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64

Yeah, Handle Animal is Borked You've accidentally run into something that Optimizers have intentionally used to break world optimization records. Handle Animal has no real limit except the DCs required to train beasts, and finding some way to stop the beast from killing you in the meantime. With Charm Animal and the like, it becomes very possible for a ...


45

There are a few things you're probably glossing over that should be making this circus-collecting way harder than it has been. First, influencing an animal using Wild Empathy requires a whole minute of interaction and study, as this is the animal equivalent of Diplomacy. That can't normally be done during combat! (Incidentally, intelligent magical beasts ...


31

A barbarian could trivially have a higher attack bonus. A fighter could too, but probably won't because there are better things he can do with his feats. And both will do more damage when they do hit. This is a perfectly average character, taking the feats that are expected of him. He's somewhat better, at this level, then some other classes might be, but ...


24

Yes they do: Elf Blood: Half-elves count as both elves and humans for any effect related to race. -PRD Half-Elf Racial Traits


18

Absolutely nothing. The ranger class has no alignment requirements and no aligned class features. There is no such thing as an ex-ranger; they cannot “fall.” They aren’t even banned from using spells of conflicting alignments, the way clerics are.1 Using aligned spells is an aligned act, but in most cases a minor one and would only shift alignment over ...


15

Beastmaster is a bit of a trap The Hunter Archetype incorporates both the Hordebreaker and Giantslayer archetypes from the playtest into itself, letting players pick and choose their features as they level. Either way you build is a strong choice and the Hunter gets Volley or Whirlwind at lvl 11 which really ups their ability to deal damage to multiple ...


11

Preliminary research indicates that no one has statted up a fox for 5e yet. In lieu of actual monster creation rules which should be present in the DMG, here's the best I can offer, a reasonable conversion from the cat and panther. Without doing a ton of research into foxes, and simply thinking about the iconic images of foxes, we think about them being ...


11

Yes, a Ranger can gain additional spells added to their spell list in a Pathfinder only game. The following are only examples I could find, I'm sure there are more. Mystic Past Life (Samsaran Alternate Racial Trait, Advanced Race Guide) - Allows you to add 1 + your caster attribute modifier spells to your class's list, must be the same type i.e divine must ...


10

If the attack did not kill the target outright, it just means that the arrow did not really penetrate anything vital. With a head tightly packed with quite vital stuff, this may mean that the arrow just grazed the skull, or gave the target an ear piercing. It hurts and bleeds a lot, it dazes the target, but it isn't fatal. A helmet has its weak spots as ...


9

No, it is only spells listed on the Ranger spell list. A Ranger typically learns these spells in a manner similar to druids in that they are essentially communing with nature to gain influence over it. A Ranger's spell list is limited because casting spells is not their forte. They are first and foremost warriors and trackers. The spellcasting is ...


9

No, it has to be a new creature type from that table. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. — d20 SRD You can't pick an "additional" one by picking the same one. To add a type, it has to be new.


9

That is a lot of questions, actually. Fly PFSRD on the matter: You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. The complex maneuver table there lists the actions possible ...


7

Skilled Companion gives one ally a bonus. They could have written it better. Your confusion is 100% justified. It is quite confusing that the target line says "one ally", and the effect says "any ally" rather than referring to your target. It's reasonable to wonder if that would actually mean this power affects every ally - because you're right, it would ...


7

Seems Legit Taking a level of rogue (knife master and scout archetypes) and then a level of ranger (trapper and freebooter archetypes) is a legitimate combination. None of the archetype abilities replace other archetype abilities. Obviously, campaigns vary, so confirm the viability and availability with the DM, but this is mechanically sound. There's ...


6

You could not have taken the opportunity action on your own turn You cannot take opportunity actions on your own turn, so if you, on your turn, move in such a way that your stance is triggered, you can't use the opportunity action granted by the stance. Thus the question about movement interruption is a moot point, though in general interruptions are ...


6

Never miss is hard to come by, but you can get quite a good attack at your level. Attributes For an Archer Ranger there is no reason not to put 18 before racial modifiers on Dex. If you are sure you never reach level 14, 17 is sufficient. Increase it every chance you get. Attack: 6(half level) + 5(attributes) = 11 Race Take any race that gives a Dex ...


