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<blockquote data-quote="Empirate" data-source="post: 6184168" data-attributes="member: 78958"><p>Scout 5/Ranger 15 or something similar with Swift Hunter, you mean.</p><p></p><p>Getting Travel Devotion (optionally with a one level dip into Cloistered Cleric, which you can also milk for Knowledge Devotion and maybe Law Devotion; CC comes with turn attempts to fuel those devotion feats!) and going for Rapid Shot is the superior option, IMO: move up to 30 ft. as a swift, then unload a full attack. Keeps you more mobile, and gets you more attacks with less penalty. Also, moving at least 20 ft. before attacking is imperative to make use of Improved Skirmish, which is a non-optional feat for a swift hunter build (but @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6750003" target="_blank">silverblade56</a></u></strong></em> 's version can do that, too).</p><p></p><p>Basically, roll lots of d6s on top of every hit, but make sure you don't anger any charge specialists (or keep some difficult terrain between them and you), since you'll be rather close to the action.</p><p></p><p>Possible progression:</p><p></p><p>Race: Human or Strongheart Halfling</p><p>AL: TN</p><p></p><p>Cloistered Cleric 1 - Knowledge Devotion (domain swap), Law Devotion (domain swap), Travel Devotion (domain swap), Point Blank Shot, Precise Shot (Human/SHH bonus)</p><p>Scout 1</p><p>Ranger 1 - <em>open</em>, Track (Ranger bonus)</p><p>Ranger 2 - Rapid Shot (Ranger bonus)</p><p>Scout 2 - </p><p>Scout 3 - Swift Hunter</p><p>Scout 4 - Improved Skirmish (Scout bonus)</p><p>Ranger 3 - Endurance (Ranger bonus)</p><p>Ranger 4 - Woodland Archer</p><p>Ranger 5</p><p>Ranger 6 - Manyshot (Ranger bonus)</p><p>Ranger 7 - Penetrating Shot</p><p>Ranger 8</p><p>Ranger 9</p><p>Ranger 10 - <em>open</em></p><p>Ranger 11- Improved Precise Shot (Ranger bonus)</p><p>Ranger 12</p><p>Ranger 13 - <em>open</em></p><p>Ranger 14</p><p>Ranger 15</p><p></p><p>For your open feats, consider Sword of the Arcane Order and Practiced Spellcaster (to make you a more versatile guy overall, and give you some extra oomph! late in the build). If you want a pet, pick Natural Bond (can be good to distract opponents that would otherwise go into melee with you). Flyby Attack is always good if you have any means of flight (spell, item, allied caster regularly buffing you with Overland Flight). Darkstalker broadens your scouting options, in that you can hide from blindsense, tremorsense, scent... the works.</p><p>For your open 3rd level feat, you might want to consider Weapon Focus, then retrain it later for something more generally useful. At the very early levels, though, your BAB is still lacking a bit, so this might help.</p></blockquote><p></p>
[QUOTE="Empirate, post: 6184168, member: 78958"] Scout 5/Ranger 15 or something similar with Swift Hunter, you mean. Getting Travel Devotion (optionally with a one level dip into Cloistered Cleric, which you can also milk for Knowledge Devotion and maybe Law Devotion; CC comes with turn attempts to fuel those devotion feats!) and going for Rapid Shot is the superior option, IMO: move up to 30 ft. as a swift, then unload a full attack. Keeps you more mobile, and gets you more attacks with less penalty. Also, moving at least 20 ft. before attacking is imperative to make use of Improved Skirmish, which is a non-optional feat for a swift hunter build (but @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6750003"]silverblade56[/URL][/U][/B][/I] 's version can do that, too). Basically, roll lots of d6s on top of every hit, but make sure you don't anger any charge specialists (or keep some difficult terrain between them and you), since you'll be rather close to the action. Possible progression: Race: Human or Strongheart Halfling AL: TN Cloistered Cleric 1 - Knowledge Devotion (domain swap), Law Devotion (domain swap), Travel Devotion (domain swap), Point Blank Shot, Precise Shot (Human/SHH bonus) Scout 1 Ranger 1 - [I]open[/I], Track (Ranger bonus) Ranger 2 - Rapid Shot (Ranger bonus) Scout 2 - Scout 3 - Swift Hunter Scout 4 - Improved Skirmish (Scout bonus) Ranger 3 - Endurance (Ranger bonus) Ranger 4 - Woodland Archer Ranger 5 Ranger 6 - Manyshot (Ranger bonus) Ranger 7 - Penetrating Shot Ranger 8 Ranger 9 Ranger 10 - [I]open[/I] Ranger 11- Improved Precise Shot (Ranger bonus) Ranger 12 Ranger 13 - [I]open[/I] Ranger 14 Ranger 15 For your open feats, consider Sword of the Arcane Order and Practiced Spellcaster (to make you a more versatile guy overall, and give you some extra oomph! late in the build). If you want a pet, pick Natural Bond (can be good to distract opponents that would otherwise go into melee with you). Flyby Attack is always good if you have any means of flight (spell, item, allied caster regularly buffing you with Overland Flight). Darkstalker broadens your scouting options, in that you can hide from blindsense, tremorsense, scent... the works. For your open 3rd level feat, you might want to consider Weapon Focus, then retrain it later for something more generally useful. At the very early levels, though, your BAB is still lacking a bit, so this might help. [/QUOTE]
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