Here is a little build I made to try and redeem a dex-based Ranger primary. Some people seem to think that this is not such a good idea, and they might be right, but I think that what follows might be a bit better than most (I hope, this is my first post after all). Feel free to tell me how much this sucks. My idea was to make a Ranger based build who can deal damage using traps, bow, kukris and his animal companion. He can scout ahead as well as engage in melee. His HP is a bit low, at least at the start, but it gets better quickyl towards the end. I think that this character will do well in a low magic world. Also, what his criticals can't accomplish his damage from Favored Enemies and Bane of Enemies can. Please excuse the style of my post, since I use this in my plannings and it is easier for me to read, at least I think so.
Strategic Warrior
Human Ranger 35, Shadowdancer 2, Bard 3
Abilities: Starting: Finishing: STR 14 14 DEX 16 26 CON 10 10 WIS 14 14 INT 14 14 CHA 8 8
Spells: Level: 1: Ultravision x 2, Resist Elements, Magic Fang 2: Cat's Grace, One with the Land, Protection from Elements x 2 3: Blade Thirst x 2, Greater Magic Fang 4: Polymorph Self, Freedom of Movement, Cure Serious Wounds
Advantages: Can act as a scout, locating traps and hidden doors. High spellcraft helps against spells. High tumble allows for movement through combat. Can disappear and reappear in the middle of combat, choosing strategic locations. Uncanny Dodge preserves dexterity to AC. High discipline prevents knockdown, called shot and disarm attempts. Evasion allows him to avoid damage from reflex spells. Bard Song, thrice a day, gives small bonus to attack, damage, will and fortitude saves. Bonus to damage against Favored Enemies, particularly those immune to critical hits. Veratility allows for both ranged and melee combat. Trap setting allows for strategic crowd control. Basic assortment of spells prevents problem with elemental attacks, magical darkness and entanglement spells. Animal Companion, either Panther or Bear, to act as a secondary sneak attack and/or meat shield. Spells can reinforce Animal Companion's attack and defense. Spells also boost hiding and trapping skill, as well as weapon's ability to pierce damage reduction. Invisible or concealed enemies have less of an advantage. Spells allow for healing between battles, by changing into Troll (for regenerate) and using Cure Serious Wounds spell.
Disadvantages: Low Saving Throws. Even with the boost from spellcraft something to boost Saving throws is a must. Lower AC for a Dexterity based character. Better than most warriors though. Base Attack is lower than a pure warrior.
Ranger 1-6 Bard 7,22,40 Shadowdancer 8,9
All attribute points into Dexterity
Lvl Skills Feats
1 Disc,Sear,SeTr x 4 Favored Enemy: Undead, Hide,MoSi x 4 Weapon Finesse, Dodge 2 Di,ST,Se,Hi,MS x 1 3 Di,ST,Se,Hi,MS x 1 Mobility 4 Di,ST,Se,Hi,MS x 1 5 Di,ST,Se,Hi,MS x 1 Favored Enemy: Elementals 6 Di,ST,Se,Hi,MS x 1 Exotic Weapon Proficiency 7 Tumb,Spel x 10, Di,Hi,MS x 1 8 Tu,Hi,MS x 1,Se x 2 9 Tu,Hi,MS,Se x 1 Weapon Focus: Kukri 10 Di x 3,ST x 4, Se,Hi,MS x 1 11 Di,ST,Se,Hi,MS x 1 12 Di,ST,Se,Hi,MS x 1 Improved Critical: Kukri 13 Di,ST,Se,Hi,MS x 1 Favored Enemy: Constructs 14 Di,ST,Se,Hi,MS x 1 15 Di,ST,Se,Hi,MS x 1 Blind Fight 16 Di,ST,Se,Hi,MS x 1 17 Di,ST,Se,Hi,MS x 1 18 Di,ST,Se,Hi,MS x 1 Weapon Focus: Longbow, Favored Enemy: Dragons 19 Di,ST,Se,Hi,MS x 1 20 Di,ST,Se,Hi,MS x 1 21 Di,ST,Se,Hi,MS x 1 Toughness 22 Tu x 13,Sp x 15, Di,Hi,MS x 1 23 Di,Hi,MS x 1, Se,ST x 2 24 Di,ST,Se,Hi,MS x 1 Epic Weapon Focus: Kukri, Favored Enemy: Outsiders 25 Di,ST,Se,Hi,MS x 1 26 Di,ST,Se,Hi,MS x 1 27 Di,ST,Se,Hi,MS x 1 Bane of Enemies, Epic Toughness I 28 Di,ST,Se,Hi,MS x 1 29 Di,ST,Se,Hi,MS x 1 Favored Enemy: Human 30 Di,ST,Se,Hi,MS x 1 Armor Skin, Epic Toughness II 31 Di,ST,Se,Hi,MS x 1 32 Di,ST,Se,Hi,MS x 1 33 Di,ST,Se,Hi,MS x 1 Epic Weapon Focus: Longbow Epic Toughness III 34 Di,ST,Se,Hi,MS x 1 Favored Enemy: Gnome 35 Di,ST,Se,Hi,MS x 1 36 Di,ST,Se,Hi,MS x 1 Epic Will, Epic Toughness IV 37 Di,ST,Se,Hi,MS x 1 38 Di,ST,Se,Hi,MS x 1 39 Di,ST,Se,Hi,MS x 1 Epic Toughness V, Epic Toughness VI, Favored Enemy: Halfling 40 Hi,MS x 1,Sp x 18 Tu x 15,Perf x 10
Edited By griphook on 07/16/05 13:19
You've got a lot of Epic Toughness feats to get you some HPs, but you start with CON 10. I'd suggest, since damage is your real problem with this build (against non-favored enemies), that you start with 10 STR and 14 CON. Drop 4 of those Epic Toughness feats and take 4 more Favored Enemies. That will give you the same HP total and 12 FEs, which should cover darned near everything you'll encounter.
