Advice for an atypical ranged build without multiclassing ?


Advice


Ok, I'm going in a PF Campaign, Reign of Winter with some friends and we have a lack of ranged. I'm a beginner, it's my first campaign and I would like to build an atypical character that they will remember but I don't have any ideas. I have looked into ninjas but couldn't find what I was looking for. Any ideas and advices ?


What kind of atypical do you want? Thinking of mechanically atypical for a ranged build, a thrown weapons build comes most readily to mind, but from what I've read on here, while it is (barely) possible to pull it off, it is REALLY hard (which is why it is atypical in the first place), and you wouldn't want to do it as a beginner, and I'm not sure I could even trust myself to do it right even with years of study.


When I say atypical, I mean not the Zen Archer or the Paladin one, something that is pretty fun to have and to play, the thrown weapons build could be fun but as you say it seems very hard to play it.


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Bloodrager with high Str, Dex, Con, just enough Cha to cast level 4 spells and try not to have Int and Wis below 10? Throw like a boss and all you need is power attack to be okay in melee as backup. Have you ever burn spells like Cheetah Sprint as swift action, Greater bloodrage with True Strike as free action and Hurling Charge (Ex) if you are allowed to play primalist? Two-Handed Thrower and Quick Draw Feats allow you to throw as well as melee in full round attack, or two weapon fighting tree if you want more attacks. Best part is most things for this direction can be use for melee. So you can always power attack with a weapon if you can not throw. Just a fun build.


You advise me to make this build for a thrower but what about other ranged class, like wizard, arcanist, druid, kinetist... How can I come to a fun build with spell-casters or semi spell-casters ?


Fairly simple, effective but different from what you've played before - maybe an inquisitor archer? The unmodified class or several of the archetypes (e.g. sanctified slayer) can work pretty easily as an archer. A half-elven (w/ancestral arms) nature fang druid works if you want a full spell caster.

Some of the bard archetypes (arrowsong minstrel aiming for the arcane archer prestige class, or straight dawnflower dervish) can be excellent archers. An eldritch archer magus with a 1 level dip in gunslinger or similar is pretty much guaranteed to be different from any archer you've played before.


We need slightly more direction when you say "atypical ranged build" since it could be an archer, a thrown weapon user, a sling user, or a caster who just happens to have ranged attacks. They all build very different and can all satisfy the "ranged build" but whether it qualifies as "atypical" or does what you are generally thinking about is questionable.

We need better direction.

I can tell you that generally speaking making ranged sneak attacks happen consistently isn't easy and generally not an ideal thing to build towards, so I would personally recommend avoiding classes that focus extensively on sneak attack (like the ninja or rogue).


When I say "atypical ranged build" I don't know what we can imagine to do. A caster who just happens to have ranged attacks would be very good, I just want to have fun when I play this character, a repetitive turn making character doesn't fit to me.
If it can helps you, we have in our party a 12 yo girl Summoner with a Calystria eidolon, a melee Barbarian brainless and an alchemist who plays around mutagene and bestial traits to go melee. We only are lvl 2


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

A war priest or inquisitor archer would fit well with your party, and give you a lot to of different things to do each turn.


The first and only character that I played until the lvl 4 was an inquisitor archer Haha.

Dark Archive

Maybe an archer Skald? You have three teammates who could profit from the Raging Song


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Arcane Duelist Bard with a shortbow.
Point Blank Shot, Precise Shot, Weapon Focus (shortbow), and I, personally would continue to pursue the Improved version of Precise Shot and more importantly Snap Shot and Improved Snap Shot, even if it meant Manyshot/Clustered Shots is delayed or missed.

As an Arcane Duelist you get arcane strike really early and Penetrating/Greater Penetrating Strike later when it matters most, so I think your damage and versatility will be good all the way through.

Snap Shot and the improved version thereof, combined with the Arcane Duelist's Disruptive and Spellbreaker feats go excellent with the Ranged Trip and Relentless Shot feats to keep spellcasters in check at range with a Phase Locking bow.

