Two Weapon Fighters

Muther Hubbard said:
I have a definite idea of the kind of character I want to play - a scout/guerilla/stealthy tracker who has a quaterstaff, or a couple of machetes or axes.

You want to play a ranger. But there's already a ranger in the party. So, you can:

1. Play a ranger anyway.
2. Play a ranger hybrid.
3. Play a character that has some ranger abilities.

1 and 2 have been covered pretty much, so I'll take 3.

Start as a Barbarian and take the feats TWF and Track. Now you fight like a ranger and can track like a ranger (Barbarian has Survival as a class skill).

Unlike a ranger, you have the most hit points in the game, can rage for even more hit points (and to-hit and damage bonuses), can move fast (so you can swiftly track down foes), and can wear medium armor (so you can last in melee). As your levels go up you gain more rages, DR, Uncanny Dodge, and other melee abilities.

Stealth? Forget about it--it's very easy to be stealthy without actually having stealth skills. Just pick up Boots and Cloak of elvenkind (+5 to Move Silently and Hide), use cover and concealment (for *big* circumstance modifiers), and remind your DM of the very significant Spot and Listen penalties from distance and environment. You're *not* the primary scout (that's the Ranger's job, remember?) so don't try to be. Instead, you're the secondary scout--sneaking along a bit behind the ranger--far enough that the increased distance penalties to awareness skills equal his greater skill ranks in Hide and Move, but able to quickly back him up if he gets into trouble (thanks to your improved Move).

Suggested levels and feats:
Bar1: TWF, Track
Ftr1: Power Attack
Bar2: WF: Short Sword
...Barbarian all the way after this. Pick up ITWF at 6th, Improved Crit at 9th.

I know you're into the machete thing, but consider ditching WF: Short Sword in favor of carrying a greatsword and wearing spiked armor. Use the armor spikes as your off-hand weapon. Use the Greatsword for x1.5 damage (and x2 Power Attack conversion). Carry a tower shield for those times when you need full cover. Carry a quiver with a few javelins and shortspears--you can chuck them and get full Str bonus while hiding behind your tower shield (+4 AC), and ready for charges at double damage.

It sounds like you're a clever guy, so the other option is to go Druid. Pick up Track and forget about TWF. Instead, shapechange into a bear and get two claw attacks, plus a bite, all with a big Str bonus. Plus you can rain down juicy direct-damage spells, beef up the party (or yourself), summon cannon fodder to soak the hits, or personally smash skulls with Shillelagh. So you've got damage soaking (summoned critters and companion) and damage dealing (spells, animals, and animal form) covered. Druids make fine substitute Fighters.

You want to be a "scout/guerilla/stealthy tracker"? Go Druid. You can scout from the air with the eyes of an eagle. Spend a single feat and you can track just as well as a Ranger. You're stealthy because you can turn into a mouse, sparrow, or other ambient varmint. And "guerilla"? Man, you can literally turn into a guerilla!

-z
 

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Although it seems like you've already decided, I figure'd I'd throw this out there because it is cool. Ranger/Monk actually multi-classes very well in my experiences. The quarterstaff is a monk weapon, which means you may take your flurry of blows attack with it (basically two weapon at -2/-2). Monk needs high wis and dex, both stats that aid your ranger a great deal. The monk's 4 skill pts doens't drag down your total, something that is very useful for a skill type char. Plus who can ignore the usefulness of tumble?

The monks other abilities will also help to set you apart from anyone else, helping to give you your own niche. Plus you are free to take the archery route for ranger because of unnarmed attacks and flurry of blows. Quite the fun little combo, although not as powerful in combat. Lots of utility, skills, saves at the cost of BAB.
 

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