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Help me build an 11th level ranger (please)
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<blockquote data-quote="jbear" data-source="post: 5518212" data-attributes="member: 75065"><p>Okay, let's have a go:</p><p></p><p>Mercurius Ranger level 11</p><p>Elf, Ranger, <strong><u>Sharpshooter</u></strong>: <span style="color: DarkOrange">This is the Paragon Path I'd choose. It completely resolves the issue of being able to hang in melee range as you can make OAtks with your bow, plus when you use an APoint you get an Extra Free Ranged Basic Atk turning Twin Strike into Triplet Strike! And as for mixing it up at melee range, check out the encounter power Stab and Shoot: You stab your arrow into a target next to you, dazing them and then nonchalantly ignoring them (as they are dazed) shoot the person you really want to attack! If that's not Legolas but hard I don't know what is!</span></p><p>Fighting Style: Hunter Fighting Style: <span style="color: DarkOrange">Really only choosing this so you can use Fading Strike as an Opportunity Attk</span></p><p>Ranger: Prime Shot</p><p>Background: Silent Hunter (Silent Hunter Benefit): <span style="color: DarkOrange">Choose any background, doesn't matter, but a bonus to Stealth and Perception seems to fit</span></p><p></p><p>FINAL ABILITY SCORES</p><p>Str 12, Con 16, Dex 20, Int 9, Wis 20, Cha 11.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 11, Con 15, Dex 15, Int 8, Wis 15, Cha 10.</p><p></p><p><span style="color: DarkOrange">A note here about ability scores. I started with three 15's before Racial Bonus on the premise that you may never see lvl 14 where you will get you next stat bump, as you are usually DM and just taking a break for a while. In which case 21 is useless. If you do intend to level up beyond lvl 13, you may want to drop CON and boost DEX and WIS.</span></p><p></p><p>AC: 26 Fort: 22 Reflex: 23 Will: 25</p><p>HP: 78 Surges: 9 Surge Value: 19</p><p></p><p>TRAINED SKILLS</p><p>Dungeoneering +15, Athletics +10, Acrobatics +14, Perception +18, Stealth +15, Nature +17</p><p></p><p>UNTRAINED SKILLS</p><p>Arcana +4, Bluff +5, Diplomacy +5, Endurance +7, Heal +10, History +4, Insight +10, Intimidate +5, Religion +4, Streetwise +5, Thievery +9</p><p></p><p>FEATS</p><p>Level 1: Weapon Proficiency (Greatbow): <span style="color: DarkOrange">Unfortunately need to boost your Dmg via feats which means a bigger bow for a start: d12</span></p><p>Level 2: Weapon Focus (Bow): <span style="color: DarkOrange">Followed by extra static dmg</span></p><p>Level 4: Bow Expertise:<span style="color: DarkOrange"> Improved accuracy and more static dmg vs isolated targets</span></p><p>Level 6: Lethal Hunter: <span style="color: DarkOrange">A boost to quarry dmg d6s to d8s</span></p><p>Level 8: Primal Sharpshooter: <span style="color: DarkOrange">Fortunately, or unfortunately there aren't really all that many interesting feats for a bow ranger to take, so since I'm running out of ideas, why not Multiclass into Seeker, training Nature, gaining a bunched minion clearing encounter power and a Daily, if I miss 'll take a shot at someone else power?</span></p><p>Level 10: Superior Will: <span style="color: DarkOrange">This is actually an incredible feat. Apart from the huge boost to your Will Defence, You can throw off Stun or Daze at the start of your turn EVEN if the condition doesn't usually allow a Save. When everyone else is out for the count and drooling with Dragonfear, you'll still be climbing wooly mammoths or sliding down their tusks!</span></p><p>Level 11: Sly Hunter: <span style="color: DarkOrange">Shrug. Not much for a Bow Hunter to do ... so why not more damage? You now do +4 dmg vs isolated targets. When you are making multiple attacks, this gets serious!</span></p><p></p><p>POWERS</p><p>Primal Sharpshooter: Elemental Spirits: <span style="color: DarkOrange">Seekers don't have the greatest At Will Powers to choose from, but at least this one lets you choose from a variety of damage types which can be useful depending on the monster you're facing or the amount your DM allows you to improvise with powers. Plus it basically creates a damaging zone (anyone starting their turn next to target) that can clear minions or your allies can use forced movement powers to benefit from it.