Slash & Dash

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Slash & Dash: Ranger/Blade Dancer/Destined Scion


This build uses the following sources:
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
DSCS - Dark Sun Campaign Setting
HotFK
- Heroes of the Forgotten Kingdoms
HotFL
- Heroes of the Fallen Lands
MP
- Martial Power
MP 2 - Martial Power 2
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3

Level 1 Snapshot

Race: Half-Orc (PHB 2)
Class: Ranger (PHB)
Bonus Feature: Prime Shot (PHB)
Fighting Style: Two-Blade Style (PHB)
Background: Auspicious Birth (D 366)
Theme: Noble Adept (DSCS)

Ability Scores, with racial adjustments:
Strength 18 (+4)
Constitution 11 (+0)
Dexterity 18 (+4)
Intelligence 10 (+0)
Wisdom 13 (+1)
Charisma 8 (-1)

HP: 35 --> 12 base, +18 Strength, +5 Toughness
Bloodied: 17 HP or less
Healing Surges: 6 --> 6 base
Healing Surge Value: 8 HP

AC: 17 --> 10 base, +3 armor, +4 ability (Dexterity)
Fortitude: 15 --> 10 base, +4 ability (Strength), +1 class
Reflex: 15 --> 10 base, +4 ability (Dexterity), +1 class
Will: 11 --> 10 base, +1 ability (Wisdom)

Initiative: +4 --> +4 ability (Dexterity)

Speed: 6 --> 6 base

Racial Powers:
Furious Assault (PHB 2)

Theme Powers:
Adept's Insight (DSCS)

At-Will Attack Powers:
L1 - Throw and Stab (MP 2)
L1 - Twin Strike (PHB)

Encounter Attack Powers:
L1 - Off-Hand Strike (MP)

Daily Attack Powers:
L1 - Jaws of the Wolf (PHB)

Skills:
Acrobatics (+8) --> +4 ability (Dexterity), +5 trained, -1 armor
Athletics (+8) --> +4 ability (Strength), +5 trained, -1 armor
Nature (+6) --> +1 ability (Wisdom), +5 trained
Perception (+6) --> +1 ability (Wisdom), +5 trained
Stealth (+8) --> +4 ability (Dexterity), +5 trained, -1 armor

Feats:
L1 - Toughness (Ranger Bonus Feat) (PHB)
L1
- Weapon Focus (Heavy Blades) (PHB)

Gear (Expected GP = 100):
Broadsword (2) (AV) (20 gp each, 40 gp total)
Hide armor (PHB) (30 gp)
Javelin (2) (PHB) (5 gp each, 10 gp total)
Standard adventurer's kit (PHB) (15 gp)
5 gp

Discussion:

The ability score breakdown will be important for Slash & Dash. Strength and Dexterity receive the lion's share of the points (9 out of 22 each, for a 16 before racial modifiers) because most of your attack rolls will involve Strength, and Dexterity will help buff your most important defense in AC. Wisdom grabs most of the remaining points (3 out of 22, for a 13 before racial modifiers) for feat qualification purposes, as well as patching up that Will defense. Constitution receives the last point (1 out of 22, for an 11 before racial modifiers) for an extra bit of toughness. Intelligence and Charisma do little here.

Early on, we want to pack plenty of punch, so the Broadsword with its d10 damage die and Weapon Focus is the order of the day. We can't neglect Ranged combat, so the Javelins have made their way into the build. The skills have been chosen to most effectively use the character's ability scores.

On the power front, Twin Strike will be your bread-and-butter damage option, and Throw and Stab is useful in the majority of situations the former is not. Off-Hand Strike gives you another chance to pile on the damage, and Jaws of the Wolf provides some major kick as well.


Level 2

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Utility Power: Invigorating Stride (MP 2)
New Feat: Weapon Proficiency (Bastard Sword) (PHB)

Magic Items (Expected GP = 1,920):
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Farbond Spellblade Bastard Sword (AV 2)
L1 (360 gp): +1 Magic Bastard Sword (PHB)
TOTAL: 1,560 gp

Discussion:
At this level, you pick up some accuracy by trading in your Broadswords for Bastard Swords, you pick up a quality disengage + heal button in Invigorating Stride, and you get your first taste of magic items. While you may not always get the ones you want, you should strive to get Predator's Hide, as it provides a bonus to all defenses against your Quarry. A Farbond Spellblade also gives you a Ranged option.


