Tempest Fighter or Melee Ranger?

So Klaus does your build have any issues with switching short sword with flail, and do you have any ideas on how to pump up my healing surges and total hp in between lvl 2-8.

From what I saw in the phb my heal skill only really helps me heal others. This character is going to be based around solo ability.

And I hate to rain on your parade and should have mentioned this but if the background is from a book such as the forgotten realms or something like that its not gonna be allowed.

With those things in mind Im starting to think that pumping int would be better than dex because of my ritual casting being based on that.
 

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Why do you say that?

At lvl 8 it seems entirely plausible that he could do most of what he wanted with rituals and magic items of his level right?
Is this character for an actual campaign, or an arena-type event?

In actual gameplay, someone has to have the skills mentioned above, or the party is going to have trouble. So if your intention is that your character fill every party role, these skills would be necessary.

Obviously in a combat-only scenario such as an arena or some campaigns, this becomes inconsequential.
 

The basic Idea is that this is a bodyguard/ "problem solver" for a powerful royal figure. He will be sent on short term missions to wipe out camps of undesirable creatures, or assassinating other figure heads. His info will come from others and he will need very little in terms of tracking ability or foraging. Most of his ability to deal with traps will be aggressive and lacking in subtlety.

The DM will work with me and wont purposely attack my weakpoints.
 

So Klaus does your build have any issues with switching short sword with flail, and do you have any ideas on how to pump up my healing surges and total hp in between lvl 2-8.

From what I saw in the phb my heal skill only really helps me heal others. This character is going to be based around solo ability.

And I hate to rain on your parade and should have mentioned this but if the background is from a book such as the forgotten realms or something like that its not gonna be allowed.

With those things in mind Im starting to think that pumping int would be better than dex because of my ritual casting being based on that.
The background is from PHB2. If that isn't feasible, take Initiate of the Faith (cleric multiclass) at level 1 instead of Two-Weapon Fighting to get training in Religion and healing word 1/day.

The shortsword is there as a placeholder for any off-hand weapon, since these get bonus damage from Tempest Technique.

If you find no use for Heal, then choose Diplomacy, as you'll have to interact with NPC alone.

As for HP and Surges, take Toughness at level 4 and Durable at level 6. That bumps your max hp by 5 and your surges/day by 2. Also, bump Con and Dex at level 4 and Con and Str at level 8. This will leave you with 12 Con, bumping hp and surges.

If needed, take warlord (or cleric) multiclass feats to trade a few fighter powers for healing powers of either class.

Back to your original question, if you're going in solo it is better to be a Defender than a Striker, as you'll have better AC and more hp/surges.
 

The background is from PHB2. If that isn't feasible, take Initiate of the Faith (cleric multiclass) at level 1 instead of Two-Weapon Fighting to get training in Religion and healing word 1/day.

The shortsword is there as a placeholder for any off-hand weapon, since these get bonus damage from Tempest Technique.

If you find no use for Heal, then choose Diplomacy, as you'll have to interact with NPC alone.

As for HP and Surges, take Toughness at level 4 and Durable at level 6. That bumps your max hp by 5 and your surges/day by 2. Also, bump Con and Dex at level 4 and Con and Str at level 8. This will leave you with 12 Con, bumping hp and surges.

If needed, take warlord (or cleric) multiclass feats to trade a few fighter powers for healing powers of either class.

Back to your original question, if you're going in solo it is better to be a Defender than a Striker, as you'll have better AC and more hp/surges.

I appreciate the help and ideas but the dual-wielding flails is necessary.

And overall I think I agree about being a defender rather than a striker. Basically I just feel the limit of two weapon powers in the fighter class is pretty devestating.
 

A "party of one" will need skills like Nature and Perception to survive.

Why do you say that?

At lvl 8 it seems entirely plausible that he could do most of what he wanted with rituals and magic items of his level right?

Except that rituals are for stationary action, and skills (especially Nature and Perception) are used while on the move. Often in stress situations.

I would find it almost impossible for my character to survive a journey or a crawl without them. And I am part of a group.
 

I appreciate the help and ideas but the dual-wielding flails is necessary.

And overall I think I agree about being a defender rather than a striker. Basically I just feel the limit of two weapon powers in the fighter class is pretty devestating.


There are plenty of fighter exploits that allow you to hit an opponent several times (like rain of blows) whether you are wielding two weapons or not. Just alternate between the weapons as you attack. It isn't technically RAW but unless you are trying to pull some ludicrous stuff off using multiple weapon properties I doubt your DM will mind.

Also remember that historically off-handed weapons were largely used for defense in combat. No warrior would exclusively use techniques that require a swing with both weapons. Take a combination of tempest-specific and general fighter abilities. Sometimes it makes sense to use a one-weapon exploit that grants benefits to flail-users over a generic two-weapon technique. That one of the nice things fighters have going for them that rangers do not.
 


I see so much geared around going with Fighter/Ranger...

Since fighter is obviously not much of a striker, and they want healing surges AND ritual caster... Go paladin as a base, go half elf so you have the cha(intimidate) and con (HP/Healing Surges), go with dillettante as twin strike from ranger, and take versatile master whenever you can. And then pick MC Barbarian for more damage w/Great powers when you pick them up(inc rages).

with that process you would have 5 feats: Ritual Caster, superior weapon (triple flail for +3 prof bonus or the double-flail for defensive properties), ranger feat for dual wield, MC Barbarian (+2 damage one enc/day), and probably 2-weapon fighting for now... pick up barbarian daily for rage at 10th hehe

EDIT: Am half-asleep and don't have my books, so ranger feat being MC and Barb being MC, drop the ranger one, pick up 2-W fighting, use the double flail lol... or somethin (sorry late night at work)

The Necessary Things

Ritual casting - check
Dual-wielding flails (because it may be the coolest thing ever). - check
Wears plate - check

The Wanted Things

Decent attacking ability - check
Great defenses - check
As many healing surges as I can muster - check
High intimidate score - check (trained, with cha race also)

Things I can Sacrifice

Mobility (at least without items being added in.) - Plate sucks for mobility
Dex if need be - will need bumped with pts somehow
Charisma - Half-Elf
Skills - Get a nice selection from Barbarian MC
Race choice - Half-Elf is pretty sweet
Normally "must-have" feats - Up to you
Probably going to be necessary to sacrifice some reflex defense - Not much
Aoe ability -Paladins get some AoE's

Additional Bonuses - Paladins can heal themselves VERY well, so you have extra survivability, the new 10th (I think) paladin stance in this month's dragon gives an awesome ability to mark/damage enemies/protect comrades and stances stack with rages, so can have both running :D
 
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