Ranger Class Preview

Monday, July 2, 2018

Rangers have a long tradition in heroic adventure. Whether they're portrayed as lone striders keeping the edges of the wilderness free of the threats that lurch forth from the world's shadows, as hunters tracking down fugitives or beasts, or as skilled archers serving as a scouting force for a local lord or group of village elders, rangers have a special place in our fantastical imagination.

For the Pathfinder Playtest, we decided to cleave closer to the core principles of the ranger—a rough and tumble warrior in the wild, possibly of the wild himself. Because of this, the most significant change we made to the class was that it no longer has spellcasting ability, at least as a default. Of course, this doesn't mean we have to abandon this aspect of the Pathfinder First Edition ranger forever. Because of the way classes are now structured, it would be easy to create a spellcasting build of the ranger later using Spell Points (like the paladin), but for the Playtest, we are trying out a a spell-less ranger.

But enough of what the ranger doesn't have. Let's take a look at what he does.

Ranger Features

First and foremost, the ranger is a hunter. In Pathfinder First Edition, you picked creature types or subtypes that you were skilled at hunting. There are few things more frustrating than playing a ranger who rarely—or worst of all, never—encounters their favored enemies. It also led to some players who tended to play in more human-centric campaigns picking the human subtype, even if their backgrounds may have pointed to better choices for favored enemies.

This time we made the ranger hunting ability a bit more flexible, based on some popular ideas from the guide archetype and the slayer's studied target. At 1st level, rangers gain the Hunt Target feature.

[[A]] Hunt Target

Ranger

Requirements You can see or hear the target.

You designate a single creature within 100 feet as your target and focus your attacks against that creature. While hunting that creature, you gain benefits for focusing your attacks. As long as all your attacks in a round are against the target you're hunting, the multiple attack penalty you take on the second attack is -4 (-3 with an agile weapon) instead of -5, and -8 (-6 with an agile weapon) instead of -10 on the third and any further attacks in the round. You also ignore the penalty for making ranged attacks against the target you're hunting within your second range increment. You also gain a +2 circumstance bonus to Perception checks when you Seek your target and a +2 circumstance bonus to Survival checks when you Track your target.

You can have only one creature designated as the target of your hunt at a time. If you use Hunt Target against a creature when you already have a creature designated, the prior creature loses the designation and the new target gains the designation. In any case, this designation lasts until your next daily preparation.

Illustration by Wayne Reynolds

There are many class feats and some higher-level abilities that augment the ranger's Hunt Target. For example, at 17th level, the masterful hunter feature decreases the ranger's multiple attack penalty to -3 (or -2 with agile weapon) with his second attack and -6 (or -4 with agile weapons) on his third or further attack, and he can ignore the penalty against the target of his hunt in the second or third range increment, assuming that he has at least master proficiency in the weapon he is. Speaking of which, like the fighter, the ranger gains weapon mastery for a group of weapons, though he gains it at 13th level instead of at 3rd level like the fighter. At 19th level, the ranger gains the swift target feature, which allows him to use Hunt Target as a free action triggered before he makes his first Strike each round, so he's never without a target to hunt! The specifics of the Hunt Target ability make the ranger excel at a variety of combat styles, especially his traditional two-weapon fighting (since you can decrease the multiple attack penalty with agile attacks to be incredibly small) and archery (since you eliminate some of the most common ranged increment penalties). Of course, a ranger with a less traditional style, like a greatsword with a reduced multiple attack penalty, works great too!

Other class features allow the ranger to stalk and avoid his foes. At 5th level, he gains trackless step. At 7th level, he gains evasion (followed by improved evasion at 15th level). He gains nature's edge at 9th level, which allows him to treat enemies in natural difficult terrain or in difficult terrain resulting from a snare (more on snares later!) as flat-footed. Come 11th level, he gains the wild stride feature, which allows him to ignore or minimize the effects of difficult terrain.

Ranger Feats

Class feats, of course, determine the flavor of individuals within a class, and the ranger is no different. Specific ranger feats allow him to gain an animal companion at the same progression as a druid's, though potentially with special benefits that only a ranger can obtain. Other feats will enable him to further focus on his weapon choice, including a whole string of feats that allow him to specialize in two-weapon fighting.