Level 3

Changes:
+5 HP
New Encounter Attack Power: Ruffling Sting (MP)

Magic Items (Expected GP = 2,560):
L4 (840 gp): +1 Harmony Blade Bastard Sword (AV 2)
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Farbond Spellblade Bastard Sword (AV 2)
TOTAL:
2,560 gp

Discussion:
At this level, you pick up Ruffling Sting for some more nova punch, and you upgrade your main hand Bastard Sword to the excellent Harmony Blade property, as well as grabbing the Cloak of Resistance for a boost to your other defenses.


Level 4

Changes:
+5 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (19), +1 Dexterity (19)
New Feat: Heavy Blade Expertise (HotFL)

Magic Items (Expected GP = 3,200):
L4 (840 gp): +1 Harmony Blade Bastard Sword (AV 2)
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Farbond Spellblade Bastard Sword (AV 2)
TOTAL: 2,560 gp

Discussion:
At this level, Heavy Blade Expertise makes you even more accurate, and you invest in Strength and Dexterity as well. On the item front, it's best to stand pat for now.


Level 5

Changes:
+5 HP
New Daily Attack Power: Frenzied Skirmish (PHB)

Magic Items (Expected GP = 4,480):
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): +1 Harmony Blade Bastard Sword (AV 2)
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Cloak of Resistance (PHB)
L2 (520 gp): +1 Farbond Spellblade Bastard Sword (AV 2)
TOTAL: 4,360 gp

Discussion:
At this level, Frenzied Skirmish gives you a way to approach an enemy and inflict some mean damage and debuffs while you're there, and the Iron Armbands of Power gives you a very welcome bonus to damage.


Level 6

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Two-Weapon Fighting (PHB)
New Utility Power: Death Threat (D 377)

Magic Items (Expected GP = 6,400):
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): +1 Harmony Blade Bastard Sword (AV 2)
L3 (680 gp): +1 Baffling Cape (AV 2)
L3 (680 gp): +1 Predator's Hide Armor (AV 2)
L2 (520 gp): +1 Farbond Spellblade Bastard Sword (AV 2)
TOTAL: 4,520 gp

Discussion:
Here, Two-Weapon Fighting gives you a nice bonus to damage, and Death Threat gives you some nice action advantage along with combat advantage. The Baffling Cape makes your bonus to defenses against OA's better.


Level 7

Changes:
+5 HP
New Encounter Attack Power: Lashing Leaves (D 377)

Magic Items (Expected GP = 9,600):
L8 (3,400 gp): +2 Predator's Hide Armor (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): +1 Harmony Blade Bastard Sword (AV 2)
L3 (680 gp): +1 Baffling Cape (AV 2)
L2 (520 gp): +1 Farbond Spellblade Bastard Sword (AV 2)
TOTAL: 7,240 gp

Discussion:
At this level, Lashing Leaves gives you a quality damage bonus, and you finally have the gold to scrounge up an armor upgrade.


Level 8

Changes:
+5 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (20), +1 Dexterity (20)
New Feat: Two-Weapon Defense (PHB)

Magic Items (Expected GP = 12,800):
L8 (3,400 gp): +2 Predator's Hide Armor (AV 2)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): +1 Harmony Blade Bastard Sword (AV 2)
L2 (520 gp): +1 Farbond Spellblade Bastard Sword (AV 2)
TOTAL: 9,960 gp

Discussion:
At this point, you get an AC and Reflex bump in Two-Weapon Defense, you get a modifier boost for your main ability scores, and you upgrade your Neck Item to a Steadfast Amulet.


Level 9

Changes:
+5 HP
New Daily Attack Power: Attacks on the Run (PHB)

Magic Items (Expected GP = 16,000):
L9 (4,200 gp): +2 Harmony Blade Bastard Sword (AV 2)
L8 (3,400 gp): +2 Predator's Hide Armor (AV 2)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Farbond Spellblade Bastard Sword (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
TOTAL: 15,400 gp

Discussion:
Attacks on the Run provides some major-league punch here, which is further expanded upon by your weapons upgrade.


