Favored Enemy Instant Enemy Barbarian


Advice


What are the best ways to get the instant enemy spell as a hateful rager barbarian? (Preferably still as a swift action)

Alternatively, is there something similar I can get that does the same thing to get my highest favored enemy bonus against a different target?

(Im ok with up to a three level dip into another class if its absolutely needed, but would prefer not.)

I know nothing about scrolls potions staves wands and stuff.

Any help welcome.


JamesMan wrote:


I know nothing about scrolls potions staves wands and stuff.

What exactly does this mean?

You the player are ignorant of them apart from their names?
Your character does not know about them?
Your character will not use them?
You don't know enough about these items to determine which is the best choice?
I'm assuming the last. There are three main options that are worth talking about: potions, wands, and wondrous items.

1. Potions
The easiest way of getting spells as a non-spellcaster is through potions. The downside is that this is the most expensive way of doing it. This will cost you 1050 gp per potion.

2. Wands and staves
If you want to invest in UMD so you can reliably hit DC 20, you could get a wand. Still expensive, but it's a greater initial investment that has a lesser cost per charge compared to potions.
This will cost you 15.750 gp and is likely going to be the best option if you want to use the spell more than once per day.
You may want to dip into a class that gives UMD as a class skill in order to pick up that nice +3 trained bonus.

A custom staff with this spell will be 12 000 for 10 charges per casting, or possibly as low as 1200 for using the spell once for 10 charges. Sounds great! Except recharge is a pain. You will need to find someone to recharge this regularly and if you don't have a 10th level ranger in your group you will need to find one and pay them to recharge it. Staves only take 1 charge per day and if you are going to lower initial cost by increasing charges used to cast a spell, you are quickly going to overshoot the cost of a wand or potion. So unless you have a 10th level ranger with spells in your group, don't go for this option.

2.5 Scrolls
Scrolls are probably too hard to use, since in this case they require a roll of 30 to activate, something I don't see a Barbarian doing until quite high level.

3. Custom wondrous item
If your GM is OK with custom magic items, getting a slotted item that can cast the spell once per day. This will cost roughly 11 000 gp, and you can probably upgrade or replace with new items to get more times per day as money allows. If you don't need to use the spell more than once and your GM is ok with this item, this is the best option. You don't need to waste skill points on UMD, no need to dip into other classes, no need to waste actions on getting out potions or wands or whatever, just a standard action to activate and you're good to go. It might take up a slot you otherwise want, but putting it on an eye-slot or head-slot item makes sense and shouldn't get in the way of other things a Barbarian needs. You can even keep a couple potions of Instant Enemy on you in case you need more than X times per day and it will still be cheaper than relying only on potions or charged items.

The downside is that all these options require at least a standard action to activate, and I don't know of any way of getting around this.
I don't know of any way of getting 3rd level ranger spells with a 3 level dip.


1) Put ranks in UMD
2) Buy Wand Key Ring for Instant Enemy spell
3) Buy Wand of Instant Enemy
4) Use UMD to cast Instant Enemy from the Wand

Alternatively, a 1 level dip into Hunter will get you the ranger spell list (you no longer need UMD) and then use the wand to cast the spell.

Actually, a 1 level dip in ranger would also probably work. I can't remember if you count as having the spell list for wand use before you can actually cast spells (ranger level 4).

You probably are also going to want to find a way to use Weaponwand spell, so you don't have to hold the wand in combat.

And also possibly find a way to use a wand while raging, because you can't normally do that.

Overall....what you're asking for is really hard to make any good.


Also potions probably wont work since the spell targets an enemy and not you.

And custom magic items, that are going to give a big bonus to combat abilities, are probably a non-starter for most GMs.


It does appear that you could make a Potion of Instant Enemy, but i don’t think you would be excited by the results.

Quote:
The drinker of a potion is both the effective target and the caster of the effect
The caster level of a Ranger at 10th level is CL 7, which would lower costs for most things.
Quote:
At 4th level and higher, his caster level is equal to his ranger level – 3.

Wands etc. could be done, but a big reason Instant Enemy is good is that it is a Swift Action, and there isn’t a direct in-rule way to make a magic item that can cast an arbitrary spell as a swift action.

There’s probably a few ways to cheese it onto a Cleric’s spell list (besides Samsaran), which would take a 5-level dip, and it’s possible there’s some way to get it as a spell-like, bit i’m not aware.

Best i could suggest would be getting Spell Storing armor (or weapon). Still need to figure out how to charge it up (could use spell casting services in town or ask to be able to charge it from a wand), but at least you won’t be spending a turn in combat casting.


could just take the Guide Ranger archetype, then you get favored enemy bonus as a swift action 1/day against a specific target


Wow that wand key ring will help a lot if I go the wand route and have to use umd.

yukongil wrote:
could just take the Guide Ranger archetype, then you get favored enemy bonus as a swift action 1/day against a specific target

I dont think that helps with the favored enemy from hateful rager...

Spell Trigger wrote:
Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin.

Does this mean a level 1 ranger counts for using the wand without umd? Because that sounds like a tolerable dip if it does.


JamesMan wrote:
Does this mean a level 1 ranger counts for using the wand without umd? Because that sounds like a tolerable dip if it does.

I think so.

But remember, you can't use a wand or UMD while raging, and you have to have the wand in hand.

The best you could do, is have a wand on a weapon cord in your hand at the start of combat. Activate the wand as a standard action, drop the wand (free action), draw your weapon as a move. Possibly you could be holding (but not wielding) your weapon in your non-wand hand and change your grip.