Some fun feats allow the ranger to use his knowledge and senses to aid his allies as well as himself. Here are a couple of my favorites.

Monster Hunter Feat 1

Ranger

When you critically succeed to identify a target you're hunting with Recall Knowledge, you (and your allies, if you tell them) gain a +1 circumstance bonus to your next attack roll against it, but not against other creatures of that species. The creature is bolstered.

[[F]] Scout's Warning Feat 4

Ranger

Trigger You are about to roll Perception for initiative.

You audibly or visually warn your allies of danger, granting them a +1 circumstance bonus to their initiative rolls.

Harkening back to the hunter's bond class feature in Pathfinder First Edition, these feats allow the ranger to support the rest of the group with increased flexibility in how he chooses to do so, and these are just a few. The ranger can expand on Monster Hunter to grant even more benefits with a successful Recall Knowledge and even share the benefits of Hunt Target with other PCs (pretty much any martial class will love this benefit). And while flanking-savvy fighters might be a rogue's traditional best friend, the 12th-level Distracting Shot feat allows the ranger who hits a target with two ranged attacks in the same turn to leave that critter flat-footed until the start of the ranger's next turn. This helps fast rogues bring the pain quickly and farther away from more heavily armored support.

Another group of feats allows you to create snares. (Told you I'd get to that!)

Snares

Like alchemy, the ability to create snares is granted by a general feat (Snare Crafting). And like alchemists, rangers have the potential to lift general snare crafting to greater heights.

What are snares? Well, they're small portable hazards, very similar to traps, which can be set up in a short period of time (usually 1 minute). While it's unlikely that you will set up a snare in the midst of combat, they are perfect tools to arrange a battleground to your advantage. For instance, remember the nature's edge class feature that allows you to treat enemies in difficult terrain as flat-footed? Here's the most basic snare that creates difficult terrain.

Slowing Snare Snare 1

Consumable, Mechanical, Snare, Trap

Price 2 gp

A square with this snare becomes difficult terrain when the first creature enters it, and then it is destroyed.

Other snares set off alarms, trip, or deal damage to those entering the area of a snare. Grab some alchemical items, and you can deal even more damage with a snare.

Freezing Snare Snare 8

Cold, Consumable, Mechanical, Snare, Trap

Price 50 gp

You set a trio of liquid ice bombs to explode in unison when a creature enters the freezing snare's square. The target must attempt a DC 22 Reflexsave.

Success The target takes 1d8 cold damage.

Critical Success The target is unaffected.

Failure The target takes 3d8 cold damage and is hampered 10 until the end of its next turn.

Critical Failure The target takes 6d8 cold damage and is hampered 10 until the end of its next turn.

Craft Requirements three vials of liquid ice

Ranger feats that deal with snares allow you to learn more of them as your Crafting rank increases, lets you set them up faster (even in the middle of combat), and increases snares' DCs to match your class DC. Always make sure that your allies know where you hid your snares, or no bonus to attack rolls or initiative that you grant them will make up for the damage and humiliation you might cause.

Stephen Radney-MacFarland
Senior Designer

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Tags: Harsk Pathfinder Playtest Rangers Wayne Reynolds
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Roswynn wrote:

Arachnofiend, I don't have experience with PF, coming from other games, but I think laying down a snare is something players will definitely do if that's a big part of their character.

Like, the rogue listens in at a door, hears orcs, ranger lays down trap on threshold, ambush. The party tracks a dragon to its cave, ranger lays down traps, call attention to yourself, ambush.

Who played Horizon Zero Dawn here? Trapping areas and luring your enemies to trigger them is pretty awesome.

Maybe... maybe traps could be take less time to set, Mark? Like some actions, a round's worth, like? I dunno. I think a minute is good enough still, but, maybe something to consider.

Yoooo, Horizon is on fleek. Alloy is awesome. That comparison actually made me really want to play a Ranger.

As an FYI, the blog does mention there's a feat that lets you set snares mid combat. I'm hoping for something that lets you attach snares to arrows, as well. Trick arrows built into a class would be amazing.


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Hunt Target capitalizes and includes special rules for when you "Seek" and when you "Track". Any chance we can get an explanation of what those are?


