Point Blank Beastmastery: Level 11 ranger/Sharpshooter.

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Edit: Prime Shot is taken away by the Beast Mastery class feature.

The following build is a demonstration of what can be achieved by an archer ranger using Shadowdance Armor from page 26 of Seekers of the Ashen Crown, Adventure Book One. The tactics of the build involve designating an enemy of your choice as your Hunter's Quarry, establishing adjacency with that quarry, and then firing away your ranger powers. Between Prime Shot, Prime Quarry, and Called Shot, you should benefit from a +2 bonus to attack rolls and inflict an additional 5 damage with each hit. You can perform opportunity attacks thanks to the Sharpshooter paragon path, discouraging enemies from simply moving away from you, and you can even flank with your allies for combat advantage.

This build does bear a few weaknesses compared to conventional rangers, however. Shadowdance Leather comes in only cloth and leather, decreasing your AC by 1 due to you not being able to wear hide armor, and it is a rather costly item as well. Called Shot and Prime Quarry also consume two of your feat slots. The most substantial disadvantage of this build is the range that you must forgo. Overall, I would say that this is not as versatile and effective as a more traditional ranger/Battlefield Archer, but should you desire something less generic out of a marksman, perhaps this can serve you well.

[sblock=Build:]
Level: 11
Race: Elf, Player's Handbook, pages 40-41
Class: Ranger, Player's Handbook, pages 103-104
Fighting Style: Two-Blade Fighting Style, Player's Handbook, page 104
Paragon Path: Sharpshooter, Martial Power, page 67

[sblock=Ability Scores:]
Level 1: Strength 8, Constitution 11, Dexterity 18+2, Intelligence 10, Wisdom 14+2, Charisma 10
Level 4: Strength 8, Constitution 11, Dexterity 19+2, Intelligence 10, Wisdom 15+2, Charisma 10
Level 8: Strength 8, Constitution 11, Dexterity 20+2, Intelligence 10, Wisdom 16+2, Charisma 10
Level 11: Strength 9, Constitution 12, Dexterity 21+2, Intelligence 11, Wisdom 17+2, Charisma 10
[/sblock]

[sblock=Feats:]
Two-Blade Fighting Style: Toughness, Player's Handbook, page 201
Level 1: Weapon Proficiency (Superior Crossbow), Player's Handbook, page 201
Level 2: Speed Loader, Player's Handbook 2, page 189
Level 4: Weapon Expertise (Crossbows), Player's Handbook 2, page 190
Level 6: Weapon Focus (Crossbows), Player's Handbook, page 201
Level 8: Lethal Hunter, Player's Handbook, page 198
Level 10: Durable, Player's Handbook, page 194
Level 11: Called Shot, Dragon Magazine #368, page 58
Level 11 (replaces Durable): Prime Quarry, Martial Power, page 144
[/sblock]

[sblock=At-Will Attack Powers:]
Level 1: Nimble Strike, Player's Handbook, page 105
Level 1: Twin Strike, Player's Handbook, page 105
[/sblock]

[sblock=Encounter Attack Powers:]
Level 1: Fox's Cunning, Player's Handbook, page 105
Level 3: Disruptive Strike, Player's Handbook, page 106
Level 7: Biting Volley, Martial Power, page 58
Level 11: Stab and Shoot, Martial Power, page 67
[/sblock]

[sblock=Daily Attack Powers:]
Level 1: Split the Tree, Player's Handbook, page 106
Level 5: Spitting-Cobra Stance, Martial Power, page 47
Level 9: Attacks on the Run, Player's Handbook, page 108
[/sblock]

[sblock=Utility Powers:]
Level 2: Yield Ground, Player's Handbook, page 106
Level 6: Guided Shot, Dragon Magazine #379, page 13
Level 10: Defensive Volley, Dragon Magazine #383, page 50
[/sblock]

[sblock=Equipment:]
Main Hand: Rebounding Superior Crossbow +3 (Level 12, Free), Adventurer's Vault 2, page 21
Armor: Shadowdance Leather +2 (Level 10, Free), Seekers of the Ashen Crown, Adventure Book One, page 26
Neck: Amulet of Protection +3 (Level 11, Free), Player's Handbook, page 249
Arms: Bracers of Archery +2 (Level 6, 1,800 gp), Adventurer's Vault, page 115
Feet: Boots of the Fencing Master (Level 7, 2,600 gp), Adventurer's Vault, page 127
Head: Heroic-Tier Eagle Eye Goggles (Level 2, 520 gp), Adventurer's Vault, page 140
Loose Change: 80 gp
[/sblock]

[sblock=Miscellany:]
Initiative: +11 (5 half level + 6 Dexterity modifier)
Size: Medium
Speed: 7 squares (elf)
Vision: Low-light
Passive Insight: 19 (10 base + 5 half level + 4 Wisdom modifier)
Passive Perception: 26 (10 base + 5 half level + 4 Wisdom modifier + 5 training + 2 racial))
Trained Skills: Acrobatics, Dungeoneering, Nature (+2 racial), Perception (+2 racial), Stealth
Languages: Common, choice of one other
Special (Group Awareness): You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Special (Wild Step): You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
[/sblock]

[sblock=Hit Points:]
Hit Points: 84 (62 ranger + 12 Constitution score + 10 Toughness)
Bloodied: 42
Healing Surge Value: 21
Healing Surges per Day: 7 (6 ranger + 1 Constitution modifier)
[/sblock]