Level 10

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Battle Awareness (Endurance) (MP)
New Utility Power: Resume the Hunt (MP 2)

Magic Items (Expected GP = 22,400):
L9 (4,200 gp): +2 Harmony Blade Bastard Sword (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): +2 Predator's Hide Armor (AV 2)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Farbond Spellblade Bastard Sword (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 21,120 gp

Discussion:
Here, Resume the Hunt gives you a nice free action reload, Battle Awareness offers you a quality extra attack opportunity, and the Boots of Eagerness lets you get where you need to go fast, and the Blood Fury Long Knife gives you a nice emergency button.


Level 11 Snapshot

Race: Half-Orc (PHB 2)
Class: Ranger (PHB)
Bonus Feature: Prime Shot (PHB)
Fighting Style: Two-Blade Style (PHB)
Multiclass: Fighter (PHB)
Paragon Path: Blade Dancer (MP)
Background: Auspicious Birth (D 366)
Theme: Noble Adept (DSCS)

Ability Scores, with racial adjustment:
Strength 21 (+5)
Constitution 12 (+1)
Dexterity 21 (+5)
Intelligence 11 (+0)
Wisdom 14 (+2)
Charisma 9 (-1)

HP: 93 --> 12 base, +21 Strength, +50 levels, +10 Toughness
Bloodied: 46 HP or less
Healing Surges: 7 --> 6 base, +1 Constitution
Healing Surge Value: 23 HP

AC: 26 --> 10 base, +3 armor, +5 ability (Dexterity), +5 levels, +2 enhancement, +1 shield
Fortitude: 23 --> 10 base, +5 ability (Strength), +5 levels, +2 enhancement, +1 class
Reflex: 24 --> 10 base, +5 ability (Dexterity), +5 levels, +2 enhancement, +1 class, +1 shield
Will: 19 --> 10 base, +2 ability (Wisdom), +5 levels, +2 enhancement

Initiative: +11 --> +5 ability (Dexterity), +5 levels, +1 item

Speed: 6 --> 6 base

Racial Powers:
Furious Assault (PHB 2)

Theme Powers:
Adept's Insight (DSCS)

At-Will Attack Powers:
L1 - Throw and Stab (MP 2)
L1 - Twin Strike (PHB)

Encounter Attack Powers:
L1 - Off-Hand Strike (MP)
L3 - Ruffling Sting (MP)
L7 - Lashing Leaves (D 377)
L11 - Cross-Body Parry (MP)

Daily Attack Powers:
L1 - Jaws of the Wolf (PHB)
L5 - Frenzied Skirmish (PHB)
L9 - Attacks on the Run (PHB)

Utility Powers:
L2 - Invigorating Stride (MP 2)
L6 - Death Threat (D 377)
L10 - Resume the Hunt (MP 2)

Skills:
Acrobatics (+14) --> +5 ability (Dexterity), +5 trained, +5 levels, -1 armor
Athletics (+14) --> +5 ability (Strength), +5 trained, +5 levels, -1 armor
Endurance (+12) --> +1 ability (Constitution), +5 trained, +5 levels, +2 racial, -1 armor
Nature (+12) --> +2 ability (Wisdom), +5 trained, +5 levels
Perception (+12) --> +2 ability (Wisdom), +5 trained, +5 levels
Stealth (+14) --> +5 ability (Dexterity), +5 trained, +5 levels, -1 armor

Feats:
L1 - Weapon Focus (Heavy Blades) (PHB)
L2 - Weapon Proficiency (Bastard Sword) (PHB)
L4 - Heavy Blade Expertise (HotFL)
L6 - Two-Weapon Fighting (PHB)
L8 - Two-Weapon Defense (PHB)
L10 - Battle Awareness (MP)
L11 - Prime Punisher (D 373)

Changes:
+11 HP
Ability Score Boosts: +1 Strength (21), +1 Constitution (12), +1 Dexterity (21), +1 Intelligence (11), +1 Wisdom (14), +1 Charisma (9)
New Encounter Attack Power: Cross-Body Parry (MP)
New Feat: Prime Punisher (D 373)
New Paragon Path: Blade Dancer (MP)

Magic Items (Expected GP = 32,000):
L9 (4,200 gp): +2 Harmony Blade Bastard Sword (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): +2 Predator's Hide Armor (AV 2)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Farbond Spellblade Bastard Sword (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL:
21,120 gp

Discussion:
This level is a big change in how you do things; the Blade Dancer Paragon Path offers you more defense if you can hit consistently, along with a nice AP feature and a mindblowing Encounter power in Cross-Body Parry. Additionally, the Prime Punisher feat will give you a nice bonus to hit when fighting one on one. This level will be quiet on the item front, though.