Mark Seifter wrote:
Also, you didn't say this but I've seen a few posts that did, so I'll respond here: Rangers don't have anything built in that involves making snares (the only single mention of snares in a built in talent was that I added that snares can also trigger nature's edge, the ability they already had that let them treat enemies as flat-footed in areas of natural difficult terrain). If you like snares and want to be able to make them in a single action for no gp cost at will (the DC is lower if you do it for no gp cost), then you can go for it! Otherwise, you might focus more on animals and monster knowledge (like I did with my ranger), or boosting allies, or other options.

Oh! I misunderstood then. So I can set snares even w/o being a ranger, good to know - and there's a feat letting me do it in a single action at no cost? Holy cows.

But then... is what's left enough to keep the ranger competitive? I mean I see many people didn't like snares anyways, but... seems a little underwhelming perhaps?


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I like the hunting ability, but it seems like you should be able to designate a creature whose tracks you're following with Survival, not just one you can already see/hear in person.


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Aweesome to get rid of "Favored X" Cow that made both players and GMs have headaches. Full power animal companion is also VERY welcome!!

Also good job making "Trackless Step" and "Woodland Stride" into fixed abilities instead of feats. They are pretty important "ribbons" for Ranger but they would never get picked over any real options because of how situational they are. However, I think the level requirement for them seems a tad high this time around...


Pathfinder Starfinder Roleplaying Game Subscriber

This is some good stuff. I'm pleasantly surprised they went spell-less. Slayer is one of my favorite PF1 classes and felt like a cleaned up Ranger in a lot of ways. It's nice to see the base ranger is going to be a bit closer to that.

We still haven't seen multiclassing or feats like Starfinder's Technomantic Dabbler, so I'm sure something will allow someone to pick up some spells if they like.

I'm a bit leery of the cost of traps. It seems like mundane traps should be chump change (a couple silver maybe, compared to the 2g listed). Magic traps I can see being extraordinarily useful. I would pay quite a bit of gold to be able to snare up the section of the maze the minotaur is about to walk down, especially as a ranged Ranger.


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Artificial 20 wrote:
Mark Seifter wrote:
42nfl19 wrote:
Mark, how modular will the Ranger be? Will class feats/archetypes allow you to replicate the Slayer or Hunter? I feel like with all these more modular classes, we are going to end up losing all the cool hybrid classes like the Magus(Fighter/Wizard kind of), Slayer(Ranger/Rogue), Ninja(Rogue/Monk kind of), etc.
I feel like you can sort of already do the slayer in many ways, given that Hunt Target is based off slayer's Studied Target. Hunter I think would be very easy to do with an archetype I expect we'll see in the Core Rulebook, assuming the playtest doesn't change things of course!
Is there much playtest support for a single-shot sharpshooter archery style? Maybe Deadly Aim or something similar, looking at the new Power Attack, to make one highly-focused and damaging shot per a turn viable?

I would also like to see the answer to this one. How does the ranger become a master archer?


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You know, I'm wondering if a single square of difficult terrain will be more relevant than it was before, aside from everyone being a little slower. Rangers have a feat that causes one square of it, and elfs have a feat that ignores one square of it.

Paizo Employee Designer

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NielsenE wrote:
By "make them in a single action" do you mean 'deploy snares onto the battlefield' or 'produce snares to use later'? Since the former seems to be what's needed to make snares interesting/usable.

The snare's the thing you made, so the latter isn't something you do. It's the former!

Sovereign Court

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PossibleCabbage wrote:
Hunt Target capitalizes and includes special rules for when you "Seek" and when you "Track". Any chance we can get an explanation of what those are?

Um, "find the enemy" and "follow the enemy" seems pretty evident. Is there anything in particular you want to know more about them?


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Pathfinder Roleplaying Game Subscriber

Would love to see a blog on rituals. I like that Rangers are spell less, but I'm hoping they can easily pick up a few Nature based rituals.


Captain Morgan wrote:

Yoooo, Horizon is on fleek. Alloy is awesome. That comparison actually made me really want to play a Ranger.

As an FYI, the blog does mention there's a feat that lets you set snares mid combat. I'm hoping for something that lets you attach snares to arrows, as well. Trick arrows built into a class would be amazing.

