Last of the MoHalfelvens: Advice sought on a ranger build


Advice


I'm currently working on a character for a campaign in my best friend's homebrew world, and I'm looing for advice on ways to build him. A couple of things to bear in mind as you consider what advice to offer me: Aesthetics are important to me, even if it means sub-optimizing the character mechanically and in combat. However, aesthetics are NOT so important that I'll completely NERF him. The advice I'm seeking is not "Don't do that, you won't do as much damage as you woulf if you did THIS" when it comes to choices I've already made, it's more along the lines of "Well, if you're going to take THAT tack, you should consider THIS" that I seek. Secondly, if at all possible, I'd like to keep him straight-class.

A little background before describing the character within it:

While my friend's world is your typical pseudo-medieval fantasy world, he's not abouve micing a bit of flavor from other eras and genres. However, firearms are right out. In this particular campaign, things are taking on a slightly Old West/American Frontier setting. It wasn't intentional, it just evolved as the background stories of the campaign and the characters were set forth. Whick brings me to my character:

Orrin is a Level 2 half-elf ranger, specifically using the Spell-less Ranger class from KQ11. Part of the western flavor: For this setting the class is called Marshal. Orrin already has a horse that at L4 will become his animal companion, to add to the Old West theme, its name is Destry. Orrin makes his living off of the generosity of those he protects and the bounties he collects on wanted men. He was introduced to the game as he brought a brigand in after he caught the man raping a farmer's daughter. He was none to gentle on him before turning him over to authorities. He's CG, and a bit more interested in justice than the law. He's reminiscent of Rooster Cogburn or Dirty Harry. Here's where the Old West/Colonial Frontier flavor intrudes on game mechanics, and yes, where I'll admit he's sub-optimized, but oh so flavorful. His highest ability is Dex, and he carries a longbow, but he took the Two-Weapon Combat Style. Along with his bow he carries two tomahawks, using the stats for the throwing axe, and two Bowie knives, using the stats for daggers. So you see how he's starting to look less like THIS and more like THIS (albeit with a bow, not a long rifle).

His L1 feat was Weapon Finesse, since all of his melee weapons are light -- I know he could do more damage, but again, not without seriously denting the style I'm going for. Future feats planned include Quick Draw and a Weapon Focus or two. His skill focus is Stealth, he's maxed out on all theo utdoorsy skills like Survival, knowledge Nature, Know: Geography, handle animal, ride, perception... At level 4 I'm thinking of taking Favored Enemy Critical as his Marshal... er... spell-less ranger "Ranger Talent".

Any other thoughts? Again, within the parameters of, "Well, if you're going to stick with flavor as such a high priority, the best I can suggest is..."


The best advice I can think of is to read Treantmonks guide to Rangers.


Mysterious Stranger wrote:
The best advice I can think of is to read Treantmonks guide to Rangers.

I've read it, and re-read it, bookmarked it, come back and read it some more. Regarding mechanics, what it tells me is "Don't do it." Treantmonk is pretty unequivically down on the Two-Weapon Fighting Style. And personally, I've never been a big fan of it, I just decided on it because it mitigates the fact that the weapons I've picked for melee for this character (due to flavor) are a bit lightweight. Other than that, I agree with him that switch-hitting rangers are the best route -- though I didn't go the strength first route he recommends -- again, for flavor reasons. Bows are dex based, the eapons he has for flavor are dex-based, so instead, Finesse seemed a better option.

Again, there is a lot of great advice out there, and Treantmonk leads the way, on how to optimize a CLASS. I'm looking for ways to optimize a CONCEPT. How, beyond what I've already done with skills etc., to make him the most frontier justice-style twist on the class I can make him.


Just wanted to make sure you had read the Treantmonks guide. Cutting and pasting form another site is not as helpful as having the person read the source.

If you are looking to do a western theme then consider mounted combat. Can't have a cowboy without a horse after all. Composite bows can be fired from a horse, so mounted archery would be good.

For traits I would recommend suspicious to get sense motive. Crusty old cowboys just seem to always be able to see through bluffs. For the other Courageous so you do not fall to fear effects. Never saw a western hero run scared.

Another skill to consider is intimidate so you can stare down the punks. You may even want to change skill focus to this instead of stealth. Think of any Clint Eastwood movie. Dazzling Display would be a good feat for this.


First of all I want to thank you for choosing to optimize your concept and not the class. THAT IS WHAT RPGing IS ALL ABOUT! This is one of my favorite ranger archtypes and I have played with several developments, though I saddly have never had the opportunity to try one.

I don't think there is any list of skills/feats that I could recommend that will help stylize your concept any better. You have hit on them all. Mysterious Stranger is correct Intimidate would be a good skill to sink a point or two in, as would diplomacy.

