658 episodes
CYBERPUNK RED: How to Play 3 Actual Play - We have Cyberware, but no affordable housing...
10/08/2026 | 1hWelcome to Night City, where housing is a shipping container, breakfast is kibble, and your most reliable neighbor is a rat named Greg. This week, Marky Day and Dave Costanzo accept a perfectly normal freelance job involving stalking, blackmail, corporate espionage, breaking and entering, and possibly assault. Fortunately, Marky has love in his heart, a mandolin in his bag, and the negotiating instincts to voluntarily reduce their payment by half. Dave, meanwhile, is an elite Netrunner capable of defeating corporate security, provided nobody asks him to walk quietly across a lobby without falling directly onto his face.
Show Notes
Marky Day and Dave Costanzo officially enter Night City for their first Cyberpunk RED adventure, but not before Tyler reveals that peer pressure convinced him to contact Brennan Lee Mulligan and possibly recover DiceGoblin.com. Having exhausted all responsible business decisions, the group finally turns to crime.
Marky wakes in his increasingly hot storage container, works out, eats some kibble, and contemplates writing a song about how love could solve society's problems. He is a rockerboy, vigilante, and aggressively compassionate street philosopher who will never judge someone too harshly, though he may beat them up for their own personal growth.
Next door, Dave Costanzo lives among cables, computer equipment, and spilled kibble. His breakfast is quickly claimed by Greg, the local rat and apparently the most dependable member of the team.
Their morning changes when Marky receives a call from J-ZK, a colorful fashion designer and 3D weapons artist who helped support his music career. A rival artist calling himself Gangster 3D has been stalking her, threatening her, attempting to hack her agent, and using stolen private material to blackmail her. She believes he may also sabotage an important presentation to Sanroo.
J-ZK asks Marky and Dave to break into the Discom corporate building, find Gangster 3D's operation, and steal the incriminating information from his computer. She initially offers them 5,000 eddies, but Marky decides that is far too generous and successfully negotiates their pay down to 2,500 each. Somewhere in Night City, a fixer feels a sudden disturbance in the economy.
To get inside, Marky uses Charismatic Impact to locate one of his corporate fans at the Afterlife. John John may not work for Discom, but he works for Biotechnica and is willing to escort them to the building and vouch for them at security. Marky supports their cover story with a crumpled folder of sheet music masquerading as confidential briefing documents.
Once inside, the pair begins searching for a network access point. Marky moves through the lobby like a seasoned professional. Dave rolls a critical failure on stealth, falls directly onto the floor, and explains to the nearby security guard that his shoe came untied. This works because security in Night City has apparently seen much worse before lunch.
While Dave connects to the building's network, Marky provides cover by pretending to conduct an important corporate conversation. Dave bypasses a password, takes control of an employee-only door, and searches the network for information about Gangster 3D.
He discovers the appointment calendar of Mr. Fromider, an executive on the twentieth floor. Fromider has met with Gangster 3D five times in the past two weeks and has also been meeting with several minor local artists. The pattern suggests that Gangster 3D may be involved in poaching artists like J-ZK for some larger corporate scheme.
Marky and Dave slip into the private elevator, but Marky's incredible perception reveals a hidden sleep-gas system designed to incapacitate unauthorized passengers. Dave disables the device by cutting the correct wire, proving that he is significantly better at defeating electronic security than standing upright in public.
The elevator still requires authorization, forcing Dave to jack into the network again. This time he must pass a Wisp Black ICE program to reach the elevator controls. He activates his Armor program, races past the hostile software, and successfully takes control of the elevator.
The Wisp catches him before he can escape and attempts to damage his brain while reducing his available Net Actions. Dave's Armor absorbs the damage, allowing him to slide away from the pursuing program and safely jack out.
The episode ends as the elevator begins climbing toward the twentieth floor. Marky and Dave are officially inside, Mr. Fromider is waiting somewhere above them, and the part of the mission where everything becomes violent has probably just begun.
