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I hear Rangers suck. Is this true?
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<blockquote data-quote="Plane Sailing" data-source="post: 156776" data-attributes="member: 114"><p>I'll attempt to be as positive & helpful as I can in my response.</p><p></p><p>1. Talk to the DM about favoured enemy. You will have one at +3, one at +2 and one at +1. I suggest that you go for enemies which are subject to critical hits. If the DM will have draconic types then perhaps go Dragons +3, giants +2, monstrous humanoids +1 (or orcs, or something like that). Be guided by the DM though. Even if he doesn't want to give away campaign secrets he should be able to give you good advice about what will be useful favoured enemies.</p><p></p><p>2. A suggested combat feat combination: Start with Exotic(Bastard Sword) and Quickdraw. Then when you have a standard attack you can fight with the bastard sword two-handed, and when you get a full attack you can whip out your secondary weapon and attack with that too. Perhaps take "Expertise" at 3rd level, "Improved Trip" at 6th, "Improved Two Weapon fighting" at 9th (or whatever other group of feats you fancy. Improved trip is good when you have multiple attacks because you can bring a foe down and then bash him to bits. Another good 9th level choice is improved critical(bastard sword). Crits make more advantage of your favoured enemy bonus. You could even fight with two bastard swords if you didn't mind the -4/-4 attack penalty <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>3. I would suggest a good intelligence to maximise skills. Wis no higher than 14 to allow eventual access to 4th level spells, and to help with spot and listen a bit). If you can get 14+ Int then I suggest spot, listen, move silently, hide, heal, handle animal. Don't bother with more than 5 points of wilderness lore because you'll be using it so rarely. Str is more important to you than Dex unless you want to use mostly missile weapons and I recommend at least Str 14 if you can. Basically *all* attributes are important to Rangers <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Pick 'em well.</p><p></p><p>4. Animal Friendship is OK, but only OK. At 10th level you would have a 5HD companion hanging around with you. A much better bet is to agree with the DM that prior to this adventure you have been using your animal handling skills to train and raise a group of animals. If your handle animal skill is 13 ranks, and you had a +2 Cha bonus (and 9+ ranks in animal empathy) you would get 27 when taking 10 to handle animals. This would enable you to have reared 12HD wild animals (such as a Dire Bear) or 7HD beasts to serve you. An interesting possibility is that the DM could allow you to use some of your "starting money" to have purchased a yound pegasus which you could have trained and ride (perhaps mounted combat and ride-by attack would be useful in that case, and some ranks in Ride). Otherwise a small pack of Deinonychus would be a useful addition to the party. With a slightly higher Cha you would be able to train 8HD megaraptors with ease. - A ranger is very strong in skills. Some of them are even better than available spells, so take full advantage of them.</p><p></p><p>For spells I guess I would go for Entangle, Resist Elements as 1st level and CLW, Protection from Elements from 2nd level. If there are better spells in MotW then go for them - the Ranger list is extraordinarily crummy!</p><p></p><p></p><p>Cheers,</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 156776, member: 114"] I'll attempt to be as positive & helpful as I can in my response. 1. Talk to the DM about favoured enemy. You will have one at +3, one at +2 and one at +1. I suggest that you go for enemies which are subject to critical hits. If the DM will have draconic types then perhaps go Dragons +3, giants +2, monstrous humanoids +1 (or orcs, or something like that). Be guided by the DM though. Even if he doesn't want to give away campaign secrets he should be able to give you good advice about what will be useful favoured enemies. 2. A suggested combat feat combination: Start with Exotic(Bastard Sword) and Quickdraw. Then when you have a standard attack you can fight with the bastard sword two-handed, and when you get a full attack you can whip out your secondary weapon and attack with that too. Perhaps take "Expertise" at 3rd level, "Improved Trip" at 6th, "Improved Two Weapon fighting" at 9th (or whatever other group of feats you fancy. Improved trip is good when you have multiple attacks because you can bring a foe down and then bash him to bits. Another good 9th level choice is improved critical(bastard sword). Crits make more advantage of your favoured enemy bonus. You could even fight with two bastard swords if you didn't mind the -4/-4 attack penalty :) 3. I would suggest a good intelligence to maximise skills. Wis no higher than 14 to allow eventual access to 4th level spells, and to help with spot and listen a bit). If you can get 14+ Int then I suggest spot, listen, move silently, hide, heal, handle animal. Don't bother with more than 5 points of wilderness lore because you'll be using it so rarely. Str is more important to you than Dex unless you want to use mostly missile weapons and I recommend at least Str 14 if you can. Basically *all* attributes are important to Rangers :) Pick 'em well. 4. Animal Friendship is OK, but only OK. At 10th level you would have a 5HD companion hanging around with you. A much better bet is to agree with the DM that prior to this adventure you have been using your animal handling skills to train and raise a group of animals. If your handle animal skill is 13 ranks, and you had a +2 Cha bonus (and 9+ ranks in animal empathy) you would get 27 when taking 10 to handle animals. This would enable you to have reared 12HD wild animals (such as a Dire Bear) or 7HD beasts to serve you. An interesting possibility is that the DM could allow you to use some of your "starting money" to have purchased a yound pegasus which you could have trained and ride (perhaps mounted combat and ride-by attack would be useful in that case, and some ranks in Ride). Otherwise a small pack of Deinonychus would be a useful addition to the party. With a slightly higher Cha you would be able to train 8HD megaraptors with ease. - A ranger is very strong in skills. Some of them are even better than available spells, so take full advantage of them. For spells I guess I would go for Entangle, Resist Elements as 1st level and CLW, Protection from Elements from 2nd level. If there are better spells in MotW then go for them - the Ranger list is extraordinarily crummy! Cheers, [/QUOTE]
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