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  1. - Top - End - #1
    Ogre in the Playground
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    Default two weapon mystic ranger..

    Pretty much the wizard 1 / mystic ranger 19 shooting star sword of arcane route. What from wizard / ranger would go well with this? For the pounce aspect ( that will inevitably come up ), I am gonna use the two-weapon pounce feat. Mid-op group with NO LA buyoff etc. So please just give me spells that would go well with two-weapon fighting for mystic ranger. I plan on making use of Reserves of Strength. I know of Hunter's eye, but what other spells go well?

  2. - Top - End - #2
    Ogre in the Playground
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    smile Re: two weapon mystic ranger..

    Quote Originally Posted by animewatcha View Post
    Pretty much the wizard 1 / mystic ranger 19 shooting star sword of arcane route. What from wizard / ranger would go well with this? For the pounce aspect ( that will inevitably come up ), I am gonna use the two-weapon pounce feat. Mid-op group with NO LA buyoff etc. So please just give me spells that would go well with two-weapon fighting for mystic ranger. I plan on making use of Reserves of Strength. I know of Hunter's eye, but what other spells go well?
    I see some issues with the build:
    - Mystic Ranger doesn't have an Animal Companion. Shooting Star Ranger asks that you give up your ability to get an Animal Companion. Typically you can't give up the same thing twice.
    - Why the Wizard Level?
    - Two weapon pounce is pretty low OP. Consider that just hitting your opponent ONCE with a two handed weapon is likely to do more damage on a charge due to the 1.5x Strength bonus. You may come out ahead when you have Hunter's Eye going, but then it's pretty conditional for a feat. I recommend Travel Devotion instead or getting similar abilities from your spells.
    - The spell progression of Mystic Ranger is extremely nerfed after level 10 and there is nothing else to compensate. Have you considered taking other classes/prestige classes? Practiced Spellcaster can make up for four non-casting levels. At the very least, a Sacred Exorcist dip allows you to use Travel Devotion more often and gets you a lot more attacks.

    Now to actually answer your questions:
    Here are some spells I would use:
    - Draconic Polymorph
    - Wraithstrike
    - Haste
    - Greater Mirror Image
    - Greater Blink
    - Friendly Fire
    - Heroics

  3. - Top - End - #3
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    Darrin's Avatar

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    Default Re: two weapon mystic ranger..

    Quote Originally Posted by animewatcha View Post
    Pretty much the wizard 1 / mystic ranger 19 shooting star sword of arcane route.
    Consider Frostblood orc/half-orc as your race (Dragon Magic). You get Endurance at Ranger 4, which is exactly the right level to swap in Sword of the Arcane Order.

    Quote Originally Posted by animewatcha View Post
    For the pounce aspect ( that will inevitably come up ), I am gonna use the two-weapon pounce feat.
    I would recommend considering other options. Due to the BAB prereqs, the soonest you could get it is 9th level, and it doesn't work with Improved TWF or Greater TWF. A Barbarian dip to pick up Pounce and Whirling Frenzy may be more expedient. Or you could peruse Person_Man's Ways to get Pounce or Free Movement thread for ideas.

    Quote Originally Posted by animewatcha View Post
    So please just give me spells that would go well with two-weapon fighting for mystic ranger. I plan on making use of Reserves of Strength. I know of Hunter's eye, but what other spells go well?
    Most of this is borrowed from my gish spell advice.

    0th

    Caltrops (Spell Compendium). More of a mild discouragement than a BFC spell, but a good chunk of BFC is discouragement. Useful for clogging up choke points and stacking on top of other BFC spells.

    Candlelight (Ghostwalk Web Enhancement). This isn't exactly a replacement for light or dancing lights as it's not nearly as bright as a torch (only 5' radius), but it does have a much better duration: 1 hour/CL.

    Create Water (Core). Outside the necessities of basic hydration, I like to try and use this spell for battlefield control (BFC) if possible. Invisible opponents that step in a puddle can give away their position, or can leave wet footprints. Puddles can be frozen via spells/alchemical items to create slippery terrain (double movement costs). Frozen water expands, so drip it into cracks and then break stuff apart by freezing it... which the rules don't really cover, but it's probably worth a +2 circumstance bonus on a Strength or Disable Device check.

    Launch Item (Spell Compendium). Useful mostly for tossing out splash weapons, but could also be used for shrink item patches, eggshell grenades, aboleth mucus, sleepsmoke globes, etc. You can also load up flasks with "piggyback" effects, such as fire trap, explosive runes, and/or sign of sealing (Spell Compendium).