Level 12

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Called Shot (D 368)
New Utility Power: Misleading Bladework (MP)

Magic Items (Expected GP = 48,000):
L13 (17,000 gp): +3 Predator's Earthhide Armor (AV 2)
L9 (4,200 gp): +2 Harmony Blade Bastard Sword (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L7 (2,600 gp): +2 Farbond Spellblade Bastard Sword (AV 2)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL:
34,720 gp

Discussion:
At this level, Called Shot gives you a sizable damage bonus when attacking a target alone, Misleading Bladework gives you a neat Daily to work with, and your armor gets upgraded too.


Level 13

Changes:
+5 HP
New Encounter Attack Power: Off-Hand Diversion (MP) (replaces Off-Hand Strike)

Magic Items (Expected GP = 64,000):
L14 (21,000 gp): +3 Harmony Blade Bastard Sword (AV 2)
L13 (17,000 gp): +3 Predator's Earthhide Armor (AV 2)
L12 (13,000 gp): +3 Farbond Spellblade Bastard Sword (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): +2 Steadfast Amulet (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL:
61,920 gp

Discussion:
Here, you get your first power-swap ability, as well as your very appreciated weapons upgrade.


Level 14

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (22), +1 Dexterity (22)
New Feat: Lethal Hunter (PHB)

Magic Items (Expected GP = 80,000):
L14 (21,000 gp): +3 Harmony Blade Bastard Sword (AV 2)
L13 (17,000 gp): +3 Predator's Earthhide Armor (AV 2)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L12 (13,000 gp): +3 Farbond Spellblade Bastard Sword (AV 2)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 79,720 gp

Discussion:
At this level, you get bumps to your main ability scores, get a nice bonus to damage in Lethal Hunter, and you also upgrade your Neck item.


Level 15

Changes:
+5 HP
New Daily Attack Power: Blade Cascade (PHB) (replaces Jaws of the Wolf)

Magic Items (Expected GP = 112,000):
L14 (21,000 gp): +3 Harmony Blade Bastard Sword (AV 2)
L13 (17,000 gp): +3 Predator's Earthhide Armor (AV 2)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L12 (13,000 gp): +3 Farbond Spellblade Bastard Sword (AV 2)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp):
Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 84,720 gp

Discussion:
At this level, you finally get your mitts on the mighty Blade Cascade, as well as another disincentive attack in the Strikebacks.


Level 16

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Improved Defenses (HotFL)
New Utility Power: Ranger's Parry (MP 2)

Magic Items (Expected GP = 160,000):
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L14 (21,000 gp): +3 Harmony Blade Bastard Sword (AV 2)
L13 (17,000 gp): +3 Predator's Earthhide Armor (AV 2)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L12 (13,000 gp): +3 Farbond Spellblade Bastard Sword (AV 2)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 127,920 gp

Discussion:
Here, Cutting Steps offers you a neat boost to AC and damage, and the Iron Armbands of Power reinforce the latter with even more damage. Improved Defenses and Ranger's Parry will help keep you safe as well.


Level 17

Changes:
+5 HP
New Encounter Attack Power: Untamed Outburst (MP) (replaces Lashing Leaves)

Magic Items (Expected GP = 240,000):
L18 (85,000 gp): +4 Predator's Darkhide Armor (AV 2)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L14 (21,000 gp): +3 Harmony Blade Bastard Sword (AV 2)
L13 (17,000 gp): +3 Steadfast Amulet (AV)
L12 (13,000 gp): +3 Farbond Spellblade Bastard Sword (AV 2)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp):
+1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 195,920 gp

Discussion:
Here, you pick up a quality power in Untamed Outburst, as well as an armor upgrade.


