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Single melee weapon ranger
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<blockquote data-quote="RLBURNSIDE" data-source="post: 5577372" data-attributes="member: 94650"><p>"(you are always at least the joint closest if you are in melee, so you always get Prime Shot)"</p><p></p><p>I didn't realize that, thanks! It makes flanking/teaming with the rogue ohh that much better. I figured I'd only get the bonuses if I were closer, but "joint closest" is good enough for me. Is there an FAQ on this, just for due diligence? In case it comes up and I don't want to argue with my DM.</p><p></p><p>ps, I love the bastard sword, I own one! I think it's much better to hit twice per round == 2x the crits, 2x the chance for quarry, 2x the fun (IMO). In earlier editions rangers and fighters got their second attack at level 6 or so, and it's a big step up in DPR + fun when that happens. I don't think it's very realistic to imagine anyone but an orge wielding bastard swords in each hand, but this IS D&D so why not. Personally, I like the versatility of 4e where you can take a combination of magic item properties and re-skin them to be the guy you want to play, with the mechanics to boot.</p><p></p><p>Another thought : With 2x Ruby Scabbards, Master at Arms, and a Battle Harness, I believe you can swap to your heart's content. </p><p></p><p>Round 1: Bow is always out, by default. You're an archer, enemies are initially far away, makes sense, right? Your "un-paired" bastard swords are each sheathed separately, ready for immediate removal on your next turn. Hunter's Quarry the closest enemy, Twin Strike or whatever with your bow, move somewhere. </p><p>Round 2: You are in melee, adjacent to an enemy, say, or they close the distance to you. Free action from battle harness to stow the bow, free actions to draw both bastard swords, minor for another quarry, TS, another minor action attack or perhaps it's dead and you want to move to the next one or draw your bow. Fine, Master at arms allows for that, since you use 2 free actions to stow both bastard swords in their scabbards. Actually, come to think of it, Battle Harness is all you need, but the Scabbards and the Master at Arms benefits will probably make your DM just say, ok, fine, to do it.</p><p></p><p> i.e. ditch the quickdraw, you don't need it. I would still invest in the ruby scabbard(s), just because it's cool. Buy two because pairing and un-pairing is an extra minor action that you can't really handwave away except with Quickdraw. But your purpose is not to save money on an extra scabbard, just pretend like it's an extra fancy scabbard that costs 2000gp instead of 1000gp. At that point there is no game mechanic reason to pretend to go through all these motions. Free actions are unlimited, except for attacks, aren't they?</p><p></p><p>+++ another vote for Called Shot + Prime Punisher. If you can squeeze out another feat somewhere, it's definitely worth it and you can almost always get the bonus on all your attacks, melee OR ranged. I recently built myself a hybrid ranger | sorc who used Called Shot with his sorcerer powers too, it works great. I did a similar thing but in reverse as you're doing with your paired bastard swords, i.e. imagine a double axe is two battle axes, one in each hand, or even just a single battle axe I attack twice per round with. I haven't decided which visual I like more yet with this toon. The benefit of the double weapon is although I go down in DPR from waraxes, I save tons of cash and have a free hand to hold my rhythm dagger and get +1 AC and Reflex basically all the time. In that case I just imagine that the dagger I wield are the sharp teeth and my draconic agility in combat, + imagine I have all my sorcerer implement powers come out of my mouth. A mouth-plement(c), if you will. With a Lightning Dagger, Fire Dagger, Radiant, whatever, I can basically do any damage type with any of my powers as I can afford daggers, at-will. (thanks to battle harness, ohh I do love that armor). Tough call between that and Predator's Hide though, the extra defenses are very juicy. Against my quarry I have defender-like stats.</p></blockquote><p></p>
[QUOTE="RLBURNSIDE, post: 5577372, member: 94650"] "(you are always at least the joint closest if you are in melee, so you always get Prime Shot)" I didn't realize that, thanks! It makes flanking/teaming with the rogue ohh that much better. I figured I'd only get the bonuses if I were closer, but "joint closest" is good enough for me. Is there an FAQ on this, just for due diligence? In case it comes up and I don't want to argue with my DM. ps, I love the bastard sword, I own one! I think it's much better to hit twice per round == 2x the crits, 2x the chance for quarry, 2x the fun (IMO). In earlier editions rangers and fighters got their second attack at level 6 or so, and it's a big step up in DPR + fun when that happens. I don't think it's very realistic to imagine anyone but an orge wielding bastard swords in each hand, but this IS D&D so why not. Personally, I like the versatility of 4e where you can take a combination of magic item properties and re-skin them to be the guy you want to play, with the mechanics to boot. Another thought : With 2x Ruby Scabbards, Master at Arms, and a Battle Harness, I believe you can swap to your heart's content. Round 1: Bow is always out, by default. You're an archer, enemies are initially far away, makes sense, right? Your "un-paired" bastard swords are each sheathed separately, ready for immediate removal on your next turn. Hunter's Quarry the closest enemy, Twin Strike or whatever with your bow, move somewhere. Round 2: You are in melee, adjacent to an enemy, say, or they close the distance to you. Free action from battle harness to stow the bow, free actions to draw both bastard swords, minor for another quarry, TS, another minor action attack or perhaps it's dead and you want to move to the next one or draw your bow. Fine, Master at arms allows for that, since you use 2 free actions to stow both bastard swords in their scabbards. Actually, come to think of it, Battle Harness is all you need, but the Scabbards and the Master at Arms benefits will probably make your DM just say, ok, fine, to do it. i.e. ditch the quickdraw, you don't need it. I would still invest in the ruby scabbard(s), just because it's cool. Buy two because pairing and un-pairing is an extra minor action that you can't really handwave away except with Quickdraw. But your purpose is not to save money on an extra scabbard, just pretend like it's an extra fancy scabbard that costs 2000gp instead of 1000gp. At that point there is no game mechanic reason to pretend to go through all these motions. Free actions are unlimited, except for attacks, aren't they? +++ another vote for Called Shot + Prime Punisher. If you can squeeze out another feat somewhere, it's definitely worth it and you can almost always get the bonus on all your attacks, melee OR ranged. I recently built myself a hybrid ranger | sorc who used Called Shot with his sorcerer powers too, it works great. I did a similar thing but in reverse as you're doing with your paired bastard swords, i.e. imagine a double axe is two battle axes, one in each hand, or even just a single battle axe I attack twice per round with. I haven't decided which visual I like more yet with this toon. The benefit of the double weapon is although I go down in DPR from waraxes, I save tons of cash and have a free hand to hold my rhythm dagger and get +1 AC and Reflex basically all the time. In that case I just imagine that the dagger I wield are the sharp teeth and my draconic agility in combat, + imagine I have all my sorcerer implement powers come out of my mouth. A mouth-plement(c), if you will. With a Lightning Dagger, Fire Dagger, Radiant, whatever, I can basically do any damage type with any of my powers as I can afford daggers, at-will. (thanks to battle harness, ohh I do love that armor). Tough call between that and Predator's Hide though, the extra defenses are very juicy. Against my quarry I have defender-like stats. [/QUOTE]
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