Key Takeaways
The episode demonstrates how Cyberpunk RED combines social interaction, stealth, investigation, physical security, and Netrunning within the same mission.
Marky's Charismatic Impact turns his fans into useful contacts. John John helps the team pass the building's first layer of security without violence.
Marky and Dave complement each other well. Marky handles persuasion, distractions, and social situations, while Dave manages computers, access points, and electronic security.
Critical successes and failures have immediate narrative effects. Marky repeatedly notices hidden dangers, while Dave's critical stealth failure nearly exposes the mission.
Netrunners connect through physical access points and enter a layered Net Architecture containing passwords, files, control nodes, and Black ICE.
Pathfinder allows a Netrunner to map parts of the architecture before moving deeper, reducing the risk of blindly encountering dangerous programs.
Control nodes connect the digital and physical environments. Dave uses them to unlock an employee door and activate the private elevator.
Disconnecting from a network resets most changes. A Netrunner must reach the bottom of the architecture and install a virus to create a lasting effect.
Black ICE can attack a Netrunner directly, causing brain damage or interfering with their available Net Actions.
Dave's Armor program completely absorbs the Wisp's damage, demonstrating the value of choosing and activating defensive programs before engaging hostile architecture.
The team learns that Mr. Fromider has met repeatedly with Gangster 3D and several local artists, suggesting a broader scheme beyond J-ZK's personal blackmail problem.
The adventure closes on a cliffhanger as Marky and Dave ascend toward the twentieth floor, having successfully completed the portion of the infiltration where nobody has shot them yet.
Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you.
Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players.
Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings.
Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community.
Meet the Hosts
Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.
Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.
Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.
Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
How to Find Us:
In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net
Tyler Kamstra
BlueSky: @rpgbot.net
TikTok: @RPGBOTDOTNET
Ash Ely
Professional Game Master on StartPlaying.Games
BlueSky: @GravenAshes
YouTube: @ashravenmedia
Randall James
BlueSky: @GrimoireRPG
Amateurjack.com
Read Melancon: A Grimoire Tale (affiliate link)
Producer Dan
@Lzr_illuminati2014 Ranger Part 2 (Remastered) - Yeah, I'm not going to be using Hunter's Mark either...
08/08/2026 | 53 mins.The ranger's journey from level 5 to 20 is a majestic tale of growth, survival, and discovering that Hunter's Mark may not actually deserve permanent custody of your concentration. Randall's Gloom Stalker becomes an invisible crossbow machine, Ash's Drakewarden takes to the skies aboard a fire-breathing murder lizard, and Tyler spends sixteen levels converting every available feat, spell slot, and medical supply into increasingly desperate attempts to keep one flying snake alive. By level 20, two of these characters are legendary hunters. The third is still shouting, "Don't worry, buddy, I have Cure Wounds!" while filling out another pet insurance claim.
Show Notes
In this episode, we continue building our 2014 DnD 5e rangers, taking Randall's Gloom Stalker, Ash's Drakewarden, and Tyler's original Player's Handbook Beast Master from level 5 all the way to level 20. Extra Attack immediately improves everyone's combat potential, although Tyler is mostly excited because he can finally attack without ordering his flying snake to do it for him. From there, we examine the spells, feats, subclass features, and questionable design decisions that define the ranger's later levels.
We also commit ranger heresy by asking whether Hunter's Mark is actually worth using. Magic Weapon offers better accuracy, reliable damage, an hour-long duration, and none of the constant bonus-action reassignment that interferes with Crossbow Expert, companion commands, and other important ranger abilities. As the builds gain more attacks and begin using Sharpshooter, improving the chance to hit becomes increasingly valuable, leaving Hunter's Mark standing in the wilderness wondering why nobody invited it to combat.
