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| #1Pheonix042Jul 04, 2014 10:01:02 | I'd like help with feat choices, class selection, and pretty much just rounding out the character and discovering options or extra's that I didn't know about or think of. I've filled most of my design goals, but there are some very notable weaknesses that I can't see an easy way around, such as his abysmal damage output.
Starting level will actually be 1st, but I'm trying to plan ahead to make smart feat choices and whatnot
So far I have a 4th level build that I'm sure is FAR from optimized. I'm using the core rulebooks, but that's about 90% because I'm just unfamiliar with most others, aside perhaps from ToB. I'll gladly look into suggestions from other books; I have them.
Here's the goal:
He's a halfling who uses either a sling or some kind of thrown weapon with absurd accuracy from the back of his faithful riding dog, a Malamute with a touch of Winter Wolf blood in his veins. I'd dead-set on riding dog, halfling, and using one of the weapons that applies the halfling +1 bonus, whichever turns out to be best. Otherwise, I'm open to suggestions and total reworks of my proposed build. He should have high AC, Attack, absurdly high ride checks, and a little bit of utility to bring as well. I'd really like to be able to shine in open environments where I can take full advantage of my mounts speed (which I'll augment as I get higher in level), and to be able to actually use hit-and-run tactics, which are otherwise really hard to use.
Houserules: Hide + Move Silently are rolled into "Stealth" and the highest modifier applies (so for example, halflings have a +4 racial bonus to stealth, instead of only to hide) Spot + Listen are just "Perception" see above Climb + Swim are just "Athletics" see above 28 point-buy for ability scores.
In the party, there's a gnome transmutation wizard, a halfling rogue, and a gnome cleric. We're doing a mini-campagin. The campaign isn't small, but we all are.
I'd like this character to look cool and help the party, but mostly fade to the background. The Wizard and Rogue are both brand new players, and they should be doing most of the cool stuff, which is why my build starts with ranger. I'm open to suggestions, though.
Here's the character so far:
Brian, 4th level halfling ranger:
Abilities: Str 12, Dex 21, Con 10, Int 8, Wis 12, Cha 8 (+1 to dex at 4th level)
Feats: Mounted Combat, Mounted Archery, Rapid Shot (bonus), Track (bonus)
Skill Ranks: Ride 7, Stealth 7, Perception 7, Survival 7, Knowledge Nature 7
AC: 21 (+5 Dex, +1 Size, +3 Mwk Studded leather, +2 heavy shield) Attack: +1 Sling +10/+10 (1d3+2) Ride modifier: +12
Mount - AC: 20 (+2 Dex, +4 natural, +4 Chain Shirt barding) Attack: Bite +3 (1d6+3 plus trip (+2))
If I stick with this build, I'll be abandoning ranger after 4th level. It offers me absolutely nothing except an improved animal companion, so I'd be better off taking levels of Druid or something. I'll either pick up fighter levels for the feats, or barbarian levels for the damage, or... idk.
So all in all, this guy's damage is terrible, at 6-10 even if he hits with both attacks. He doesn't have precise shot, though he does have mounted combat and mounted archery, which I can use to stay well out of range of my enemies if I'm in any sort of open terrain. I can also switch to tanking if I have to, since both me and my mount have high AC, I can negate 1 hit per round on my mount, and I've got some HP.
How do I increase his damage, how do I fit precise shot in before 9th level, and how to I just generally remain effective in such a party?
Should I switch to a different class?
Thanks all for the help. |
| #2KruskJul 05, 2014 9:01:08 | Swap your classes around. A halfling with a mount is the dream for mounted builds.
Paladin 5/Druid 1/Beastmaster 1/Halfling Outrider 10/ Wild Plains Outrider 3 Feats 1 - Mounted Combat 3 - Skill Focus 6 - Mounted Archery 9 - Track 12 - Natural Bond 15 - Natural Bond 18 - Natural Bond
Your Mounts abilities are like so by level 20. Paladin Mount - 18th level Druid Companion - 24th level. This gives your mount +24 HD, +26NA, +12 Str, +8 Dex, Int = 9, SR, Improved evasion, +10 move speed, Multiattack, +4 saves vs enchantment.
You really come online at 7th level, until then you play like a normal paldin. Low levels you need to give in and buy a lance to keep effective. Ride around using the sling until you can open up a charge with the lance.
If you play from level 1 onwards, I'd consider putting your druid level first. So you get a bonded dog right away. Say something about how your druidic order was destroyed, and now you are out on your own seeking justice. So you aren't a druid anymore, and are looking to go into paladin. |
| #3Pheonix042Jul 05, 2014 21:02:27 | Which books are those three non-core classes in?
Also, I'm getting the sense that this halfling ends up with one bitchin mount with lots of goodies, but lacks even precise shot or rapid shot in a 20 level ranged combat build. I'm more looking for ways to fit in riding a mount which stays relevant, on a ranged combat build.
Is there no way to better merge riding and ranged fighting? |
| #4Pheonix042Jul 05, 2014 22:32:47 | Quick related question about personal range spells and the share spells class feature of the druid.
