This is a followup to the following threads: http://www.enworld.org/showthread.php?t=228209, http://www.enworld.org/showthread.php?t=228158, http://www.enworld.org/showthread.php?t=227877. I am mainly interested in strikers. My first try was a warlock, but I was disappointed. To convince myself that one could do better, I made an archer ranger, which I think strictly dominates the infernal warlock I made: the ranger is more better at everything.
In fact, a dual-wielding ranger with power attack is probably even scarier, but this is just to convince myself that warlocks are useless. The one thing that's interesting is that archer specialization is completely useless (it gives you the bonus feat "defensive mobility"). You can take 2w fighting specialization and still take all the archer powers without any penalty whatsoever, and 2w fighting specialization give you the unique advantage of being able to wield any one-handed weapon in your off-hand (I think you can do dual bastard swords
). Only reason I took archer spec is to be able to take an archer paragon class. If you were to multiclass away, I would recommend that you take 2w fighting spec even if you are really an archer.
In fact, a dual-wielding ranger with power attack is probably even scarier, but this is just to convince myself that warlocks are useless. The one thing that's interesting is that archer specialization is completely useless (it gives you the bonus feat "defensive mobility"). You can take 2w fighting specialization and still take all the archer powers without any penalty whatsoever, and 2w fighting specialization give you the unique advantage of being able to wield any one-handed weapon in your off-hand (I think you can do dual bastard swords

Buckit, Elf Ranger 1
STR 10 +0 HP 23; BLOODIED 11
CON 11 +0 SURGE 5 PER DAY 6
DEX 20 +5 AC 18; FORT 11, REF 16, WILL 13
INT 8 -1 INIT +5; SPEED 7
WIS 16 +3
CHA 10 +0
Gear: Hide armor, longbow. Longsword and shortsword not statted but applicable.
Feats: Defensive mobility, Lethal Hunter (quarry is d8).
Class abilities: hunter's quarry (+1d8 damage to quarry), some other fluff, prime shot.
SKILLS: Nature +10, Acrobatics +10, Perception +10, Stealth +10, Heal +8.
POWERS:
Unless otherwise noted, all powers have range 20/40 (longbow). Many powers can also be used in melee, but are not statted here. 2x means two attacks, 3x means three attacks. 2x! means two attacks but single target.
At-Will:
Nimble Strike: +7 vs AC 1d10+5. May also shift before or after attack.
Twin Strike: 2x +7 vs AC 1d10
Encounter:
Two-fanged strike: 2x! +7 vs AC 1d10+5, +3 if both hit.
Elven accuracy (reroll attack roll).
Daily:
Split the tree: 2x (two different targets within 3 squares of each other, roll twice but use highest roll for both) +7 vs AC, 2d10+5.
Buckit, Elf Ranger 10
STR 10 +0 HP 68; BLOODIED 34
CON 11 +0 SURGE 17 PER DAY 6
DEX 22 +6 AC 26; FORT 18, REF 24, WILL 21
INT 8 -1 INIT +11; SPEED 7
WIS 18 +4
CHA 10 +0
Gear: Hide armor +2, longbow +2, amulet +2. Longsword and shortsword not statted but applicable.
Feats: Defensive mobility, Lethal Hunter (quarry is d8), weapon focus (bows), initiate of the faith (cleric multiclass), elven precision (+2 to reroll encounter), skill training (insight), cleric util.
Class abilities: hunter's quarry (+1d8 damage to quarry), prime shot.
SKILLS: Religion +9, Nature +16, Acrobatics +16, Perception +16, Stealth +16, Insight +14, Heal +14.
POWERS:
Unless otherwise noted, all powers have range 20/40 (longbow). Many powers can also be used in melee, but are not statted here. 2x means two attacks, 3x means three attacks. 2x! means two attacks but single target.
At-Will:
Nimble Strike: +15 vs AC 1d10+9. May also shift before or after attack.
Twin Strike: 2x +15 vs AC 1d10+3
Encounter:
Two-fanged strike: 2x! +15 vs AC 1d10+9, +4 if both hit.
