Advice on Level 14 Agents of Edgewatch Character


Advice


Long post ahoy:

I am currently in book 4 of Agents of Edgewatch. We are playing the free archetype variant. My character is quite likely to die in the next session (as well as potentially some others from the party) and I am mocking up a potential backup.

(Note: He is drained 4, 24 HP and next to the creature that did it which we have not put a scratch on yet)

I am playing a Ruffian Rogue leaning on Dread Striker with dedications in Dandy, Swashbuckler (One for All, Finishing Precision) and Sorcerer (to cast True Strike, See Invisibility, Haste).

He currently makes quite a good tag team with the Gymnast Swashbuckler where they can tumble through and trip and then grab and I use Opportune Backstab.

Rest of the group is:

Summoner (Sorcerer) who throws up Dirge of Doom,
Ancestor Oracle (Dread Marshall, Mauler) with a Greataxe
Gymnast Swashbuckler who focuses on trips and grabs as well as Bleeding Finisher
Bomber Alchemist (can’t remember the archetypes)
(We had a Forensic Medicine Investigator (Medic, Wizard) who was a major source of healing but they have left the group and also used the Investigator feat that allowed a Recall Knowledge roll on Devise a Stratagem. Also trap finding)

I was thinking of ways to cover the Recall Knowledge, Healing and Trap disabling gaps we lost whilst not losing too much in the way of damage output. My current idea is a Precision ranger with a Bastard sword (so I can go to one hand to use Medicine). I have decided to invest in the Monster Hunter related feats and Medicine related skill feats.

Flexibility of having one hand open does open up maneuvers as well (although I haven’t invested in those…)

Given potential action requirements for healing or recall knowledge the attack focus is on one big attack - hence Precision and Gravity Weapon. I might retrain to Outwit if he gets to Level 18 where I can take Manifold Edge as the Masterful Hunter Benefit for that will be much more useful. I fear just going Outwit straight off neuters my damage output too much. Am I right?

I was unsure about the Level 12 and 14 free archetype feats. I have gone Mauler and Power Attack as a further way to boost damage output at times. Is there anything potentially more useful that I have missed?

Is there anything obvious that would aid this kind of build in general that I have missed? I am not committed to the Ancestry/Heritage if there is something hidden away in another ancestry that synergises well. The Skill Feats from Level 10 are also arguably open to change as well if I have missed anything

Class: Ranger
Ancestry: Human
Heritage: Aasimar
Background: Herbalist

Level 14
HP: 218
AC: 35

F: 25
R: 24
W: 23

Perception: +24
Speed: 30 feet

Str: 20
Dex: 16
Con: 18
Int: 10
Wis: 16
Cha: 10

Assumed equipment (unsure exactly how much other gold/items a new character is going to get but I know I will be able to get these):
+2 Greater Striking Shock Bastard Sword
+2 Resilient Breastplate

Attack: +27
Base damage : (3d8/3d12) + 1d6 + 8 (+ 2d8 when Precision Edge is in place).

Level 1: Precision Edge. Monster Hunter. Celestial Eyes. Natural Medicine
Level 2: Monster Warden, Medic Dedication, Battle Medicine
Level 3: Toughness
Level 4: Disrupt Prey, Doctor’s Visitation, Ward Medic
Level 5: Natural Ambition (Gravity Weapon)
Level 6: Additional Recollection, Rogue Dedication, Treat Condition
Level 7: Fleet
Level 8: Hunter’s Luck, Skill Mastery (Swift Sneak), Continual Recovery
Level 9: Celestial Wings
Level 10: Master Monster Hunter, Basic Trickery (Trap Finder), Dubious Knowledge
Level 11: Incredible Initiative
Level 12: Warden’s Focus, Mauler Dedication, Cat Fall
Level 13: Celestial Strikes
Level 14: Double Prey, Power Attack, Underwater Marauder

Skills:

Acrobatics (E): +21
Athletics (M): +25
Nature: (M): +24
Survival (T): +20
Crafting (T): +16
Medicine (M): +24 (I can’t remember why I needed to raise this to M)
Religion (T): +20
Stealth (M): +23
Thievery (M): +23
Herbalism Lore (T): +16

What do people think?

Questions:

- Should I stick with Precision Edge or just double down and go for Outwit?

- Are my skill feats OK? I am use to having loads!

- Are their any ancestries that have things that would help with what I am trying to pull off with this character (which is versatility to strike in combat, identify enemies and perform medicine)

- Are there any must have equipment items outside of the weapon and armor? I was thinking the Druid's Vestments for +2 Nature? Anything else?

- Archetypes : Is there something else that would be more useful for the third one after Medic and Rogue. Thinking about it I will probably be spending the level 16 feat to get Opportune backstab. So I really won't be taking much from this third one (Currently Mauler)

- Is there anything really obvious I have missed?


You raised Medicine because Battle Medicine doesn't work with Natural Medicine and you still need master proficiency to improve treat wounds healing, I think.

Blessed One dedication would be a great increase to your healing output per combat if your GM allows it.

If you're raising athletics I'd consider going for a Gnome Hooked Hammer since it's an arguably better weapon group (Hammer=Flail) and offers trip in exchange for only being a d6, two-hand d10 weapon.
Which means either picking unconventional weaponry or the Gnome ancestry.


I went with Flurry ranger, two agile weapons, rogue sneak attack, medic, bird animal companion. Doubling rings, one weapon with runes. I just drop a weapon when the free hand is needed and draw a new one when done. Same idea as your bastard sword. Lvl 12 feat double prey to have more action economy. Two preys, two recall knowledge actions and less actions lost when switching enemies. Plus an option to use the Tiger Menuki to great effect on two possible targets, with attacks at 0, -2, -3, -3 for quite some damage as a flurry ranger. Bird companion can be used on a first round as support to inflict dazzled and provide flanking and has a high AC due to dex. Lots of discussion on it, but in my opinion Flurry does more damage than Precision, more so if you have a good buffing party and use damage runes for your weapon.

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