[sblock=Defenses:]
AC: 25 (10 base + 5 half level + 2 enhancement + 6 Dexterity modifier + 2 leather)
Fortitude: 20 (10 base + 5 half level + 3 enhancement + 1 Constitution modifier + 1 class)
Reflex: 25 (10 base + 5 half level + 3 enhancement + 6 Dexterity modifier + 1 class)
Will: 22 (10 base + 5 half level + 3 enhancement + 4 Wisdom modifier)
Special (Boots of the Fencing Master): When you shift, you gain a +1 item bonus to AC and Reflex until the end of your next turn.
Special (Wild Step): You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
[/sblock]

[sblock=Attacks:]
Attack Bonus (Non-Basic): +18 (5 half level + 3 enhancement + 6 Dexterity modifier + 1 Weapon Expertise + 3 proficiency)
Attack Bonus (Basic): +19 (5 half level + 3 enhancement + 6 Dexterity modifier + 1 Weapon Expertise + 3 proficiency + 1 Eagle Eye Goggles)
Damage Bonus (Twin Strike): +7 (3 enhancement + 2 Weapon Focus + 2 Bracers of Archery)
Damage Bonus (Non-Twin Strike): +13 (3 enhancement + 6 Dexterity modifier + 2 Weapon Focus + 2 Bracers of Archery)
Damage per [W]: 1d10 (Rebounding Superior Crossbow +3)
Extra Critical Damage: +3d6 (Rebounding Superior Crossbow +3)
Range: 20/40 (Rebounding Superior Crossbow +3)
Action Point (Rapid-Fire Action): When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.
Special (Hunter's Quarry): See the class feature on page 104 of the Player's Handbook.
Special (Lethal Hunter): The extra damage dice from your Hunter's Quarry class feature increase from d6s to d8s.
Special (Prime Shot, Called Shot, Prime Quarry): If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. The bonus increases to +2 if the target is also your quarry. Whenever you successfully hit a target against whom you received your this bonus, your attack deals an additional 5 damage.
Special (Opportunity Fire): You can use a bow or a loaded crossbow to make opportunity attacks. These attacks don't provoke opportunity attacks.
Special (Shadowdance Leather +2): Your area and ranged attacks don't provoke opportunity attacks.
[/sblock]

[sblock=Item Powers:]
Boots of the Fencing Master (Encounter): Minor Action. Shift 2 squares. (You gain a +1 item bonus to AC and Reflex until the end of your next turn.)
Rebounding Superior Crossbow +3 (Encounter): Free Action. Trigger: You attack an enemy with this weapon and miss. Effect: You make a ranged basic attack against a different enemy within 5 squares of that enemy.
Bracers of Archery +2 (Daily): Minor Action. Ignore cover on your next attack this turn when using a bow or crossbow.
Shadowdance Leather +2 (Daily): Free Action. Trigger: You move more than 3 squares. Effect: In bright light, your space and all adjacent squares become shrouded in dim light until the end of your next turn. If you were already in dim light, your space and all adjacent squares become dark, blocking line of sight, until the end of your next turn. You can see perfectly in this area of dim light or darkness.
[/sblock]
[/sblock]


Definitely an interesting build. Added to the Ranger Handbook reference list.

May I tempt you into displaying a build of the Lyrandar Wind-Rider we were discussing earlier?
Definitely an illegal build. The Beast Mastery class feature makes you give up the Prime Shot Class feature in addition to giving up your Archery/Two-Weapon fighting style.
Definitely an interesting build. Added to the Ranger Handbook reference list.

May I tempt you into displaying a build of the Lyrandar Wind-Rider we were discussing earlier?



I started one recently (The Lightning Ranger), but stopped development due to MP2 being so close to be released, as pointed out by Adslahnit.
Many thanks, SongNSilence. I will add it.

That being said, I don't necessarily agree we should arrest all build development because MP 2 is coming. I find editing is easier than building.
Definitely an illegal build. The Beast Mastery class feature makes you give up the Prime Shot Class feature in addition to giving up your Archery/Two-Weapon fighting style.


Yeah. If he removes all references to Prime Shot, it will be legal.
That's true. He should either remove all Prime Shot references or remove all Beastmaster references and simply take a standard Archer and do this. Considering you can get your CA from Frostcheese, it's not a bad idea.
Many thanks, SongNSilence. I will add it.

That being said, I don't necessarily agree we should arrest all build development because MP 2 is coming. I find editing is easier than building.



All right, i added an analysis section to showcase some of the unusal aspects of the build. I'm kinda reluctant to add power selection before MP2 (I'm hoping for more minor or move action attacks like snap shot, to enable both quarry and sneak attack in the same round...)
Edit: Prime Shot is taken away by the Beast Mastery class feature.

The following build is a demonstration of what can be achieved by an archer ranger using Shadowdance Armor from page 26 of Seekers of the Ashen Crown, Adventure Book One. The tactics of the build involve designating an enemy of your choice as your Hunter's Quarry, establishing adjacency with that quarry, and then firing away your ranger powers. Between Prime Shot, Prime Quarry, and Called Shot, you should benefit from a +2 bonus to attack rolls and inflict an additional 5 damage with each hit. You can perform opportunity attacks thanks to the Sharpshooter paragon path, discouraging enemies from simply moving away from you, and you can even flank with your allies for combat advantage.




Since Prime Shot doesn't work due to beastmaster, you could be a hybrid ranger|rogue with hybrid talent beastmaster. Reason: there is a nice rogue daily 1 in dragon 381 called duelist's prowess. Now, if the enemy attacks you, he eats an interrupt rogue attack (+SA), if he attacks the beast, he gets a beast protector opportunity attack - maybe using versatile duelist and heavy blade opportunity (another SA). That way, you use your Sneak Attack off-turn and your quarry attacks on-turn...