Rampart Soldier - A ranged Fighter build (Updated 2/4)

malcolm_n

Adventurer
Hello fellow EnWorlders! Malcolm here, looking for your feedback on a new build my team and I have started to put together for the Fighter; the Rampart Soldier. I have included the current incarnation of the class, and will update it as frequently as warranted by the progress we see here. Below is a breakdown of the class concept, our goals, and what you can do to help.
Our goals with this build include:

* Make a viable ranged build for the fighter class that is both fun to play and a reasonable (but not overpowered) alternative to the ranger. This will be presented in the Essentials style.

* Provide a writeup of the class from levels 1 to 30, including a paragon path and feats to help bring the Rampart Soldier to life in your campaign.

* Organize everything so that it is clear, clean, and easy to read with art available to make the project look nice.

What you can do to help: If you're interested in supporting this option, please join us in the discussion of mechanics, themes, and other aspects of the project. Your name will be added to the list of contributors with a big thanks from us for helping to create an enjoyable new direction for the Fighter class.


[h=1]RAMPART SOLDIER[/h]Martial Striker
Key Abilities: Strength, Dexterity
Not every man or woman who can shoot a crossbow is a skilled ranger. Some are just soldiers, the same as any guard with a greatsword, or a battleaxe andshield.

Rampart soldiers are masterful archers and spearmen specially trained in the use of ranged weapons. The strength they can put behind pulling a bowstring,turning a cranequin, or throwing a weapon makes them as dangerous as any hunter on the field of battle.

Strong races appreciate the rampart soldier for his ingenuity in combat. Fighters of this kind don’t wait for a perfect shot or a moment when they cangain some special advantage. Instead, they take action; often shooting firstand asking questions later. That may not always be the best answer, but it gets the job done.
[h=2]CLASS TRAITS[/h]Hit Points: You start with hit points equal to 15 + Constitution score. You gain 6 hit points each time you gain a level.
Bonus to Defenses: +2 to Fortitude
Healing Surges per Day: 9 + Constitution modifier
Armor Proficiencies: Cloth, leather, hide, chainmail, scale
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Perception (Wis), Streetwise (Cha)
Trained Skills: Three from the list of class skills

[h=2]HEROIC RAMPART SOLDIER[/h]In the heroic tier, you learn the basics of weapon mastery and tactics. These techniques will prove useful in your training as you progress into the paragon and epic tiers.
Level
Class Features and Powers
1
Powerful Shot/Throw, Weapon Talent, Fighter Stance, Wild Shot
2
Utility Power
3
Encounter Attack Power
4
Quick Swap
5
Daily Attack Power
6
Utility Power
7
Encounter Attack Power, Weapon Specialization
8
9
Daily Attack Power
10
Utility Power
[h=3]LEVEL 1: POWERFUL SHOT/THROW[/h]As a ranged fighter, you rely on your strength to strike down enemies from afar, while your Dexterity adds potency to the damage you deal.
Benefit: You use your Strength modifier to determine the attack and damage of ranged basic attacks. In addition, you gain a bonus equal to your Dexterity modifier to damage you deal with weapon attacks.
[h=3]LEVEL 1: WEAPON TALENT[/h]Your specialized training grants you a +1 bonus to weapon attacks. This bonus increases to +2 at 11th level and +3 at 21st level.
[h=3]LEVEL 1: FIGHTER STANCE[/h]This feature acts exactly like the Slayer class feature, and you can pick your additional stances from that list.
Prepared Archer’s Stance
Though named for the group of soldiers who first learned and later taught this stance to their allies, the prepared archer is likewise a good choice for spear, sling, or thrown weapon wielders.

Prepared Archer’s Stance Fighter Feature
You set yourself up so that you can shoot quickly and get out of the way.
At-Will • Martial, Stance
Minor Action Personal
Effect: While you remain in this stance, you can shift up to 1 square once per round as a free action on your turn or after a creature makes a melee attack against you (hit or miss).
[h=3]LEVEL 1: WILD SHOT[/h]In the heat of combat, you don’t always have time to stand still and launch a perfect attack from a distance, so you make the best with what you have.

Wild Shot Fighter Attack 1
You fire blindly into the battle and hope for the best.
Encounter • Martial, Weapon
Standard Action Ranged or Thrown weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and up to 1 creature adjacent to the target takes damage equal to your Strength modifier.
Level 11: 3[W] + Strength modifier damage.
Level 21: 4[W] + Strength modifier damage.
Miss: Half damage, and the adjacent creature takes damage equal to one-half your Strength modifier, rounded down.

[h=3]LEVEL 2: UTILITY POWER[/h]You have trained yourself to be more versatile in and out of combat. This training is represented by your choice of Utility power.
Agile Fighter Fighter Utility 2
You maneuver yourself into a position where you’re able to keep up with enemies or get away quickly as the situation dictates.
Encounter * Martial
Minor Action Personal
Prerequisite: Trained in Athletics
Effect: Until the end of your next turn, you get a +2 power bonus to your speed. When you shift, you can shift 1 extra square.
Sustain Minor: The effect persists.

