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Crazy Cupcake
2013-01-22, 11:30 AM
I'm pretty new to the Pathfinder system, but I'm joining a campaign in which we'll be using those rules. I was hoping some of the more experienced members here could help me out with a few things. I do have a few things are set in stone, and I'm looking for help that's flavorful primarily and functional secondary. Style over substance, as it were.

As for allowed sources, the Pathfinder SRD (http://www.d20pfsrd.com/) is about it. That said, here's the basics and, as mentioned, they're set in stone:

Class: Ranger 10 (Trapper (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper) and Deep Walker (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/deep-walker) archetypes)
Race: Svirfneblin (http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-svirfneblin) (with the Stoneseer alternate racial trait)
Abilities: STR 13, DEX 20, CON 16, INT 14, WIS 17, CHA 5
Favored Enemies: Aberrations, Humanoids (Elves), and one other (likely Oozes)
Favored Terrain: Deep Knowledge (basically an amped up version of Underground, but only that terrain)
Ranked Skills: Acrobatics [CC], Disable Device, Knowledge (Dungeoneering), Knowledge (Geography), Perception, Sense Motive [CC], Stealth, Survival, and one more of choice. Currently have Handle Animal penciled in despite the big hit to Charisma. I could instead choose another Favored Class ability, but I'm a skill junkie.
Feats: Multishot, Rapid Shot, and Stoic Pose (http://www.d20pfsrd.com/feats/arg-feats/stoic-pose-svirfneblin) (likely retrained once Deep Walker Camouflage is gained at 12th level); 1 Combat Style feat and 3 other feats available.
Other than that, I'm pretty open on just about everything. I definitely want to go with a ranged build, and spellcasting is off the table due to the Trapper archetype. I really like the idea of him using a sling or thrown weapon (like the hunga munga), but this is one area where I realize that optimizing a little is needed, so a bow or crossbow isn't off the table.

That said, these are the areas I need the most help with:

Weapon Selection: As I mentioned, I'd love to have a viable sling or thrown weapon build, but a bow or crossbow is acceptable. He's definitely a ranged character, however, and I have no interest in him having any competence in melee for story reasons.
Traits: There's just so many of them that I don't even know where to begin. Would be great if the SRD had them all listed on a single page rather than individual ones, but c'est la vie. I can have up to two.
Feats: I'm completely clueless here as well, aside from Rapid Shot and Multishot as two of his combat style feats.
Magic Items: Aside from the obvious things like a handy haversack, what are some good Pathfinder items? I could also pick up Use Magic Device (albeit with a hefty penalty due to his Charisma), but I'm not really a big fan of spell trigger items. Mostly, I'd like advice on his weapon(s), armor, and anything directly related to his function as a scout or trapsmith.
Animal Companion: I'd prefer some type of vermin for story reasons, but anything with an Underdark feel to it is acceptable. It'll definitely be a sneaky sort, and if it doubles as a mount so much the better. That said, the Dire Bat is off the table, as are other flying companions. Climbing or burrowing are totally acceptable, however.

Thank you in advance!

Wagadodo
2013-01-22, 12:01 PM
Feat wise I would defiantly suggest Point Blank Master that you can get as a bonus feat at 6th level with the Archery Path. Point Blank Master allows you attack with a range weapon in a threatened square without provoking an attack of oppurnity.

I would also look at getting weapon focus, so you can get into the Snap Shot line. Snap shot allows you to take an attack oppurnity with your bow with in 5 feet.

Another feat to not go with out with ranged character is Deadly Aim. It is the Power attack for ranged characters.

Ravens_cry
2013-01-22, 12:47 PM
Besides Deadly Aim, one incredibly important feat is Clustered Shots (http://www.d20pfsrd.com/feats/combat-feats/clustered-shots-combat), making so that DR is lopped off once as opposed to once every shot. Once DR starts cropping up, as it does at mid-to-higher levels, it is incredibly important.

Baroncognito
2013-01-22, 01:22 PM
Ranked Skills: Acrobatics [CC], Disable Device, Knowledge (Dungeoneering), Knowledge (Geography), Perception, Sense Motive [CC], Stealth, Survival, and one more of choice. Currently have Handle Animal penciled in despite the big hit to Charisma. I could instead choose another Favored Class ability, but I'm a skill junkie.

If you want a sling build, sleight of hand is almost required.

For a sling, you can't take Mutlishot, because that's for bows only. You stick with the Archery Combat Style though, and take the feats that work for all ranged weapons.

You'll need Ammo Drop and Juggle Load, and I'd also suggest Point Blank Master (as a combat style feat).

Crazy Cupcake
2013-01-22, 02:25 PM
That's unfortunate. I really like the mental image of using a sling like that, but with the 'feat tax' and subpar damage output compared to a short bow, I may just have to go with a composite short bow or some such.

Thanks for the help so far!

What do you guys think about my other selections/concerns?

Baroncognito
2013-01-22, 03:08 PM
That's unfortunate. I really like the mental image of using a sling like that, but with the 'feat tax' and subpar damage output compared to a short bow, I may just have to go with a composite short bow or some such.

Thanks for the help so far!

