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<blockquote data-quote="Peter LaCara" data-source="post: 4264836" data-attributes="member: 59466"><p>Here's my ultra stabbity Rogue/Ranger (Daggermaster) that I posted over in the TWF thread. Since Daggermasters crit on an 18-20, the idea is to get a bunch of ranger powers to crit as often as possible. The added mobility from the ranger powers is nice as well.</p><p></p><p>[sblock=Half-Elf Rogue/Ranger (Daggermaster) 12]</p><p>Str 17 Con 16 Dex 19 Int 11 Wis 9 Cha 17</p><p></p><p>Hp 83, Bloodied 41</p><p>Surge 20, Per Day 9</p><p></p><p>Initiative +10, Speed 6</p><p></p><p>Skills:</p><p>Acrobatics +15</p><p>Athletics +14</p><p>Bluff +14</p><p>Endurance +14</p><p>Stealth +18</p><p>Streetwise +14</p><p>Thievery +14</p><p>Diplomacy +11</p><p></p><p>Race:</p><p>Group Diplomacy</p><p></p><p>Class:</p><p>First Stike</p><p>Artful Dodger</p><p>Rogue Weapon Talent</p><p>Sneak Attack (+3d6)</p><p>Hunter's Quarry 1/enc (+2d6)</p><p></p><p>Paragon:</p><p>Daggermaster's Action (spend an AP to reroll a dagger attack or dmg)</p><p>Daggermaster's Precision (daggers crit on an 18-20)</p><p></p><p>Feats:</p><p>Two Weapon Fighting</p><p>Two Weapon Defense</p><p>Agile Athlete</p><p>Evasion</p><p>Warrior of the Wild</p><p>Novice Power</p><p>Adept Power</p><p>Acolyte Power</p><p></p><p>Basic Attacks:</p><p>Daggers +16vAC; 1d4+7</p><p>Shuriken (6/12) +13vAC; 1d6+4</p><p></p><p>At Will:</p><p>Piercing Strike +17vRef; 1d4+8</p><p>Sly Flourish +17vAC; 1d4+11</p><p></p><p>Encounter:</p><p>Positioning Strike +17vWill; 1d4+8 and slide 1</p><p>Claws of the Griffon +16vAC, 2 atks; 2d4+7/1d4+7</p><p>Twin Strike +16vAC; 1d4+4/1d4+3</p><p>Bait and Switch +17vWill; 2d4+8, switch places with target then shift 3</p><p>Critical Opportunity (minor, must have crit target this turn) +17vAC; 3d4+8</p><p></p><p>Daily:</p><p>Easy Target +17vAC; 2d4+8, target slowed and grants combat advantage (save ends); miss: 1/2 dmg and grants combat advantage until end of next turn</p><p>Two Wolf Pounce +16vAC, 2 atks; 2d4+7/1d4+7; Eff: shift 2, make secondary attack: +16vAC; 2d4+4</p><p>Knockout +17vFort; 2d8+8, target knocked unconscious (save or damage ends); miss: 1/2 dmg and target dazed until end of next turn</p><p></p><p>Utility:</p><p>Meditation of the Blade (daily minor) increase dagger dmg to d6s</p><p>Expeditious Stride (encounter minor) until end of next turn, increase speed by 4 and may shift 1 additional square</p><p>Ignoble Escape (encounter move) cancel a mark, shift 6</p><p>Master of Deceit (encounter free) reroll a Bluff check</p><p></p><p>Gear:</p><p>Twin Magic Daggers +3</p><p>Leather Elven Battle Armor +3 (+5 to saves against being slowed or immobilized; encounter minor: +2 speed until end of next turn)</p><p>Elven Cloak +3 (+3 stealth)</p><p>Shurikens</p><p>Adventurer's Kit</p><p>Thieves Tools[/sblock]</p></blockquote><p></p>
[QUOTE="Peter LaCara, post: 4264836, member: 59466"] Here's my ultra stabbity Rogue/Ranger (Daggermaster) that I posted over in the TWF thread. Since Daggermasters crit on an 18-20, the idea is to get a bunch of ranger powers to crit as often as possible. The added mobility from the ranger powers is nice as well. [sblock=Half-Elf Rogue/Ranger (Daggermaster) 12] Str 17 Con 16 Dex 19 Int 11 Wis 9 Cha 17 Hp 83, Bloodied 41 Surge 20, Per Day 9 Initiative +10, Speed 6 Skills: Acrobatics +15 Athletics +14 Bluff +14 Endurance +14 Stealth +18 Streetwise +14 Thievery +14 Diplomacy +11 Race: Group Diplomacy Class: First Stike Artful Dodger Rogue Weapon Talent Sneak Attack (+3d6) Hunter's Quarry 1/enc (+2d6) Paragon: Daggermaster's Action (spend an AP to reroll a dagger attack or dmg) Daggermaster's Precision (daggers crit on an 18-20) Feats: Two Weapon Fighting Two Weapon Defense Agile Athlete Evasion Warrior of the Wild Novice Power Adept Power Acolyte Power Basic Attacks: Daggers +16vAC; 1d4+7 Shuriken (6/12) +13vAC; 1d6+4 At Will: Piercing Strike +17vRef; 1d4+8 Sly Flourish +17vAC; 1d4+11 Encounter: Positioning Strike +17vWill; 1d4+8 and slide 1 Claws of the Griffon +16vAC, 2 atks; 2d4+7/1d4+7 Twin Strike +16vAC; 1d4+4/1d4+3 Bait and Switch +17vWill; 2d4+8, switch places with target then shift 3 Critical Opportunity (minor, must have crit target this turn) +17vAC; 3d4+8 Daily: Easy Target +17vAC; 2d4+8, target slowed and grants combat advantage (save ends); miss: 1/2 dmg and grants combat advantage until end of next turn Two Wolf Pounce +16vAC, 2 atks; 2d4+7/1d4+7; Eff: shift 2, make secondary attack: +16vAC; 2d4+4 Knockout +17vFort; 2d8+8, target knocked unconscious (save or damage ends); miss: 1/2 dmg and target dazed until end of next turn Utility: Meditation of the Blade (daily minor) increase dagger dmg to d6s Expeditious Stride (encounter minor) until end of next turn, increase speed by 4 and may shift 1 additional square Ignoble Escape (encounter move) cancel a mark, shift 6 Master of Deceit (encounter free) reroll a Bluff check Gear: Twin Magic Daggers +3 Leather Elven Battle Armor +3 (+5 to saves against being slowed or immobilized; encounter minor: +2 speed until end of next turn) Elven Cloak +3 (+3 stealth) Shurikens Adventurer's Kit Thieves Tools[/sblock] [/QUOTE]
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