Cut and run: 2x +15 vs AC, 1d10+9. After first or second attack, may shift 5.
Hawk's Talon: +19 vs AC, 2d10+9, ignore concealment & cover.
Elven accuracy (reroll attack roll at +2).
Daily:
Split the tree: 2x (two different targets within 3 squares of each other, roll twice but use highest roll for both) +15 vs AC, 2d10+9.
Splintering Shot: +15 vs AC 3d10+9 and target is -2 to hit for rest of encounter. On miss: half damage and -1 for rest of encouner.
Attacks on the run: move speed. At any point during move: 2x +15 vs AC, 3d10+9. Miss=1/2 damage.
Util:
Yield ground (encounter, reaction when damaged in melee, shift 4 and +2 to all defs til next turn).
Bastion of health (cleric, encounter, target uses healing surge.)
Healing word (cleric, daily, target uses healing surge +2d6).
Expeditious Stride (encounter, +4 speed and +1 to shift til end of turn).
Buckit, Elf Ranger 20 (Beast Stalker)
STR 11 +0 HP 119; BLOODIED 59
CON 12 +1 SURGE 29 PER DAY 7
DEX 25 +7 AC 36; FORT 28, REF 32, WILL 31
INT 9 -1 INIT +17; SPEED 8
WIS 21 +5
CHA 11 +0
Gear: Darkhide armor +4, longbow +4, amulet +4. Longsword and shortsword not statted but applicable.
Feats: Defensive mobility, Lethal Hunter (quarry is d8), weapon focus (bows), initiate of the faith (cleric multiclass), elven precision (+2 to reroll encounter), skill training (insight), cleric util, armour specialization (hide), distant shot, fleet-footed, sly hunter (+3 damage to isolated targets with bow), great fortitude, iron will.
Class abilities: hunter's quarry (+2d8 damage to quarry), prime shot, action point gives +4 to attacks against quarries and can shift as a minor action. +2 damage to quarry power for beasts only.
SKILLS: Religion +14, Nature +22, Acrobatics +22, Perception +22, Stealth +22, Insight +20, Heal +20.
POWERS:
Unless otherwise noted, all powers have range 20/40 (longbow). Many powers can also be used in melee, but are not statted here. 2x means two attacks, 3x means three attacks. 2x! means two attacks but single target.
At-Will:
Nimble Strike: +23 vs AC 1d10+13. May also shift before or after attack.
Twin Strike: 2x +23 vs AC 1d10+6
Encounter:
Hawk's Talon: +28 vs AC, 2d10+13, ignore concealment & cover.
Pinning Strike 2x +23 vs AC 1d10+13+immobilized.
Triple shot 3x +23 vs AC 1d10+13
Pinpointing Arrow (Paragon). Target a quarry. Ignore invisibility, concealment, cover, sup. conceal and cover. +23 AC 2d10+13.
Elven accuracy (reroll attack roll at +2).
Daily:
Attacks on the run: move speed. At any point during move: 2x +15 vs AC, 3d10+13. Miss=1/2 damage.
Bleeding wounds: 3x +23 vs AC, 1d10+13 + ongoing 5. If hit twice, ongoing 10. If hit 3x, ongoing 15. Miss: half damage, no ongoing.
Two-in-one shot: 2x! +23 vs AC, 2d10+13, half on miss. If first shot hits, second shot is at +5 (total +28 vs AC 2d10+13).
Beast stalker's target (Paragon) +23 vs AC 4d10+13. Effect: target becomes an additional quarry.
Util:
Yield ground (encounter, reaction when damaged in melee, shift 4 and +2 to all defs til next turn).
Bastion of health (cleric, encounter, target uses healing surge.)
Healing word (cleric, daily, target uses healing surge +3d6).
Expeditious Stride (encounter, +4 speed and +1 to shift til end of turn).
Hunter's grace (Paragon): daily, roll stealth instead of initiative. If you go first, shift speed (i.e. 8) as a free action.
Longstrider: stance, daily, +2 speed.
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