Corpse Hunter (Ranger) build, could use some help


Advice


Hello!
I'm starting a new campaign (Level 1), and our Master gave each of us a specific class to play. I got the Ranger, specifically the Corpse Hunter archetype. I don't know the campaign setting, but I'm assuming it has undead in it xD

I'm allowed to build an Advanced race (12 RP) to go with it. These are some of the things I could pick, but I could use suggestions:

- Advanced (Ability Score Modifier Quality) [4 RP], which gives me +4 -2 to one kind of stats, and +2 +2 +2 to the other kind. This would allow me to boost my DEX, and to reduce those bad negative modifiers..

- Advanced Dexterity [4 RP]. This would give me a +2 on DEX, always nice, but I'm not sure it's really worth the 4RP. I already have good scores, so I could use those RP to get something else.

- Static Bonus Feat [2 RP]. A free feat with no prerequisite, could be useful. Not sure which feat to pick though.

- Quick Reaction [2 RP]. Improved Initiative for free!

- Poison Use [1 RP]. Not really a must, but would be nice to be able to poison my arrows, without risking to poison myself in the process. Pretty cheap.

- Flee Footed [3 RP]. Gives me Run as bonus feat, and +2 to Initiative. Initiative it's what got my attention, but 3RP for it sounds expensive..

- Darkvision 60ft. [2 RP]. Having Darkvision can help while scouting, but is it really necessary?

All of those would make 18 RP, I can only have 12. What would you pick?

As for my scores, I already rolled them, and these are the final scores: 16-16-16-13-8-7.
I still have to decide how to assign them, especially if I pick the "Advanced Ability Score Quality".
I'm pretty sure two out of three 16s will go to STR and DEX, while 7 will most likely go to CHA.

I don't really know how to put them. Assuming to take the Advanced trait, without the additional Advanced DEX, I could have the following scores:

A. 16-20-11-10-18-9
B. 16-20-14-10-15-9
C. 18-18-10-17-16-7

There of course are just some of the possibilities, but the ones I thought could work better.

I don't really like the A option, because I don't think having 18 WIS will ever be useful to me.
The C option is probably the one I like the most. I lose a bit of DEX, but gain in both dmg (STR) and a ton of skill points (plus bonus languages, always nice to have on a scout), and of course would let me have a stronger composite longbow as soon as I can afford it!

I'd like your feedback. With those scores, and those 12RP, how would you build a lvl1 Ranger? Feats included..


Darkvision in some way - spell, natural, whatever - is essential for scouting underground, yes. It's useful in other situations but essential there. Starting at level 1 you probably want it by race.

Poison Use is cheap. Poison isn't. Also, it's not a lot of use with undead antagonists unless you're planning to side with the monsters and betray the party.

Fleet Footed being value at 3 RP depends on Run being worth as much as the average feat. It isn't so don't get it.

Advanced Dex would be nice but isn't essential.

I wouldn't drop Con below 12 even for an archer. You don't gain much for Wis above 14 either. So I'd go with something like your option B.


The Warped:
If you ask a dwarf if they ever knew someone who disappeared while venturing off into the mines, they will without a doubt think of a face. While a grown mountain dwarf knows his birthplace like the back of his hand, many children often get lost in the underground labyrinths while exploring. This is a common enough occurrence that one of the most popular dwarven bedtime stories contains a foolhardy little dwarf who gets lost and eaten by trolls.
But in reality, neither the young dwarfs or the trolls are to blame. Because young dwarfs can hear them. The creatures bleeding into this world where it is as darkest. Those with the beautiful voices which are carried by the stone from deep within the mountain, leading the children past collapsed tunnels and forgotten passages. Leading the children to where they wait.
While most children live out their lives with their new friends, too mesmerized by the otherwordly voices to realize that they are growing old, very rarely a child will shake off the fog in their mind and find their way out. However, they are never recognized upon their return as the singing from the deep has warped both their minds and bodies.

Aberration (3 RP) (Subtype: Dwarf)
Darkvision 60ft and immunity to Hold Person/Dominate Person. Could come in handy in an undead-heavy campaign (read: Vampires).

Small Size (0 RP)
+1 Attack, +1 AC, +4 to Stealth.
-1 to CMB/CMD, -1 damage from size category.