    Prestidigitation (Core). Not called minor wish for nothing. Print out this page and keep it handy.

    1st

    Instant of Power (Forge of War): Start with this spell first, and get it into a wand chamber (100 GP, Dungeonscape) ASAP. As an *immediate* action, grant an ally (including yourself) a +4 enhancement bonus on an attack, save, or damage roll (great way to add damage after someone confirms a crit).

    Benign Transposition (Spell Compendium): Two willing targets swap positions, keep your meatbags up front and your REMFs in the back. Standard action, but still *really* useful, particularly if you have a familiar/companion with a decent fly speed.

    Blade of Blood (PHBII): Swift action, +1d6 damage, or sacrifice 5 HP for +3d6 damage. Usually my second pick for a wand chamber (100 GP, Dungeonscape) after instant of power.

    Blades of Fire (Spell Compendium): If you have an elvencraft longbow (which counts as a melee weapon), this spell might add +1d8 fire damage, although you'll want to check with the DM on that. Swift action, two weapons touched (or both ends of your "quarterstaff") get +1d8 fire damage for 1 round. Another good candidate for a wand chamber (100 GP, Dungeonscape).

    Blockade (Complete Scoundrel): Swift action, creates 5' block of wood for creating choke points or blocking narrow passages/doors. You can climb on top of it for a +1 higher ground attack bonus, and buy a Piercer Cloak (900 GP, MIC) for +1d6 damage 3/day. Also provides an ample supply of "I've got wood" jokes.

    Guided Shot (Spell Compendium). Swift action, lets you ignore range penalties and cover/concealment for anything except total cover/total concealment.

    Instant Diversion (Races of the Dragon): Swift action, lesser version of mirror image. Only lasts one round and doesn't create as many duplicates, but even with a 1st-level wand that's still a 50% miss chance in a pinch.

    Kaupaer's Quickblast (Kaupaer's Quick Book). Free/immediate/swift action (not sure which, 3.0 spell), autohits with either cold, electricity, or fire damage. Great way to quickly light something on fire (web, incendiary slime, oil, etc.).

    Master's Touch (Spell Compendium). Saves you the trouble of taking Exotic Weapon Proficiency, opening up the composite greatbow (Complete Warrior) or the bone bow (Frostburn). Ask your DM if the bone bow auto-adjusts when your Strength bonus changes.

    Nerveskitter (Spell Compendium): Another good spell to put in a wand chamber, but you'd still need it "readied" to use it. You can put the wand chamber in a dwarven buckler-axe (Complete Warrior), which you can use for a +1 shield bonus without spending a feat on EWP.

    2nd

    Alter Self (Core). Long duration, different movement modes, combat options, social engineering. A lot of utility is packed into this spell.

    Create Magic Tattoo (Forgotten Realms Campaign Setting). You will need to invest some skill points into Craft (Painting) to use this spell, but it's well worth it for the selection of all-day buffs.

    Energy Surge, Lesser (PHBII). Bonus energy damage a la carte.

    Heroics (Spell Compendium). This spell allows you to pick up Fighter Bonus feats for 10 min/CL. This includes Martial Study, which gives you access to some maneuvers from Tome of Battle. While most maneuvers are melee-only, there are a handful that could be useful to an archer: Moment of Perfect Mind (Diamond Mind 1), Wall of Blades (Iron Heart 2), Shield Block (Devoted Spirit 2), Counter Charge (Setting Sun 1), Cloak of Deception (Shadow Hands 2), Shadow Jaunt (Shadow Hands 2), Shadow Garrote (Shadow Hands 3), Shadow Stride (Shadow Hands 5).

    Hunter's Eye (PHBII). You already know about this one, although the caster level nerf on rangers really hurts you here.

    Sonic Weapon (Spell Compendium). Very few creatures have [sonic] resistance, so of the three spells that add energy damage to a weapon, you probably want to start with this one. The other two: burning sword (same book) adds a flaming birst effect on criticals but [fire] is the most commonly resisted energy type, and frost weapon (Frostburn) has a much shorter duration (1 round/CL instead of 1 min/CL).

    Spellslayer Arrow (Champions of Ruin). While mostly useful against spellcasters, it also triggers if you've cast debuff spells on your targets as well: faerie fire or glitterdust, for example. Goes really well with spell-storing arrows or a Revealing bow (+1 enhancement, MIC).