You said no multiclassing, but the Arcane Duelist also sets you up awesome for the Arcane Archer prestige class, if you're interested in one class, one archetype for 10 levels, then prestige.

Or just go with a Spellbreaker Inquisitor with the Spellkiller Inquisition and ride Foil Casting all the way to the end with a Phase Locking bow...


I know you said no multi-classing, but Swashbuckler with a dip in Gunslinger could be quite memorable and fun. Your Panache stacks with your Grit and both are based off Charisma. You could even play as the party "face" quite well too :)

Grand Lodge

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Natures fang druid with the eagle domain is pretty atypical enough feats, familiar and 9th level casting.

Arrowssong minstrel is a magusy bard. Pretty intresting and unique.

Raven hunter, sanctified slayer with the wood mystery makes a great archer.

Hunters make decent archers but have a great animal companion to support them. I like a titanoboa to grapple while I pin cushion.

There are options for ranged samurai / cavilier characters that are pretty good

There is a new swash buckler that specializes between melee and ranged that could be fun though the class in not great.

Wood oracles make very good archers with lots of support casting


Dont forget about kineticists. A fire kineticist will (sometimes literally) melt through enemies in RoW, though it will also put a huge target on your back. The other kineticist elements all have fun things to bring to the table as well.


Goblin Grenadier Alchemist. At 2nd level, you can attach Alchemal Weapons to your arrows. At 4th level, you can attach Bombs to your Arrows via the Explosive Missile Discovery. You can take Burn! Burn! Burn! and do extra Fire Damage. The build writes itself.

Exploding Arrows are cool.


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In my opinion, memorable characters come from roleplaying their personality, not from builds.


I played an Occultist archer in Reign of Winter, and that was before panoplies existed (trappings of the warrior would have helped a lot). I do not wish to spoil anything, but this campaign, more than most, is rewarding for someone who can leverage a huge UMD score.

Grand Lodge

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Havzak wrote:
In my opinion, memorable characters come from roleplaying their personality, not from builds.

Rp and mechanics have to be used together. Playing a character as chaming with a 7 cha a no ranks in diplomacy means you're playing a character with a delusion of being charismatic.

You can also role play making portals but without spells your just drawing circles with chalk.

There is also the fact that some people don't enjoy some rule sets, ranged full attacks, preparing spells, spontanious casting, 9th level casting, feat prereqs, martial flexibility, 2 skills per level, bards, gnomes, rogues etc. No amount of role playing changes having to use a mechanic you don't like.


Build a warpriest that throws rocks. You can take throw anything as your first level feat and you get a free weapon focus which you can take in (rocks). This might take some GM convincing because you need to be proficient with a weapon to take weapon focus in it, however throw anything may count depending on GM intrpertation. The second argument is that since you get weapon focus as a bonus feat you might not need to meet the prerequisites.

Alternatively, you can just right it down on your character sheet and not ask your GM, you know, if that's your thing.


CactusUnicorn wrote:

Build a warpriest that throws rocks. You can take throw anything as your first level feat and you get a free weapon focus which you can take in (rocks). This might take some GM convincing because you need to be proficient with a weapon to take weapon focus in it, however throw anything may count depending on GM intrpertation. The second argument is that since you get weapon focus as a bonus feat you might not need to meet the prerequisites.

Alternatively, you can just right it down on your character sheet and not ask your GM, you know, if that's your thing.

This DEFINITELY is an atypical ranged build, and it's a warpriest so you still can't laugh at it.


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More dumb warpriests:
Clubs have a range.
A forgepreist gets extra boni on weapons they craft themselves.
Time taken to craft is directly proportional to cost.
clubs cost 0.

Nothing like drawing your god's symbol on a stick and kicking butt with it.


Ha(x3)!!!


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Thrown weapon (starknife) magus.


