Ranger 26/ Champion of Torm 10/ Shadowdancer 4 Dwarf :Any non Evil
Playable 1 - 40 PvM, haven't tested in PvP as of yet
A stout, stocky, and reserved dwarf. At one with the woods and a guardian of its inhabitants.
You'd be lucky to see him if you entered his domain. If you came to damage and destroy, then you would only feel the furious slashing of his axes tearing the flesh and bone from your face, just before you became his panther's next meal.
Let us say you have been warned... make sure you treat nature with the respect she deserves.
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NB. To make the most of the Dual Wield Feat the AC calculation assumes either naked or wearing Padded Armor rather than full plate.
Abilities: STR 14 (30) DEX 14 CON 16 WIS 14 INT 14 CHA 6
1. Ranger 1 - Luck of Heros, Dual Wield, Favored Enemy I 2. Ranger 2 3. Ranger 3 - Weapon Focus: Handaxe 4. Ranger 4 - STR+1 (STR=15) 5. Ranger 5 - Favored Enemy II 6. Ranger 6 - Dodge (Animal Companion - Panther) 7. Ranger 7 8. Ranger 8 - STR+1 (STR=16) 9. Ranger 9 - Mobility, ITWF 10. Ranger 10 - Favored Enemy III 11. Ranger 11 12. Ranger 12 - STR+1 (STR=17), Improved Critical: Handaxe 13. Ranger 13 14. Ranger 14 15. Ranger 15 - Toughness, Favored Enemy IV 16. Champion of Torm 1 - STR+1 (STR=18) 17. Champion of Torm 2 - Blind Fight 18. Champion of Torm 3 - Knockdown 19. Champion of Torm 4 - Improved Knockdown 20. Champion of Torm 5 - STR+1 (STR=19) 21. Shadowdancer 1 - Great Strength I (STR=20), HIPS 22. Ranger 16 23. Ranger 17 24. Ranger 18 - STR+1, Great Strength II (STR=22) 25. Ranger 19 26. Ranger 20 - Favored Enemy V 27. Ranger 21 - Bane of Enemies 28. Shadowdancer 2 - STR+1 (STR=23), Evasion, Uncanny Dodge I 29. Champion of Torm 6 - Epic Weapon Focus: Handaxe 30. Champion of Torm 7 - Great Strength III (STR=24) 31. Champion of Torm 8 - Armor Skin 32. Champion of Torm 9 - STR+1 (STR=25) 33. Champion of Torm 10 - Great Strength IV (STR+26), Epic Prowess 34. Shadowdancer 3 35. Ranger 22 36. Ranger 23 - STR+1, Great Strength V (STR=28), Favored Enemy VI 37. Ranger 24 38. Ranger 25 - Favored Enemy VII 39. Shadowdancer 4 - Great Strength VI (STR=29) 40. Ranger 26 - STR+1 (STR=30), Favored Enemy VIII
HP 552 Saving Throws Fort 32 Will 24 Reflex 27 BAB 30 AC naked (padded armor) + tower shield) 21 (25) AB 44 (Melee), 33 (Ranged) Dual Wielding AB 42/37/32/27/42/37 unbuffed
Skillpoints: 246 Concentration 29 (32) - these could be redistributed to Spot or Listen if preferred or cross classed into Spellcraft Discipline 43 (53) Hide 43 (45) Move Silently 43 (45) Search 43 (45) Tumble 40 (42)
NB. Only 5 points are put into Tumble pre-epic, purely to qualify for SD, after that they are only dumped at SD selections to maximise Tumble overall.
Pre-epic will prove to be challenging and best done in party if on a PW.
Full complement of Ranger Spells available, a worthwhile Animal Companion, that is best set on 'Guard' to benefit its considerable Sneak Attack. Shadow Evade is another bonus, but sadly Divine Wrath is unusable, due to the CHA of 6. On the other hand he has HIPS, which ought to come in handy on occasion.
