Trapping, Sneaking, Piercing and Hunting Down Favored Enemies PvP and PvM (1-40)
DIVINE RANGER (Knight of the Woods) By Deborah “Tyr” Templar
Concept: Wandering the North lands and patrolling the woods, with his loyal and trusty Dire Wolf by his side, in search of the most abominable of beasts, his favored enemies, for which he is ever watchful and always listening for, in order to hunt it down and slay it.
Strengths & Weaknesses: SEVEN (7) Favored Enemies! A STR-based, dual-wielding and non-dispelable ranger having very good, buffable AB, with serious damage output: bolstered by 5d6 Sneak and 6+2d6 Bane Damage as against every playable race in the game (there being no immunity to bane damage); together with decent trapping, full UMD and Divine Wrath, this combination – namely, Ranger, Rogue and CoT – is the first of its kind, and makes for a unique and powerful, yet playable combination.
HPs are decent, and Saves are, too, (bolstered by Crippling Strike, Evasion, Divine Wrath “Insurance,” and optimized UMD skills). In terms of defense, because the ranger’s dual-wield class restrictions require this character, when dual-wielding, to wear light armor, his/her AC may at first blush seem low; but this is well compensated for by the fact s/he not only has Crippling Strike (draining enemy strength), but also Cat’s, optimal UMD, and can moreover equip a tower board should s/he feel it necessary. Also, this character has a nice assortment of skills, including optimized stealth and listen; with UMD and traps, s/he can also deliver an exciting variety of different damage types (thus a bane to his/her enemies, indeed) ~ Tyr
DIVINE RANGER (Knight of the Woods) Champion of Torm(5), Ranger(25), Rogue(10) Race: Human / Any Good (Theme: Chaotic Good)
VIII. Animal Companion Dire Wolf chosen for theme reasons (and also power, HPs); another fine companion to consider is Panther (high sneak damage). Whichever you select, buff it with Greater Magic Fang (+5 AB/+5 Damage and DR 5/+5) before unleashing it onto your enemies.
Edited By TyrTemplar on 10/30/06 17:47
I can see a build like this being more effective getting rid of the Short Sword and AC, and focusing on high damage with a Greataxe or Scythe, since you have an abundance of feats. It would also do you more good to get rid of Called Shot in exchange for taking Knockdown, since you have a fairly good AB and you would likely break most Discipline checks. Other then that, a solid build.
Quote: Posted 10/31/06 00:11 (GMT) -- Killapanda1
I can see a build like this being more effective getting rid of the Short Sword and AC, and focusing on high damage with a Greataxe or Scythe, since you have an abundance of feats.
Thanks, Panda: feats? why,...yes (so nice for me to see for a change ) A two-hander, eh? – considered that, & a fine idea/alternate it ‘tis, but first lemme share my comparison
Single Wield – Mundane Greatsword: (crit: 17-20/x2) (umd/keen: 15-20) 2d6+15 +6 FE (all PCs) +2d6 bane +3 divine wrath -- 28-48 +5d6 Sneak -- 33-78 per attack, /x2 (or, 66-156) on a crit. x’s 4 apr (5 if hasted, umd or otherwise, with that extra attack in at the same, high ab rate of the first); Yep, that be great damage alright, and nothing wrong with that…. But wanna see Insane?
Dual-Wield – Shortswords (as above) – to recap: Main-hand + Off-hand = 49-129 [ x2 (or, 98-258) on a Crit!], x’s 6 apr!! (and *now* bring on even more attacks from umd/haste, …
AC: something always to consider, in choosing whether to single or dual wield, true; remember though, we’ve crippling (which I just can’t say enough good things about): in essence, drains opponent STR (thus lowering their AB/damage which in turn raises your AC (also, if really want to single-wield, should circs dictate, can switch to medium armor, or simply equip a tower board). That said, this build focuses on ranger, and their abilities/skill set, and is not meant to be an AC tank (although decent when buffed, there are just so many other builds for that); it doesn’t survive due to AC but, rather, b/c of its offensive potential. The idea here being, when a PC is downed, well, they’re not only hurtin, but unlikely to be getting back up ... … ,
Quote: Posted 10/31/06 00:11 (GMT) -- Killapanda1
It would also do you more good to get rid of Called Shot in exchange for taking Knockdown, since you have a fairly good AB and you would likely break most Discipline checks.