</span></p><p>Ranger at-will 1: Fading Strike: <span style="color: DarkOrange">So you wanted to be able to pull out a sword? Well, this is basically it, but it's not too shabby. No two shortswords, unfortunately ... how about a longsword? Accurate, decent damage. The good thing about this is it use DEX for the melee attack, and you can use it on opportunity attacks. So, when you are surrounded and out of escape powers you can either stash your bow, draw long sword, strike and shift 2 or you can use it to make opportunity attacks with your bow and Shift two. Neat power to have up your sleeve.</span></p><p>Ranger at-will 1: Twin Strike: <span style="color: DarkOrange">No comment</span></p><p>Ranger encounter 1: Two-Fanged Strike: <span style="color: DarkOrange">Better version of Twin Strike, first power to swap out when and if you level up</span></p><p>Ranger daily 1: Skirmishing Stance: <span style="color: DarkOrange">As long as you move 3 before you attack +1d8 dmg to first atk all encounter long! Being in the back with a bow makes this pretty simple to achieve.</span></p><p>Ranger utility 2: Invigorating Stride: <span style="color: DarkOrange">So you want to compete with Gimli? Well, this is the elf's (ranger's really ... mere details) version of the Dwarf's minor action Second Wind. Move Action: Shift 5 and Second Wind. *Shouts*: 233!</span></p><p>Ranger encounter 3: Disruptive Strike: <span style="color: DarkOrange">Everyone will love you for this power. It also gives you something to think about besides (out of turn as well) counting up all your damage!</span></p><p>Ranger daily 5: Spitting-Cobra Stance: <span style="color: DarkOrange">I think this power is sweet, especially if you are prepared to get a bit closer to make sure it gets triggered as much as possible, which is pretty much what you are aiming for character wise right?</span></p><p>Ranger utility 6: Weave Through the Fray: <span style="color: DarkOrange">Someone comes up to punch you in the face? Stop!!! Sorry .... gotta go! Just be careful how you manage your interrupts when you have your Spitting Cobra Stance up and haven't use Disruptive Strike yet as these are all immeadiate actions.</span></p><p>Ranger encounter 7: Biting Volley: <span style="color: DarkOrange">Another Twin Strike basically, but with added puch, accuracy (vs REF) and the chance to Crit 18-20 ... tempting to use Elven Accuracy here!!!</span></p><p>Ranger daily 9: Attacks on the Run: <span style="color: DarkOrange">When both these attacks land ... WOW! each attack 3d12 + DEX (and all your other bonuses that you can pull off for being isolated or Skirmishing Stance, Quarry etc.) for a massive (base) total of 6d12 + DEX +DEX ... and you can even move your speed first and shoot at any point along that movement, maybe even gaining Prime Shot and then being able to move away! Hey Gimli ... look at me!!!</span></p><p>Ranger utility 10: Hunter's Thorn Trap: <span style="color: DarkOrange">Minor Action drop a trap down that can immobilise a target! Hey with a Stag Helm you can even drop this when you've been surprised!</span></p><p></p><p>ITEMS</p><p>Bracers of Archery (heroic tier): <span style="color: DarkOrange">Static Dmg building</span>, Rebounding Greatbow +3: <span style="color: DarkOrange">1/ENCOUNTER!! you can shoot at someone else when you miss ... add to Seeker daily power ... </span>, Summoned Earthhide Armor +3: <span style="color: DarkOrange">Shrug ... not much choice at lvl 11 for starting items but at least you can get rid of that pesky -1 penalty when you have to climb or swim!</span>, Raven Cloak +2: <span style="color: DarkOrange">Avoid dying basically +necrotic and cold dmg resistence</span>, Longsword of Great Opportunity +1: <span style="color: DarkOrange">Shrug ... it's cheap and if you use it for an Opp Atk in combination with Fading Strike you get a +1d8 dmg 1/encounter</span>, Boots of Spider Climbing (heroic tier): <span style="color: DarkOrange">personal favourite here, I like to be able to climb up to impossible places. As an archer this can also be a very sound tactical option depending on the surrounding terrain</span>, Stag Helm (heroic tier): <span style="color: DarkOrange">Basically just so you can drop a trap down in a really annoying place when you get surprised. Should take out at least one unsuspecting enemy charging in with Immobilise</span></p></blockquote><p></p>