Yeah, Horizon is frickin' sweet, and Aloy... she's *the* ranger.

Trick arrows would be a damn awesome piece of gear, I hope we'll get them later on. Ooooh, and I want explosive crossbow bolts for my alchemist!

Oh, yeah, Mark reiterated about that feat, I don't know what I was reading... attention span of an excitable 5 year old...


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Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

I will miss you favored enemy:(

Not that impressed with the Ranger at all.


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Incidentally, the playtest drops 30 days from today.

Due to general life events, this is going to be simultaneously both the busiest, and the longest, 30 days of my life...

Paizo Employee Designer

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Artificial 20 wrote:
Mark Seifter wrote:
42nfl19 wrote:
Mark, how modular will the Ranger be? Will class feats/archetypes allow you to replicate the Slayer or Hunter? I feel like with all these more modular classes, we are going to end up losing all the cool hybrid classes like the Magus(Fighter/Wizard kind of), Slayer(Ranger/Rogue), Ninja(Rogue/Monk kind of), etc.
I feel like you can sort of already do the slayer in many ways, given that Hunt Target is based off slayer's Studied Target. Hunter I think would be very easy to do with an archetype I expect we'll see in the Core Rulebook, assuming the playtest doesn't change things of course!
Is there much playtest support for a single-shot sharpshooter archery style? Maybe Deadly Aim or something similar, looking at the new Power Attack, to make one highly-focused and damaging shot per a turn viable?

Weirdly enough, you could do that with some of the ranger's crossbow feats, substantially buffing your crossbow damage while turning all your movement into free chances to reload so that you can keep mobile or duck in and out of corners making an enormous shot basically as heavy as a greatsword. In that case, Studied Target is mostly to remove those range increment penalties, making it more important for more open areas, whereas your advantage in windy dungeons is that you are rarely even visible to the enemies off-turn.


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Pathfinder Adventure Path Subscriber

My favorite class, and I confess I'm underwhelmed.

I hope I'm overreacting, but I'm not really a fan of what I see so far.

Sovereign Court

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I think that class feats for favored enemy could add some of the neat extras that the Focused Expertise feats from Monster Hunter's Handbook added.

For instance, along with attack and damage bonuses, the feat would give a bonus on Stealth checks (animals), or against entangle and grapple (plant), or against fear effects and breath weapons (dragons).


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Mark Seifter wrote:
Artificial 20 wrote:
Mark Seifter wrote:
42nfl19 wrote:
Mark, how modular will the Ranger be? Will class feats/archetypes allow you to replicate the Slayer or Hunter? I feel like with all these more modular classes, we are going to end up losing all the cool hybrid classes like the Magus(Fighter/Wizard kind of), Slayer(Ranger/Rogue), Ninja(Rogue/Monk kind of), etc.
I feel like you can sort of already do the slayer in many ways, given that Hunt Target is based off slayer's Studied Target. Hunter I think would be very easy to do with an archetype I expect we'll see in the Core Rulebook, assuming the playtest doesn't change things of course!
Is there much playtest support for a single-shot sharpshooter archery style? Maybe Deadly Aim or something similar, looking at the new Power Attack, to make one highly-focused and damaging shot per a turn viable?
Weirdly enough, you could do that with some of the ranger's crossbow feats, substantially buffing your crossbow damage while turning all your movement into free chances to reload so that you can keep mobile or duck in and out of corners making an enormous shot basically as heavy as a greatsword. In that case, Studied Target is mostly to remove those range increment penalties, making it more important for more open areas, whereas your advantage in windy dungeons is that you are rarely even visible to the enemies off-turn.

I like the sound of that.

Hold on let me read again...

Still like the sound of that.

Thanks Mark!

Paizo Employee Designer

10 people marked this as a favorite.
Roswynn wrote:
Mark Seifter wrote:
Also, you didn't say this but I've seen a few posts that did, so I'll respond here: Rangers don't have anything built in that involves making snares (the only single mention of snares in a built in talent was that I added that snares can also trigger nature's edge, the ability they already had that let them treat enemies as flat-footed in areas of natural difficult terrain). If you like snares and want to be able to make them in a single action for no gp cost at will (the DC is lower if you do it for no gp cost), then you can go for it! Otherwise, you might focus more on animals and monster knowledge (like I did with my ranger), or boosting allies, or other options.

