Weapon Builds


Advice


How's it going world. I'd like some build advice on weapons for my Switchhitting Halfling Ranger, Serafin.

Right now he's walking around w/a small MW Composite Short bow +3 strength bonus

His first time using, it battle, he proved pretty reliable w/his +8 to Hit, damage was good even though using a1d4.

His mele,mute to be used, is a small greatsword. Dishing out 1d10,. "Slim reaper" is bone stock, as I was starting my focus on my bow first for it's my primary. Please leave your 2 pennies. We're at level 1, so don't go wild with advice that isn't useful for 10lvls.

Thank you

Scarab Sages

How do you have a +8 to hit with the bow? If you have a 20 dex that gives +5, possibly another +1 from point blank shot, and another +1 from weapon focus.

Also guessing you have a 18 in str and dex before racial modifiers. How did you generate characters?


i dont really understand the question... i assume your asking which weapons to use, to which i respond, well do you want reach? do you plan on tripping? and other CMB based thing?

maybe a boar spear to brace for charges?

i'm also curious about you +8 to hit

EDIT actually ,looking at Imbicatus's post i see
all he left out is BAB and that's 8
i'm guessing either really good rolls or a high point buy, maybe 25?


Very high point buy system was used, yes. I did not have to dump any stats. Don't have my set up memorized, but I think it's something like, Dex is 20, +1size +1 bab + 1MW. As MW and making an item +1 doesn't stack the additional hit, but making it +1 will add to the damage correct?
Please correct me if I'm mistaken,mine only been playing a year now.

The question is not about what weapons to use. I have my weapons of choices. The question is, HOW DO I BUILD THESE WEAPONS?

I want to be more reliable then ultra powerful. As math proves, if I hit more often, I'll deal more damage over time.

Thanks again.


Maximizing your to hit modifier will get you there but there are limited build options for that to preserve game balance (hence why folks are surprised you have such a high BAB at L1). Another reliability approach is damage over time and debuffing (e.g., bleed and poison effects). These are considered reliable because they auto affect the target.

Here are some class independent options:

MW or magic weapons obviously
Magic weapon potion (50 gp)
Reduce person potion (50 gp)
weapon focus feat
cleave feat
Cleaving finish feat
Greater improved trip
belt of str/dex +2
bull's str / cat's grace potion

The trip tree maximizes reliability greatly. Prone gives you +4 to hit by reducing target AC plus they incur an AoO on standing. Disarm is okay too.

Also check out thistle wood arrows. They convert arrow damage to bleed damage over d6 rounds. Having arrows do stacking auto damage every round is ultra reliable and helps mitigate regeneration and spell caster concentration.

Pheromone arrows grant a +2 to hit and damage if you have the scent ability. Nice.

A dip into alchemist and/or barbarian to pick up temp stat boosts is effective. If barbarianx check out the Barbarian of the Society trait.

Enlarge person reduces your to hit by 1 and AC by 2, but improves your damage. More importantly, it improves your reach which is good for more hitting options per round against mobs. Combat Reflexes would also pay off with your dex score.

Any kind of smoke or darkness attack when combined with scent, or better, blindsight/sense is good if you can get it.

Charging and flanking both carry a +2 mod to hit. Some GMs acknowledge a +1 to hit for height advantage (attacking from higher ground).

I might also swap my sword for a bladed belt. It's an enchantable +1 item that turns into any piercing or slashing melee. Thus you could leverage the ranger's broad wp proficiency as is circumstantially useful to improve reliability. Also consider the agile weapon property to use dex instead of str on non finessable weapons.

Your party spellcaster may have other buffs.

There are lots more options for circumstantial mods but they are not reliable unless the circumstance is reliable. For example, a favored enemy of Orc in an all Orc campaign.

Also, since some to hit mod benefits reduce AC (like charge), check out barkskin and shield of faith potions and alchemical or scroll based ways to get the shield spell.


storyengine wrote:
Enlarge person reduces your to hit by 1 and AC by 2, but improves your damage. More importantly, it improves your reach

It would not improve the Reach of a Small halfling, only increasing its size to Medium.


storyengine wrote:

Maximizing your to hit modifier will get you there but there are limited build options for that to preserve game balance (hence why folks are surprised you have such a high BAB at L1). Another reliability approach is damage over time and debuffing (e.g., bleed and poison effects). These are considered reliable because they auto affect the target.

Here are some class independent options:

MW or magic weapons obviously
Magic weapon potion (50 gp)
Reduce person potion (50 gp)
weapon focus feat
cleave feat
Cleaving finish feat
Greater improved trip
belt of str/dex +2
bull's str / cat's grace potion

The trip tree maximizes reliability greatly. Prone gives you +4 to hit by reducing target AC plus they incur an AoO on standing. Disarm is okay too.

Also check out thistle wood arrows. They convert arrow damage to bleed damage over d6 rounds. Having arrows do stacking auto damage every round is ultra reliable and helps mitigate regeneration and spell caster concentration.

Pheromone arrows grant a +2 to hit and damage if you have the scent ability. Nice.

A dip into alchemist and/or barbarian to pick up temp stat boosts is effective. If barbarianx check out the Barbarian of the Society trait.

Enlarge person reduces your to hit by 1 and AC by 2, but improves your damage. More importantly, it improves your reach which is good for more hitting options per round against mobs. Combat Reflexes would also pay off with your dex score.

Any kind of smoke or darkness attack when combined with scent, or better, blindsight/sense is good if you can get it.

Charging and flanking both carry a +2 mod to hit. Some GMs acknowledge a +1 to hit for height advantage (attacking from higher ground).

I might also swap my sword for a bladed belt. It's an enchantable +1 item that turns into any piercing or slashing melee. Thus you could leverage the ranger's broad wp proficiency as is circumstantially useful to improve reliability. Also consider the agile weapon property to use dex instead of str on non...

Thanks for all the pointers. I'll be looking into the diff de/buffs that can help the group as a whole.

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