[QUOTE="jbear, post: 5518212, member: 75065"] Okay, let's have a go: Mercurius Ranger level 11 Elf, Ranger, [B][U]Sharpshooter[/U][/B]: [COLOR="DarkOrange"]This is the Paragon Path I'd choose. It completely resolves the issue of being able to hang in melee range as you can make OAtks with your bow, plus when you use an APoint you get an Extra Free Ranged Basic Atk turning Twin Strike into Triplet Strike! And as for mixing it up at melee range, check out the encounter power Stab and Shoot: You stab your arrow into a target next to you, dazing them and then nonchalantly ignoring them (as they are dazed) shoot the person you really want to attack! If that's not Legolas but hard I don't know what is![/COLOR] Fighting Style: Hunter Fighting Style: [COLOR="DarkOrange"]Really only choosing this so you can use Fading Strike as an Opportunity Attk[/COLOR] Ranger: Prime Shot Background: Silent Hunter (Silent Hunter Benefit): [COLOR="DarkOrange"]Choose any background, doesn't matter, but a bonus to Stealth and Perception seems to fit[/COLOR] FINAL ABILITY SCORES Str 12, Con 16, Dex 20, Int 9, Wis 20, Cha 11. STARTING ABILITY SCORES Str 11, Con 15, Dex 15, Int 8, Wis 15, Cha 10. [COLOR="DarkOrange"]A note here about ability scores. I started with three 15's before Racial Bonus on the premise that you may never see lvl 14 where you will get you next stat bump, as you are usually DM and just taking a break for a while. In which case 21 is useless. If you do intend to level up beyond lvl 13, you may want to drop CON and boost DEX and WIS.[/COLOR] AC: 26 Fort: 22 Reflex: 23 Will: 25 HP: 78 Surges: 9 Surge Value: 19 TRAINED SKILLS Dungeoneering +15, Athletics +10, Acrobatics +14, Perception +18, Stealth +15, Nature +17 UNTRAINED SKILLS Arcana +4, Bluff +5, Diplomacy +5, Endurance +7, Heal +10, History +4, Insight +10, Intimidate +5, Religion +4, Streetwise +5, Thievery +9 FEATS Level 1: Weapon Proficiency (Greatbow): [COLOR="DarkOrange"]Unfortunately need to boost your Dmg via feats which means a bigger bow for a start: d12[/COLOR] Level 2: Weapon Focus (Bow): [COLOR="DarkOrange"]Followed by extra static dmg[/COLOR] Level 4: Bow Expertise:[COLOR="DarkOrange"] Improved accuracy and more static dmg vs isolated targets[/COLOR] Level 6: Lethal Hunter: [COLOR="DarkOrange"]A boost to quarry dmg d6s to d8s[/COLOR] Level 8: Primal Sharpshooter: [COLOR="DarkOrange"]Fortunately, or unfortunately there aren't really all that many interesting feats for a bow ranger to take, so since I'm running out of ideas, why not Multiclass into Seeker, training Nature, gaining a bunched minion clearing encounter power and a Daily, if I miss 'll take a shot at someone else power?[/COLOR] Level 10: Superior Will: [COLOR="DarkOrange"]This is actually an incredible feat. Apart from the huge boost to your Will Defence, You can throw off Stun or Daze at the start of your turn EVEN if the condition doesn't usually allow a Save. When everyone else is out for the count and drooling with Dragonfear, you'll still be climbing wooly mammoths or sliding down their tusks![/COLOR] Level 11: Sly Hunter: [COLOR="DarkOrange"]Shrug. Not much for a Bow Hunter to do ... so why not more damage? You now do +4 dmg vs isolated targets. When you are making multiple attacks, this gets serious![/COLOR] POWERS Primal Sharpshooter: Elemental Spirits: [COLOR="DarkOrange"]Seekers don't have the greatest At Will Powers to choose from, but at least this one lets you choose from a variety of damage types which can be useful depending on the monster you're facing or the amount your DM allows you to improvise with powers. Plus it basically creates a damaging zone (anyone starting their turn next to target) that can clear minions or your allies can use forced movement powers to benefit from it.