    Swift Haste (Spell Compendium). Swift action to cast, and unlike most swift spells, lasts 1d4 rounds. Only rangers get this spell, so *savor* it.

    Wings of Cover (Races of the Dragon). Sorcerer-only spell, but if you're a wizard and have to burn a feat on it or UMD it through a wand, *WORTH IT*. Immediate action to cast, and essentially *NOPES* an attack.

    3rd

    Arrowsplit (Champions of Ruin). Presumably you've already got a Splitting bow, but it can also be cast as a spell.

    Arrow Storm (Spell Compendium). Yes, come closer, my pretties, come closer!

    Alter Fortune (PHBII). It's hard to tell when exactly you will need this spell, but when that moment does come along, it can mean the difference between life and death. This spell causes the target to immediately reroll a die roll, so it can be used either offensively or defensively.

    Darkflame Arrow (Champions of Ruin). Adds 2d6 untyped damage to an arrow, and burns for an additional two rounds.

    Dispel Magic (Core). Way too useful to leave this one out. However, if you want to clear out some space in your third level slots, consider arcane turmoil (Complete Mage) or dispelling touch (PHBII) at 2nd level.

    Haste (Core). A very popular spell, and quintessential gish favorite. However, rangers can enjoy a swift-action version a whole spell level earlier.

    Heart of Water (Complete Mage). Usually my third pick for 3rd level spells, right after dispel magic and haste. Buff has a decent duration, but more notably, it gives you arcane access to freedom of movement.

    4th

    Bloodfreeze Arrow (Champions of Ruin). Adds 2d6 damage along with a save vs. paralysis effect.

    Melf's Slumber Arrows (Complete Mage). Adds a save vs. sleep effect, but works on creatures up to 15 HD. Even if your target makes the save, they are fatigued (-2 Str, -2 Dex, can't run/charge) for 1 hour. Follow up with a ray of exhaustion (Wiz 3) or waves of fatigue (Wiz 5).

    Friendly Fire (Exemplars of Evil). "I'm rubber, you're glue!" As an immediate action, bounce a ranged attack intended for you to another target within 30'.

    Polymorph (Core). A bit of a bookkeeping chore, but well worth it if you're willing to go book-diving for the best forms. Ideally, you want to use this to change into an Arrow Demon, but unless your type is already "outsider", you may have to cast fiendform (Spell Compendium) first.

    Revelation (Dragons of Faerun). Only lasts 1 round, but if you need it, early access to true seeing.

    Ruin Delver's Fortune (Spell Compendium). This immediate-action spell is more useful for Sorcerers due to the Charisma synergy, but the evasion, immunity to poison/fear, and most of the temp HP don't rely on Charisma.

    Shadow Arrow (Champions of Ruin). This one may require some consultation with the DM, because it *replaces* the normal arrow damage with 1d6 Strength damage. However, the text doesn't specify what happens to your damage modifiers... your Strength bonus, for example, does this increase the Str damage? Sadly, bonuses from precision damage only adds negative energy damage (as per Rules Compendium p. 136), but there may be other ways to increase damage that will need some adjudication.

    Trollshape (PHBII). Swift-action polymorph spell to turn into a troll. You're limited to a single form and the duration is only 1 round/CL, but it's hard to beat the expediency of the casting time. While troll isn't generally considered much of a "ranged specialist", you do get a 23 Strength score.

    5th

    Draconic Polymoprh (Draconomicon). Essentially the same as boring vanillia polymorph except you get Str +8 and Con +2.

    Evacuation Rune (Complete Scoundrel). Adds a swift-action teleport to your repertoire. Cast this rune on a thrown weapon, an arrow, or an object your familiar/unseen servant can drop off somewhere, and it opens up some interesting tactical options.

    Fiendform (Spell Compendium). Opens up a variety of outsider forms along with their SLAs, Extraordinary abilities, and Supernatural abilities. Since it also changes your type to outsider, you can stack on another polymorph to get into even more interesting forms, such as Arrow Demon.

    Focal Stone (Wyrms of the North: Valamaradace): Allows you to create spell-storing gems (similar to potions) without taking the Brew Potion or Attune Gem feat. Any spellcaster can add a spell to the gem, and although it costs GP and XP, there's no limit on the spell level. You can attach these gems to your arrows to trigger additional spell effects or turn them into projectiles with the launch item cantrip.