I'd also drop another Epic Toughness and pick up Epic Prowess to boost your AB a bit further.
One further thing: I'd seriously look at going with a different melee weapon and dropping the Exotic feat in favor of Knockdown. I know the build has no sneak attack, but your opponents can't hit you if they're flat on their ***. _________________ It's rogue, dammit, ROGUE!!!
Nice build and good concept. Cin brought up some excellent points regarding the Epic Toughness thingy, which is really the most standout. Definitely, definitely take FE's over these. At most, I would take Epic Prowess in one of those FE slots, but not Epic Toughness.
Also, maybe I'm just not looking at it right, but I can't tell how or when he makes certain level-ups. _________________ Got Hommlet? World of Greyhawk Action Server (with 1/2 price ales on Mondays!)
Ariel, Ookla, RIDE!
Edited By grizzled_dwarflord on 07/15/05 12:46
First of all thanks for examining my build.
to Cin:
I was thinking of going with handaxes, so I could use Blade thirst, but kukris are a little cooler and have a much more worthwhile crit range, so i went that route. but definately taking knockdown is a good idea. in fact, in the original build, i did have knockdown. sorta forgot about it when i copied everything over. I also didn't like dropping strength for constitution, and so i took a large number of epic toughness'. I wanted to keep a decent HP by the end of the build to allow for better melee combat. without all of those epic toughness' he has a max hp of just barely 400, i think, which is kinda low for a melee character without some sort of concealment ability/magic or natural damage reduction. I do regret not getting in as many favored enemies as possible, but the list there is probably enough for most modules. also, keep in mind that, for damage, he supplements this with positioning and trap setting (hence the strategic part ). Using traps and stealth to get into a favorable position, and then using arrows to lure the unsuspecting into those traps, then disappearing and doing it all over again. I was hoping to create a character with good melee as well, so if the traps thing doesn't work, then sneaking around in combat and attacking from behind, hoping for a crit, isn't a bad idea.
To grizz:
Like I said, I think you both bring up good points. I just wanted more HP. That having been said, I think I could stand to lose a few to get more FEs. Tru Epic prowess wouldn't hurt, but it also didn't seem to make that much of a difference towards the end. Probably worth it though, come to think of it. As for the formatting of the post, all of the spaces that would have made for a nice presentation (and that took a really long time, might i add ) were removed, so i don't blame you for not being able to understand my gobblety gook. basically, just look for a line with a number, that number being the character level. anything on that line or below it, until the next level number, is what is gained for that level. for example, at level 1, you increase Discipline, Search, Set Trap, Hide, Move Silently skills by 4 points, and you take the dodge, weapon finesse and favored enemy: undead feats. then at level 2, you increase those same skills, but only by 1 skill point. (no feats) I hope that helps.
I welcome any further help for this build, since I know that it lacks certain things.
christian
Cool. I like the concept. One thing though: if you make the changes to your stats like I suggested, you won't lose any HPs at all in the build (unless you take Epic Prowess, in which case you lose 20 HPs). However, you do have less STR, so 2 less damage per hit and less carrying capacity. It really boils down to whatever you're most comfortable with, but I think the trade-off's more than worth it to get +1 AB and 4 more FEs (of course, you've a good point on the FEs in modules, but I was thinking more along the lines of PW play).
Quote: Posted 07/15/05 14:40:00 (GMT) -- christian.schnabel I was thinking of going with handaxes, so I could use Blade thirst, but kukris are a little cooler and have a much more worthwhile crit range, so i went that route.
No worries, you can use blade thirst on either, they are both slashing.