Return of the Cleric/Ranger!
Posted by okcstephens
Since I seem to be slowly going through all the Old School multiclass options to create archetypes, hybrid classes, or alternate classes to cover the concept in Pathfinder, there’s no real surprise (having done the anruth [an old school druidic bard], cavalier-paladin, cleric/assassin, cleric/fighter/thief, fighter/magic-user/thief, thief-acrobat, as well as randomly acquired psionics, and even the fighter/illusionist at my patreon) that I have gotten to the cleric/ranger. While it’s never the first thing that gets mentioned when I talk about tackling fighters/magic-user/thieves and thief-acrobats, I’m actually a little surprised how popular it is. And it’s true, there’s not a great way to build this concept as a satisfying character in pathfinder.
But it shouldn’t be too hard to build one.
And given the warpriest is already a cleric/fighter hybrid, that seems a solid place to start. We just need a giant syringe to suck out all the fightiness, and then we can add rangerocity.
A warpriest archetype
A cleric/ranger does not gain proficiency with heavy armor.
Your spell list includes all 0-6th level cleric spells and most ranger spells. You cannot cast spells that modify a class feature the cleric/ranger does not possess (such as hunter’s bond).
A cleric/fighter/thief does not gain a blessing at 1st level, or greater blessing at 10th level.
You do not gain the sacred weapon class feature.
Rather than a warpriest’s bonus feats, the cleric/ranger selects a ranger combat style at 3rd level, and must select all its bonus feats from the associated list of combat style feats. The cleric/ranger treats its class level as its ranger level to determine what feats it can select, but need not otherwise meet the feat’s prerequisites.
At 1st level, a cleric/ranger selects a creature type from the ranger favored enemies table. He gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A cleric/ranger may make Knowledge skill checks untrained when attempting to identify these creatures. Favored foe counts as favored enemy for prerequisites, and effects that modify favored enemy.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the cleric/ranger may select an additional favored foe. In addition, at each such interval, the bonus against all favored enemies increases by +1.
If the cleric/ranger chooses humanoids or outsiders as a favored foe, he must also choose an associated subtype, as a ranger does. When selecting outsiders, he may only pick outsiders with a alignment that does not match the alignment of the cleric/ranger’s deity. If a specific creature falls into more than one category of favored enemy, the cleric/ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
At 1st level the cleric/ranger gains wild empathy as the ranger class feature.
At 4th level the cleric/ranger selects a favored environment from the ranger favored terrain class feature. The cleric/ranger gains a +1 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this environment. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Favored environment counts as favored terrain for prerequisites, and effects that modify favored terrain.
At 8th level and every four levels thereafter, the cleric/ranger may select an additional favored environment. In addition, at each such interval, the skill bonus and initiative bonus in all favored environments increases by +1.
At 20th level the cleric/ranger gains the master hunter class feature of the ranger, rather than the aspect of war class feature.