What are some "essential" low-level ranger feats?


Advice


Between the core book, APG, UM, and UC, what would you consider some of the best feats for a ranger to take at low levels? I'm consolidating features and feats for every class and am starting with the ranger.


It depends what kind of ranger you are building. I like getting point blank and precise shot with an archery ranger. There is not one way to make a ranger it matters what you are trying to do.


The beauty of combat-styles is, that Ranger can ignore the prerequisite of the feats. So a Ranger can take shield of swings, pushing assault, rapid shot and and precises hot without bothering with build-up feats like point blank or power attack at second level.


Power Attack is a must on any Ranger.

Dark Archive

RedPorcupine wrote:
The beauty of combat-styles is, that Ranger can ignore the prerequisite of the feats. So a Ranger can take shield of swings, pushing assault, rapid shot and and precises hot without bothering with build-up feats like point blank or power attack at second level.

But... you WOULD take Power Attack.

I would say for a ranged attacking ranger that Deadly Aim is pretty much essential, while for melee for sure you want Power Attack.


Skill Focus any class Skill
Extra Trait
Cosmopolitan
Die Hard
Iron Will
Toughness
EWP Great Bow /Diaku?1d10 bow

With pet
Team Work Precise Strike
Team Work Outflank
Team Work Lockout
Team Work Swap Places


Boon companion. No matter what style this is always on your list.


Thanks, guys. Keep 'em coming!

Grand Lodge

What are looking to do?


blackbloodtroll wrote:
What are looking to do?

I am looking to create a "ranger handbook" for the players at my table, and possibly offer it up at DTRPG. I will follow this one with further classes. The idea is to consolidate and refine the options available to each class into a more manageable package, rather than having to thumb through several massive books to find stuff that suits you. So I want to narrow the focus of feats down to those generally most useful to the class (in this case, the ranger).

It is sort of a middle ground between the Beginner Box and the core books.

Grand Lodge

Treantmonk has a pretty good guide.

The Exchange

I don't know if I'd call them 'essential' per se, but Quick Draw and Iron Will are both good, solid choices. Any melee-oriented ranger would be well-advised to add Blind-Fight by the time 7th level rolls around (enemies with displacement and improved invisibility start popping up regularly.)


blackbloodtroll wrote:
Treantmonk has a pretty good guide.

Treantmonk?

Grand Lodge

Yeah, just do a search, there are a few guides out there. As stated, Treantmonk has a good one.


Pathfinder Adventure Path Subscriber
William Edmunds wrote:
blackbloodtroll wrote:
Treantmonk has a pretty good guide.
Treantmonk?

Yes, Treantmonk.

And his guide.


Thanks for the Treantmonk link. Very helpful stuff! Now let me tweak this a bit: most of the advice I've been given relates to combat effectiveness. What non-combat feats do you find particularly useful for rangers?

Further, what new combat styles do you like from the APG? Which ones don't you like (if any)?

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Mechanically speaking, "non-combat" basically means "skills". So Skill Focus in something you want to be good at, or else something like Athletic or Self-Sufficient or Alertness or whatever.

Depending on what you want, Cosmopolitan can be great. Turn two mental skills into class skills and simultaneously learn two languages.


I've always been a big fan of Improved Initiative & Run. Getting to strike 1st (+4 Initiative bonus) has saved my bacon more than a couple times. Run allows you to move 5x instead of 4x normal speed... plus, you keep your DEX bonus to AC - immensely helpful when your trying to engage the enemy.

Dark Archive

I would offer that rangers get more than enough skill points to get away with investing all their feats in combat. Don't forget that you're a d10 full BAB class, and therefore respected to pull a respectable amount of damage.


I love the Guide archetype. More reliable than Instant Enemy.

Dark Archive

True, but I find making some combination of human, undead, construct, and evil outsider your favoured enemy means you contribute well.


Mergy wrote:


But... you WOULD take Power Attack.

Ah, well, yes. Just running an experiment without trying to make the most of this rule. And you could take it at third level.

Shield slam, then.

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