Combat Insight Fighter Utility 2
You recognize an immediate threat to your allies and call for them to get to safety.
Encounter * Martial
Move Action Close burst 2
Effect: Each ally in the burst can shift up to 1 square as a free action.

False Bravado Fighter Utility 2
Even when the chips are down, you can stand up straight and look your foe in the eye.
Encounter * Martial
Minor Action Personal
Effect: You spend a healing surge, but regain no hit points. Instead, you gain 10 temporary hit points.
Level 12: 25 temporary hit points.
Level 22: 40 temporary hit points.

[h=3]LEVEL 3: ENCOUNTER ATTACK POWER[/h]Your talents have improved, and you learn more exploits that you can use against your enemies.
Benefit: Choose one of the encounter attacks below. Alternatively, you can gain another use of your Wild Shot class feature.

Covering Assault Fighter Attack 3
You fire at your enemy, drawing his attention to you while one of your allies safely retreats.
Encounter • Martial, Weapon
Standard Action Ranged or Thrown weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and an ally adjacent to the target can shift 2 squares.
Weapon: If you’re wielding a thrown weapon, your ally can shift a number of squares up to your Dexterity modifier instead.

Rapid Fire Fighter Attack 3
You are able to strike quickly while keeping your distance.
Encounter • Martial, Weapon
Standard Action Ranged or Thrown weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and you can shift up to 1 square. Make a ranged basic attack with a +2 power bonus against another target within range.
Weapon: If you’re wielding a bow, you can shift a number of squares up to your Dexterity instead.

Achilles Shot Fighter Attack 3
Your well-placed bolt hinders your foe and prevents him from continuing momentarily.
Encounter • Martial, Weapon
Standard Action Ranged or Thrown weapon
Target: One creature
Weapon: If you’re wielding a crossbow, you gain a bonus to the attack roll equal to your Dexterity modifier.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is slowed and cannot shift until the end of your next turn.

[h=3]LEVEL 4: QUICK SWAP[/h]When you’ve thrown your weapon, you can’t always get it back. Similarly, should you run out of arrows or an enemy gets too close for comfort, the ability to change your weapon or draw another quickly is a valuable talent.
Benefit: Once per round, as a free action, you can stow up to 1 weapon you’re wielding and draw another.
[h=3]LEVEL 5: DAILY ATTACK POWER[/h]The daily attack powers you gain are sometimes infrequent occasions in which you can gain a unique advantage. Other times, these exploits are taxing on you physically, so you require more than just a short break to prepare your body for them again.
Benefit: Choose one of the daily attacks below. Alternatively, you can choose another 5th level fighter class feature available to you.

Dispatch Fighter Attack 5
You can bring down even the toughest of opponents.
Daily • Martial, Reliable, Weapon
Standard Action Ranged or Thrown weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.

Menacing Barrage Fighter Attack 5
You harry your enemy repeatedly over the course of the battle.
Daily • Martial, Weapon
Standard Action Ranged or Thrown weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against the target until the end of the encounter.
Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.

[h=3]LEVEL 6: UTILITY POWER[/h]You have trained yourself to be more versatile in and out of combat. This training is represented by your choice of Utility power.
Ricochet Fighter Utility 6
You bounce your attack off of another creature to hit your target.
Encounter • Martial
Free Action Personal
Trigger: A creature you are aware of is not within your line of sight.
Effect: Make your attack against another creature or object that has line of sight to the triggering creature. If your attack hits, resolve the same attack roll normally against the primary target. The secondary target takes no damage from this effect.

[h=3]LEVEL 7: ENCOUNTER ATTACK POWER[/h]Your talents have improved, and you learn more exploits that you can use against your enemies.
Benefit: Choose one of the encounter attacks below. Alternatively, you can gain another use of your Wild Shot class feature.

Pierce Armor Fighter Attack 7
You recognize and exploit a weakness in your enemy’s armor.
Encounter • Martial, Weapon
Standard Action Ranged or Thrown weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target takes a -2 penalty to AC until the end of your next turn.
Weapon: If you’re wielding a thrown weapon, the penalty to AC equals your Dexterity modifier instead.
Expend Minor: You can spend a minor action on your turn to regain this power.

Sweep the Area Fighter Attack 7
You fire into the surrounding area to keep yourself safe from potentially hidden enemies.
Encounter • Martial, Weapon
Standard Action Close blast 3
Target: Each creature in the blast
Weapon: If you’re wielding a bow or a crossbow, you can choose to target each enemy in the blast you can see instead.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
Sustain Minor: You can repeat the attack as a standard action.
[h=3]LEVEL 7: WEAPON SPECIALIZATION[/h]It takes dedication to hone your talents to a specific type of weapon, but that dedication pays off in the long run.
Benefit: This ability functions as the Slayer class feature. As a Rampart Soldier, you can choose Brutal Marksman in addition to the other choice provided by that feature.
Brutal Marksman: Choose a ranged or thrown weapon you can use. That weapon gains the brutal 1 property.

