Ranger vs Warlock


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Behold, the I can hit you but I have a harder time touching you, kobold
Kobold Slinger; Level 1 Artillery
Small Natural Humanoid; XP 100
Initiative: +3; Senses: Perception+1, darkvision
HP 24; Bloodied 12
AC 13; Fortitude 12,Reflex 14,Will 12; see also trap sense
Speed 6
M Dagger (standard; at-will) • Weapon
+5 vs. AC; 1d4+3 damage.
R Sling (standard; at-will) • Weapon
Range 10/20; +6 vs. AC; 1d6 +3 damage; see also special shot.
Special Shot
The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds special shot chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional effect depending on its type.
Stinkpot the target takes a -2 penalty to attack rolls (save ends)
Firepot (Fire) The target taks ongoing 2 fire damage (save ends)
Gluepot The target is immobilized (save ends)
Shifty (minor, at will)
The kobold shifts 1 square as a minor action.
Trap Sense: The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic
Skills: Acrobatics +8, stealth +10, Thievery +10
Str 9 (-1) Dex 17 (+3) Wis 12 (+1)
Con 11 (+1) Int 9 (-1) Cha 10 (+0)
Equipment: leather armor, dagger, sling with 20 bullets, 3 rounds of special shot (see above).
 

One important difference between these two is daily and encounter powers. "Witchfire" and "Curse of the Dark Dream" both look like WAY more powerful effects than "Fox's Cunning" and "Split the Tree," which are both kind of situational. Let's say you're up against a level-appropriate solo encounter... first round, the warlock starts the mob wandering exactly where the party wants it with his daily, and if things start to look dangerous, he can hit it with another round of sucking via Witchfire. Meanwhile, the ranger is sitting in the back plinking away with his bow.

But on the other hand, once enemies start mobbing the party, the ranger has a definite one-up. Not only is "Fox's Cunning" a sweet and cinematic-feeling counterattack, "Nimble Strike" will often let the ranger avoid those nasty OAs for firing his bow in melee. The warlock can fend off mobs with Eyebite, if he catches them coming in time, and he can run away like a little girl to get free concealment, but not so handy with the close-range skirmishing.
 


ZombieRoboNinja said:
The warlock can fend off mobs with Eyebite, if he catches them coming in time, and he can run away like a little girl to get free concealment, but not so handy with the close-range skirmishing.
Love eyebite. Speaking of which, I've seen the concealment 11 rule. Anyone seen a comparable rule for vanilla concealment? The initial report was that concealment gave enemies a -2 to hit you and total concealment gave them a -5, but concealment 11 throws some doubt on to that report.
 

Let's also not neglect the flavor aspect.

Ranger: "Oh no, the ranger's coming! His aim is lethal and his arrows merciless!"

Warlock: "Oh no, the warlock's OH JESUS HE SET FIRE TO MY EYEBALLS FROM THE INSIDE, HOW DO THEY CONTINUE TO BURN WITHOUT CONSUMING MY DELICATE FLESH"
 

Another difference is that the extra damage from Hunter's Quarry applies only once per round, while the curse may apply more times (if you make several attacks against a curse foe, for example after using an action point).
 

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