Build Advice - Ranger (Shapeshifter / Wild Hunter / Wilderness Medic)


Advice


Theme: This build is a PFS build based on the Norn race from Guild Wars 2. The character himself is a Human with a Totemistic Religion, worshiping nature and the Spirits of the Wild over any mortal god. Ultimately, I'll be putting "Green Faith" in the Deity slot, but he is most likely to call upon Animal Spirits than any of the Elements of Nature.

The mechanical idea of this build is to be something of a versatile combatant, with more than one way to fight in an encounter. Switch Hitter might be the best way to describe combat, where he can swap between running around and kiting with ranged attacks or running in and smashing face with a melee attack.

I really would like to keep Shapeshifter and Wild Hunter together, and Wilderness Medic has some pretty cool mechanical interactions with Wild Hunter (whenever I use Hunter's Boon to buff an ally, I can buff all my allies with the spirit I choose to channel (Most likely will be Bull or Tiger, depending on the situation).

All in all, the basic idea is a human who worships the spirits of the wild, and channels them to shapeshift. Wild Stalker is also another option, because I can then grab Furious Finish, but then I'd have to remove Wild Hunter and Wilderness Medic, and I think I like the flexibility they give me more than Rage.

What do you guys think?

Race: Human (Heart of the Fey replacing Skilled)
Class: Ranger (Shapeshifter/Wild Hunter/Wilderness Medic)/Fighter (Titan Fighter)
Str: 16, Dex: 16, Con: 14, Int: 11, Wis: 13, Cha: 7

Level Progression 1 to 11:
Level 1: Ranger (1) [Favorite: +1 HP]
- Traits: Reactionary (Combat), Totemist (Faith)
- Feats: Power Attack (Lv. 1), Cleave (Human Bonus)
- Ranger: Herbalist Training (Ex), Animal Focus (Su), Track (Ex)
- Skills: Craft: Alchemy (+4), Heal (+6), Perception (+5), Prof: Herbalism (+6), Stealth (+7), Survival (+5)

Level 2: Ranger (2) [Favorite: +2 HP]
- Traits: Reactionary (Combat), Totemist (Faith)
- Feats: Power Attack (Lv. 1), Cleave (Human Bonus), Weapon Focus: Greatsword (Ranger Bonus)
- Ranger: Herbalist Training (Ex), Animal Focus (Su), Track (Ex), Combat Style: Natural
- Skills: Climb (+7), Craft: Alchemy (+4), Heal (+7), Knowledge: Nature (+4), Perception (+6), Prof: Herbalism (+7), Stealth (+7), Survival (+5), Swim (+7)

Level 3: Ranger (3) [Favorite: +3 HP]
- Traits: Reactionary (Combat), Totemist (Faith)
- Feats: Power Attack (Lv. 1), Cleave (Human Bonus), Weapon Focus: Greatsword (Ranger Bonus), Gorum's Swordmanship (Lv. 3)
- Ranger: Herbalist Training (Ex), Animal Focus (Su), Track (Ex), Combat Style: Natural, Shifter’s Blessing (Bear), Herbal Medicine
- Skills: Climb (+7), Craft: Alchemy (+6), Heal (+8), Knowledge: Nature (+4), Knowledge: Dungeoneering (+4), Perception (+7), Prof: Herbalism (+8), Stealth (+7), Survival (+5), Swim (+7)

Level 4: Ranger (4) [Favorite: +4 HP]
- Attribute: +1 Wisdom (Wisdom 14)
- Traits: Reactionary (Combat), Totemist (Faith)
- Feats: Power Attack (Lv. 1), Cleave (Human Bonus), Weapon Focus: Greatsword (Ranger Bonus), Furious Focus (Lv. 3)
- Ranger: Herbalist Training (Ex), Animal Focus (Su), Track (Ex), Combat Style: Natural, Shifter’s Blessing (Bear), Herbal Medicine, Hunter's Bond, Spells
- Main Spells: Lead Blades, Gravity Bow
- Skills: Climb (+7), Craft: Alchemy (+7), Heal (+11), Knowledge: Nature (+5), Knowledge: Dungeoneering (+5), Perception (+9), Prof: Herbalism (+11), Stealth (+7), Survival (+6), Swim (+7)

