E6 Swift Hunter


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Personally I'd take no levels in either and just "be a rogue" :p

Actually, I didn't post just to be snarky, I'm wondering what the E6 rules are...?

Apologies for the momentary derail :blush:
 

E6 is a low-power D&D variant that basically tops out at 6th level, with character advancement happening primarily with feats after that. In essence, level 6 characters are "epic" in their worlds. The rationale behind it is to execute low-power campaigns, as well as keep most of the campaign in the so-called "sweet spot" of of 3.5e. Other common variants are E8 and E10.

If you're interested, the (short) main description docs can be found here, especially the PDF called "E6". The (massive) ENWorld thread that discusses it, and still pops up now and then, is here.
 

I like Scout 4/Ranger 2, for almost full BAB, max bonus feats, and great skirmishing damage output. With a Human, you can get the following build up to level 6:

Scout 1 - Point Blank Shot, Precise Shot (H)
Ranger 1 - Track (B)
Scout 2 - Travel Devotion
Scout 3
Scout 4 - Swift Hunter (B)
Ranger 2 - Improved Skirmish, Rapid Shot (B)

You get Skirmish (+4d6/+3) with Improved Skirmish. You also get Trapfinding, Battle Fortitude +1, Uncanny Dodge, Fast Movement +10', Trackless Step, 2 Favored Enemies (I'd pick Magical Beasts and Undead), and Wild Empathy.

Attacks (conservative assumption of Str 14, Dex 18, composite longbow [+2]): +7/+7, for 1d8+3+4d6 each, or an average of 21.5 points, 25.5 against Magical Beasts. This doesn't include buffs, magic items etc.
 

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