Slow Speed (-1 RP)
You're an archer. You won't need speed.

Advanced Ability Score Modifier (4 RP)
Most bang for your buck.

Standard Language Quality (0 RP)

Duergar Immunities (4 RP)
Immune to Paralysis, Phantasms and Poison. +2 on saving throws against Spells and Spell-Like Abilties.

Skill Training (1 RP)
Diplomacy and Bluff as class skills.

Static Bonus Feat (2 RP)
Point Blank Shot.

Light Sensitivity (-1 RP)
How often will you fight in broad daylight against undead?

*********

Str13 (+2)
Dex16 (+2)
Con16 (+2)

Int16
Wis8 (+4)
Cha7 (-2)

15-18-18-16-12-5

Strength isn't really that important. You could switch out Strength for Constitution if you value +2 damage more than +2 HP/level and +2 Fort.

=================================

I'd pick up the social trait 'Student of Philosophy' to use Int instead of Cha on Bluff and Diplomacy, so that I'd actually be able to provide something to social encounters.

The main focus on my skill points would be Stealth, Knowledge Religion, and Perception.
Bluff, Diplomacy, Knowledge Dungeoneering/Geography thereafter.

Feat Progression:
1. Point Blank Shot(B), Rapid Shot
2. Precise Shot(B)
3. Deadly Aim
5. Weapon Focus/Learn Ranger Trap (Transpositional Trap)
6. Improved Precise Shot(B), Retrain 5th level feat to Manyshot.


I think I'll go with Darkvision.

You are right, poison is a wasted point. I wouldn't be able to poison undead creatures, so not really worth it. But it would be fun to side with them, if only I could!

I'm giving up Flee Footed too. Run is not essential, and I already am faster than my friends, so if we have to run, I only have to outrun the slowest of them :P

I'm thinking Carrion Sense, because it sounds nice.. If I'm used to hunting down undead, it makes sense I've developed a scent for blood and rotting flesh..

That leaves me with 1 RP. I could go with Hatred to gain a +1 on attacks vs undead (but I already get plenty with my fav. enemy), or with weapon familiarity to get proficiency in some exotic weapon maybe, especially for melee (I'll mostly use a longbow for ranged.. there isn't any bow in exotic)..

I do value a +2 in dmg, mostly because we are only 3 people and can't think of many ways to improve my dmg other than shooting more arrows.. I think i'll follow your advice but switch CON and STR.

Also, I'm looking at Overwatch as a combat style feat.. is it any good?

I haven't looked up traits yet, but "Student of Philosophy" sounds nice!

Should I dump Handle Animals? I will need it to train my companion, and with negative CHA it's not gonna be easy if I don't put skills in it..


That spare RP could probably buy a skill bonus if you're concerned about training your animal companion.

You'll probably be too busy with other archery feats to indulge in styles for a while. If you follow Wonderstell's feat plan you might want clustered shots at 7, get weapon focus again at 9, point blank master with the combat style at 10.

Overwatch isn't the greatest in a small party anyway, it'd be better when you've got more people to coordinate with.


I'm a bit concerned about it, but with just 1 rank I can already overcome the negative bonus. It might not be as easy as it could be, but RP for a skill seem a bit wasted to me, especially class skills.

I'm think I'll go with weapon familiarity. I can pick Elven weapons (Elven Curved Blade would be a great melee option) + 1 specific weapon. I like the idea of a Spiked Chain or the Whip, good for disarm and trip, but I'm also curious about the Lasso..

You're right, I have plenty of feats to focus on before thinking about combat styles.. I guess i'll give up the Overwatch Style if it doesn't work well in small groups!


Archery is a very feat-intensive combat style. You do not have the feats to spare to be okay at melee. Using a twohanded weapon at level 1 will work with a high strength, but at level 3 you shouldn't ever drop your bow.

And if you try and dabble in combat maneuvers you'll be spreading your feats too thin. Pathfinder forces you to specialize, so you have to choose between being good at archery, or mediocre at everything.


I don't plan on going melee often, but sometimes you might not have a choice.