Totally agree with you on the wonders of KD (& there at level 12, in addition to CS – thanks! (yeah, I know, so many feats, so easy to miss – totally understandable (and much appreciated, too
As to AB: yeah, a sneaker/ranger with an effective, natural starting AB 46 (44 dual-wield) (note: since ALL PCs are FEs, a proper starting point); when all is said and done, total climbs (assuming +20 UMD/weaponry, STR/CHA): +78 (or +80 depending on whether BoE counts towards cap, on this I’m not 100-% certain, but WIKI by omission suggests it doesn’t count towards cap)
Either way, great point re: KD’ing: while effective as against most, there are as you say some very strong/KD resistant; our crippling makes it easier to knock 'em and, once down, well... (see damage, above). For best results (in addition to using your nice assortment of skills, incl stealth and UMD of course), don't forget to bring along your companion. May I suggest a dire wolf (flank/cover) or, if it be complementary stealth and sneaks you be after, go panther: either will do what cats & dogs do best – Growl and Rip!
…nope: not your average rock-skipping, tree-hugging, tracker girl guide or boy scout -- that's for sure
Edited By TyrTemplar on 10/31/06 07:53
Quote: Posted 10/31/06 07:34 (GMT) -- TyrTemplar
Single Wield – Mundane Greatsword: (crit: 17-20/x2) (umd/keen: 15-20) 2d6+15 +6 FE (all PCs) +2d6 bane +3 divine wrath -- 28-48 +5d6 Sneak -- 33-78 per attack, /x2 (or, 66-156) on a crit.
Sneak damage isn't multiplied on a crit.
Oh, shoot: I did multiply sneak, didn't I? (well, you know, just wouldn't be a "Tyr" build proper if it didn't contain a calculation error on my part...er (sorry, folks): barring another calc. error on my part (totally possible ... here once gain be those numbers (only correct ones this time (thanks, Nimueh!)
• Dual-Wield: 6 aprs (more if hasted); alas, and still, when you factor in all the above (plus, bring on say +12 str. and +5 weapons, not to mention all that other great UMD stuff which all multiply, too) – well, okay, if not insane, then how’s just plain awesome!!
Quote: Posted 10/31/06 00:11 (GMT) -- Killapanda1
... a solid build
thank you
Edited By TyrTemplar on 10/31/06 09:19
R26/CoT4 gets one more feat, nay? _________________ "With Europe liberated, the people of the world turned their attention to that old devil, the United States of America [...] We taught that monster of old the true meaning of freedom." Star Wreck
Quote: Posted 10/31/06 09:19 (GMT) -- FinneousPJ
R26/CoT4 gets one more feat, nay?
But no Divine Wrath.
I think I'd rather have the feat.
interesting take. a ranger with charisma just opens the RP options up. i have been considering a build with these 3 classes for ages, but I wanted more CoT to boost saves and grab a few extra feats. i wonder if the slight bonus from divine wrath is worth the loss in AC though.
again, a unique build from our local paladin of the even-handed.
-cs
Thanks, Finn, Nimueh, CS, everyone
Yeah, he's pretty cool: unique, and powerful yet so very playable. And those animals just be wonderful (not to mention deadly - geez, wouldn't wanna forget to feed them
Just posted the cot4/ranger26/rogue10 version (“power ranger”) so we can have a look at him proper, along with an evil hunter (“knight panther”) – hmmm, a good ranger and an evil ranger, ... something about "even handed" (thanks, CS); While I admit, as compared to this one, the extra +1 AB and +2 AC on "power" is quite nice (you know me on that), but just something about the balance on this one that led me to settle on it … (yeah, I know, it’s my insurance thing, can't seem to help it
Seriously though, at only 1 less natural ab (ok, -2 ac though) as compared to the other one, is div. wrath worth it? Necessary it is not; but worth it? Even though it’s once a day (or rest period) and will at nekkid cha last 2 rounds (8 when cha capped), it can be useful (kinda nice knowing it’s there, especially in low-magic settings); if you'd prefer the AC (and let's face it, more AC also good), feel free to adjust, or, check out the other one (pssst: gotta warn you though, he's just not as charismatic a woodsman as this one ...
(thanks again, guys, as always -- from Tyr, the "local paladin of the even handed" (hmm, I like that, cs; def. has a nice ring to it