6

Well, the way I reckon it, a third level Beast Master ranger has a proficiency bonus of +2, and assuming a 16 STR would attack at +5 for say 1d8+3 or 1d10+3 damage depending on weapon. A third level Beast Master ranger that has e.g. a Wolf, adds his +2 proficiency bonus to its attack and damage, so its normal +4/7(2d4+2) attack becomes +6/9(2d4+4), which is ...


6

Ok, there are several things you can and should do. First and foremost, keep them working longer. This is a daily power with the chance to change 1 encounter dramatically, there are specific tactics you can employ to discourage resting to make sure their work days are appropriately long (usually about 4 encounters/day). Don't do this regularly, but ...


6

Direct Math for your question and an explanation about Careful Attack. Attack: Roll 1d20+to-hit modifier. If you hit roll (1d8 OR 1d6) + damage modifier . Careful Attack's requirement to have two melee weapons or a ranged weapon is simply that, a requirement. When you make the attack while wielding two melee weapons you can choose which melee weapon you ...


5

As BBlake said Ranger's Spell list is limited due to the Rangers main focus not being spells. Assuming you are not wanting to multi class the options below are useful. Thanks to Rob and GoBLiN for showing me some other options. I have added them below Traits Two World Magic: Lets you add one 0-level spell from a class that is not your own to your spell ...


5

Since you're building this NPC to support your party of three, build it as a Companion instead. The main reason monsters are different in D&D 4e is to provide them with just the powers that would be useful in a single encounter, without worrying too much about daily resources or situational powers. Just to make a comparison with monsters built as PCs, ...


5

As you state, there is no RAW precedent for the Beast Master's companion being able to make opportunity attacks. The PHB doesn't have any rules for what would've been "instinctual actions" in 4e. I can't find any words to backup the Beast Master's companion getting to make an opportunity attack. The designers however think its perfectly valid to rule that ...


5

The basic Fighting Style features seem reasonably powerful as second-level abilities, and the Hunter archetype has a lot of options that are quite strong (with Colossus Slayer probably being an easy favorite, and Escape the Horde being nice for combat mobility). The spells are pretty good too — it's easy to escape notice, but a minor version of Arcane Archer ...


5

It doesn't. The ability asks for a Favored Enemy. It doesn't give any allowances for replacement abilities, similar abilities, other archetypes, nothing. Your DM may houserule it to work that way - and that's something you'll have to talk over with them - but the black-and-white in the book makes Master Hunter useless unless you've got a Favored Enemy to ...


5

Handle Animal could work, but it's a bad tactic. Summoned animals are still just animals, and all the tricks used to control normal animals work on them. If we assume that the animals would be receptive to your commands if they understand them, you should be able to Push them like any other animal. But. Pushing takes a precious full-round action, because ...


5

Any creature with normalish anatomy that takes a headshot without protection dies. You seem to vastly overestimate the damage caused by a head shot. For a real world example: the '09 Fort Hood shooting, 4 out of 5 people shot in the head survived. No, those 4 were not wearing helms. Skulls are pretty damn hard and can deflect shots. It seems like ...


4

When you put your Hunter's Quarry on a creature, the extra damage can only be added on a hit. Your rules quote was either out of date (missing errata) or just simply not a complete copy. Hunter's Quarry actually reads: Hunter's Quarry At-Will Minor Action Effect: You can designate the nearest enemy to you that you can see as your quarry. ...


4

Even though the ability is called "Called Shot," that doesn't mean that the arrow always has to hit the head. After all, if your player hit the victim squarely between the eyes, they'd be dead, wouldn't they? Shoulder hits are a good candidate, because they are extremely painful and debilitating, but don't (typically) kill. You might also consider a severe ...


4

You could out-damage that with a class that has full Bab, greatsword proficiency and no abilities or feats at all. Ranger has bless, point blank and rapid shot, so they have 2+4+1+1-2 = 6 to hit. Alternative class has 2+4=6 to hit. Ranger hits twice for (1d8+1)*2 = 11. Alternative class hits once for 2d6+6 = 13. As for 6 to hit (5 when bless runs out) ...


3

By a strict interpretation of the rules, in a very game-oriented way that is kind of hard to explain logically as the behavior of a real animal, the companion only attacks when you use up your own action to command it to do so. At higher levels, you get to basically share your own extra attacks, but it's not a net win. That makes beast companions ...



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