Ok, decided to try my hand on this anyway. here's what I got so far. Need some input/tips on a few things.
Feats: Got a few open spots, but not sure what to take. Suggestions?
Magic items: What are good for ranged focus ranger? Cant find that many things.. Considering to make the 17level item a +4magic armor.
Still quite a bit of other stuff to fluff out, but so far so good.
[sblock]
Aeloishi
Female Elven Ranger
Paragon Path: Battlefield Archer
Alignment: Unaligned
Deity:
Height:
Weight:
Hair:
Eyes:
Skin:
Age:
XP: 0
Str: 14 (+2) [13base + 1level]
Con: 15 (+2) [14base + 1level]
Dex: 22 (+6) [16base + 4level + 2race]
Int: 11 (+0) [10base + 1level]
Wis: 20 (+5) [14base + 4level + 2race]
Cha: 09 (-1) [08base + 1level]
Hit Points: 107
Bloodied: 53
Healing Surge: 26
Surges per day: 8
Initiative: 19 [8level + 6dex, 4feat, 1item]
Speed: 8
Action Points: 1
AC 31 [10base + 8level + 6dex + 7armor]
Fortitude 25 [10base + 8level + 1class + 2str + 4item]
Reflex 29 [10base + 8level + 1class + 6dex + 4item]
Will 27 [10base + 8level + 5wis + 4item]
Burn: +20 [8level + 2prof. + 4magic + 6dex]
Damage: 1d10+12
Range: 20/40
Special: Load free
On crit: +1d10 damage, +4d8 fire damage
Shortsword: +16 [8level + 3prof. + 3magic + 2str]
Damage: 1d6+5
On crit: +3d6 damage, or +3d8 damage if you have combat advantage.
Hunters Quarry: +1 attack +2d8 damage.
Powers:
[sblock=At-Will Powers: ]
Careful Attack (Standard Action, 1 creature)
Attack: +22 vs AC
Hit: 1d10+6
Twin Strike (Standard Action, 1 or 2 creature)
Attack: +20 vs AC x2
Hit: 1d10+6 per attack
[/sblock]
[sblock=Encounter Powers: ]
Elven Accuracy (Race, Free action, Personal)
Reroll an attack roll, use second.
Elven Boots (Item, Minor Action)
Gain +2 speed and stealth checks untill end of your turn)
P: Combined Fire (Immediate Reaction, 1 target attacked by ally)
Trigger: An ally makes a ranged attack or an area attack..
Attack: +20 vs AC
Hit: 3d10+12
17: Triple Shot (Standard)
Attack: +20 vs AC, x3
Hit: 1d10+12 x3
13: Knockdown Shot (Standard, 1 creature of same size or smaller)
Attack: +20 vs Reflex
hit: 2d10+12, and target is knocked Prone.
7: Spikes of the Manticore (Standard, 1 or 2 creatures)
Attack: +20 vs AC x2
Hit: 2d10+12 on first, 1d10+12 dex on second.[/sblock]
[sblock=Daily Powers: ]
Flameburst Weapon (item, Minor action)
Next ranged basic attack with this weapon before end of turn becomes burst 1 centered on the target. Use normal attack bonus for the basic attack, but against Reflex. Instead of normal damage, each target hit takes ongoing 5 fire damage.
Duelist Weapon (Item, minor action)
You have combat advantage against the next creature you attack with this weapon on this turn.
Gloves of Piercing (Item, Minor Action)
Untill the end of encounter, attacks ignore any resistamce of 10 or lower.
15: Counfounding Arrows (Standard Action, 1,2 or 3 targets)
Attack: +20 vs AC, x3
Hit: 1d10+12 x3.
Special: Target hit once is dazed, twice is stunned, three is stunned and taked 2d10+6 damage
Miss: Target is dazed.
9: Close Quarter Shot (Standard Action, Ranged 1, 1 adjacent enemy)
Attack: +20 vs AC, does not provoke OA
Hit: 4d10+12
Miss: Half damage.
5: Splintering Shot (Standard Action, 1 creature)
Attack: +20 vs AC
Hit: 3d10+12, target takes -2 attack untill end of encounter.
Miss: Half damage and target takes -1 attak untill end of counter.[/sblock]
[sblock=Utility Powers: ]
P: Archers Glory (Encounter, Free Action, Personal)
Trigger: One of your ranged attacks drops an enemy to 0 HP or lower.
Effect: Gain 1 action point that needs to be spent before end of next turn.
16: Longstrider (Daily, Minor Action, Personal)
Speed increases by 2
10: Expeditious stride (Encounter, Minor Action, Personal)
Untill end of next turn, speed increased by 4 and can shif 1 additional square.
6: Weave Through the Fray (Encounter, Immediate Interrupt, Personal)
Trigger: An enemy moves adjacent to you.
Effect: Can shift 5 squares.
2: Yield Ground (Immediate Reaction, Personal)
Trigger: En enemy damages you with meleee attack.
Effect: Can shift 5 squares and gain +2 bonus to defenses till end of next turn.[/sblock]
Skills:
Code:
Nature 20 [5trained + 8level + 2race + 5wis]
Acrobatics 19 [5trained + 8level + 6dex]
Endurance 15 [5trained + 8level + 2con]
Percepton 20 [5trained + 8level + 2race + 5wis]
Stealth 23 [5trained + 8level + 6dex + 4item]
Feats:
Bonus Ranger: Defensive Mobility.
Level 1: Lethal Hunter.
Level 2: Improved Initiative
Level 4: Weapon Focus (Bow)
Level 6: Danger sense
Level 8: Quick Draw.
Level 10: Uncanny dodge
Level 11: Point-Blank Shot.
Level 12: Running Shot.
Level 14: Devastating Critical.
Level 16: Fleet Foot
Languages:
Common
Elven
Equipment:
Hand slot:
Level 18: Flameburst Longbow. (Burn)
Level 17: Elven Cloak (Neck Slot)
Level 16: +4 Magic Hide Armor
Duelist's +3 Short Sword. [17,000gp]
Elven Boots [9,000gp] (Feet Slot)
Helm of Battle [4,200gp] (Helm Slot)
Gloves of Piercing [680gp] (Hand Slot)
Dynamic Belt [4,200gp] (Waist slot)
Bracers of the Perfect Shot [680gp] (Arm Slot)
Money:
9140
Class features:
Fighting style: Archer
Prime shot: if no allies are nearer than you to the target, get +1 attack on that target.
Paragon Path features:
Archers Action: Spend 1 action point to reroll one ranged attack or ranged damage roll, instead of taking extra action.
Battlefield Experience: Can designate 5 targets as quarries, and gains +1 attack on quarries.
Battle Surge: When spend an action point to take an extra action or to you gain the benefit of Archers Action you also gain +5 AC against OP untill end of encounter.
[/sblock]
As for encounter... "Tree-top Hide'n'Seek"