The three subclasses develop very differently. Randall's Gloom Stalker continues doing Gloom Stalker things, including attacking repeatedly, disappearing into darkness, gaining Greater Invisibility, and generally becoming Batman with a crossbow. Ash's Drakewarden gains elemental damage, a flying companion, and a breath weapon that can turn a battlefield into an aerial geometry problem. Meanwhile, Tyler's Beast Master slowly crawls toward competence, eventually allowing his snake to attack twice and share spells, assuming it survives long enough to enjoy either feature.
At the highest levels, the ranger's progression becomes much less exciting. Fifth-level spells offer a few useful options, Feral Senses arrives with awkward limitations, and the class gives players several excellent reasons to multiclass after level 15. The journey concludes with Foe Slayer, a capstone so underwhelming that the group proposes replacing it with a legendary death arrow capable of instantly killing enemies, because a level-20 ranger should receive something more exciting than occasionally adding Wisdom to one attack.
Finally, the Question of the Week examines why players reacted differently to the DnD 2024 rules and the Pathfinder 2e Remaster. The discussion explores community expectations, the circumstances behind each revision, compatibility concerns, and the uncomfortable space occupied by an update that changes too much to feel like ordinary 5e but not enough to feel like a genuinely new edition.
Key Takeaways
Hunter's Mark is not mandatory. Rangers have several competing uses for concentration and bonus actions. Magic Weapon, Elemental Weapon, Guardian of Nature, and subclass abilities may provide more value depending on the build.
Accuracy becomes increasingly important. Extra Attack, Crossbow Expert, Sharpshooter, and subclass features reward effects that improve the chance of landing multiple attacks rather than adding modest damage to only one target.
The original Beast Master demands too much maintenance. Tyler considers healing feats, defensive buffs, and other resources simply to keep his low-CR companion alive, although the subclass eventually gains respectable features such as Bestial Fury and Share Spells.
Gloom Stalker remains extremely powerful. Additional attacks, darkness-based invisibility, Stalker's Flurry, Greater Invisibility, and strong action economy allow the subclass to remain dangerous throughout the ranger's progression.
Drakewarden delivers the strongest companion fantasy. Its drake gains mobility, elemental abilities, flight, and a flexible breath weapon without requiring the ranger to build an entire emergency medical system around it.
Ranger spells are useful, but spell slots are scarce. Pass Without Trace, Spike Growth, Lightning Arrow, Elemental Weapon, Guardian of Nature, and other options can be excellent, but rangers need to make each limited spell slot count.
The late-level class features are underwhelming. Feral Senses has frustrating restrictions, and Foe Slayer offers too little for a level-20 capstone, especially for rangers making numerous attacks every round.
Subclass choice dramatically changes the ranger experience. One ranger becomes Batman, another gets an airborne dragon flamethrower, and the third spends sixteen levels inventing increasingly elaborate snake-based healthcare.
Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you.
Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players.
Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings.
Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community.
Meet the Hosts
Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.
Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.
Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.
Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
How to Find Us:
In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net
Tyler Kamstra
BlueSky: @rpgbot.net
TikTok: @RPGBOTDOTNET
Ash Ely
Professional Game Master on StartPlaying.Games
BlueSky: @GravenAshes
YouTube: @ashravenmedia
Randall James
BlueSky: @GrimoireRPG
Amateurjack.com
Read Melancon: A Grimoire Tale (affiliate link)
Producer Dan
@Lzr_illuminati- Character creation in Cyberpunk RED is simple. First, choose whether you want to be a violent criminal, a corporate criminal, or a musician who can accidentally start a cult. Then roll enough childhood trauma to explain why you live in a shipping container. This week, Randall creates Cyberpunk Mr. Rogers, a relentlessly loving rockerboy whose most treasured possession is a weapon, while Tyler creates a fashionable netrunner who values money, wants power, steals programs from people he brain-burns, and has somehow made a mortal enemy entirely through bad vibes. Meanwhile, Riverside attempts to achieve sentience by transforming Ash into a robot every time he says something useful.
Show Notes
In the second installment of our Cyberpunk RED Quickstart, Ash guides Randall and Tyler through character creation while Riverside fights desperately to prevent the information from reaching anyone.