Any comments/ improvements/ suggestions are welcome as I have run out of ideas on how to improve this. Need a fresh perspective I think.
Edited By griphook on 11/22/05 14:35
What do you think of dropping one level of Ranger to take SD 5 so you get Defensive Roll? Your last Ranger level gives you Favored Enemy #8 - that's a lot of enemies. Maybe you could spare losing one?
I think I'd give up on using single-handed weapons and go two-handed with such a high strength. Just forget about the Ranger's Dual Wielding. I'm thinking Great Axe or Heavy Flail would go well with the build.
A note on posting, I think you should put the class feats in parentheses so they're easily distinguished from the selected feats.
Kaliban. _________________ Intelligent design is neither. Science over superstition please.
In the pre-epics you should move dodge and mobility feats as late as possible, to take the most useful feats as early as possible. I suggest taking KD and IKD earlier at least. Blind fight doesn't need to be moved though, since you will rarely fight concealed opponents any earlier.
This comment you knew would come, right: Fighter would be a good choice to, but your saves will suffer. It would be fun to see the damage you are capable of vs favored enemies. I don't agree with going two handed. When not fighting FE's, it would be good. When fighting FE's(and you have a lot!) your damage is superb. + 10-20 actually. More attacks with high AB is better IMO.
Why use padded. You might as well use studded, Cat Grace your dex to max 19 gives +4 dex bonus. Studded would give you 2 higher AC.
It's all minor, but you know, a point here and a point there.... But Kudos to the forest Dwarf, right up my alley of characters i would like to play.
Well, if he got the max dex bonus for his character from items, padded would be good. _________________ .:\_/:. Only those who have known darkness in (OvO) their hearts will see the shadows in life... (|__|) ..".."..
In the pre-epics you should move dodge and mobility feats as late as possible, to take the most useful feats as early as possible. I suggest taking KD and IKD earlier at least.
Great point Grimnir. _________________ Intelligent design is neither. Science over superstition please.
Nice Ranger. I like it. _________________ Got Hommlet? World of Greyhawk Action Server (with 1/2 price ales on Mondays!)
Ariel, Ookla, RIDE!
Ah... a fresh perspective! I knew it would work.
Dodge and Mobility... thanks Grimnir, so obvious after a night's sleep!
Point taken Kaliban - here it is again with parentheses and KD/ IKD swapped round
*tips his forelock to the dwarflord* my thanks for the kind comment.
Quote: Posted 11/20/05 10:29:15 (GMT) -- Jennalee
Well, if he got the max dex bonus for his character from items, padded would be good.
my bad... should have made clear why I had selected padded. thanks Jennalee for clearing that up.
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As far as Fighter goes... I'm really not sold on that one. Ok you get another feat, but then I have to take Wpn Spec and also fit Epic Wpn Spec in somewhere as well.... not to mention the loss to saves from Sacred Defense, and Reflex would be reduced further as CoT has Fort and Reflex as primaries.
Larger weapon? You could... but then Full Plate is a must and your Hide check would be harder as a result. From an aesthetics viewpoint it doesn't really fit the mould of a forest dweller.. down to the user I suppose. The build was put together to use Two Weapons in the main, whilst allowing a decent damage output when using single handed in those more pressing encounters, despite its small size.
Defensive Roll... again not sure, but you could certainly take it without affecting the build greatly. You would lose one FE type, but the damage output is unaffected thanks to 25 levels of Ranger taken.
Edited By I...Samphus on 11/20/05 15:17
ranger amd dwarves and rangers, oh my!
i like this build. again showing the power that ranger builds can have. the shadowdancer is nice, although a few more levels would really boost the power of the build. dropping ranger to 23 and SD up to 7, for example. but one uses what works best.
nicely done.
-c _________________ "Perception is strong and sight weak. In strategy it is important to see distant things as if they were close and to take a distanced view of close things." - Miyamoto Musashi