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    Barbarian in the Playground
     
    Strife Warzeal's Avatar

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    Default Feats for a ranger,

    In a new campaign I just joined, I am playing an archery style ranger with the winged template. I'm trying to find feats that would be good for this.

    Abilities: Str 13, Dex 22, Con 14, Int 14, Wis 14, Cha 13
    Winged adds a flight speed of 50ft (perfect, because of my 22 dex)

    I need page numbers of anything not on the SRD
    Last edited by Strife Warzeal; 2010-11-30 at 02:02 AM.
    My Little Pony: Friendship is Magic: The Thread, The Game, The Tumblr.
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    Colossus in the Playground
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    Default Re: Feats for a ranger,

    Quote Originally Posted by Strife Warzeal View Post
    In a new campaign I just joined, I am playing an archery style ranger with the winged template. I'm trying to find feats that would be good for this.

    Abilities: Str 13, Dex 22, Con 14, Int 14, Wis 14, Cha 13
    Winged adds a flight speed of 50ft (perfect, because of my 22 dex)

    I need page numbers of anything not on the SRD
    Straight Ranger? Do you have access to Spell Compendium? Any variants in play?
    Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
    Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
    SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.

  3. - Top - End - #3
    Barbarian in the Playground
     
    Strife Warzeal's Avatar

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    Default Re: Feats for a ranger,

    I believe there is access to the spell compendium, but there is a varient on how spells can be cast, see spoiler.

    Copy, pasted from forums,
    Spoiler
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    Yes, this deserves it's own thread. Okay, there are a few steps to figuring out spell points.
    1: Look on the class's spells prepared chart located in their section. The number in that chart is how many spells you can prepare. You do NOT get bonus spells from ability modifiers.
    2: Check if any class abilities grant bonus spells. These include domain spells, specialist Wizard spells, spontanious spells, and so on. These spells are prepared in virtual spell slots, which do not take up preperation space, but still count as prepared.
    3: Find out how many Spell Points you get.To find spell points, first figure out how many spells of each spell level you'd normally be able to prepare. Then convert them into spell points. Each level 0 spell will grant you 1 spell point. Each level 1 grants you 2, and so on. Therefor you still gain spellpoints from, say, a clerics domain spell each level, but not from his spontanious casting of cure light wounds. Add up the numbers
    4: To cast a spell you have prepared, it costs spell points equal to the level+1. Therefor, casting fireball takes 4 spell points, while casting extended mage armor takes 3, and still has to be prepared as a metamagic spell. You cannot suddenly declare a spell to be metamagiced.

    Example:
    Darwin the 12th level cleric just hit level 13. He had a wisdom of 15 at level 1, and last level it hit 18. So he recalculates his spell points and spells prepared. (he forgot to record them)
    1: Darwin can prepare 6 level 0 spells, 5 level 1 spells, 5 level 2 spells, 4 level 3 spells, 3 level 4 spells, 2 level 5 spells, and a level 6 spell.
    2: Darwin is a Cleric, so he gains an extra domain spell of each spell level (except 0). So he has a virtual slot every non-zero spell level where he can place one of his two domain spells for the level. Darwin is Good, so he also gets a virtual slot of each level where a cure spell is automatically prepared.
    3: Darwin rechecks his spell chart. Under regular rules, he would gain 6 level 0 spells, 5 level 1s, plus a level 1 domain, plus another level 1 for his high wisdom. That equals 7 level ones. In the same way, he'd have 7 level 2s, 6 level 3s (his class grants him one less this level), 5 level 4s (again, his class grants him one less), 3 level 6s (not only did his class grant him less again, but he no longer has his wisdom bonus for spells), and 2 level 7s. Now, he has to convert these into spell points. So thats 1 for each of his 6 level 0s, 2 for each of his 7 level ones, and so on. This ends at: 6+14+21+24+25+21+16=127 spell points.
    4: Darwin is mid battle with a goblin. Darwin opens with his domain's burning hands, and drops 2 spell points. He's down to 125. After a couple of rounds, he casts Harm, so he drops another 7 to 118. Now this goblin has class levels, so he's still standing. Darwin casts heal on himself with his virtual spell slot, and drops another 7 to 111. After a few more rounds, he's unleashed his burning hands about 10 more times, so he's down by 20 to 91. After 2 more heals, a harm, and a Domain's stone skin, he's down to 63. He's down by almost half his spell points, and the goblins still standing. He finishes with melee for a while, casting the occasional spell. One of his Dispel Magics reveal that the goblin's actually a red dragon, and his burning hands were doing squat, while Spell Resistance was wiping out his other attacks. He switches to casting only his higest level spells, such as harm. By the end of the battle, he's down to only 6 spell points. He finishes the day by entering a cave and casting wall of stone to block the lower part of the enterence. He's now out of spell points, and can't regain any more until he prays the next morning. At that time, he can also re-prepare in accordance to the regular rules.
    Last edited by Strife Warzeal; 2010-11-30 at 02:13 AM.
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    Colossus in the Playground
     
    NecromancerGuy

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    Default Re: Feats for a ranger,

    Hmm. There's a feat that allows greater damage when one dives and fires off a bow. Now to remember the name. Plummeting Blow? Gah! It got mentioned in a recent thread too. :/ Ah, Plunging Shot

    Swift Hunter (Complete Scoundrel) would be good, as well as all of the things necessary to build it up.

    Since you're flying, Footbows (I believe from Races of the Wild) could allow you to TWF with bows if you wanted to go that route.

    V: Thank you.
    Last edited by Coidzor; 2010-11-30 at 02:44 AM.
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    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
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  5. - Top - End - #5
    Colossus in the Playground
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    Default Re: Feats for a ranger,

    Quote Originally Posted by Coidzor View Post
    Hmm. There's a feat that allows greater damage when one dives and fires off a bow. Now to remember the name. Plummeting Blow? Gah! It got mentioned in a recent thread too. :/
    Plunging Shot [RotW Pg. 152]. +1d6 when fired from higher ground. Situationally quite useful. Footbows [Races of the Wild Pg. 165] are also worth mentioning for flying characters.
    Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
    Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
    SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.

  6. - Top - End - #6
    Barbarian in the Playground
     
    RogueGuy

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    Default Re: Feats for a ranger,

    Sword of the Arcane Order and Shooting Star substitution levels. (Champion of valor for both)

    Nothing like making your Ranger capable of casting arcane spells as a wizard (up to fourth level) or divine spells as a ranger. Oh wait. its still a ranger so it can kill stuff with a bow. or a sword. Or either or. Sweet. Oh, and it has 6+INT skill points. nice. and a D8 Hit Die. Wow. and two good saves. almost too nice. almost.

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