I can't find the PF1 FAQ page anymore, but I vaguely recall that switching your grip might be a swift action.

And then you would rage as a free action, and then depending on if you used your move to draw your weapon or not you might be able to walk towards the enemy.

And then you can't use Instant Enemy again because you're raging. Unless you exit your rage or use Moment of Prescience. Exiting rage isn't great since it stops you from entering rage immediately again.

Of course you can get a belt of stubborn resolve to ignore fatigue in exchange for damage, but it also comes with the opportunity cost of preventing you from getting another belt (namely one with a bonus to strength instead of con).

So basically you can waste your first turn to buff yourself against the enemy, and probably not get to use it a second time in combat. Alternatively, if you have beast totem and you pounce on the enemy with a full attack you'll probably kill them (even if they aren't your favored enemy) and Instant Enemy will have been a waste.

Ultimately it's your decision to make, but it's honestly not a great plan in my opinion.

Also bear in mind most PF1 combats are over in 2/3 rounds. So if round 1 is a buff round, and round 2 you kill whatever your targeted, then round 3 is possibly buffing again, but then combat is over.


That's fine. I was only planning on having it for the really "big" monsters where i'll notice a difference. Multiple creatures get squashed easily and are fodder for casters anyway.

We all have quick draw as a house rule so that will make the cord idea work even better.


As a side note, I used Instant Enemy on a archer ranger character I had, and I basically prepared Instant Enemy in all my 3rd level spell slots and picked up Pearls of Power so I could continue to cast it as a swift action.

By being slightly judicious about what enemies to use it on it was very effective, but it's the benefits of not having to use a wand and being able to cast out of your own spell slots.


JamesMan wrote:


yukongil wrote:
could just take the Guide Ranger archetype, then you get favored enemy bonus as a swift action 1/day against a specific target

I dont think that helps with the favored enemy from hateful rager...

lol, I guess not! Sorry I read your initial post completely wrong.

Dark Archive

Claxon wrote:
JamesMan wrote:
Does this mean a level 1 ranger counts for using the wand without umd? Because that sounds like a tolerable dip if it does.

I think so.

But remember, you can't use a wand or UMD while raging, and you have to have the wand in hand.

The best you could do, is have a wand on a weapon cord in your hand at the start of combat. Activate the wand as a standard action, drop the wand (free action), draw your weapon as a move. Possibly you could be holding (but not wielding) your weapon in your non-wand hand and change your grip.

I can't find the PF1 FAQ page anymore, but I vaguely recall that switching your grip might be a swift action.

And then you would rage as a free action, and then depending on if you used your move to draw your weapon or not you might be able to walk towards the enemy.

And then you can't use Instant Enemy again because you're raging. Unless you exit your rage or use Moment of Prescience. Exiting rage isn't great since it stops you from entering rage immediately again.

Of course you can get a belt of stubborn resolve to ignore fatigue in exchange for damage, but it also comes with the opportunity cost of preventing you from getting another belt (namely one with a bonus to strength instead of con).

So basically you can waste your first turn to buff yourself against the enemy, and probably not get to use it a second time in combat. Alternatively, if you have beast totem and you pounce on the enemy with a full attack you'll probably kill them (even if they aren't your favored enemy) and Instant Enemy will have been a waste.

Ultimately it's your decision to make, but it's honestly not a great plan in my opinion.

Also bear in mind most PF1 combats are over in 2/3 rounds. So if round 1 is a buff round, and round 2 you kill whatever your targeted, then round 3 is possibly buffing again, but then combat is over.

However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 1 hp).


Name Violation wrote:
However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 1 hp).

I don't recall that, can you specify why?

Not that I don't want it to be the case, but I can't remember anything to this effect and the idea of a small stick hanging from your wrist preventing you from wielding your greatsword seems comical.

Dark Archive

Claxon wrote:
Name Violation wrote:
However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 1 hp).

I don't recall that, can you specify why?

Not that I don't want it to be the case, but I can't remember anything to this effect and the idea of a small stick hanging from your wrist preventing you from wielding your greatsword seems comical.

thats copy pasted from the description

Weapon Cord wrote:

Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a move action*, and it never moves any further away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 1 hp). Unlike a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.


To be honest that rule doesn't make that much sense in this scenario.

It was written with having a weapon attached to the cord.

To be pedantic about it, you could say that you tie a rope to your arm and the wand (not using a weapon cord) and achieve the desired action.

Of anything is all going to be difficult to achieve without GM approval in the first place.

Dark Archive

it got abused, so they nerf'd it years ago.

originally it let you pick up the weapon it was attached to as a swift action and didnt have the bolded line from above. that got super abused in PFS and they cracked down hard

its also made for weapons not wands. and the idea of swinging around with a weapon dangling from your wrist is dangerous and awkward


I agree that the idea of swinging around with a weapon on your arm is awkward and dangerous. Much less so with a wand. That's why I feel like it doesn't really apply.

Still, OP would need to talk to his GM about it.

I remembered them changing the swift action part because it got abused a bunch (which then caused a surge in prehensile tailed tieflings).

I guess I just forgot about the part that said you could have another weapon in your hand.

Like, I understand a penalty to attack rolls, or even the potential for self inflicted harm from the dangling weapon. But outright preventing you from wielding another weapon just doesn't make sense to me.

Except in the over reactionary way to shut down abuse.

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