Level 5: Ranger (5) [Favorite: +5 HP]
- Attribute: +1 Wisdom (Wisdom 14)
- Traits: Reactionary (Combat), Totemist (Faith)
- Feats: Power Attack (Lv. 1), Cleave (Human Bonus), Weapon Focus: Greatsword (Ranger Bonus), Furious Focus (Lv. 3), Great Cleave (Lv 5.)
- Ranger: Herbalist Training (Ex), Animal Focus (Su), Track (Ex), Combat Style: Natural, Shifter’s Blessing (Bear), Herbal Medicine, Hunter's Bond, Spells
- Main Spells: Lead Blades, Gravity Bow
Climb (+7), Craft: Alchemy (+8), Heal (+12), Knowledge: Nature (+5), Knowledge: Dungeoneering (+5), Perception (+10), Prof: Herbalism (+12), Stealth (+7), Survival (+8), Swim (+7)

Level 6: Ranger (6) [Favorite: +6 HP]
- Attribute: +1 Wisdom (Wisdom 14)
- Traits: Reactionary (Combat), Totemist (Faith)
- Feats: Power Attack (Lv. 1), Cleave (Human Bonus), Weapon Focus: Greatsword (Ranger Bonus), Furious Focus (Lv. 3), Great Cleave (Lv 5.), Vital Strike (Ranger Bonus)
- Ranger: Herbalist Training (Ex), Animal Focus (Su), Track (Ex), Combat Style: Natural, Shifter’s Blessing (Bear), Herbal Medicine, Hunter's Bond, Spells
- Main Spells: Lead Blades, Gravity Bow
- Skills: Climb (+8), Craft: Alchemy (+9), Heal (+14), Knowledge: Nature (+5), Knowledge: Dungeoneering (+5), Perception (+11), Prof: Herbalism (+14), Stealth (+7), Survival (+8), Swim (+8)

Level 7: Ranger (6) [Favorite: +6 HP] / Fighter (1)
- Attribute: +1 Wisdom (Wisdom 14)
- Traits: Reactionary (Combat), Totemist (Faith)
- Feats: Power Attack (Lv. 1), Cleave (Human Bonus), Weapon Focus: Greatsword (Ranger Bonus), Furious Focus (Lv. 3), Great Cleave (Lv 5.), Vital Strike (Ranger Bonus), Divine Style: Gorum's Swordsmanship (Level 7)
- Ranger: Herbalist Training (Ex), Animal Focus (Su), Track (Ex), Combat Style: Natural, Shifter’s Blessing (Bear), Herbal Medicine, Hunter's Bond, Spells
- Fighter: Giant Weapon Wielder
- Main Spells: Lead Blades, Gravity Bow
- Skills: Climb (+8), Craft: Alchemy (+9), Heal (+15), Knowledge: Nature (+5), Knowledge: Dungeoneering (+5), Perception (+12), Prof: Herbalism (+14), Stealth (+7), Survival (+8), Swim (+8)

Level 8: Ranger (7) [Favorite: +7 HP] / Fighter (1)
- Attribute: +1 Wisdom (Wisdom 14), +1 Strength (Strength 17)
- Traits: Reactionary (Combat), Totemist (Faith)
- Feats: Power Attack (Lv. 1), Cleave (Human Bonus), Weapon Focus: Greatsword (Ranger Bonus), Furious Focus (Lv. 3), Great Cleave (Lv 5.), Vital Strike (Ranger Bonus), Divine Style: Gorum's Swordsmanship (Level 7)
- Ranger: Herbalist Training, Animal Focus, Track, Combat Style: Natural, Shifter’s Blessing (Bear), Herbal Medicine, Hunter's Bond, Spells, Shared Focus
- Fighter: Giant Weapon Wielder
- Main Spells: Lead Blades, Gravity Bow
- Skills: Climb (+8), Craft: Alchemy (+11), Heal (+16), Knowledge: Nature (+5), Knowledge: Dungeoneering (+5), Perception (+13), Prof: Herbalism (+16), Stealth (+7), Survival (+8), Swim (+8)