I'm not sure why throw build isn't what you want as it is also ranged while still do well in melee if you are cornered.

If you want something fancy, maybe Spellslinger Wizard? Not sure how good they are but can't be too bad as they are casters after all.

Liberty's Edge

A Flying Blade swashbuckler could be fun. Or for something completely different, how about a warlock vigilante?

Dark Archive

There is a Paladin(Divine Hunter)/Gunslinger(Mysterious Stranger) build out there that is extremely fun to play. I made a Pal/Gun who worships Damerrich, the Empyreal Lord of executions. Think White hat Western hero who rides through town killing everyone who needs killing. I play her as "Not your typical paladin" who is less concerned with stopping the Rogue from being a Rogue to just straight up destroying evildoers and letting them rot in the beating sun as I ride away.

I based my character off of this one here: Paladin/Gunslinger

Sovereign Court

CactusUnicorn wrote:

Build a warpriest that throws rocks. You can take throw anything as your first level feat and you get a free weapon focus which you can take in (rocks). This might take some GM convincing because you need to be proficient with a weapon to take weapon focus in it, however throw anything may count depending on GM intrpertation. The second argument is that since you get weapon focus as a bonus feat you might not need to meet the prerequisites.

Alternatively, you can just right it down on your character sheet and not ask your GM, you know, if that's your thing.

I've tried out a rock thrower in society. Ravener hunter/sanctified slayer inquisitor taking the stone oracle mystery to get the rock throwing ability. I've only played at level 1 with this character but it was lots of fun and the damage was pretty darned good. Looking forward to bane.


Ryze Kuja wrote:
I know you said no multi-classing, but Swashbuckler with a dip in Gunslinger could be quite memorable and fun. Your Panache stacks with your Grit and both are based off Charisma. You could even play as the party "face" quite well too :)

This only works if you pick the right archetypes to make them both based on Charisma; by default, Grit is based on Wisdom; however, if your Gunslinger archetype is Mysterious Stranger, then it is based upon Charisma.

* * * * * * * *

By the way, here's an atypical thought: If you want a Divine Archer instead of an Arcane Archer, and you are willing to worship Erastil, check out the Hinterlander prestige class. It even gets the Imbue Arrow ability of Arcane Archer, and although this is at 7th level instead of 2nd, if you want to enter as a 9/9 caster, the different entry requirements mean that in practice you actually won't get it much later. In fact, this prestige class looks like it was designed for entry by a Ranger, but can in fact be entered by a Cleric, and is brokenly overpowered when you do so. Note: Not PFS-legal (although I think that doesn't make a difference for the OP).


Illemya wrote:
You advise me to make this build for a thrower but what about other ranged class, like wizard, arcanist, druid, kinetist... How can I come to a fun build with spell-casters or semi spell-casters ?

Make an Aether kineticist.


UnArcaneElection wrote:
Ryze Kuja wrote:
I know you said no multi-classing, but Swashbuckler with a dip in Gunslinger could be quite memorable and fun. Your Panache stacks with your Grit and both are based off Charisma. You could even play as the party "face" quite well too :)

This only works if you pick the right archetypes to make them both based on Charisma; by default, Grit is based on Wisdom; however, if your Gunslinger archetype is Mysterious Stranger, then it is based upon Charisma.

* * * * * * * *

By the way, here's an atypical thought: If you want a Divine Archer instead of an Arcane Archer, and you are willing to worship Erastil, check out the Hinterlander prestige class. It even gets the Imbue Arrow ability of Arcane Archer, and although this is at 7th level instead of 2nd, if you want to enter as a 9/9 caster, the different entry requirements mean that in practice you actually won't get it much later. In fact, this prestige class looks like it was designed for entry by a Ranger, but can in fact be entered by a Cleric, and is brokenly overpowered when you do so. Note: Not PFS-legal (although I think that doesn't make a difference for the OP).

