself why. Allow me to explain. Only morons will stack up and allow you to cleave it. That means once your enemies start to become more intelligent they don't just run right at you and line up for the cleave. So your enemies are becoming smarter...they are also becoming Larger...and gaining Reach. Well s!%% now they aren't stacking and standing 20 feet apart as they flank you. You seeing where opportunities diminish as you go up in level. Soon it will be a feat on your character sheet you never use. Why would you want to waste a...

Absolutely understand where you're head is at. Only way to make make the powerful damage weapons work, is if they're hitting.

I agree w/not taking cleave, that's why I took furious focus. Any follow up feats taking away the penalty are always favored by me.
Also, you're correct about staying out of melee until necessary. My character theme will work fine for this.
The type of bow I go with is going to depend heavily on how much treasure the GM puts into the game. We're suspecting large amounts due to his own greed when playing. You brought up a great point about treasure drops being sized for me. I'm def bringing that up as a house rule. Overall, it all makes sense.

Grand Lodge

How are you getting power attack and Furious Focus at level 1 tho? If your a halfling ranger you get 1 feat at level 1.

I looked at that and wondered last night and thought it was a typo.


I want to say that perhaps a bardiche would be better for you than a greatsword. I haven't played or GMed RotRL before so I can't offer AP specific advice, but in general I find that d10 small greatsword is only so-so compared to the d8 small bardiche. Lead Blades would help either way, if you have the action to cast it. Riding around on a cheetah might seem too goofy, but 500ft charges are really unexpected.

Grand Lodge

You wont see a Bardiche drop in the entire Campaign.

Weapons found: Ranseurs, Glaive, Long sword, 1 bastard sword, 2 Hatchets, 1 Falchion, a few pick axes, a Few spears, a sycthe, short swords, horse choopers, and Lots of Orge hooks and Big ass clubs from giants. But weapon drop are so so in this book.

Since he is small and most the drops Medium-gigantic He will have some issues finding some stuff.

a BBEG loot:

There is a boss in book 4 that has small gear...1 boss beyond book 1.
He will drop a +1 brestplate, +1 buckler, and a +3 Shortspear all small...other then that your looking as stuff well outside your size.


Well, if I knew I wasn't going to get good item drops I would probably invest in an item creation feat or two. Now the build may well suffer from trying to fit in Craft Wondrous Item and Craft Magic Arms and Armor. Not having a wizard around with free item creation feats hurts, and the barbarian and rogue can't take them at all, so that leaves you and the cleric to cover it all. If you talk it over with the GM and the cleric player before the game starts you may be able to convince them to take one or both of those feats, but look forward to being poor otherwise.

Grand Lodge

This Ap really screws you over on gear if your small or Focused on a weapon other then Long sword, Glaive or Ranseurs and your group don't have a Way to cast Greater magic Weapon.

As far as convincing your other player to take craft feats. For Rise of the Runelord you will not have crafting time unless your DM strays from the AP time table of events. Your on a Doom and gloom clock come book 3. You won't have much time to craft more then some scrolls and potions or really CHEAP wondrous items (1k-5k). You will be traveling and rushing to get to the next location. Typically creation feats are a great investment for a full Caster that prepares spells.

This is why I said your at the DMs mercy as far as loot, enchanting weapons, and Buying/selling of items both mundane and magical. This AP get pretty hefty with the wizard drops towards then end...your going to hate selling most the loot at 1/2 price just to try and scrape together a manageable assortment of gear. The next part comes to finding the gear...hopefully your greedy GM will let you just find what ever you need...if that's the case then you should be fine...if not...this is gonna be a rough adventure path. It is a player killer AP after all.


I have heard several times before that this AP is made for Wizards and they will love it. I don't know then, I never get to be high level, and when I play a Wizard there are usually 0 spellbooks and scrolls of spells I don't know already. I get annoyed when I am spending all my money on spells while the Cleric is buying up big 6 items with his share and the Witch is all "Welcome to my personal hell, it's nice to have company."

Grand Lodge

For Gregory's eyes only....OP you have been warned:

If you ever play this AP play a wizard. You will get PLENTY of spells. One boss drops a spell book with ALL 6th level and lower spells from the Core Rule Book. You also fight some really strong wizards with pretty banging Spell books. Hell most book 5 is ALL spell caster bosses.
Also if you play it...Persuade your party to not care about you playing an Lawful Evil wizard. Get the Improved Familiar as a wand of Enervate drops...give it to him and let him use it on all BBEGs Book 4+. If you want a super flavorful play through then roll Transmutation Wizard...plenty of Extra RP chances and Story will come your way if the DM follows the AP suggestions. You will also find Evil Robes of the Archmagi, a Staff of Hungry Shadows, Ring of Wizardry type 3 and a Anathema Archive (Artifact) to keep you armed to the teeth with. Also PLENTY of Scrolls.

See why I said you will be sad to sell this shit at half price....my group had a Sorcerer who was good and the Paladin Demanded all evil things the Staff leave the possession of the group. A fine Example of Lawful Stupid mixed with Stupid Good.

I almost cried as a player...I was rolling with a Cleric =/


Fruian Thistlefoot wrote:

How are you getting power attack and Furious Focus at level 1 tho? If your a halfling ranger you get 1 feat at level 1.