We begin with Cyberpunk RED's three character-creation methods. Streetrat gets a character onto the streets quickly with mostly predetermined options. Complete Package gives experienced players much more control over their statistics, skills, equipment, fashion, and cyberware. Between them is Edgerunner, which provides meaningful choices while keeping new players away from the most dangerous form of cyberpsychosis: analysis paralysis.
Ash introduces the game's roles, including Solos, Netrunners, Techs, Medtechs, Medias, Execs, Lawmen, Fixers, Nomads, and Rockerboys. Randall briefly considers playing an Exec before discovering that a Rockerboy can become a cult leader through Charismatic Impact. At that point, the decision is effectively over. Tyler chooses a Netrunner, giving the team one character who gathers followers and another who steals people's files.
The Lifepath system quickly demonstrates why Cyberpunk characters rarely arrive in Night City emotionally healthy. Randall develops a silly, free-spirited rockerboy who values friendship, believes every person matters, and loves everyone too much to name a single favorite person. He grew up around comfortable corporate technicians before living aboard a traveling ship, where musicians taught him to perform.
Then the ship sank.
His family and mentor died, but Randall's character survived by floating to safety on his mentor's acoustic guitar. After living freely on an island, he was eventually rescued and returned to a society he no longer believes anyone needs. His new mission is to escape life on the street and bring everyone else with him. He is essentially Cyberpunk Mr. Rogers, assuming Mr. Rogers had piercings, cyberware, and a guitar that kills fascists.
Tyler's Netrunner develops in the opposite direction. He is sneaky, deceptive, fashionable, motivated by money, and interested in gaining power and control. He grew up in a nomad pack among ruined settlements before his family lost everything through betrayal. He works alone from a workspace full of gamer debris, accepts jobs from media figures and political or law-enforcement contacts, and has local gangers protecting his territory.
He also steals programs from Netrunners after brain-burning them, which raises several questions about why anyone continues giving Tyler characters unrestricted access to technology.
Both characters somehow roll three friends, multiple enemies, and enough tragic relationships to support several seasons of prestige television. One shared rival may merely insult Randall's rockerboy but wants to murder Tyler's Netrunner on sight, apparently because Tyler's personality failed a vibe check so badly that it became a capital offense.
The episode finishes with statistics, derived attributes, skills, weapons, armor, fashion, housing, and cyberware. Randall's Rockerboy receives an audio recorder, chemskin, a cyberaudio suite, and tech hair. Both characters begin life in cargo containers, because even in the dark future, affordable housing remains the most unrealistic part of science fiction.
Finally, Randall names his new rockerboy Marky Day, short for Marquette Lafayette. The stage is set for Marky and Tyler's deeply suspicious Netrunner to enter Night City, find work, make enemies, and enjoy the approximate life expectancy of a mayfly standing beneath an Arasaka boot.
Key Takeaways
Cyberpunk RED offers three approaches to character creation: the fast Streetrat method, the guided Edgerunner method, and the highly customizable Complete Package.
Edgerunner is presented as the strongest option for new players because it offers choices while keeping characters functional in their selected roles.
Roles define much more than combat abilities. They determine how characters influence the setting, find work, form connections, and solve problems.
Execs can be challenging for inexperienced players because their corporate loyalties may clash with the anti-establishment motivations of other characters.
Rockerboys use Charismatic Impact to influence fans and larger groups. They do not need to be musicians and can instead be poets, artists, dancers, political speakers, or cult leaders.
The Lifepath system is the heart of character creation. Random results establish personality, cultural background, clothing, relationships, family history, enemies, romances, goals, and role-specific connections.
Players are not always required to accept a random result literally. The group frequently interprets, expands, combines, or rerolls results to create a more coherent character.
Randall's Rockerboy becomes a hopeful, compassionate performer whose optimism is supported by a profoundly tragic history.
Tyler's Netrunner becomes an ambitious and morally questionable hacker with criminal contacts, a messy workspace, stolen programs, and multiple people who want him dead.