Level 9: Ranger (8) [Favorite: +8 HP] / Fighter (1)
- Attribute: +1 Wisdom (Wisdom 14), +1 Strength (Strength 17)
- Traits: Reactionary (Combat), Totemist (Faith)
- Feats: Power Attack (Lv. 1), Cleave (Human Bonus), Weapon Focus: Greatsword (Ranger Bonus), Furious Focus (Lv. 3), Great Cleave (Lv 5.), Vital Strike (Ranger Bonus), Divine Style: Gorum's Swordsmanship (Lv. 7), Devastating Strike (Lv. 9))
- Ranger: Herbalist Training, Animal Focus, Track, Combat Style: Natural, Shifter’s Blessing (Bear, Cat), Herbal Medicine, Hunter's Bond, Spells, Shared Focus
- Fighter: Giant Weapon Wielder
- Main Spells: Lead Blades, Gravity Bow
- Skills: Climb (+8), Craft: Alchemy (+12), Heal (+18), Knowledge: Nature (+5), Knowledge: Dungeoneering (+5), Perception (+14), Prof: Herbalism (+18), Stealth (+8), Survival (+9), Swim (+8)

Level 10: Ranger (9) [Favorite: +9 HP] / Fighter (1)
- Attribute: +1 Wisdom (Wisdom 14), +1 Strength (Strength 17)
- Traits: Reactionary (Combat), Totemist (Faith)
- Feats: Power Attack (Lv. 1), Cleave (Human Bonus), Weapon Focus: Greatsword (Ranger Bonus), Furious Focus (Lv. 3), Great Cleave (Lv 5.), Vital Strike (Ranger Bonus), Divine Style: Gorum's Swordsmanship (Lv. 7), Devastating Strike (Lv. 9))
- Ranger: Herbalist Training, Animal Focus, Track, Combat Style: Natural, Shifter’s Blessing (Bear, Cat), Herbal Medicine, Hunter's Bond, Spells, Shared Focus, Rallying Bond
- Fighter: Giant Weapon Wielder
- Main Spells: Lead Blades, Gravity Bow
- Skills: Climb (+8), Craft: Alchemy (+13), Heal (+19), Knowledge: Nature (+5), Knowledge: Dungeoneering (+5), Perception (+15), Prof: Herbalism (+19), Stealth (+10), Survival (+9), Swim (+8)

Level 11: Ranger (10) [Favorite: +10 HP] / Fighter (1)
- Attribute: +1 Wisdom (Wisdom 14), +1 Strength (Strength 17)
- Traits: Reactionary (Combat), Totemist (Faith)
- Feats: Power Attack (Lv. 1), Cleave (Human Bonus), Weapon Focus: Greatsword (Ranger Bonus), Furious Focus (Lv. 3), Great Cleave (Lv 5.), Vital Strike (Ranger Bonus), Divine Style: Gorum's Swordsmanship (Lv. 7), Devastating Strike (Lv. 9)), Imp. Vital Strike (Ranger Bonus), Weapon Trick: Cleaving Smash (Lv. 11)
- Ranger: Herbalist Training, Animal Focus, Track, Combat Style: Natural, Shifter’s Blessing (Bear, Cat), Herbal Medicine, Hunter's Bond, Spells, Shared Focus, Rallying Bond, Quarry
- Fighter: Giant Weapon Wielder
- Main Spells: Lead Blades, Gravity Bow
- Skills: Climb (+9), Craft: Alchemy (+14), Heal (+21), Knowledge: Nature (+5), Knowledge: Dungeoneering (+5), Perception (+16), Prof: Herbalism (+21), Stealth (+10), Survival (+9), Swim (+9)


Why the +1 strength? If you're taking the character to 11 and no further then it'd be a little more use on one of your odd stats, probably Int.

I'd have thought that enemies dumb enough to stand right next to each other and adjacent to you would be gone by level 11, and would take staggering blow instead of weapon trick (two-handed), but you probably know PFS better than I do.