Oh! I misunderstood then. So I can set snares even w/o being a ranger, good to know - and there's a feat letting me do it in a single action at no cost? Holy cows.

But then... is what's left enough to keep the ranger competitive? I mean I see many people didn't like snares anyways, but... seems a little underwhelming perhaps?

If you ignore snares, you're still looking at a character with Hunt Target, tied for best mastery progression for weapons other than fighters, evasion on par with rogue; and then potentially Animal Companion stuff, monster lore feats, team buff feats, special Perception/Stealth/Survival related options either just for them or shared only with rogues, and more.

My ranger was doing steady consistent damage throughout my playtests, was consistently best at initiative due to being excellent at several major initiative values, and was generally pretty safe too, except the one time I did go down and the shoggoths kept constricting me over and over again instead of attacking the other party members (I still survived that barely because I had Diehard, but it was a very near thing).


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Nice to see mundane stuff like Alchemy, traps and I guess poisons become more standard in PF2.

A big chance but leaving favourite enemies behind for a mor always-useful mechanic is probably good. Although right now the class reads a bit... boring. :| Bonusses (like barbarian) are just more interessting than no/less penalties.

BUT another thing, since I see it again in this blog entry:
For the love of all that's holy change the order for the 4 degrees of success to worst -> best or the other way round!
I swear, if I see this abomination of a list in the playtest or the final PF2 rule book, I'l walk away from Pathfinder and never look back.


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Mark Seifter wrote:
Artificial 20 wrote:
Mark Seifter wrote:
42nfl19 wrote:
Mark, how modular will the Ranger be? Will class feats/archetypes allow you to replicate the Slayer or Hunter? I feel like with all these more modular classes, we are going to end up losing all the cool hybrid classes like the Magus(Fighter/Wizard kind of), Slayer(Ranger/Rogue), Ninja(Rogue/Monk kind of), etc.
I feel like you can sort of already do the slayer in many ways, given that Hunt Target is based off slayer's Studied Target. Hunter I think would be very easy to do with an archetype I expect we'll see in the Core Rulebook, assuming the playtest doesn't change things of course!
Is there much playtest support for a single-shot sharpshooter archery style? Maybe Deadly Aim or something similar, looking at the new Power Attack, to make one highly-focused and damaging shot per a turn viable?
Weirdly enough, you could do that with some of the ranger's crossbow feats, substantially buffing your crossbow damage while turning all your movement into free chances to reload so that you can keep mobile or duck in and out of corners making an enormous shot basically as heavy as a greatsword. In that case, Studied Target is mostly to remove those range increment penalties, making it more important for more open areas, whereas your advantage in windy dungeons is that you are rarely even visible to the enemies off-turn.

Does that mean you can make 2 ranged combat styles with the Ranger? i.e. "Machine gun build" where you use a bow to just spam the enemy with as many arrows as possible? Or a "Sniper build" where it focuses on the "one shot one kill" mentality? Before in PF1 there was almost no reason to get a crossbow expect as an easy backup ranged weapon for some melee classes. If there's gonna be a good incentive for cross bow I will be really excited!

Paizo Employee Designer

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Malk_Content wrote:
Would love to see a blog on rituals. I like that Rangers are spell less, but I'm hoping they can easily pick up a few Nature based rituals.

Rangers who focus on raising Nature should be equally capable at picking up primal rituals as are druids, even though the druid is probably a bit better at pulling them off due to Wisdom.


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Quote:
Because of the way classes are now structured, it would be easy to create a spellcasting build of the ranger later using Spell Points (like the paladin), but for the Playtest, we are trying out a a spell-less ranger.

I do not have articulate words for just how happy this makes me.


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Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

While I don't mind not having spells like the old system but what about spell point options for those would love a few magical abilities?

Did the Ranger loose wild empathy?

You have to wait till 11th level for something related to woodland stride:(


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Mark Seifter wrote:

If you ignore snares, you're still looking at a character with Hunt Target, tied for best mastery progression for weapons other than fighters, evasion on par with rogue; and then potentially Animal Companion stuff, monster lore feats, team buff feats, special Perception/Stealth/Survival related options either just for them or shared only with rogues, and more.