[/COLOR] Ranger at-will 1: Fading Strike: [COLOR="DarkOrange"]So you wanted to be able to pull out a sword? Well, this is basically it, but it's not too shabby. No two shortswords, unfortunately ... how about a longsword? Accurate, decent damage. The good thing about this is it use DEX for the melee attack, and you can use it on opportunity attacks. So, when you are surrounded and out of escape powers you can either stash your bow, draw long sword, strike and shift 2 or you can use it to make opportunity attacks with your bow and Shift two. Neat power to have up your sleeve.[/COLOR] Ranger at-will 1: Twin Strike: [COLOR="DarkOrange"]No comment[/COLOR] Ranger encounter 1: Two-Fanged Strike: [COLOR="DarkOrange"]Better version of Twin Strike, first power to swap out when and if you level up[/COLOR] Ranger daily 1: Skirmishing Stance: [COLOR="DarkOrange"]As long as you move 3 before you attack +1d8 dmg to first atk all encounter long! Being in the back with a bow makes this pretty simple to achieve.[/COLOR] Ranger utility 2: Invigorating Stride: [COLOR="DarkOrange"]So you want to compete with Gimli? Well, this is the elf's (ranger's really ... mere details) version of the Dwarf's minor action Second Wind. Move Action: Shift 5 and Second Wind. *Shouts*: 233![/COLOR] Ranger encounter 3: Disruptive Strike: [COLOR="DarkOrange"]Everyone will love you for this power. It also gives you something to think about besides (out of turn as well) counting up all your damage![/COLOR] Ranger daily 5: Spitting-Cobra Stance: [COLOR="DarkOrange"]I think this power is sweet, especially if you are prepared to get a bit closer to make sure it gets triggered as much as possible, which is pretty much what you are aiming for character wise right?[/COLOR] Ranger utility 6: Weave Through the Fray: [COLOR="DarkOrange"]Someone comes up to punch you in the face? Stop!!! Sorry .... gotta go! Just be careful how you manage your interrupts when you have your Spitting Cobra Stance up and haven't use Disruptive Strike yet as these are all immeadiate actions.[/COLOR] Ranger encounter 7: Biting Volley: [COLOR="DarkOrange"]Another Twin Strike basically, but with added puch, accuracy (vs REF) and the chance to Crit 18-20 ... tempting to use Elven Accuracy here!!![/COLOR] Ranger daily 9: Attacks on the Run: [COLOR="DarkOrange"]When both these attacks land ... WOW! each attack 3d12 + DEX (and all your other bonuses that you can pull off for being isolated or Skirmishing Stance, Quarry etc.) for a massive (base) total of 6d12 + DEX +DEX ... and you can even move your speed first and shoot at any point along that movement, maybe even gaining Prime Shot and then being able to move away! Hey Gimli ... look at me!!![/COLOR] Ranger utility 10: Hunter's Thorn Trap: [COLOR="DarkOrange"]Minor Action drop a trap down that can immobilise a target! Hey with a Stag Helm you can even drop this when you've been surprised![/COLOR] ITEMS Bracers of Archery (heroic tier): [COLOR="DarkOrange"]Static Dmg building[/COLOR], Rebounding Greatbow +3: [COLOR="DarkOrange"]1/ENCOUNTER!! you can shoot at someone else when you miss ... add to Seeker daily power ... [/COLOR], Summoned Earthhide Armor +3: [COLOR="DarkOrange"]Shrug ... not much choice at lvl 11 for starting items but at least you can get rid of that pesky -1 penalty when you have to climb or swim![/COLOR], Raven Cloak +2: [COLOR="DarkOrange"]Avoid dying basically +necrotic and cold dmg resistence[/COLOR], Longsword of Great Opportunity +1: [COLOR="DarkOrange"]Shrug ... it's cheap and if you use it for an Opp Atk in combination with Fading Strike you get a +1d8 dmg 1/encounter[/COLOR], Boots of Spider Climbing (heroic tier): [COLOR="DarkOrange"]personal favourite here, I like to be able to climb up to impossible places. As an archer this can also be a very sound tactical option depending on the surrounding terrain[/COLOR], Stag Helm (heroic tier): [COLOR="DarkOrange"]Basically just so you can drop a trap down in a really annoying place when you get surprised. Should take out at least one unsuspecting enemy charging in with Immobilise[/COLOR] [/QUOTE]
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