Fashion has social importance. Clothing affects how characters are perceived by corporate employees, street contacts, potential clients, and criminals.
Characters must balance equipment and cyberware against their available money and Humanity. More cyberware provides useful abilities but gradually reduces the character's Humanity and Empathy.
Starting characters begin at rank four in their primary role ability. Lower ranks exist partly to support acquiring abilities from additional roles later.
Both characters begin in cargo-container housing, establishing their place near the bottom of Night City's economic food chain.
Character creation succeeds because the mechanics generate story hooks rather than merely numbers. Before the game begins, the characters already have friends, enemies, trauma, ambitions, rivalries, and several excellent reasons for everything to go terribly wrong. - Tonight, we're talking vampires, history's greatest transformation from suspiciously bloated corpse to immortal bisexual aristocrat with a castle, a cape, and absolutely no respect for personal boundaries. We dig into garlic, holy symbols, counting mustard seeds, bricks shoved into mouths, and the alarming number of vampire prevention methods involving someone's severed head near their butt. Then we compare D&D's growing collection of bitey hit-point bags with Pathfinder's bold decision to let you turn almost anything into a vampire. Grab a wooden stake, protect your neck, and remember: the undead pyramid scheme is not a scam if every wight gets eight zombies beneath them.
Show Notes
Vampires have been haunting folklore for centuries, but before they became wealthy, seductive goth icons, they were mostly blamed on misunderstood decomposition, disease, and humanity's long tradition of confidently inventing explanations for things it did not understand. We explore the regional beliefs surrounding vampires, including animal transformations, compulsive counting, invitations, running water, graveyard horse tests, and the creative methods people used to keep corpses from returning. Apparently, garlic was not enough. Sometimes you needed decapitation, holy water, a brick, and a very specific head-placement strategy.
From there, we follow the vampire from folklore through The Vampyre and Dracula, then directly into tabletop gaming. Strahd is examined as D&D's legally distinct Dracula, complete with an Eastern European castle, disposable vampire brides, an unpleasant servant, and an unhealthy obsession with one particular woman. We discuss why vampires make such effective villains, whether they should always be irredeemably evil, and how their intelligence, charisma, resources, and ability to escape make them more interesting than another monster waiting patiently to be reduced to zero hit points.
Tyler walks through D&D's increasingly crowded vampire bestiary, including vampire spawn, familiars, mind flayers, Nosferatu, infernalists, wardens, spellcasters, warriors, umbral lords, hopping vampires, and several versions of Strahd. Ash discovers that many updated vampires lost their regeneration and responds with the measured restraint everyone has come to expect. We also uncover the Jiangshi's undead pyramid scheme, where drained victims become wights, wights create zombies, and everyone receives an exciting opportunity to become their own boss.
Pathfinder 2e takes a more flexible approach with vampire adjustments that can be applied to nearly any living creature. Want a vampire dwarf, vampire monster, full vampire character, Dhampir, or suspiciously blood-focused animal companion? Pathfinder has paperwork for that. We compare its vampire families, weaknesses, regeneration, player archetypes, unusual feeding options, and the many ways players can embrace eternal life without being reduced to a single edgy species choice.
Finally, the Question of the Week asks how to deliver a satisfying campaign ending. The hosts discuss final boss battles, player-driven epilogues, heroic sacrifices, closing character arcs, carrying consequences into future campaigns, and giving everyone enough closure to explain what their character does after saving the world. Tyler also recommends a total party kill, because rocks falling remains the most efficient form of narrative finality.
Key Takeaways
Vampire folklore varied dramatically between regions, but blood drinking, animal transformations, compulsions, returning corpses, and elaborate burial precautions appeared frequently.
Many historical vampire scares were fueled by misunderstandings about decomposition, disease, bloating, and blood appearing around a corpse's mouth.
Bram Stoker's Dracula established many of the traits associated with modern vampires, including wealth, sophistication, seduction, immortality, and aristocratic menace.
