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Debating Ranger vs fighter levels for level 13-17
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<blockquote data-quote="ECMO3" data-source="post: 8998207" data-attributes="member: 7030563"><p>In play instill fear is pretty cool because there is no range limit, no concentration and no save to shake the effects. Once you frighten an enemy that is it for him, and if it is a melee enemy he can't move any closer to you so you can back up and take 10 rounds to kill him from range. This lack of a save every turn and no concentration makes it better than most frightened effects if it lands</p><p></p><p>The DC is based on damage on your whole turn, or at least that is how we are playing it. With action surge a crit and 3 other hits, I have pushed the DC over 20 once and into the mid teens a few times, but most of the times I use it the DC is 10. You know what the DC is going to be before you pull the trigger, so you can weigh whether to use it. With a weak wisdom it can still be saved often, but if the enemy fails it can be catastrophic for the enemy.</p><p></p><p>Intimidation tactics would be pretty weak without a multiclass. On my character, with expertise and a the Fey wanderer Wisdom bonus it is average of about -15 on an enemies first attack. So it will completely trash that attack, and usually would even with a bad intimidation roll, but it is only one attack it screws up and only PB times per long rest. In that respect it is not really that powerful. A Rune Knight Cloud Rune for example is available 4 levels earlier and not only cancels an attack but works on an attack after it hits, then transfers the damage to an enemy and recharges on a short rest.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8998207, member: 7030563"] In play instill fear is pretty cool because there is no range limit, no concentration and no save to shake the effects. Once you frighten an enemy that is it for him, and if it is a melee enemy he can't move any closer to you so you can back up and take 10 rounds to kill him from range. This lack of a save every turn and no concentration makes it better than most frightened effects if it lands The DC is based on damage on your whole turn, or at least that is how we are playing it. With action surge a crit and 3 other hits, I have pushed the DC over 20 once and into the mid teens a few times, but most of the times I use it the DC is 10. You know what the DC is going to be before you pull the trigger, so you can weigh whether to use it. With a weak wisdom it can still be saved often, but if the enemy fails it can be catastrophic for the enemy. Intimidation tactics would be pretty weak without a multiclass. On my character, with expertise and a the Fey wanderer Wisdom bonus it is average of about -15 on an enemies first attack. So it will completely trash that attack, and usually would even with a bad intimidation roll, but it is only one attack it screws up and only PB times per long rest. In that respect it is not really that powerful. A Rune Knight Cloud Rune for example is available 4 levels earlier and not only cancels an attack but works on an attack after it hits, then transfers the damage to an enemy and recharges on a short rest. [/QUOTE]
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Debating Ranger vs fighter levels for level 13-17
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