My ranger was doing steady consistent damage throughout my playtests, was consistently best at initiative due to being excellent at several major initiative values, and was generally pretty safe too, except the one time I did go down and the shoggoths kept constricting me over and over again instead of attacking the other party members (I still survived that barely because I had Diehard, but it was a very near thing).

Cool summary, and that sounds like an epic story - or the stuff of nightmares. Can't quite decide :)


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Mark Seifter wrote:
Roswynn wrote:
Mark Seifter wrote:
Also, you didn't say this but I've seen a few posts that did, so I'll respond here: Rangers don't have anything built in that involves making snares (the only single mention of snares in a built in talent was that I added that snares can also trigger nature's edge, the ability they already had that let them treat enemies as flat-footed in areas of natural difficult terrain). If you like snares and want to be able to make them in a single action for no gp cost at will (the DC is lower if you do it for no gp cost), then you can go for it! Otherwise, you might focus more on animals and monster knowledge (like I did with my ranger), or boosting allies, or other options.

Oh! I misunderstood then. So I can set snares even w/o being a ranger, good to know - and there's a feat letting me do it in a single action at no cost? Holy cows.

But then... is what's left enough to keep the ranger competitive? I mean I see many people didn't like snares anyways, but... seems a little underwhelming perhaps?

If you ignore snares, you're still looking at a character with Hunt Target, tied for best mastery progression for weapons other than fighters, evasion on par with rogue; and then potentially Animal Companion stuff, monster lore feats, team buff feats, special Perception/Stealth/Survival related options either just for them or shared only with rogues, and more.

My ranger was doing steady consistent damage throughout my playtests, was consistently best at initiative due to being excellent at several major initiative values, and was generally pretty safe too, except the one time I did go down and the shoggoths kept constricting me over and over again instead of attacking the other party members (I still survived that barely because I had Diehard, but it was a very near thing).

If you want to be a trap/snare connoisseur, will you be able to level/upgrade them to be useful in a fight in combat mode? As of right now in low level, they seem to be only useful during exploration mode. I envision a point where you can become a master battle field controller. You are throwing out premade traps/snares mid-combat, mid-chase like a frisbee and when they land they deploy themselves. You lock down areas and escape routes and such.


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masda_gib wrote:
I swear, if I see this abomination of a list in the playtest or the final PF2 rule book, I'l walk away from Pathfinder and never look back.

I regret to inform you that the playtest went to print weeks ago.

Paizo Employee Designer

10 people marked this as a favorite.
42nfl19 wrote:
Mark Seifter wrote:
Artificial 20 wrote:
Mark Seifter wrote:
42nfl19 wrote:
Mark, how modular will the Ranger be? Will class feats/archetypes allow you to replicate the Slayer or Hunter? I feel like with all these more modular classes, we are going to end up losing all the cool hybrid classes like the Magus(Fighter/Wizard kind of), Slayer(Ranger/Rogue), Ninja(Rogue/Monk kind of), etc.
I feel like you can sort of already do the slayer in many ways, given that Hunt Target is based off slayer's Studied Target. Hunter I think would be very easy to do with an archetype I expect we'll see in the Core Rulebook, assuming the playtest doesn't change things of course!
Is there much playtest support for a single-shot sharpshooter archery style? Maybe Deadly Aim or something similar, looking at the new Power Attack, to make one highly-focused and damaging shot per a turn viable?
Weirdly enough, you could do that with some of the ranger's crossbow feats, substantially buffing your crossbow damage while turning all your movement into free chances to reload so that you can keep mobile or duck in and out of corners making an enormous shot basically as heavy as a greatsword. In that case, Studied Target is mostly to remove those range increment penalties, making it more important for more open areas, whereas your advantage in windy dungeons is that you are rarely even visible to the enemies off-turn.
Does that mean you can make 2 ranged combat styles with the Ranger? i.e. "Machine gun build" where you use a bow to just spam the enemy with as many arrows as possible? Or a "Sniper build" where it focuses on the "one shot one kill" mentality? Before in PF1 there was almost no reason to get a crossbow expect as an easy backup ranged weapon for some melee classes. If there's gonna be a good incentive for cross bow I will be really excited!