For sure I won't pick any feat to improve my melee, but I want to be prepared in case I'll ever need it. Taking the Elven Curve Blade gives me some dmg and a pretty good critical chance. The alternative could be the Flying blade, which gives me more dmg, but with a -2 to hit.
As for the second weapon I could take with the Weapon Familiarity racial trait, I'm really short on ideas. The chain looks cool, but you are right, I should avoid melee as much as I can, so it makes no sense to pick two melee weapons.

I could take an exotic ranged weapon, but there isn't much to choose. Most are crossbows or slings, which I don't need. The only two things that got my attention are the Lasso, which gives me a way to entangle foes, or the Bolas (either normal or brutal), which give me a ranged trip. Both nice concepts, but I don't see them being of much use.


Let's compare the damage potential of the two exotic two-handed weapons you mentioned to other martial weapon which you already have proficiency in.

=======================

Elven Curve Blade:
1d10 damage dice, 18-20/x2 crit range
average damage: 5.5

Falchion (Martial):
2d4 damage dice, 18-20/x2 crit range
average damage: 5

=======================

Flying Blade:
1d12 damage dice, x3 crit range
Average damage: 6.5

Earthbreaker (Martial):
2d6 damage dice, x3 crit range
Average damage: 7

Greatsword (Martial):
2d6 damage dice, 19-20/x2 crit range
Average damage: 7

=======================

As you can see, there really isn't any point to taking weapon familiarity if it's just damage you care about.

There are a lot of racial qualities which can't be measured in feats, and those are the ones you should go for. Things like Carrion Sense and immunities are very hard to get through feats, and have more worth. That isn't to say you shouldn't pick up a bonus archery feat, because you should.


First of all, thanks for all the details!

I guess I'll skip the weapon familiarity trait then, but what should I take instead? I already picked Carrion Sense, but I can't pick any immunity with just 1 RP. At best I can take a +2 on a saving throw against something very specific.. I guess "Undead Resistance" (+2 saves against disease and mind control) would fit my character, since he hunts undead..


I'm guessing your RP is spent on:

Humanoid (0 RP)
Medium Size (0 RP)
Advanced Ability Score Modifier (4 RP)
Static Bonus Feat (2 RP)
Quick Reaction (2 RP)
Darkvision (2 RP)
Carrion Sense (1 RP)
Total: 11
RP left: 1

================================

Have you thought about what you want your character to be? We've discussed the mechanical part of the race, but the most important subject has been left untouched. What makes your race different from all other races?

Is your race the result of genetic engineering to battle the tides of undead in a far-away country?
Can your race reproduce, or are they the sterile offspring from two unlikely races?
Is your race from this world?
Are you an aberration, a plant or a humanoid?

Taking the Aberration/Monstrous Humanoid/Outsider creature type instead of humanoid would cost 3 RP, but give you Darkvision for free and make you immune to spells targeting humanoids, such as Dominate Person. (Which is what vampires use to control you) That's one immunity you can buy for 1 RP. But Undead Resistance is also pretty nice. +2 against mind control is useful.

================================

Bober wrote:
Should I dump Handle Animals? I will need it to train my companion, and with negative CHA it's not gonna be easy if I don't put skills in it.

Having an animal companion grants you the Link (Su) power, which among other effects gives you a +4 to Handle Animal.

You'll get your animal companion at level 4. So that's 4 skill ranks, +3 from it being a class skill, and -3 from your Charisma modifier if you dump it.

Then you buy a training harness for 10 gp, which grants you another +2 for Handle Animal checks with your animal companion.

4+4+3-3+2=10

Now you can take 10 on the Handle Animal check to make all DC 15/20 checks.


Yes, that's how I spent my RP.

--

The original idea was to make a race that was secretly bred by a religious order trying to create the perfect weapon against the undead scourge.
I didn't think about being immune to spells that target humanoids. If I switch to Aberration, I would be immune and I could add an experimental vibe to his background. Instead of being just a mixed race, he could be a successful experiment, the first of its kind to survive, created and enhanced through divine magic to hunt Undead. It would make sense that they made a being immune to the vampire's Dominate Person, if they were trying to create a great weapon against undead.
The GM could then decide if there are more of my race around, or if I was the only one..

The experiment could also kinds explain my stats, and being an aberration would contribute to having a low charisma (since look usually it's part of it).

--

Good to know! I won't have to worry too much about it then!

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