Cleric Divine Archer/Hinterlander Prestige is just neat. I still really like the Arcane Duelist Bard/Arcane Archer Prestige combination, personally, but it doesn't hold a candle to that Hinterlander Cleric archer.


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To expand upon what I was thinking of for Cleric-based Hinterlander Divine Archer -- actually has a Ranger dip for another bonus Combat Style feat, although that isn't strictly necessary:

Human Ranger 2/Cleric (Foundation of Faith, Separatist) of Erastil 3/Hinterlander x
No alternate racial traits
Initial traits: Campaign Trait, Magical Knack (Cleric)
15 point buy (if you get 20 points anyway, stick them wherever you want, although squeezing them all into Wisdom would make you even more awesome at both spellcasting and archery)
Str 14; Dex 10; Con 14; Int 10; Wis 14 + 2 = 16; Cha 10 (no dumping required)
Favored Class is Separatist Cleric, with Favored Prestige Class added later; Favored Class Bonus goes to Skill Points

1: Ranger 1: Level 1 Character Feat = Weapon Focus (Longbow) (required for both Erastil's Blessing and Hinterlander); Human Bonus Feat = Erastil's Blessing (gets Wisdom to Attack with Longbows, so that archery doesn't need Dexterity -- yes, it is available as a Hinterlander Master Archer feat choice, but I want it online at level 1)
2: Ranger 2: Ranger Combat Style Feat = Precise Shot
3: Foundation of Faith Separatist Cleric 1: Get Constitution to CMD and Intimidate Defense instead of Channel Energy (Foundation of Faith); Primary Domain = one of Erastil's Domains or Subdomains; Secondary (Separatist) Domain = Protection or one of its Subdomains; Level 3 Character Feat = Endurance (required for Hinterlander); you now have the 1st level spellcasting needed to enter Hinterlander, but need some more skill ranks, and thanks to Magical Knack your Caster Level is equal to your Character Level at all times following except character level 6
4: Foundation of Faith Separatist Cleric 2: -
5: Foundation of Faith Separatist Cleric 3: If you have a spare Move Action, add your Constitution bonus to your Concentration Check (Foundation of Faith); Level 5 Character Feat = Favored Prestige Class (Hinterlander) -- required for Prestigious Spellcaster, and allows you to get a Favored Class Bonus with Hinterlander
6: Hinterlander 1: Master Archer Bonus Feat 1 = Rapid Shot
7: Hinterlander 2: Level 7 Character Feat = Prestigious Spellcaster (Hinterlander) -- catches your spellcasting progression back up to character level - 2 and your Caster Level back up to your Character Level
8: Hinterlander 3: Master Archer Bonus Feat 3 = Improved Precise Shot
9: Hinterlander 4: Level 9 Character Feat = {whatever you want}
10: Hinterlander 5: Master Archer Bonus Feat 5 = Manyshot (alternatively, Pinpoint Targeting, but it is hard to get the action economy to work right to make good use of this with Imbue Arrow) -- you now have as many Archery Combat Style Feats as a 14th level single-class Ranger
11: Hinterlander 6: Level 11 Character Feat = Quicken Spell
12: Hinterlander 7: Imbue Arrow comes online, 2 levels before it would come online with a Caster-Centric Arcane Archer
13: Hinterlander 8: Anti-Magic Shell comes online courtesy of the Protection Domain or any of its Subdomains, 2 levels after a Caster-Centric Arcane Archer, but 1 level before a Caster-Centric Arcane Archer gets Imbue Arrow, and 2 levels before a single-class Cleric who didn't take the Protection Domain or one of its Subdomains -- you can now do the Anti-Magic Shell Imbue Arrow cheese (be sure to get a 6th level Pearl of Power in case you need to recast it); Level 13 Character Feat = {whatever you want}

If you keep going up (resume Foundation of Faith Separatist Cleric after you finish Hinterlander), at level 20, you will have just 1 fewer Archery Combat Style Feats than a single-class Ranger, BAB of 18 (and thanks to Erastil's Blessing you will be a pretty good shot despite having totally mediocre Dexterity), and the ability to cast 9th level spells (gained at 19th level instead of 17th level).