[h=3]LEVEL 9: DAILY ATTACK POWER[/h]The daily attack powers you gain are sometimes infrequent occasions in which you can gain a unique advantage. Other times, these exploits are taxing on you physically, so you require more than just a short break to prepare your body for them again.
Benefit: Choose one of the daily attacks below. Alternatively, you can choose another 9th level fighter class feature available to you.

Thicket of Arrows Fighter Attack 9
Your volley makes getting around difficult.
Daily • Martial, Weapon
Standard Action Area burst 1 in 10 squares
Requirements: You must be wielding a bow or a crossbow.
Target: Each creature in the burst
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is slowed (save ends).

Auspicious Throw Fighter Attack 9
As you hurl your weapon at an enemy, your adrenaline keeps up your stamina.
Daily • Healing, Martial, Weapon
Standard Action Thrown weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you regain hit points as if you had spent a healing surge.
Miss: Half damage, and you can spend a healing surge.

[h=3]LEVEL 10: UTILITY POWER[/h]You have trained yourself to be more versatile in and out of combat. This training is represented by your choice of Utility power.

Persistent Threat Fighter Utility 10
Even from a distance, your enemies need fear your reprimand.
At-Will • Martial, Weapon
Minor Action Personal
Target: One creature
Effect: Until the start of your next turn, you threaten the target as though you were adjacent to it in the square or squares (if you are large size or larger) directly between both of you. You must still be within weapon range to take opportunity actions against the target. The target knows that you threaten it in this way.

[h=1]CHARACTER OPTIONS[/h]The following are new options for Fighters, Rampart Soldiers and other ranged characters.
[h=2]FEATS[/h][h=3]COMBAT FEATS[/h]These feats are available to any character who can meet the requirements, but they are tailored to the Rampart Soldier class.

OUT OF HARM’S WAY [FIGHTER]
You have honed your skill enough that you are less likely to harm your allies with your wild attacks.
Benefit: When one of your fighter powers would deal damage to an ally, it deals half that damage instead.

STRONG SHOT [FIGHTER]
You can literally throw your strength around.
Requirements: Strength 15+, Powerful Shot class feature
Benefit: You can take a –2 penalty when making a ranged attack and deal +2 damage with that attack. The damage bonus increases to +3 at 11th level and +4 at 21st level.

THROWN WEAPON EXPERTISE
You are an expert with thrown weapons, able to accurately strike your enemies at greater distance and with more power.
Benefit: You gain a +1 feat bonus to weapon attack rolls that you make with a thrown weapon and increase the normal and long range of all thrown weapons you wield by 5 squares. In addition, you can throw any spear as you would a javelin. The bonus to attacks increases to +2 at 11th level and +3 at 21st level.
[h=3]MULTICLASS FEATS[/h]These feats are available for characters who want to pick up some training as a Rampart Soldier.

Paragon Information
Epic Information
 

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I'm turning this post into a To/Do and Wish list for easier reference. Eventually, it will instead be the Paragon information linked above

* Paragon and epic details.
* multiclass feats.
 
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Just FYI, you're far more likely to get responses if you actually post the stuff rather than just a link or a file that we have to download.

Just a couple general questions- Is this build a striker or a defender? When you say it's Essentials style, do you mean it relies on stances like the knight and slayer?
 

Just FYI, you're far more likely to get responses if you actually post the stuff rather than just a link or a file that we have to download.

Just a couple general questions- Is this build a striker or a defender? When you say it's Essentials style, do you mean it relies on stances like the knight and slayer?
Alright, added. We'll see if that gets a better response. Thank you for the suggestion.
 

Two things:

1. You definitely need to create some ranged fighter attack powers to choose from; there really aren't many at all as it stands.

2. Wild Shot would be far better if its target was simply "one creature", giving the fighter the option to use it when no enemy is adjacent to another enemy (thus foregoing the damage against the secondary target). (At least that way he was a 2W attack available if he fights a solo or something.)
 

Two things:

1. You definitely need to create some ranged fighter attack powers to choose from; there really aren't many at all as it stands.

2. Wild Shot would be far better if its target was simply "one creature", giving the fighter the option to use it when no enemy is adjacent to another enemy (thus foregoing the damage against the secondary target). (At least that way he was a 2W attack available if he fights a solo or something.)

yes; keep in mind this is a "work in progress" hence the blank areas. As to Wild shot, it's meant to be there for him to use even if an ally is adjacent to the target. He's essentially firing into a group and the weapon may hit an enemy or may hit an ally; same as close powers. it's also costed higher (in essence) because it's done at range.

How about if it was target 1 creature and the damage also dealt strength to an adjacent creature?
 
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I have added Encounter and Daily Powers at levels 3, 5, and 7. I'll update the PDF again once I'm done with the heroic tier.
 


I am interested in the idea, but I just want to point out that I can't read the OP without changing my ENWorld colour scheme. I have it set to "Legacy" and the font colour used blends in with the background shading.
 

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