What will really make this work is having a code. It's not what you fight with or how you fight, but why you fight that matters. The ranger I am playing in STAP now has a code. He is sentimental to the Olman cause and there plight to hang on to there culture and lands from the ever expanding "civilized" nations. In a tense moment during negotiations on the sea journey to the Isle of Dread my party was negotiating with an Olman chief and I was acting as translator for our party diplomat when a Sasserine noble made several ill advised remarks toward the chieftan's daughters. I decked him with one punch.

I knew it was going to upset the Sasserine delegation, but I didn't care it was my code. Everyone is my party was surprised, they all wanted to do it, but they choose to ignore it for the sake of the negotiations.

Have fun with this concept, and fill us in on the entertaing little details.

Scarab Sages

Deadly Aim makes archery, don't get caught without it. It's the best 1 feat investment I can think of for your description.


Alexander Sommer wrote:
Deadly Aim makes archery, don't get caught without it. It's the best 1 feat investment I can think of for your description.

Add me to the supporters for taking Deadly Aim. Also, try pairing it with Quick Draw and perhaps even adding Rapid Shot and using both for throwing those Tomahawks for even more MoHalfElven awesomeness. This would also add a little bit of "gunfighter" type short range missile ability for Western flavor.


I made a lvl 14 Ranger with a cowboy/western theme for a game I was running a little while back. He used crossbows and had a horse for his companion and did a lot with mounted archery. It was rather effective and caused the PCs great concern when he could fly past them on his horse and still get off a nice volley of damage.

I'd suggest doing something of the opposite of the Switch Hitter. The Switch Hitter uses his Ranger combat feats for archery and his regular feats for melee. Try doing just the opposite and use your regular feats for archery and your Ranger feats for melee, or in this case TWFing.

I'd suggest taking Quickdraw at 6th with your Combat style feat. You'll need it anyways if you plan to use thrown weapons effectively. Then you can grab Imp TWFing at 11th. Greater TWFing is almost never a useful feat choice, as the 3rd offhand attack is at a -10 penalty and can be difficult to land; usually can get much more mileage from another feat instead.

For regular feats pick up your general archery feats. Deadly Aim is necessary. I'd also suggest your mounted archery feats. Once you see just what is capable as far as mounted archery, it becomes pretty impressive. Its usually an overlooked style of combat, as it has the major weakness of being very terrain dependent. But a solid ranger can pull it off better than anyone due to his ability to overcome terrain obstacles easier than most other classes.

And god help your foes if you are in a favored terrain fighting favored enemies.

Heres a link to the mounted archery Ranger I had made. Note that this was for the Curse of the Crimson throne AP, and that it was well before the AGP had come out. So there are options available now that weren't then. But it should give you an idea of what can be done with this character type.


Cool concept! I think the above advice is solid - pick up Deadly Aim and Mounted Combat/Archery and use regular feats to pick up Archery related feats moving forward. For the concept, Bowie knives are pretty big, so you could get away with using short swords in place of the daggers.


Thanks gang, I apreciate the input, and it seems like I'm already going in the right direction. I definitely had plans to take Desadly Aim and Quick Draw, although I had intended Deadly Aim for his bow and hadn't even thought about it applying to the Tomahawks when thrown. I definitely appreciate the suggestions regarding mounted combat feats. He and Destry are definitely a team.

I'd gone with other traits (Poverty Stricken and Devotee of the Green), but I think you're right about suspicious and courageous. They're more in keeping with the concept, the former with optimizing the class.

I already had, as suggested, gone with the TWF combat style, though instead of Improved Two Weapon Fighting, I'll go with Two Weapon Defense, since my GM had already commented on the use of crossed tomahawks to block incoming blows. Seems a good way to simulate that.

So far we've roleplayed two sessions and he's made one roll, a perception roll, the rest has all been roleplaying, so I have some wiggle room for adjusting his stats, but I think I'm on the right track.

One note on flavor: in his interaction with other characters, I've intentionally given him a manner of speech that is vaguely reminiscent of Firefly, without the Chinese. It's a combination of overly formal speech in an old-fashioned sort of way, overlayed with rural colloquialisms and convoluted grammar. It really works well for him.


Lord Zeb wrote:
Cool concept! I think the above advice is solid - pick up Deadly Aim and Mounted Combat/Archery and use regular feats to pick up Archery related feats moving forward. For the concept, Bowie knives are pretty big, so you could get away with using short swords in place of the daggers.

I had considered that, but I stuck with daggers, for two reasons: I thought that short swords were still a bit big for Bowies; and more importantly, like Bowies, daggers are both slashing and piercing and can be thrown.

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