Your one shot is not going to one-hit-kill enemies, but hitting like a greatsword is still pretty good for a ranged attack. I had a player who went with the crossbow style ranger and made it as big one-hit as possible with a heavy crossbow. This caused eyebrow-raising amounts of damage, especially on crits, but the player was frustrated when his dice went on a bad streak because with just one shot, he didn't have the same number of chances as everyone else to keep rolling until he saw a high number; even though the overall damage was extremely solid for such a mobile ranged character, that style is not for everyone, and if getting frustrated when you bank it in one shot and miss sounds like you, I'd recommend going more machine gun arrow style.

Paizo Employee Designer

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42nfl19 wrote:
If you want to be a trap/snare connoisseur, will you be able to level/upgrade them to be useful in a fight in combat mode? As of right now in low level, they seem to be only useful during exploration mode. I envision a point where you can become a master battle field controller. You are throwing out premade traps/snares mid-combat, mid-chase like a frisbee and when they land they deploy themselves. You lock down areas and escape routes and such.

You are actually building the entire snare in one action (I would probably flavor it like you that my ranger had some of the pieces premade, but you don't need to commit like that; if you know how to make 20 snares and have some snare components [or not if you want the lower DC freebie snare], you could make any of those 20 snares in one action, you don't have to predecide which one you're ready to make). Imagine if you actually do have prep at that point: you can fill up an entire enormous battlefield with tons of snares.


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So rituals work on Nature + Wis for druidic spells, probably Religion + Wis for divine, Arcana + Int for arcane... that's my uninformed guess.

So Mark, evasion on par with the rogue? That's pretty nasty. I'm eager to see how this ranger plays out, I'm sure if you actually do play it like a ranger you should be gold. Thank you!

Oh and yeah, I'm interested in the "sniping crossbow/ranged shot with loads and loads of damage" question too! Honestly I hope you can either pull off many normal attacks or focus on one with extra damage, generally speaking.


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Can you safely walk through a square with a snare you set yourself?


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I like this. If Sorcerer doesn't blow me away (which it probably will, since I love them so much I usually help them over whatever bar I set), this will be the class of my first Pathfinder playtest character.

Ooh. Unless Bards can be built to be nasty debuffers. Then I'll actually have some thinking to do.


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It's ok. Nothing overwhelmingly great but nothing that causes too much grief either.


Mark Seifter wrote:
You are actually building the entire snare in one action (I would probably flavor it like you that my ranger had some of the pieces premade, but you don't need to commit like that; if you know how to make 20 snares and have some snare components [or not if you want the lower DC freebie snare], you could make any of those 20 snares in one action, you don't have to predecide which one you're ready to make). Imagine if you actually do have prep at that point: you can fill up an entire enormous battlefield with tons of snares.

OMG that is so awesome! Snares, snares everywhere!

Also yeah, I like the big crossbow doing eyebrow-raising amounts of damage, even if you won't always hit. Where do I sign?

Paizo Employee Designer

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Mbertorch wrote:

I like this. If Sorcerer doesn't blow me away (which it probably will, since I love them so much I usually help them over whatever bar I set), this will be the class of my first Pathfinder playtest character.

Ooh. Unless Bards can be built to be nasty debuffers. Then I'll actually have some thinking to do.

If you want to be the debuff master, there's a lot of classes that can do that now (even fighter, Luis put together what I called a "Malboro" fighter who chained together up to 4 conditions if his turn went really well for him (and bad for my monsters!). Bards can be nasty buffers or debuffers and more besides, but you'll have to wait for the bard blog for details!


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I'm a little confused on how slowing snare is thematically supposed to work, but good to know you can aspire towards Grimtooth as a ranger.

I'll confess, part of me wants to see an Alchemist/Ranger multiclass (depending on how it works), so as to build a combat crafter.


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Roswynn wrote:
Also yeah, I like the big crossbow doing eyebrow-raising amounts of damage, even if you won't always hit. Where do I sign?

Now that I join the dots, with magical weapons multiplying damage dice, a magic heavy crossbow will hurt, I imagine.


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Saint Bernard wrote:
The blog did not give a clue if an elf ranger could become legendary with a bow. Big Legolas fan here.