Strahd is essentially D&D's version of Dracula, enhanced with wizard abilities, legendary actions, extensive resources, and enough emotional baggage to fill Castle Ravenloft.
Vampires make strong recurring villains because they are intelligent, charismatic, difficult to permanently destroy, and capable of retreating to fight another day.
D&D offers numerous vampire variants, but several newer designs reduce them to durable biting monsters, and the removal of regeneration makes them feel less distinct.
The Jiangshi can create an expanding hierarchy of wights and zombies, producing what can only be described as an undead pyramid scheme.
Pathfinder 2e's vampire adjustments allow GMs to apply vampire abilities to existing creatures instead of relying entirely on separate stat blocks.
Pathfinder also provides more vampire-related player options, including the Dhampir heritage, vampire archetype, vampiric companions, and blood-draining spells.
A satisfying campaign ending should extend beyond defeating the final boss and give players room to resolve relationships, describe their futures, and address the consequences of their choices.
Asking characters what they hope to do after the adventure can help the GM build meaningful rewards and bring long-running stories full circle.
Heroic sacrifice can create a powerful bittersweet ending when the choice belongs to the player rather than being forced upon them.
Plot holes may be forgotten, but players remember when an old joke, promise, relationship, or seemingly insignificant choice returns during the finale.
Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you.
Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players.
Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings.
Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community.
Meet the Hosts
Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.
Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.
Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.
Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
How to Find Us:
In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net
Tyler Kamstra
BlueSky: @rpgbot.net
TikTok: @RPGBOTDOTNET
Ash Ely
Professional Game Master on StartPlaying.Games
BlueSky: @GravenAshes
YouTube: @ashravenmedia
Randall James
BlueSky: @GrimoireRPG
Amateurjack.com
Read Melancon: A Grimoire Tale (affiliate link)
Producer Dan
@Lzr_illuminati 2014 DnD 5e RANGER (Remastered): Levels 1 - 4 - Archery to Beast Mastery: Choosing the Right Build
01/08/2026 | 1h 10 mins.Welcome to Ranger levels 1 through 4, where you can become a deadly shadow archer, command your own miniature dragon, or sacrifice your entire action so that a flying snake with the structural integrity of wet parchment can participate in combat. In this episode, we explore Favored Enemies nobody tracks, terrain nobody visits, spells competing for the same concentration slot, and the revolutionary discovery that the Ranger becomes significantly better when you replace most of the Ranger. Grab your longbow, release your drake, and prepare to whisper, "Go get 'em, little buddy," moments before your animal companion is killed by incidental damage.
Show Notes
The Ranger has spent years carrying a terrible reputation, but is the entire class actually bad, or did everyone read the original Beast Master, experience psychic damage, and refuse to look at the class again?
In this episode, we begin our journey through the 2014 Ranger from levels 1 through 4. We break down the class's ability scores, armor, weapons, skills, Fighting Styles, spellcasting, and its awkward position somewhere between Fighter, Rogue, and person who remembers to bring enough trail rations.
We examine the original Favored Enemy and Natural Explorer features, which are extremely useful when the campaign takes place in one specific biome against one specific enemy and the DM insists that every mile of travel be handled in real time. Then we look at Tasha's optional features, including Favored Foe and Deft Explorer, which give Rangers abilities they might actually use during an adventure.
At level 3, the builds split dramatically. Randall embraces the darkness with a Gloom Stalker built around stealth, hand crossbows, and making an alarming number of attacks before the enemy understands that combat has started. Ash chooses the Drakewarden, gaining a durable dragon companion that can attack, support allies, and generally behave like a functional subclass feature.
Tyler, meanwhile, voluntarily builds the original Player's Handbook Beast Master. Armed with determination, optimism, and a flying snake that can be eliminated by an aggressively closed door, he attempts to prove that the subclass can work. It technically can, provided your definition of working includes surrendering your action, protecting your pet at all costs, and carrying its body around until the DM allows you to find another one.
