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[GUIDE] Seeing the Forest for the Trees: The Ranger Guide
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<blockquote data-quote="strateg" data-source="post: 7557439" data-attributes="member: 6890130"><p>At first i want to apologize for possible grammar errors, because English is not my native language</p><p></p><p></p><p>Unfortunatley they have. If someone in your party don't get darkvision you'll be forced to use some light sources which will screw up your invisibility and that happened with me a few times. Though i agree that it's will be a lot better for you if someone else will take it because your known spells is REALLY limited</p><p></p><p></p><p>Believe me, i saw that. Let me explain my point of viev</p><p></p><p>That's not really a problem. You can use something like variant human with observant</p><p>str 8</p><p>dx 16</p><p>con 12</p><p>int 14</p><p>wis 14</p><p>cha 12</p><p>There are many ways to customize this stats array like taking SS on lvl 1 and dump cha, but it's doesn't really matter in our discussion.</p><p></p><p>I'll explain a few choices that may look questionable at first glance</p><p>12 con - 1) You don't really need much con as a ranged character. 2) Wizard will give you a lot more it terms of survivability. But i'll talk about this later.</p><p>14 int - Allow us to take wizard with decent amount of memorised spells, and you don't really care about DC. Also it will boost some useful skills like Nature, Investigation or even.. Arcana. Why not?</p><p>14 wis - You don't really need 16 wis. It's expensive as hell and don't really give you much. Though in this build it will hurt war priest feature a little bit, but i think in this case it's a good trade overall.</p><p></p><p></p><p>IMO war cleric/hunter ranger/war wizard is superior in every category. Both have quite similar offense capabilities though i think that Horde Breaker + War Priest is actually a lot better than Planar Warrior even with lvl11 boost in terms of damage. Ofcourse mobility boost is good, but wizard have its own ways to mitigate that like Longstrider for example.</p><p></p><p>Defensive capabilities is much better in wizard build because of spells like Shield, False Life, Absorb Elementals(Ranger have this one, but known spells says hello), Mirror Image, <strong>Counterspell</strong> and many others. Also War wizard have some amazing features like Arcane Deflection, which give you very good saves, and Durable Magic later on. </p><p>It's very hard to land CC on characters like that while horizon walker have many chances to catch some nasty spells like Banishment, Synaptic Static, Plane Shift...</p><p></p><p>Utility is also in flavour of wizard, without any chances. The only interesting thing is a two more terrains from Naturer Explorer, which can be very good in right campaign.</p><p></p><p>Wizard MC will also have much more spell slots, and i'm not even talking about higher levels, where he'll get cool stuff like Simulacrum, Tenser Transformation and much more</p></blockquote><p></p>
[QUOTE="strateg, post: 7557439, member: 6890130"] At first i want to apologize for possible grammar errors, because English is not my native language Unfortunatley they have. If someone in your party don't get darkvision you'll be forced to use some light sources which will screw up your invisibility and that happened with me a few times. Though i agree that it's will be a lot better for you if someone else will take it because your known spells is REALLY limited Believe me, i saw that. Let me explain my point of viev That's not really a problem. You can use something like variant human with observant str 8 dx 16 con 12 int 14 wis 14 cha 12 There are many ways to customize this stats array like taking SS on lvl 1 and dump cha, but it's doesn't really matter in our discussion. I'll explain a few choices that may look questionable at first glance 12 con - 1) You don't really need much con as a ranged character. 2) Wizard will give you a lot more it terms of survivability. But i'll talk about this later. 14 int - Allow us to take wizard with decent amount of memorised spells, and you don't really care about DC. Also it will boost some useful skills like Nature, Investigation or even.. Arcana. Why not? 14 wis - You don't really need 16 wis. It's expensive as hell and don't really give you much. Though in this build it will hurt war priest feature a little bit, but i think in this case it's a good trade overall. IMO war cleric/hunter ranger/war wizard is superior in every category. Both have quite similar offense capabilities though i think that Horde Breaker + War Priest is actually a lot better than Planar Warrior even with lvl11 boost in terms of damage. Ofcourse mobility boost is good, but wizard have its own ways to mitigate that like Longstrider for example. Defensive capabilities is much better in wizard build because of spells like Shield, False Life, Absorb Elementals(Ranger have this one, but known spells says hello), Mirror Image, [B]Counterspell[/B] and many others. Also War wizard have some amazing features like Arcane Deflection, which give you very good saves, and Durable Magic later on. It's very hard to land CC on characters like that while horizon walker have many chances to catch some nasty spells like Banishment, Synaptic Static, Plane Shift... Utility is also in flavour of wizard, without any chances. The only interesting thing is a two more terrains from Naturer Explorer, which can be very good in right campaign. Wizard MC will also have much more spell slots, and i'm not even talking about higher levels, where he'll get cool stuff like Simulacrum, Tenser Transformation and much more [/QUOTE]
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