  4. - Top - End - #4
    Ogre in the Playground
     
    BardGuy

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    Default Re: two weapon mystic ranger..

    Quote Originally Posted by Rebel7284 View Post
    - Why the Wizard Level?
    Gives you a spellbook and an interesting caster level for the feat Sword of the Arcane Order.

  5. - Top - End - #5
    Bugbear in the Playground
     
    SirNibbles's Avatar

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    Default Re: two weapon mystic ranger..

    Quote Originally Posted by gorfnab View Post
    Gives you a spellbook and an interesting caster level for the feat Sword of the Arcane Order.
    You can pick up Sword of the Arcane Order without the Wizard level.

    __

    Hunter's Eye isn't going to be too helpful unless you have a way of flatfooting your opponent, so I'd recommend Greater Invisibility.

    __

    I'd say go 17 Ranger/3 Scout with Swift Hunter (Complete Scoundrel, page 81). You don't lose any class features and you gain Skirmish 5d6/+5 AC, +10 feet fast movement, and you deal Skirmish damage to favoured enemies even if they are immune.

    __

    Spells to stop enemies from attacking you will be useful too, in addition to those that Darrin mentioned:
    Babau Slime (Wizard 1) will do 1d8 damage to any enemy who touches you (unarmed strike, natural weapon, grapple, or touch attack). Spell Compendium, page 22

    Sticky Floor (Wizard 1) will no-save entangle enemies to help you get in close and hammer them. It lasts 1 hour/level, so it's useful even at low levels. Races of the Dragon, page 117

    Cloud Of Bewilderment (Wizard 2) nauseates enemies and creates concealment. Spell Compendium, page 48

    Body of the Sun (Wizard 2) anyone near you takes up to 5d4 fire damage. Spell Compendium, page 35

    Balor Nimbus (Wizard 2) deals 6d6 fire damage to anyone who grapples you. Spell Compendium, page 24

    ____

    Other spells:

    Lion's Charge (Ranger 2) grants you Pounce. Spell Compendium, page 133

    Find the Gap (Ranger 3) makes 1 of your attacks each round a touch attack. Spell Compendium, page 91
    Last edited by SirNibbles; 2017-10-20 at 01:27 AM.

  6. - Top - End - #6
    Titan in the Playground
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    Default Re: two weapon mystic ranger..

    Take the feat Magical Training (PGtF) to get a spellbook and the ability to add more spells to it (per Rules Compendium).

    Use Frostblood Half-Orc in Dragon Magic to start with Endurance so when you gain that as a bonus feat at Ranger 4 you can instead take Sword of the Arcane Order at exactly the earliest level possible. Use the Half-Humans and Humanlike Races variant in Races of Destiny p150 to count as Human instead of Orc for qualifying for things, so you can get Magical Training.

  7. - Top - End - #7
    Ogre in the Playground
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    smile Re: two weapon mystic ranger..

    You could just... Buy a spell book. Spending a class level or a feat for a magic item doesn't seem like a good investment. If you can get the funds to start with boccob's blessed book, even better.

  8. - Top - End - #8
    Titan in the Playground
     
    Nifft's Avatar

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    Default Re: two weapon mystic ranger..

    So, just a quick reminder: Mystic Ranger doesn't get Martial melee weapons, just Martial ranged weapons.

    That's not a problem if you intend to use daggers or other Simple weapons, but Mystic Ranger is usually focused on ranged combat (or Wild Shape) for a good reason.

  9. - Top - End - #9
    Bugbear in the Playground
     
    SirNibbles's Avatar

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    Default Re: two weapon mystic ranger..

    Quote Originally Posted by Nifft View Post
    So, just a quick reminder: Mystic Ranger doesn't get Martial melee weapons, just Martial ranged weapons.

    That's not a problem if you intend to use daggers or other Simple weapons, but Mystic Ranger is usually focused on ranged combat (or Wild Shape) for a good reason.
    My proposed Scout dip gets you proficiency with Short Swords. Martial and Light, perfect for TWF.

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    Ettin in the Playground
     
    SwashbucklerGuy

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    Default Re: two weapon mystic ranger..

    I'd probably drop the Wizard level to get a Barbarian level, specifically Whirling Frenzy/Lion Totem. That way you get Pounce.
    Quote Originally Posted by Mark Hall View Post
    There's a reason why we bap your nose, not crucify you, for thread necromancy.

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