PFS Build Elf Urban Ranger


Advice

Liberty's Edge

Ok, so I’m trying to help a friend with some builds to choose from for PFS play.
This one is a fairly vanilla Elf Urban Ranger build.
{The other is a Dragon Disciple in another thread.}

Remember, this is for PFS so that imposes some limits.
He has all CRB, ISWG, APG, UM, UC, and ARG (actually, I can’t remember if the ISWG and ARG are legal for PFS).

He never plays humans, half-orcs, or barbarians.
Always wants skills (which is good for PFS anyway).
Does not usually want to be party face.
Likes some spells, but doesn’t want to be a primary caster.
Doesn’t like to be slowed down with heavy armor.
Note, he does NOT build for end game. The build must be fun to play (and at least fairly effective) throughout.

So here’s my initial thoughts.
Stats S:14, D:16, Co:14, I:10, W:12, Ch:8 (before racial mods)
Race: Elf with the Silent Hunter alternate racial trait from ARG
All 12 levels in Urban Ranger with the archery style
This lets him do the trap finding almost as well as a rogue.
Also gets him some spells.

How does this sound for PFS?
Any particular problems or weaknesses?

Sczarni

Why Urban Ranger? Why not just regular ranger?

Liberty's Edge

He wanted the ability to search for and disable traps like a rogue.

Sczarni

Explain to him that it really isn't necessary in PFS. Traps are very few and far between and there are always other ways past them than disable device. I think giving up what he is just to get Trapfinding will leave him wondering why he made that choice.

If you go archery style then I'd recommend building him using the switch hitter concept. Use normal feats for melee stuff and the archer feats can be picked up with the fighting style.

Grand Lodge RPG Superstar 2012 Top 32

ossian666 wrote:
Explain to him that it really isn't necessary in PFS. Traps are very few and far between and there are always other ways past them than disable device. I think giving up what he is just to get Trapfinding will leave him wondering why he made that choice.

I was just reading today where a PFS rogue botched a disable attempt, and the result was a save-or-die (he saved, but the paladin is now a statue). People have been complaining that traps in PFS are just a resource tax, costing you extra charges off your happy sticks. Well, authors have been listening. I'll just leave it at that.

Quote:
If you go archery style then I'd recommend building him using the switch hitter concept. Use normal feats for melee stuff and the archer feats can be picked up with the fighting style.

An elf in particular can go the switch hitter route while staying DEX-focused and keeping STR at 14. Pick up Weapon Finesse, an Elven Curve Blade, and Power Attack (though you might have to wait a while on Power Attack, to get your archery online).

Maybe...
01:Weapon Finesse
02:BONUS:Precise Shot
03:Point-Blank Shot
05:Rapid Shot
06:BONUS:Improved Precise Shot
07:Power Attack

(If you don't want Rapid Shot for some reason, you could always bump up Power Attack. If you want Rapid Shot sooner, delay Weapon Finesse until 5th.)

Liberty's Edge

ossian666 wrote:
Explain to him that it really isn't necessary in PFS. Traps are very few and far between and there are always other ways past them than disable device. I think giving up what he is just to get Trapfinding will leave him wondering why he made that choice ...

Really?!? I've only played PFS 5 times, but there's been a bunch of traps in every single one. At least 3 times they were traps that we couldn't find a way around and could have possibly killed one of us if we hadn't had a rogue type with us. Maybe just an odd random selection of the events for me.

So which archtype (or none) do you suggest?

ossian666 wrote:
... If you go archery style then I'd recommend building him using the switch hitter concept. Use normal feats for melee stuff and the archer feats can be picked up with the fighting style.

Yeah, we were talking about that. He was originally thinking to really specialize in archery. But since it is PFS you can't always count on there being a good front line present or that they will be could at protecting you. But then that only gets you 3 of the arcery feats so your not that great of an archer either.

Sczarni

I've not really had the issue with the traps. There haven't been that many and there has always been a way around. Its not like you even need a Rogue like player to FIND traps anymore...most Clerics will end up better at this than even the rogues.