Like I said, Brokenly Overpowered.


UnArcaneElection wrote:

To expand upon what I was thinking of for Cleric-based Hinterlander Divine Archer -- actually has a Ranger dip for another bonus Combat Style feat, although that isn't strictly necessary:

Human Ranger 2/Cleric (Foundation of Faith, Separatist) of Erastil 3/Hinterlander x
No alternate racial traits
Initial traits: Campaign Trait, Magical Knack (Cleric)
15 point buy (if you get 20 points anyway, stick them wherever you want, although squeezing them all into Wisdom would make you even more awesome at both spellcasting and archery)
Str 14; Dex 10; Con 14; Int 10; Wis 14 + 2 = 16; Cha 10 (no dumping required)
Favored Class is Separatist Cleric, with Favored Prestige Class added later; Favored Class Bonus goes to Skill Points

1: Ranger 1: Level 1 Character Feat = Weapon Focus (Longbow) (required for both Erastil's Blessing and Hinterlander); Human Bonus Feat = Erastil's Blessing (gets Wisdom to Attack with Longbows, so that archery doesn't need Dexterity -- yes, it is available as a Hinterlander Master Archer feat choice, but I want it online at level 1)
2: Ranger 2: Ranger Combat Style Feat = Precise Shot
3: Foundation of Faith Separatist Cleric 1: Get Constitution to CMD and Intimidate Defense instead of Channel Energy (Foundation of Faith); Primary Domain = one of Erastil's Domains or Subdomains; Secondary (Separatist) Domain = Protection or one of its Subdomains; Level 3 Character Feat = Endurance (required for Hinterlander); you now have the 1st level spellcasting needed to enter Hinterlander, but need some more skill ranks, and thanks to Magical Knack your Caster Level is equal to your Character Level at all times following except character level 6
4: Foundation of Faith Separatist Cleric 2: -
5: Foundation of Faith Separatist Cleric 3: If you have a spare Move Action, add your Constitution bonus to your Concentration Check (Foundation of Faith); Level 5 Character Feat = Favored Prestige...

This is ridiculously scary.

Grand Lodge

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UnArcaneElection cool build!

The other 9th level cast archer I like is a nature fang druid with the eagle domain.

Rocking similar stats to the above cleric build, but have more feats and skipping pre reqs means it can have manyshot by level 7.

The befits include:

- a protector familiar that makes you hard to kill.

- overland flight is amazing on an archer

- evasion is great on a caster

- study target gives a great non magic accuracy buff that is helpful when taking a -4 with 3/4th bab. It's like favored enemy but your enemy is whoever you look at!

- spells like stone discus work with most ranged feats so you can attack multiple times even when you only have a standard action. Surprise round deadly aim, point blank, sneak attack, studied target is pretty great action economy.

- The eagle domain let's you add 1/2 level to attack role of 3+wis times a day, which you will use for basically all many shots making them insanely accurate.

- echolocation and a cloud spell on a ioun stone cast by a familiar make ranged sneak attack pretty easy on the build. Yes you can make a cloud that rains arrows on your enemies.

The extra feats make fitting endurance for hinterlander much easier if you want. Though I'm not a huge fan of imbue arrow as it increases the range of some spells.


@UnArcaneElection: Interesting, the two levels of Ranger not only provide a Bonus Feat, they also remove the need for Point-Blank Shot.

I was thinking Crusader Cleric 5 into Hinterlander - with retraining, or with a nice GM, you can have Erastil's Blessing at 2nd/1st level.

9th level feat should probably be Clustered Shots.

@Grandlounge: I had also thought about using Nature's Fang Druid with Erastil's Blessing. I don't really see the reason to prestige into Hinterlander, though - you've got your own bonus feats, after all.