What do you guys think about my other selections/concerns?
Well, you can always get DM permission to use multiarrow with slings. Unlike crossbows, it does make perfect sense to toss two stones at once with a sling.

However, Jolting Darts seem to be racial equipment for Svirfneblin, and with two weapon fighting feats, you can throw them with both hands. It only takes Quick Draw to get a full attack chain with them. The downside is that Jolting Darts are destroyed after one use. However, since they are mundane, if you have an ammo pouch to hold the darts, they are valid targets for Abundant Ammunition (http://www.d20pfsrd.com/magic/all-spells/a/abundant-ammunition). Abundant Ammution is a first level spell with a duration in minutes, so it would cost 8,000gp to get a pouch of abundant ammunition that doesn't take an item slot and has abundant ammunition constantly active. Then you'd only need to buy as many darts as you needed for a full attack action. At 10th level, that'd be six darts. At 11th, it'd be 7. Down side of two weapon fighting throwing darts is that it's a lot of feats.

avr
2013-01-22, 04:49 PM
For traits, excitable (http://www.d20pfsrd.com/traits/combat-traits/excitable) is as handy as +2 initiative ever is. Etymologist (http://www.d20pfsrd.com/traits/social-traits/etymologist-gnome-social) is a completely different trait which might be useful. Even if you're not going to be a social character it can be handy for a scout to know his enemies tongue.

If you're getting into throwing weapons though, Strong arm, supple wrist (http://www.d20pfsrd.com/traits/combat-traits/strong-arm-supple-wrist) will be useful enough that you might choose it and Rapscallion (http://www.d20pfsrd.com/traits/race-traits/rapscallion-gnome) for +1 initiative instead. You can't choose excitable and SA,SW because you have to get your traits from different lists.

Crazy Cupcake
2013-01-24, 01:41 PM
I really appreciate the help so far!

After thinking on it some, I think I am going to go with a composite short bow as his weapon. A sling would be absolutely awesome, but combined with the lack of damage output and all the feats required just to make it competitive with a bow, it's a concept I'll leave until I can play a Fighter or at least gestalt with one.

That said, I have a budget of about 25,000gp (though I'd prefer to only spend around 13,000gp just because a rod of wonder would be so much fun) on his bow. Do you have any recommendations for what kind I should go for? Keeping in mind that this is a Pathfinder-only campaign.

I've already set aside the cash for an efficient quiver with an on-use abundant ammunition spell tacked on, so a variety of ammo types won't be an issue. A mithral breastplate (might go with scale; same net bonuses but a few coins cheaper, plus no one ever gets scale armor anymore), ring of chameleon power, belt of incredible dexterity +2, boots of striding and springing, goggles of minute seeing (he's the group's trapsmith), hand of the mage, and handy haversack are the other items I'm planning on picking up, just for completeness.

So that said, is there any other equipment I should look over? Nothing really jumped out at me as I scanned through the handful of books I have or the SRD, but experience has taught me that it's really easy to miss the good stuff. I'm already planning on picking up at least five of each of the specialty arrows I saw on the SRD, but other than that and basic adventuring gear, I'm at a loss. :)

Baroncognito
2013-01-24, 04:27 PM
You could consider the Bracers of Falcon's Aim (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bracers-of-falcon-s-aim). They provide a nice bonus to perception checks, +1 to hit with ranged attacks, and increase your critical threat range with a bow.

The bow? I know that my character gets hit with -strength spells at inconvenient times, and that has meant that he couldn't use his compound bow. The Adaptive enchantment fixed that. However, the adaptive enchantment also means that if you've got a negative strength bonus, your arrows do less damage. You might consider having one compound bow and one normal bow. Especially since you've got the Efficient Quiver.

Daftendirekt
2013-01-24, 04:39 PM
Your 6th level Combat Style feat should be Improved Precise Shot. Period. You're getting it 5 levels earlier than normally possible (it has a +11 BAB requirement), and it lets you avoid all but total cover/concealment.

Point Blank Master is neat, but as you said, OP, you don't want to be in melee with this guy so that feat would never see use.

Crazy Cupcake
2013-01-24, 05:39 PM
That's a good point, thanks for bringing it up.

As for the negative Strength bit, don't all bows suffer if you have a low Strength anyway? Compound bows just let you apply your Strength bonus if its a positive, but all of them give you the penalty. Or am I mixing up editions again?

AttilaTheGeek
2013-01-24, 05:48 PM
Why a shortbow instead of a composite longbow? A composite longbow trades a measly 70gp and one pound heavier for d8+1 damage instead of d6 and a 110ft range increment to the shortbow's 60ft. As for weapon enhancements, my perennial favorites are Wounding, Dancing (maybe out of your price range, but think of the firepower!), and Brilliant Energy (never missing has never been so much fun).

Baroncognito
2013-01-24, 07:34 PM
That's a good point, thanks for bringing it up.

As for the negative Strength bit, don't all bows suffer if you have a low Strength anyway? Compound bows just let you apply your Strength bonus if its a positive, but all of them give you the penalty. Or am I mixing up editions again?

No, it appears you're right. There is absolutely no reason not to get an adaptive composite bow then.