I'm playing a third level urban ranger in Feast of Ravenmoor. As this is an investigation-type adventure, he has been FANTASTIC.

Aside from being a decent support fighter as a dual wielder, the bonuses gained for perception and stealth have been a huge aid to the party. I think surivival came in handy once or twice.

By picking Ravenmoor as his favored city, the urban ranger has been a huge benefit to the party.

And that's without any traps involved.

Liberty's Edge

The only ability your giving up that I've seen used very much is the favored terrain. The others never seem to come up. But I will talk to him about it.

Liberty's Edge

So looking at
1) point blank shot
2) bonus: precise shot
3) rapid shot
5) weapon finese
6) bonus: improved precise shot
7) power attack
9) cleave
10) bonus: many shot
11) clustered shot

Does that seem reasonable?


HolmesandWatson wrote:

I'm playing a third level urban ranger in Feast of Ravenmoor. As this is an investigation-type adventure, he has been FANTASTIC.

Aside from being a decent support fighter as a dual wielder, the bonuses gained for perception and stealth have been a huge aid to the party. I think surivival came in handy once or twice.

By picking Ravenmoor as his favored city, the urban ranger has been a huge benefit to the party.

And that's without any traps involved.

Urban rangers can be pretty darn effective in the right setting/context, although I suppose predicting those factors in PFS is difficult; I don't play much PFS so I dunno.

In a high travel wilderness adventure setting, its going to be pretty lackluster. Especially since traps are rare outdoors. I agree that trapfinding is nice to have but I wouldn't try to build a character or choose an archetype around it.

If you base out of (or adventure within) a town/city though, man...its incredible. I'm in a party with an urban ranger (with human favored enemy) for CotCT and he's been WAY more effective than a normal ranger.

Its all about how often you can expect favored terrain / favored city to apply (and if you ARE in an urban setting, favored enemy-human gets even more universally applicable than it usually is).

Regardless, the archery style switch hitter ranger track is one of the most effective build types, and also among the most fun IMO.


My PFS Lavode De'Morcaine wrote:

So looking at

1) point blank shot
2) bonus: precise shot
3) rapid shot
5) weapon finese
6) bonus: improved precise shot
7) power attack
9) cleave
10) bonus: many shot
11) clustered shot

Does that seem reasonable?

That looks to be about how I'd go about building the switch hitter.

Sczarni

I'd skip Cleave for Deadly Aim.

Sczarni

Oh, thought I should add - check out the Guide to the Guides thread - Lastoth and Treantmonk have great guides for Archer & Switch Hitter Rangers respectively (STR Rangers TWF guide is very good too - but you don't seem interested in that combat style).

I currently have a 12 level Switch Hitter in a home game. Built using Treantmonks suggested feat path (for the most part). One thing I would change (and will be changing in my next Switch Hitter build) is the first Bonus Feat.

Treantmonk suggests (and I took) Rapid Shot. Rapid Shot was a great feat at that time. However, once I grabbed Many Shot at level 6 I find I don't use Rapid Shot anymore. I haven't used it for 6 levels now...

If I was doing it again (building a true Switch Hitter, designed to be primarily a melee guy) this is how I would do it for the first 6 levels;

1. Power Attack (+ Furious Focus if Human)
2. Point Blank Shot
3. Deadly Aim / or Furious Focus
5. Boon Companion
6. Many Shot

I'd skip Precise Shot because as Treantmonk suggests - once melee breaks out you are in it!
I'd take PBS over Rapid Shot because later in the game (after I get Manyshot) I will still benefit from the +1 Att & Dmg.

For me, I just never had the opportunity to subtract the penalties to attack from both Rapid Shot and Deadly Aim and still be able to hit. End result is Deadly Aim gets a lot of use, Manyshot is my default full-attack action with a bow and Rapid Shot is never used.

Your mileage may vary - but those are things you may want to keep in mind. I could probably ask my DM to re-train Rapid Shot if I wanted - I don't think you get that option in PFS.

*Edit: You may want to swap Weapon Finesse for Power Attack with a high DEX build.

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