Grand Lodge

I agree I would just stay nature fang. Study is better than slow favored enemy.

I just thought I would throw the option for the prestige class out there if the op really liked it.

I have found the build to be really adaptable. At high levels I like taking burrowing shot to debuff and make you casting more potent.


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the issue with this is the want for something to be atypical about the ranged combat, because everything that is good for ranged combat is used for it on a regular basis and thus not atypical which leaves us with just options that are just terrible at ranged combat for the character that will be doing ranged combat as those would be the only atypical choices which means we will need to have at least some multiclassing to make it feasible. so i would say orc witch with a composite long bow and a 2 level dip into sanguine angel for str to hit with a bow


Stupid interaction of MacOS UI design with browser ate my post (while I was in the middle of making it, so only a tiny fraction in Paste Buffer -- &*^%*%&#!!) with a single-class Warpriest archer build that I was going to use to try to get closer to the original thread title's request for no multiclassing (but won't be as good a spellcaster), so a retry is going to have to wait. Anyway, as Lady-J pointed out, if it is good and not some hard-to-find corner case rules exploit (which tends to use multiclassing) like the above build, it probably won't be atypical.

@Derklord: Good catch on getting Clustered Shots at 9th level. I had mis-remembered it as having an insane Dexterity requirement, but upon rereading it I see that the above build actually meets the prerequisites by that time.

Note that in the above build, Erastil's Blessing means that not only does sending every level-up ability score increase to Wisdom make you a better spellcaster, but it also adds +1 to your attack rolls every 8 levels, and you have only 8 levels of 3/4 BAB by level 20 (the rest are full BAB), so you come out ahead.


A ranged combatant for Reign of Winter? I don't want to spoil the campaign for you so please excuse me for being vague, but one of the later chapters has the potential to re-define a ranged character, and make even a mediocre one awesome. So my advice is this, don't specialize in a particular ranged weapon; instead try and create a character whose feats and class abilities can be used with any ranged weapon. That way you'll be able to take advantage of the paradigm shift when it occurs. And, trust me, it will make you both atypical and memorable.


^No specific build yet, but I wonder whether Human Lore Warden/Martial Master Fighter would be the way to go, with the Human-specific feats Martial Versatility and eventually Martial Mastery to make any weapon-specific feats apply to all weapons in the same weapon group, Martial Focus (feat tax) to qualify for Weapon Mastery feats, Martial Flexibility to get various different Improved/Greater Combat Maneuver and ranged Weapon Mastery feats without having to commit to any of them (probably also need Extra Martial Flexibility at 5th level to help fuel this), and your fixed feats to get what you need to perform ranged combat (a whole bunch of them, prioritizing those in common between all ranged weapons) and to get those feats that are in common between the various Improved/Greater Combat Maneuver feats (Lore Warden covers Combat Expertise, but that isn't the only one you need). Optionally go Dual Talent and crank both Dexterity and Strength approximately equally so that you don't need Weapon Finesse or Agile Maneuvers; if you can afford these feats after all, crank Dexterity more (the ranged weapon feat Dexterity requirements get really high) but still get solid Strength; either way get solid Constitution, and don't dump anything. You will probably need at least 20 point buy to pull this off.

Dark Archive

There was a sheep throwing barbarian build back when ı was a beginner.İmp critical(sheep) is still a favourite of mine.

Grand Lodge

I don't like martial versatility because the game assumes you are enchanting you weapon so switching is not great. If you build an allying weapon to transfer the enchantment around it might work.

Build an allying cestus that powers up whatever weapon you have one in your hand. You will be one +1 behind but it's not bad. You could also delay and get a transformation weapon or a blade belt.


