| STR Ranger |
Hi,
Just want a little feedback on this guy.
House rules: 2flaws, granting 2 free feats at 1st level.
Ability Scores: What ever you want, but Total MOD for all scores has to be +8 (before Racial bonuses), only 1 score can have a negative MOD of -1
Race: Human
Concept- Commander, Switch Hitter
STR 19 (22)
DEX 17
CON 15 (16)
INT 11
WIS 13 (14)
CHA 9
Favored Class: Skills
Skills: Class (4), Human (1), Favored (1) = 6 per level
2 Flaws- Honorable Challenge, Merciful
Traits- Blade of Mercy (Sarenrae)- You don't take -4 to attack when dealing non-lethal damage and get +1 to damage rolls when doing so.
Birthmark- +2 Trait bonus to saves vs. Charm and Compulsion effects
Feats/Class Abilities
Far Challenge 1/day, Mount, Tactician (Precise Strike) TWF, Improved Shieldbash, Quickdraw, Mounted Archery
Resolute
Careful Aim , Power Attack
Challenge 2/day, Drill Instructor
Banner , Point Blank Shot
Precise Shot
Challenge 3/day, Shieldslam
Stem The Tide
Gtr Tactician (Outflank) , ITWF
Challenge 4/day
Infuriating Aim, Shieldmaster
Versatile Challenge, Demanding Challenge, Doubleslice
Challenge 5/day, Dazing Assault
Tactical Advantage
Protect the Meek, Furious Focus
Challenge 6/day
Master Tactician (Coordinated Charge) , Two Weapon RendStrategic Supremacy
Challenge 7/day, Bashing Finish
Supreme Aim
You’re versatile in that you are a switch hitter. Start combat empty handed. If Combat begins at range, Quickdraw your bow and full attack. If you were outside and mounted you can either use the horse to stay away and keep full attacking at range or if you need to close (to protect someone) charge the enemy. If you were on foot, keep shooting and let the enemy close with you, drop your bow, quickdraw your sword/shield and full attack (using stem the tide to keep the enemy adjacent). Use your Tactician/Drill Instructor ability to grant allies Precise Strike (this is great at low levels for you (TWF) and horse (3natural attacks).
When on foot you TWF pretty well and your mount flanks for you- offsetting the TWF penalty. Your wisdom is ok and with your trait and banner you are pretty well protected vs charm and compulsions (the most feared magic for a melee char. Your speed is a little down from heavy armor, but using switch hitting enemies should be closing with you. Resolute reduces the damage you take so tanking works. Your challenge improves damage but you need to have that foe hit an ally to get the ‘to hit’ bonus (so starting at range and shooting at a for threating an ally is the best way to trigger it, you are ‘protecting’ your charge by trying to kill the foe- satisfies the order edicts).
7-14 Stem the tide means an adjacent enemy who moves can be stopped in their tracks by a successful AOO'S. They are effectively pinned, since only 5ft steps don't provoke and you can 5ft step next round and full attack. With 3 challenges a day- any tough looking opponent is fair game. Pair up with a high damage/easy to hit buddy (rogue) to maximize you challenge and Tactician bonus (use it to grant OUTFLANK- helping your TWF hit). Shieldslam lets you better protect friends by bashing them away from your allies, follow them as part of the action to keep full attacking. Once in a spot you like, pin them down with Stem the tide. ITWF and outflank really upped your dpr so your Plinking/Switch/Pin attacking is your trick. The horse is still a good flank and adds damage. Once it gets charge through at 8 you should charge to close, IF you are being ignored (the horse attempts to trip) quick dismount and pin with the horse flanking. 4 Challenges a day is about 1/target per encounter.
Dazing Assault imposes -5 to hit for a daze layered on- Do it when you are:
1. Buffed by a caster
2. Menacing Outflanking
3. Challenging.
Tactical Advantage at 14 is awesome, granting a free move when you use Tactician (this is kinda a ‘Pounce’ ability. You can use Tactician (swift), free action to close, then full attack)
15-20 You should be challenging/tactician in all fights. Co-ordinated Charge is freaking awesome (essentially a group Pounce ability) Bashing Finish grants another free bash when you crit.
1- Light Amour Prof, Iron Will
2- Power Attack
5- Improved Overrun
8- Charge Through
10- Gtr Overrun
13- Med Armor Prof
16- Improved Iron Will
18- Furious Focus
Is this gonna be an effective switch hitter?
I only want the ranged as a means to draw aggro, then TWF full attack/Stem the tide to control
It lacks Deadly Aim, so he will need to count on challenge for damage.
He can shoot into melee at no penalty.
Idea is to pick a BBEG (possibly one threatening a buddy) and ranged full attack (with Challenge) so enemy closes. Then TWF full attack to kill.
At higher levels when my melee damage is outstripping my ranged, I can psudeo pounce at 14, when I use tactician.
| STR Ranger |
Awesome. Mounted Archery isout.
Point Blank shot at 1 (mounted archery gone)
Precise Shot at 3
Power attack at 5
At 6 would I take Deadly Aim (only want archery for the 'luring' bit) or Doubleslice (freeing up slot 12 for TWR) or 3.5feat Two Weapon Pounce (lets you make primary and offhand attack as part of a charge)
| Mort the Cleverly Named |
Two problems stick out at me.
First, Furious Focus only works when fighting with a two-handed weapon or a one-handed weapon in two hands. No reason to take it when you are doing a two-weapon fighting build, it won't do anything. Same goes for the horse: no hands, no benefit.
Second, Stem the Tide relies on attacks of opportunity, yet you didn't take combat reflexes. Am I missing some other trick you are using to get more than one a round? Otherwise, it is a must. Maybe take it instead of Furious Focus.
I would also recommend you find room for deadly aim. If you are going to be doing a lot of ranged combat, it is super helpful. Maybe instead of mounted archery?
| Aden of the Shield |
The point of the 'Luring' Cavalier is to Challenge from ranged and get the BBEG to close.
Against mooks, I'll start empty handed. Close to meleeand 2 hand the sword. Next round, when I can full attack, Quickdraw my shield and TWF full attack. Repeat.
Against the BBEG I'll start empty handed. Quickdraw my Bow and shoot till he closes. Using Challenge for damage. So I hope challenge bonus is sufficient- twice the damage of deadly Aim, with no attack penalty.
If it can wait, I'll dump furious focus for deadly aim at 15 or so.
You reminded me about combat reflexes. I'll take it at 6
Does this look better?
Far Challenge 1/day, Mount, Tactician (Precise Strike)TWF, Improved Shieldbash, Quickdraw, Point Blank Shot
Resolute
Careful Aim, Precise Shot
Challenge 2/day, Drill Instructor
Banner, Power Attack
Combat Reflexes
Challenge 3/day, Shieldslam
Stem The Tide
Gtr Tactician (Outflank), ITWF
Challenge 4/day
Infuriating Aim, Shieldmaster
Versatile Challenge, Demanding Challenge, Doubleslice
Challenge 5/day, Dazing Assault
Tactical Advantage
Protect the Meek, Two Weapon Rend
Challenge 6/day
Master Tactician (Coordinated Charge), Deadly Aim
Strategic Supremacy
Challenge 7/day, Bashing Finish
Supreme Aim
.