I looked at that and wondered last night and thought it was a typo.

you right, thats my bad. smh.

so.....anyone else got anything to chime in about? the more options, the more i get confused, the more fun i have. :)


so i now have my ability scores

str 16
dex 20
con 15
int 15
wis 11
cha 12

we used a 50pt buy, i only been playing 1yr, but this seemed far different from norm. but! this vs dice rolling, i took this in a heartbeat!

GM also maxed HP, and will cont to do so every level. all good w/me. and also started us off w/max gold.

i'm now filling in the rest of my sheet. able to outfit w/greatsword and the composite longbow. question is, should i stick w/power attack as my first feat, or switch it with quick draw? btw, we're also using medium pace advancement.

weapons are looking like

bow: 1d6 +3(+2fav enemy)
sword: 1d10 + 5 (+2 fav enemy)

any other suggestions?

Grand Lodge

Stick with the plan.

Also you can dump Cha for Rise of the runelords. Also 15 int seems high. You really don't need more then 12.

Your not going to get a chance to talk your way out of anything so combat needs to be your priority.


Fruian Thistlefoot wrote:

Stick with the plan.

Also you can dump Cha for Rise of the runelords. Also 15 int seems high. You really don't need more then 12.

Your not going to get a chance to talk your way out of anything so combat needs to be your priority.

plan is being stuck with. with so many points to add into our abilities, and being limited to maxing each one out at 18, this is the end result. no reason not to assign the numbers. right?! i guess i could have maxed CON just for the extra HP?

Grand Lodge

Con is more the Just HP. It is fort saves, it is used in Con checks, Stabilizing Checks.

And your DM doesn't allow you to get over a 18 on any stat? I can understand if he does that for Point buying but afterwards during the adventuring?

Like that makes buying stat boosting items obsolete and really hurts the player. Your going to be fighting things with stats in the 30s+ range and you can't ever get your strength higher then a 18. As a caster I'd be pissed off and not play with a DM like that since having a 18 casting stat limits you to only 8th level spells and any Save based magic is obsolete.


50 point buy is pretty sick.

I'd go 16/ 20/ 16/ 12/ 14/ 10 or switch int/wis if you want that extra skill point. Honestly +1 to will and +1 to perception is probably better than one more skill point. I see no reason for odd numbers that you aren't going to increase as you level. All your points go into strength.

I suggest going strait archer with those stats. You have sick dex and will still be putting points into str as you level. Assuming you ignore this suggestion I have some more.

I assume your GM is going to buff up the bad guys to make up for your buffed up stats. If he is, see if he will buff up your animal companion as well. If he won't your animal companion will never really match up so don't use one, get the ability to grant your allies your favored enemy. If he will let you buff your AC I suggest buffing 3 to all physical stats and 2 to wis. (this change in reverse on your Halfling would make you an 20 point build normal for the AP I think.)

If you do end up using the animal companion, you probably want to find room for boon companion in your build. Quick draw is pointless prior to level 6, so move it to level 7. Move deadly aim to level 3. At 9 Decide if you want risky strike (which will have you focusing on melee) or big game hunter (which spreads out the focus between archery and bow).


Fruian Thistlefoot wrote:

Con is more the Just HP. It is fort saves, it is used in Con checks, Stabilizing Checks.

And your DM doesn't allow you to get over a 18 on any stat? I can understand if he does that for Point buying but afterwards during the adventuring?

Like that makes buying stat boosting items obsolete and really hurts the player. Your going to be fighting things with stats in the 30s+ range and you can't ever get your strength higher then a 18. As a caster I'd be pissed off and not play with a DM like that since having a 18 casting stat limits you to only 8th level spells and any Save based magic is obsolete.

The starting numbers are limited to max 18. We'll be able to increase afterwards through levels, and magic items w/o a doubt.


Rylar wrote:

50 point buy is pretty sick.

I'd go 16/ 20/ 16/ 12/ 14/ 10 or switch int/wis if you want that extra skill point. Honestly +1 to will and +1 to perception is probably better than one more skill point. I see no reason for odd numbers that you aren't going to increase as you level. All your points go into strength.

I suggest going strait archer with those stats. You have sick dex and will still be putting points into str as you level. Assuming you ignore this suggestion I have some more.

I assume your GM is going to buff up the bad guys to make up for your buffed up stats. If he is, see if he will buff up your animal companion as well. If he won't your animal companion will never really match up so don't use one, get the ability to grant your allies your favored enemy. If he will let you buff your AC I suggest buffing 3 to all physical stats and 2 to wis. (this change in reverse on your Halfling would make you an 20 point build normal for the AP I think.)

If you do end up using the animal companion, you probably want to find room for boon companion in your build. Quick draw is pointless prior to level 6, so move it to level 7. Move deadly aim to level 3. At 9 Decide if you want risky strike (which will have you focusing on melee) or big game hunter (which spreads out the focus between archery and bow).

Well, I should have probably put more thought into the numbers. But I'm locked in. Main focus is in archery, but switch hitting to my big bad sword is part of the overall character story. I find the RP aspect far more exciting.

I hear what you're saying about odd number abilities, but the 18max, and -2 to strength, kind of put me in a bad spot.

I'll ask about the AC buffs. He kind of didn't want me to have one to begin with, but is allowing it. Hopefully it works out to my fair advantage. I'll take a look at your feat suggestions, see if it meshes up well. Thanks!

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