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Irongorn, the Heavy Ranger (ranger/pit fighter)
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<blockquote data-quote="Jcosby" data-source="post: 4269623" data-attributes="member: 29386"><p><strong>Dwarven Ranger</strong></p><p></p><p>This was done fairly fast at work... so, I'm not swearing every # is 100% correct.. but it's pretty darn close.</p><p></p><p>Draxle Ironworks, the spelunking Ranger. </p><p></p><p>Dwarven Ranger</p><p>Paragon path: Pit Fighter</p><p>Stats at 1st level: Stats at 16th level:</p><p>Str 17 Str 22</p><p>Con 13 Con 14</p><p>Dex 13 Dex 14</p><p>Int 10 Int 11</p><p>Wis 17 Wis 22</p><p>Cha 8 Cha 9</p><p></p><p>Skills: Athletics (STR), Dungeoneering (WIS), Endurance (CON), Heal (WIS), Perception (WIS), Streetwise (CHA, From Fighter), </p><p></p><p>Feats</p><p>Ranger bonus: Toughness (+5 Hps (1st, 11th, 21st)</p><p>1st level: Dwarven Weapon Training (+2 Damage)</p><p>2nd level: Chainmail (+3 AC)</p><p>4th level: Lethal Hunter (d8)</p><p>6th level: Two-Weapon Fighting (+1 Damage)</p><p>8th level: Scalemail (+1 AC, No Skill Check Negative)</p><p>10th level: Fighter multiclass (+1 Hit Encounter, Streetwise)</p><p>11th level: Deadly Axe (19-20 Crit Range)</p><p>12th level: Devastating Critical (1d10 extra Crit Damage)</p><p>14th level: Two-Weapon Defense (+1 AC, +1 Reflex)</p><p>16th level: Blood Thirst (+1 Dam Vs Bloodied)</p><p></p><p>Essential Equipment</p><p>Scalemail, </p><p>Twin Battle Axes (Vicious Battle Axe / Flame Burst) </p><p></p><p>Defenses</p><p>AC 27 (10 base, +8 level, +7 armor, +1 Pit Fighter, +1 TWD)</p><p>Fort: 25 (10 base, +8 level, +1 class, +6 STR)</p><p>Reflex: 21 (10 base, +8 level, +1 class, + 1 Dex, + 1 TWD)</p><p>Will: 24 (10 base, +8 level, + 6 Wis)</p><p></p><p>At-Will, Encounter, Daily and Utilities power could be pretty much the same. Both builds are trying to maximize STR + WIS synergy with in the powers. The Human get’s a 28 AC while the Dwarf opting for only Scalemail gets an AC of 27 but suffers no Skill Check penalty and no movement penalty which is big for a hit and move striker like the Ranger. Also with the +6 Wis Mod the Dwarf has much more flexibility when it comes to pre and post combat moving and shifting.</p><p></p><p>If 3.5 the extra feat by the human would be much more powerful but the feats in 4.0 aren’t nearly as powerful and when you really look at the second half of the Paragon tree and the Epic tree they aren’t very impressive at all. Also if you really wanted to you could get Platemail with your 20th level feat after putting a point into CON giving you the 15 needed. I don’t think the 1 AC is worth it though.</p><p></p><p>Also at level 21 I would exchange Dwarven Weapon Training for Weapon Focus: Battle Axe, or I could do this anytime after level 11 when Weapon Focus becomes as good as Dwarven Weapon Training. In the end the builds are very similar I think the Dwarf shines a bit more with over all consistency and more flexibility with the +6 Wis Mod. (Which is odd because he’s ends up with much better movement and movement options even though he’s a dwarf.. Kind of goes against the old school dwarf mentality.)</p><p></p><p>JBC</p></blockquote><p></p>
[QUOTE="Jcosby, post: 4269623, member: 29386"] [b]Dwarven Ranger[/b] This was done fairly fast at work... so, I'm not swearing every # is 100% correct.. but it's pretty darn close. Draxle Ironworks, the spelunking Ranger. Dwarven Ranger Paragon path: Pit Fighter Stats at 1st level: Stats at 16th level: Str 17 Str 22 Con 13 Con 14 Dex 13 Dex 14 Int 10 Int 11 Wis 17 Wis 22 Cha 8 Cha 9 Skills: Athletics (STR), Dungeoneering (WIS), Endurance (CON), Heal (WIS), Perception (WIS), Streetwise (CHA, From Fighter), Feats Ranger bonus: Toughness (+5 Hps (1st, 11th, 21st) 1st level: Dwarven Weapon Training (+2 Damage) 2nd level: Chainmail (+3 AC) 4th level: Lethal Hunter (d8) 6th level: Two-Weapon Fighting (+1 Damage) 8th level: Scalemail (+1 AC, No Skill Check Negative) 10th level: Fighter multiclass (+1 Hit Encounter, Streetwise) 11th level: Deadly Axe (19-20 Crit Range) 12th level: Devastating Critical (1d10 extra Crit Damage) 14th level: Two-Weapon Defense (+1 AC, +1 Reflex) 16th level: Blood Thirst (+1 Dam Vs Bloodied) Essential Equipment Scalemail, Twin Battle Axes (Vicious Battle Axe / Flame Burst) Defenses AC 27 (10 base, +8 level, +7 armor, +1 Pit Fighter, +1 TWD) Fort: 25 (10 base, +8 level, +1 class, +6 STR) Reflex: 21 (10 base, +8 level, +1 class, + 1 Dex, + 1 TWD) Will: 24 (10 base, +8 level, + 6 Wis) At-Will, Encounter, Daily and Utilities power could be pretty much the same. Both builds are trying to maximize STR + WIS synergy with in the powers. The Human get’s a 28 AC while the Dwarf opting for only Scalemail gets an AC of 27 but suffers no Skill Check penalty and no movement penalty which is big for a hit and move striker like the Ranger. Also with the +6 Wis Mod the Dwarf has much more flexibility when it comes to pre and post combat moving and shifting. If 3.5 the extra feat by the human would be much more powerful but the feats in 4.0 aren’t nearly as powerful and when you really look at the second half of the Paragon tree and the Epic tree they aren’t very impressive at all. Also if you really wanted to you could get Platemail with your 20th level feat after putting a point into CON giving you the 15 needed. I don’t think the 1 AC is worth it though. Also at level 21 I would exchange Dwarven Weapon Training for Weapon Focus: Battle Axe, or I could do this anytime after level 11 when Weapon Focus becomes as good as Dwarven Weapon Training. In the end the builds are very similar I think the Dwarf shines a bit more with over all consistency and more flexibility with the +6 Wis Mod. (Which is odd because he’s ends up with much better movement and movement options even though he’s a dwarf.. Kind of goes against the old school dwarf mentality.) JBC [/QUOTE]
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Irongorn, the Heavy Ranger (ranger/pit fighter)
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