By level 4, the difference is impossible to ignore. The Gloom Stalker is attacking repeatedly from the shadows, the Drakewarden is firing arrows while a dragon controls the front line, and the Beast Master is pointing toward the enemy and asking his snake to please do something useful. Two Rangers are ready for the next tier of play. One Ranger needs to lie down.
Key Takeaways
Dexterity is usually the Ranger's best primary ability. It supports ranged and finesse weapons, Armor Class, initiative, Stealth, and several important saving throws without demanding the impossible ability spread required by most Strength builds.
The original level-one features are painfully campaign-dependent. Favored Enemy mostly helps with tracking and recalling information, while Natural Explorer becomes relevant only when the party is traveling through the terrain you selected.
Tasha's optional features are major improvements. Favored Foe provides extra damage without consuming a bonus action, while Deft Explorer gives the Ranger expertise in a chosen skill and helps it better occupy the party's scout role.
Bonus-action management matters. Hunter's Mark, two-weapon fighting, Crossbow Expert, and companion commands can all compete for the same bonus action, so your build needs a clear plan for how its turns will work.
Archery remains an excellent Fighting Style. The attack bonus is reliable, useful at every level, and especially valuable for builds planning to use powerful ranged feats later.
Ranger spells should provide more than damage. Healing, control, mobility, and utility can offer better value than repeatedly concentrating on Hunter's Mark, especially when Favored Foe can handle shorter fights.
Most Ranger subclasses are functional or strong. Gloom Stalker offers excellent opening-round offense, Drakewarden delivers an effective companion, and even Hunter remains playable. The original Beast Master is the feature responsible for much of the class's terrible reputation.
The original Beast Master has a brutal action economy. Commanding the companion to attack consumes the Ranger's action, leaving the character watching their pet play D&D on their behalf.
Modern companion subclasses demonstrate what Beast Master should have been. The Drake can act through a bonus action, contribute extra damage with its reaction, support the front line, and survive encounters without requiring constant emotional and medical supervision.
Your build should have a recognizable combat loop by level 4. Randall attacks rapidly from hiding, Ash fires from range while the Drake fights up front, and Tyler commands a snake while quietly reconsidering every decision that brought him here.
Welcome to the RPGBOT Podcast. If you love Dungeons & Dragons, Pathfinder, and tabletop RPGs, this is the podcast for you.
Support the show for free: Rate and review us on Apple Podcasts, Spotify, or any podcast app. It helps new listeners find the best RPG podcast for D&D and Pathfinder players.
Level up your experience: Join us on Patreon to unlock ad-free access to RPGBOT.net and the RPGBOT Podcast, chat with us and the community on the RPGBOT Discord, and jump into live-streamed RPG podcast recordings.
Support while you shop: Use our Amazon affiliate link at https://amzn.to/3NwElxQ and help us keep building tools and guides for the RPG community.
Meet the Hosts
Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.
Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.
Ash Ely – Resident cynic, chaos agent, and AI's worst nightmare, bringing pure table-flipping RPG podcast energy.
Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
How to Find Us:
In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net
Tyler Kamstra
BlueSky: @rpgbot.net
TikTok: @RPGBOTDOTNET
Ash Ely
Professional Game Master on StartPlaying.Games
BlueSky: @GravenAshes
YouTube: @ashravenmedia
Randall James
BlueSky: @GrimoireRPG
Amateurjack.com
Read Melancon: A Grimoire Tale (affiliate link)
Producer Dan
@Lzr_illuminati
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The RPGBOT.Podcast is a thoughtful and sometimes humorous discussion about Tabletop Role Playing Games, including Dungeons and Dragons and Pathfinder as well as other TTRPGs. The discussion seeks to help players get the most out of TTRPGs by examining game mechanics and related subjects with a deep, analytic focus. The RPGBOT.Podcast includes a weekly episode; and The RPGBOT.News and The RPGBOT.Oneshot.
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