warrior80
2014-02-03, 08:55 PM
So I am playing 3.5 for the first time and have decided to run a simple Swift Hunter build but I am running into some issues with my starting build.
First off I am joining a group that is already level 5 so I am making a level 5 character. Since I am new, however, I am trying to figure out exactly how all the mechanics of my character work.
So reading these forums I came across a post that said the following:
"If the players handbook II is open I'd advise doing the following.
First, make an affiliation of some kind. Make them like, undead hunters as the theme, and give him bonus status as per affiliation rules for having favored enemy: Undead, which fits ranger fluff perfectly anyway. Have it grant a skirmish progression, and several hits of the Turn undead feat as a benefit of membership. Also make it like the swift hunter feat in that when you skirmish something that would normally be immune, it loses that immunity if it's creature type is a favored enemy of yours. Have it grant you a couple of Bonus hits of Favored enemy for the Ranger levels you lose for PRC's to get better Animal companion, and have it grant you Hide in plain sight and Improved evasion if the PRC's would normally cost you those.
Now, at lvl 1, Have him Dip Cloistered Cleric. Have him take Knowledge and Travel Devotion in place of the domains, and find another Devotion feat that's either useful or flavorful, or both. Say your using the concept of the natural order as the thing you get power from so that you can just get the Domains you want.
This character should, it would note, have a high Int, as that will let him have the skills to be stealthy and to take at least five if not six Knowledge skills and max them. The Knowledge skills he wants are Arcana, Religion, The planes, Dungeonering, Local, and Nature.
From here, you have to take Archery Feats and the above advice for having a powerful animal companion, and make sure you've got a means of getting flying, haste, and some degree of shadows for Hide in Plain sight reliably. Also take the improved Skirmish feat for the extra damage.
Enjoy being able to move and full attack from travel devotion, taking lot's of shots with haste, improved Rapid shot, and Greater Many shot (and if you can get it splitting.) + full BAB with extra damage form Skirmish and Knowledge Devotion as well as extra Too hit, and only having Heavy Fortified armor to meaningfully screw you up, while you have the use of Knowledge skills and Stealth skills, and of course a powerful animal companion."
My question is with the first level dip into cloistered cleric. The person states that you should take the Knowledge Devotion Feat in place of Knowledge Domain. I understand by doing this you are granted the ability to study your prey which grants an insight bonus on both the attack and damage roll. Got that.
Here is my problem: The person states that with a high enough intelligence score you should be able to max 6 knowledge skills and possibly stealth. I have a 16 for Int score which is giving me a +3 mod (aka 36 skill points). At first level I believe you can add 4 ranks max to a skill. Now if a class skill takes 1 point per rank and a non-class skill takes 2 points per rank. How are you suppose to max all 6-7 skills? That would require 36 points for just 5 of the knowledge skills.
Am I wrong??? :smallannoyed: 3.5 is really confusing to me...
I think the person assumed that you got the knowledge skills from the class and not the domain.
Further, the knowledge devotion feat states that one needs a prereq of Knowledge(any) rank 5. So can you substitute this at level one still?
What my build was supposed to be was a stealthy skirmisher that could both scout and disable traps while wielding a bow. If people have better builds than the cloister dip please send them my way. OR if someone has a scout archer that does loads of damage while still being sneaking.. I could lose the trap idea :smallbiggrin:
Thanks.
-EDIT- My original idea was Human 1 Cloistered Cleric/4 Scout/15 Ranger
First off I am joining a group that is already level 5 so I am making a level 5 character. Since I am new, however, I am trying to figure out exactly how all the mechanics of my character work.
So reading these forums I came across a post that said the following:
"If the players handbook II is open I'd advise doing the following.
First, make an affiliation of some kind. Make them like, undead hunters as the theme, and give him bonus status as per affiliation rules for having favored enemy: Undead, which fits ranger fluff perfectly anyway. Have it grant a skirmish progression, and several hits of the Turn undead feat as a benefit of membership. Also make it like the swift hunter feat in that when you skirmish something that would normally be immune, it loses that immunity if it's creature type is a favored enemy of yours. Have it grant you a couple of Bonus hits of Favored enemy for the Ranger levels you lose for PRC's to get better Animal companion, and have it grant you Hide in plain sight and Improved evasion if the PRC's would normally cost you those.
Now, at lvl 1, Have him Dip Cloistered Cleric. Have him take Knowledge and Travel Devotion in place of the domains, and find another Devotion feat that's either useful or flavorful, or both. Say your using the concept of the natural order as the thing you get power from so that you can just get the Domains you want.
This character should, it would note, have a high Int, as that will let him have the skills to be stealthy and to take at least five if not six Knowledge skills and max them. The Knowledge skills he wants are Arcana, Religion, The planes, Dungeonering, Local, and Nature.
From here, you have to take Archery Feats and the above advice for having a powerful animal companion, and make sure you've got a means of getting flying, haste, and some degree of shadows for Hide in Plain sight reliably. Also take the improved Skirmish feat for the extra damage.
Enjoy being able to move and full attack from travel devotion, taking lot's of shots with haste, improved Rapid shot, and Greater Many shot (and if you can get it splitting.) + full BAB with extra damage form Skirmish and Knowledge Devotion as well as extra Too hit, and only having Heavy Fortified armor to meaningfully screw you up, while you have the use of Knowledge skills and Stealth skills, and of course a powerful animal companion."
My question is with the first level dip into cloistered cleric. The person states that you should take the Knowledge Devotion Feat in place of Knowledge Domain. I understand by doing this you are granted the ability to study your prey which grants an insight bonus on both the attack and damage roll. Got that.
Here is my problem: The person states that with a high enough intelligence score you should be able to max 6 knowledge skills and possibly stealth. I have a 16 for Int score which is giving me a +3 mod (aka 36 skill points). At first level I believe you can add 4 ranks max to a skill. Now if a class skill takes 1 point per rank and a non-class skill takes 2 points per rank. How are you suppose to max all 6-7 skills? That would require 36 points for just 5 of the knowledge skills.
Am I wrong??? :smallannoyed: 3.5 is really confusing to me...
I think the person assumed that you got the knowledge skills from the class and not the domain.
Further, the knowledge devotion feat states that one needs a prereq of Knowledge(any) rank 5. So can you substitute this at level one still?
What my build was supposed to be was a stealthy skirmisher that could both scout and disable traps while wielding a bow. If people have better builds than the cloister dip please send them my way. OR if someone has a scout archer that does loads of damage while still being sneaking.. I could lose the trap idea :smallbiggrin:
Thanks.
-EDIT- My original idea was Human 1 Cloistered Cleric/4 Scout/15 Ranger