Occasionally advancing stealth like that is a bad idea IMO. Max it or stop putting points there. I wouldn't drop occasional points in climb or swim late on either.


@Avr - Truthfully? I only stopped at level 11 because I got tired and wasn't able to finish the full 1-12 Pathfinder Society build. Level 12 would be +2 Strength (level 8 and level 12). INT at 11 should be good enough, because of the boon that lets me research stuff - if I get another one to spare if/when I build this character.

I might look into Staggering Blows - I just wish Weapon Trick (Two-Handed) didn't come online so late...

I'll take the advice and put the max ranks into Stealth. I might stop putting ranks into Alchemy at 10 too, because the cap forging discount is 20% with 10 ranks in Alchemy/Herbalism.

Spoiler:
Level 1 - Craft: Alchemy (1), Heal (1), Perception (1), Prof: Herbalism (1), Survival (1), Stealth (1)
Level 2 - Climb (1), Craft: Alchemy (2), Heal (2), Perception (2), Prof: Herbalism (2), Stealth (2), Survival (1)
Level 3 - Climb (1), Craft: Alchemy (3), Heal (3), Perception (3), Prof: Herbalism (3), Stealth (3), Survival (1), Swim (1)
Level 4 - Climb (1), Craft: Alchemy (4), Heal (4), Knowledge: Nature (1), Perception (4), Prof: Herbalism (4), Stealth (4), Survival (1), Swim (1)
Level 5 - Climb (1), Craft: Alchemy (5), Heal (5), Knowledge: Dungeoneering (1), Knowledge: Nature (1), Perception (5), Prof: Herbalism (5), Stealth (5), Survival (1), Swim (1)
Level 6 - Climb (1), Craft: Alchemy (5), Heal (6), Knowledge: Dungeoneering (1), Knowledge: Nature (1), Perception (5), Prof: Herbalism (6), Stealth (5), Survival (1), Swim (1)
Level 7 - Climb (1), Craft: Alchemy (7), Heal (7), Knowledge: Dungeoneering (1), Knowledge: Nature (1), Perception (7), Prof: Herbalism (7), Stealth (5), Survival (1), Swim (1)
Level 8 - Climb (1), Craft: Alchemy (8), Heal (8), Knowledge: Dungeoneering (1), Knowledge: Nature (1), Perception (8), Prof: Herbalism (8), Stealth (7), Survival (1), Swim (1)
Level 9 - Climb (1), Craft: Alchemy (9), Heal (9), Knowledge: Dungeoneering (1), Knowledge: Nature (1), Perception (9), Prof: Herbalism (9), Stealth (9), Survival (1), Swim (1)
Level 10 - Climb (1), Craft: Alchemy (10), Heal (10), Knowledge: Dungeoneering (1), Knowledge: Nature (1), Perception (10), Prof: Herbalism (10), Stealth (10), Survival (2), Swim (1)
Level 11 - Climb (1), Craft: Alchemy (11), Heal (11), Knowledge: Dungeoneering (1), Knowledge: Nature (1), Perception (11), Prof: Herbalism (11), Stealth (11), Survival (3), Swim (1)
Level 12 - Climb (1), Craft: Alchemy (12), Heal (12), Knowledge: Dungeoneering (1), Knowledge: Nature (1), Perception (12), Prof: Herbalism (12), Stealth (12), Survival (4), Swim (1)

Would you say that skill progression is better?


I'd think so, yeah. Climb and swim are relatively easy to boost (or replace) with spells, one rank for emergencies seems enough, but stealth is contested when it matters at all. Survival is in an odd place with some uses easily replaced, others easily boosted and still more that can't easily fit either. A few extra ranks aren't wasted even at high levels. Good plan.


Level 9 is where this beast shines (pun intended), giving everyone a +4 to stats due to the Wild Hunter and Herbalist mix. Or something else if they're all wearing booster items.

That being said, I am a little sad they're both a swift action, meaning it'll two turns to fully call out the powers of the totem spirits, but I suppose that is the price to be payed.

I'm thinking about droping fighter or taking it earlier, but that Large Greatsword's 3d6 damage makes me drool.

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