Legolas would be a fighter.

Shadow Lodge

I am sad to see the skill bonuses from Favored Enemy go. Good by3, neat little side feature few people in my groups every remembered but me.


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I think I'm calling my hypothetical goblin ranger Grime-tooth.


Seems rather superfluous that this Class wasn't simply folded into the Fighter...

Lantern Lodge

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Could the ranger get a feat where when they roll initiative using stealth or survival at the start of an encounter the choose one square to set a snare in or something?

Traps in nearly every game suffer from action economy issues or not getting to chose the battlefield so even something small like this would be a nice option to have.

Shadow Lodge

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Quote:
When you critically succeed to identify a target you're hunting with Recall Knowledge, you (and your allies, if you tell them) gain a +1 circumstance bonus to your next attack roll against it, but not against other creatures of that species. The creature is bolstered.

Couple of questions!

1) "a target you're hunting" -- Does this mean 'the focus of Hunt Target'? Or any creature you're just regularly hunting/tracking. I know that's nit-picky, but this is a level 1 feat and probably should be very clear.

2) "you (and your allies, if you tell them) gain a +1 circumstance bonus to your next attack roll against it, but not against other creatures of that species" So, if we're fighting a pack of 5 wargs, and I critically identify one, the bonus doesn't carry over to the other creatures in the same combat?

3) What action is using Recall Knowledge? Since there's no [[(X)]], that would be free, correct?

I know we don't have all the pieces yet, but it doesn't seem that fun to fight a group of identical creatures (which happens a lot) and have to spam Recall Knowledge on every single one you target in succession in the hopes of a critical success for a one-off bonus. Is there a feat/ability that lets Recall Knowledge work for all the same type of creatures in a single battle, or at higher levels, the same types of creatures over a period of time (like hours/level)?


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I think Recall Knowledge is something you do with a Seek Action, so its not free.


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Yay, a blog post that's not giving my Resonance anxiety headaches!

That said, kind of a mixed bag here...

POSITIVE:
-Hunt Target looks great. Thematic and less metagame-inducing than Favored Enemy
-No spellcasting!
-TWF ranger is alive and well and looks functional
-Full-progression animal companions!
-Distracting Shot sounds handy

NEGATIVE:
-Monster Hunter looks, frankly, awful. I know a +1 means more in 2E, but for one attack roll, and only on a critical success? Take off one of those restrictions (either make it last the duration of the Hunt or make it proc on a regular success) and it might be worth taking.
-I was kind of hoping for some herbalism type abilities (a la Aragorn) to replace spells. Hopefully rangers get good proficiency with Medicine or whatever it's called now?

AMBIVALENT:
-I don't see myself using snares at all. Too many times either you're the one being ambushed, or the monsters have no reason to leave the room they're camped out in to walk into your traps. And as pointed out, unless there's something to change this, flying enemies will laugh at you. They are thematic, though, so I'd love to see them turn out to be useful after all.
-That initiative feat seems decent, but boring?


Well, this is definitely a thing.

Very happy with the core of the class, it solved a lot of ongoing issues with favored enemy and a lot of other stuff.

The example feats and snares are... eh? There doesn't feel like any bite there. Are there other options for class feats beyond the feats that act like/replace hunter's bond, snares or animal companions? Because I don't have a lot of interest in any of those things.

point of clarification:

Quote:
Specific ranger feats allow him to gain an animal companion at the same progression as a druid's,

Is this 'gain an animal companion at all, and it is on the druid progression' or 'improve existing animal companion?' I'd be very happy with a ranger that doesn't default to having a companion.

Looks like a good baseline though- I look forward to seeing more material on the ranger.

Sovereign Court

I like the fighting styles, not so much the hunted target requirement. It seems like PF2 continued move towards garden variety in favor of less limitations continues.


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dariusu wrote:
I don’t think rangers are “hunters” first and foremost. I think they are protecters of regions of wilderness

The cool thing is that in our own campaigns they can be anything we want. What is presented in the blog is right in line with the traditional idea of the ranger class.

PF 1 description wrote:
For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people.


"You also gain a +2 circumstance bonus to Perception checks when you Seek your target"

So, I wonder if Seek is an action (spot hidden targets, etc).

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