I think I get that, for example, you can get double-healing and whatnot from this (since one casting can affect both of you) and double buffing, but what about spells like "Produce Flame?"
Can you apply the damage from produce flame to a natural attack or unarmed strike? If so, does that mean that your animal companion can as well? If so, does the spell duration count down seperately for both you and your animal companion, or... how does that work? |
| #5KruskJul 06, 2014 7:11:19 |
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| #6Pheonix042Jul 06, 2014 13:06:12 | How do I pick up rapid shot and the like without point blank shot, as your build suggests?
Yea. I think I'm beginning to agree that straight druid 20 may be the simplest path to take that yeilds solid ranged fighting combined with having a relevent mount.
I'm trying to work out whether a few fighter levels early in the progression could get him the essentials by around level 4, so that riding around and throwing things at other things is at least a viable strategy by then. Or maybe Psychic Warrior instead.
Basically, I'd like to be able to do both of the things I'm trying to do by about level 4, maybe 5 or 6, and still be able to play at level 1 without sucking too much.
Yea, I know about flaws, but no one else is using them in this party and they're all brand new to the game. While I want to be able to do what I'm doing, I also don't want to use a ton of rules they don't know about. |
| #7Pheonix042Jul 06, 2014 14:37:46 | So this is the best fit I've figured out so far by level 4, if I use flaws and everything:
1 - Fighter 1 - Point-Blank shot, Rapid shot, Precise shot (noncombatant flaw), Mounted combat (frail flaw), Mounted Archery (Pathetic (charisma) flaw) 2 - Fighter 2 - Quick Draw 3 - Druid 1 - Two-weapon fighting 4 - Druid 2
This halfling has +3 BAB, +5 dex mod, is small, and has a +1 racial bonus to attacks made with throwing weapons or slings, for a total of +10. -2 for rapid shot and -2 for two-weapon fighting, and I get three attacks at a +6 modifier by level 4. I can use produce flame to deal 1d6+2 damage twice in one round. Being within 30 feet actually makes a big difference for this guy, since the +1 damage stacks up 3 times with three hits and the range increments on martial throwing weapons SUCK. After I hit BAB +6 I can pick up improved two-weapon fighting and I'll have 5 attacks, and I'll end with 7 attacks once I get greater two-weapon-fighting and BAB 11 or higher. I think it may be wise to put produce flame in my off-hand, since that way I don't suffer from the 1/2 strength to damage of using a weapon in your off-hand, and the light weapon restriction.
Quick question: Does empower also multiply the fixed portion of variable numeric effects that have bonuses, such as "1d8+2" or "1d4+1", or does it ONLY apply to the results of the die rolls? For example, if I cast an empowered spell that normally does 1d8+2 damage, and I roll a 4, do I do 8 damage, or 9?
Also, if you both maximize and empower a spell, does it deal 50% more than its maximum possible roll, or does it do its maximum damage, plus you have to roll (as if rolling for damage normally) and add 50% of your roll to that maximum, for the empower effect?
I'm considering the possibilities that Produce Flame presents, since it's a thrown weapon and a touch attack, both of which help to offset the attack penalties from rapid shot and two-weapon fighting. Slaping an "extend" effect gives plenty of ammunition by the time I can do so, and empowering the spell is pretty cool *if* empower multiplies the sum of 1d6+level, instead of just the 1d6.
Maximize would just be for amping up the damage at later levels, if I continued using this.
I wonder how much mileage it's possible to get off of produce flame... |
| #8Tempest_StormwindJul 06, 2014 20:48:47 | You can't take Natural Bond more than once. That's why we ususally enter with Beastmaster (though Pal 5 / Beastmaster 1 is impossible without a Skill Knowledge feat of some sort, you can do something like Pal 5 / Outrider 1 / Beastmaster 1 / Outrider ++, grabbing Devoted Tracker at 9 and Natural Bond at 12, and still have a feat slot free for an archery feat if you're playing a Strongheart halfing. This is actually rather free as far as your actual fet CHOICES go, especially with flaws.
Empower DOES multiply the flat damage part too., Check the PHB, not the SRD, for a clear example text involving Magic Missile. |
| #9KruskJul 08, 2014 15:23:55 |
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| #10Tempest_StormwindJul 08, 2014 16:19:44 |
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| #11KruskJul 11, 2014 13:28:49 | That logic seems sound. I should stop doing this.
I guess we've just been doing it as a "buff" to rangers. Give up feats and get a decent pet. |
| #12piggyknowlesJul 12, 2014 16:54:10 | A fun little thing I've played with before is using Wild Plains Outrider, and having both you and your mount take the Darkstalker feat, on top of a stealthy chassis. WPO lets your mount use your ranks in Hide/MS, which is nice because usually mounted characters get kind of hosed in the stealth department. I used this once on an eagle-riding jermlaine, and it was pretty fun. |
| #13Tempest_StormwindJul 12, 2014 17:14:39 |
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