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Scout/Ranger Battlefield Archer Build Question
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<blockquote data-quote="Aramalian" data-source="post: 5499847" data-attributes="member: 6672752"><p>Okay, so I'm building this Scout4 Ranger16 Archer who stalks the battlefield looking for people who need to be nailed with lots of arrows before they do bad things to his party. It's for an elven campaign so the race is locked in. </p><p></p><p>The build is below, for anyone to critique, but I have another related question. At some point around level 12, this character will have at least a +10 to initiative. When he wins initiative, should a DM allow him to delay his action until he spots an arcanist moving to cast and then let him move? Basically, I want him to be able to use his hit-and-run ability as a version of counterspelling.</p><p></p><p>Make sense? Sound feasible?</p><p></p><p>Thanks in advance for your advice! <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>nick</p><p></p><p></p><p>Here's the general arrangement of the build:</p><p></p><p>Beginning Stats:</p><p>STR 14</p><p>DEX 20</p><p>CON 14</p><p>INT 12</p><p>WIS 11</p><p>CHA 14</p><p></p><p>I'm planning to take Arcane Hunter from Complete Mage and Champion of the Wild from Complete Champion - 1 to boost my specific hunting ability, and 2 to boost my archery feats. So here's my feat progression:</p><p></p><p>1 - Point Blank Shot</p><p>3 - Precise Shot</p><p>5 - Swift Hunter (stacks Scout/Ranger levels for Skirm/Fav Enemy)-Scout bonus feat</p><p>6 - Improved Skirmish</p><p>8 - Manyshot</p><p>9 - Greater Manyshot - Champion of the Wild bonus feat</p><p>12 - Improved Initiative</p><p>12 - Improved Precise Shot - Champion of the Wild bonus feat</p><p>15 - Expeditious Dodge</p><p>15 - Mobility - Champion of the Wild Bonus (with DM Permission)</p><p>15 - At this point, Ranger receives Improved Precise Shot as their Combat Mastery Feat, so I will take Shot on the Run (as a substitution or a retrain, however it works out)</p><p>18 - Woodland Archer</p><p>18 - Improved Favored Enemy - Champion of the Wild bonus</p></blockquote><p></p>
[QUOTE="Aramalian, post: 5499847, member: 6672752"] Okay, so I'm building this Scout4 Ranger16 Archer who stalks the battlefield looking for people who need to be nailed with lots of arrows before they do bad things to his party. It's for an elven campaign so the race is locked in. The build is below, for anyone to critique, but I have another related question. At some point around level 12, this character will have at least a +10 to initiative. When he wins initiative, should a DM allow him to delay his action until he spots an arcanist moving to cast and then let him move? Basically, I want him to be able to use his hit-and-run ability as a version of counterspelling. Make sense? Sound feasible? Thanks in advance for your advice! :) nick Here's the general arrangement of the build: Beginning Stats: STR 14 DEX 20 CON 14 INT 12 WIS 11 CHA 14 I'm planning to take Arcane Hunter from Complete Mage and Champion of the Wild from Complete Champion - 1 to boost my specific hunting ability, and 2 to boost my archery feats. So here's my feat progression: 1 - Point Blank Shot 3 - Precise Shot 5 - Swift Hunter (stacks Scout/Ranger levels for Skirm/Fav Enemy)-Scout bonus feat 6 - Improved Skirmish 8 - Manyshot 9 - Greater Manyshot - Champion of the Wild bonus feat 12 - Improved Initiative 12 - Improved Precise Shot - Champion of the Wild bonus feat 15 - Expeditious Dodge 15 - Mobility - Champion of the Wild Bonus (with DM Permission) 15 - At this point, Ranger receives Improved Precise Shot as their Combat Mastery Feat, so I will take Shot on the Run (as a substitution or a retrain, however it works out) 18 - Woodland Archer 18 - Improved Favored Enemy - Champion of the Wild bonus [/QUOTE]
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