Ray Specialist

Elf Wizard

Magical Lineage (Enervation)

Feats

1 - Improved Initiative
3 - Weapon Focus (Ray)
5 - Spell Penetration
5W - Heighten Spell
7 - Preferred Spell (Enervation)
9 - Empower Spell
10W - Quicken Spell
11 - Piercing Spell
13 - Greater Spell Penetration
15 - Spell Perfection (Enervation)
15W - Maximize Spell

Your basic plan is to stick to things like scorching ray, BFC, Summoning for the first few levels, then you transition into an enervation monster. Without Piercing Spell, you have +6 to overcome SR, +10 at level 15.

At level 15, your turn looks like Maximized Empowered Enervation (5th level slot) or Maximixed Empowered Piercing Enervation (6th) against a target with spell resistance (for a total of +15 to overcome SR), followed by a Quickened Empowered Enervation (5th)

At first glance this seems like a one-trick build, and it is to an extent, but it also isnt. The reason is you dont even have to prepare any Enervations. With Preferred Spell, you can convert any spell to Enervation, even a metamagiced Enervation. Leaving you able to prepare a list full of utility, BFC, and summon spells, then convert the ones you don't need to Enervations on the fly. The biggest downside to this build is while it comes online relatively early, it doesn't truly shine until level 15. But in the meantime you are already a capable wizard (arguably the most powerful class in the game) in the meantime.


I don't know if it fulfils your requirement, but my Giantslayer character is an archery focussed half-elf cleric (Varisian pilgrim) of Desna.
Half elf for longbow proficiency, Fey Thoughts to get stealth and perception as class skills and travel domain to have a 50' base movement to be able to stay out of melee. Yes, all the feats go on archery stuff, but she's still got plenty of spells to play with for other things.

Varisian pilgrim is nice if the rest of the party are happy to go along with it, and a bit meh if they refuse to. You might want to skip that bit of the build.


Neriathale wrote:

I don't know if it fulfils your requirement, but my Giantslayer character is an archery focussed half-elf cleric (Varisian pilgrim) of Desna.

Half elf for longbow proficiency, Fey Thoughts to get stealth and perception as class skills and travel domain to have a 50' base movement to be able to stay out of melee. Yes, all the feats go on archery stuff, but she's still got plenty of spells to play with for other things.

Varisian pilgrim is nice if the rest of the party are happy to go along with it, and a bit meh if they refuse to. You might want to skip that bit of the build.

Where is the other 10ft move speed coming from? I see Base 30ft + 10ft from travel domain. Sorry if I am missing something super obvious.


Lausth wrote:
There was a sheep throwing barbarian build back when ı was a beginner.İmp critical(sheep) is still a favourite of mine.

gnome punting barbarian is still better


This is pretty simple and effective Ranged Build without Multiclassing: be a Ninja.

Ninja Vanishing Trick lets you turn Invisible for 1 round as a Swift Action. Then you use Stealth to find a better hiding place.

Take the False Attacker Rogue Discovery: when you shoot someone from your hiding place, you can make a Bluff Check as a Swift Action to stay hidden and keep shooting from a hidden position and keep getting your Sneak Attack Damage with your Arrows.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Just for laughs, I built UnarcaneElection's Hinterlander character in Hero Lab. This is how it came out:

The Hinterlander
Human cleric (foundation of faith, separatist) of Erastil 3/hinterlander 8/ranger 2 (Pathfinder Player Companion: Elemental Master's Handbook 8, Pathfinder Player Companion: Paths of the Righteous 18, Pathfinder RPG Ultimate Magic 32)
LG Medium humanoid (human)
Init +0; Senses Perception +21
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 102 (13 HD; 3d8+10d10+29)
Fort +14, Ref +8, Will +12; +2 bonus to save vs. spells, spell-like abilities, and supernatural abilities used by monstrous humanoids
Defensive Abilities bastion
--------------------
Offense
--------------------
Speed ; hinterland stride
Special Attacks combat style (archery), favored enemies (goblinoids +2, monstrous humanoids +2, undead +4), imbue arrow
Domain Spell-Like Abilities (CL 11th; concentration +15)
. . 7/day—resistant touch (+1), touch of good (+1)
Cleric (Foundation of Faith, Separatist) Spells Prepared (CL 13th; concentration +17)
. . 6th—blade barrier[D] (DC 20), mass cure moderate wounds
. . 5th—mass cure light wounds, dispel evil[D], raise dead
. . 4th—cure critical wounds, cure critical wounds, divine power, healing flames (DC 18), holy smite[D] (DC 18)
. . 3rd—create food and water, cure serious wounds, cure serious wounds, daylight, magic circle against evil[D], water walk
. . 2nd—align weapon (good only)[D], bull's strength, cure moderate wounds, deadeye's arrow, find traps, freeze (DC 16)
. . 1st—ant haul[APG] (DC 15), bane (DC 15), bless, cure light wounds, detect evil, protection from evil[D]
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domains Good, Protection
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 14, Int 10, Wis 19, Cha 10
Base Atk +10; CMB +12; CMD 24
Feats Combat Stamina, Diehard, Endurance, Erastil's Blessing, Favored Prestige Class, Great Fortitude, Improved Precise Shot, Manyshot, Precise Shot, Prestigious Spellcaster, Quicken Spell, Rapid Shot, Weapon Focus (longbow)
Traits goblin watcher, magical knack
Skills Appraise +12 (+17 to identify the most valuable item in a treasure horde), Diplomacy +15, Handle Animal +13, Heal +20, Intimidate +9, Knowledge (nature) +20, Perception +21, Sense Motive +8, Sleight of Hand +2, Survival +20
Languages Common
SQ chosen kin, defended hearth, favored enemy (monstrous humanoid) bonus, favored enemy (undead) bonus, favored terrain (hinterland) +2, forbidden rite (protection), granite focus, improved precise shot, manyshot, precise shot, rapid shot, track +1, weapon focus, wild empathy +2
Other Gear 140,000 gp
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Special Abilities
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Bastion (Ex) Add Constitution bonus to CMD and DC to be Intimidated.
Chosen Kin (7 allies, 60 feet) (Su) Standard action, grant allies in range 1/2 fav terrain (hinterlands) and defended hearth bonus.
Cleric (Foundation of Faith, Separatist) Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric (Foundation of Faith, Separatist) Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Defended Hearth (Sandpoint) +2 (Su) Sense if some types are in 5 mi of chosen towns and fav terrain in them (stacks with others).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. goblinoids foes.
Favored Enemy (Monstrous Humanoid) Bonus +2 to save vs. spells and supernatural abilities of monstrous humanoids.
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs. monstrous humanoids foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. undead foes.
Favored Enemy (Undead) Bonus Fired arrows deal full dam to incorporeal undead, as ghost touch.
Favored Terrain (Hinterland) +2 (10 mile) (Ex) When in range of small settlement (2000 or less), gain init/skill bonus and can't be tracked.
Granite Focus +2 (Ex) Move action, add CON modifier to concentration checks for cleric spells.
Hinterland Stride (Ex) As woodland stride, but only in small settlement (2000 or less).
Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Precise Shot [Combat Trick] Bonus for Precise Shot combat trick increases to +4.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Manyshot [Combat Trick] 5 stamina points to fire two attacks with final iterative attack.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Precise Shot [Combat Trick] 2 stamina points to assist an ally engaged with an enemy (+2 atk, +2 AC).
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rapid Shot [Combat Trick] Up to 1 stamina point for each shot taken using Rapid Shot, decrease penalty by 2 for each stamina spent.
Resistant Touch +1 (7/day) (Sp) As a standard action, touch ally to grant Protection domain's resist bon for 1 min, but lose own bonus.
Touch of Good +1 (7/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.
Track +1 Add the listed bonus to Survival checks made to track.
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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He has no gear, but 140,000 gold he can use to buy whatever he wants.
I could probably have done a better job on his spell list. For one thing, I didn't look for good area of effect spells he can use with his Imbue Arrow ability.

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