Level 18

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (23), +1 Dexterity (23)
New Feat: Iron Will (PHB)

Magic Items (Expected GP = 320,000):
L18 (85,000 gp): +4 Predator's Darkhide Armor (AV 2)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L14 (21,000 gp): +3 Harmony Blade Bastard Sword (AV 2)
L12 (13,000 gp): +3 Farbond Spellblade Bastard Sword (AV 2)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 263,920 gp

Discussion:
This level features a Neck upgrade together for a sizable boost to defenses other than AC, as well as some future investment in your main ability scores. While Iron Will may not be all that great, neither is your Will defense, so you need it right now.


Level 19

Changes:
+5 HP
New Daily Attack Power: Cruel Cage of Steel (PHB) (replaces Frenzied Skirmish)

Magic Items (Expected GP = 400,000):
L19 (105,000 gp): +4 Harmony Blade Bastard Sword (AV 2)
L18 (85,000 gp): +4 Predator's Darkhide Armor (AV 2)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L17 (65,000 gp): +4 Farbond Spellblade Bastard Sword (AV 2)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L10 (5,000 gp): Strikebacks (AV)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 399,920 gp

Discussion:
Here, the mighty Cruel Cage of Steel power offers you a stunning triple hitter, and the weapons are upgraded just in time to use it.


Level 20

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Daily Attack Power: Blade Dance (MP)
New Feat: Durable (PHB)

Magic Items (Expected GP = 560,000):
L19 (105,000 gp): +4 Harmony Blade Bastard Sword (AV 2)
L18 (85,000 gp): +4 Predator's Darkhide Armor (AV 2)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L17 (65,000 gp): +4 Farbond Spellblade Bastard Sword (AV 2)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp):
Ring of Giants (D 378)
L12 (13,000 gp):
Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 541,080 gp

Discussion:
Here, you pick up the final installment of the Blade Dancer's goodies, as well as plenty of items to make your attack, damage, and initiative rolls all better. Last but not least, Durable gives you 2 extra surges (though it's a placeholder feat for what's to come).


Level 21 Snapshot

Race: Half-Orc (PHB 2)
Class: Ranger (PHB)
Bonus Feature: Prime Shot (PHB)
Fighting Style: Two-Blade Style (PHB)
Multiclass: Fighter (PHB)
Paragon Path: Blade Dancer (MP)
Epic Destiny: Destined Scion (HotFK)
Background: Auspicious Birth (D 366)
Theme: Noble Adept (DSCS)

Ability Scores, with racial adjustments:
Strength 26 (+8)
Constitution 13 (+1)
Dexterity 26 (+8)
Intelligence 12 (+1)
Wisdom 15 (+2)
Charisma 10 (+0)

HP: 153 --> 12 base, +26 Strength, +100 levels, +15 Toughness
Bloodied: 76 HP or less
Healing Surges: 8 --> 6 base, +1 Constitution, +1 Thirst for Battle
Healing Surge Value: 38 HP

AC: 38 --> 10 base, +4 armor, +8 ability (Dexterity), +10 levels, +4 enhancement, +1 shield, +1 Cutting Steps
Fortitude: 36 --> 10 base, +8 ability (Strength), +10 levels, +4 enhancement, +3 feat, +1 class
Reflex: 37 --> 10 base, +8 ability (Dexterity), +10 levels, +4 enhancement, +3 feat, +1 class, +1 shield
Will: 30 --> 10 base, +2 ability (Wisdom), +10 levels, +4 enhancement, +4 feat

Initiative: +20 --> +8 ability (Dexterity), +10 levels, +2 item

Speed: 6 --> 6 base

Racial Powers:
Furious Assault (PHB 2)

Theme Powers:
Adept's Insight (DSCS)

At-Will Attack Powers:
L1 - Throw and Stab (MP 2)
L1 - Twin Strike (PHB)

Encounter Attack Powers:
L3 - Ruffling Sting (MP)
L11 - Cross-Body Parry (MP)
L13 - Off-Hand Diversion (MP)
L17 - Untamed Outburst (MP)

Daily Attack Powers:
L9 - Attacks on the Run (PHB)
L15 - Blade Cascade (PHB)
L19 - Cruel Cage of Steel (PHB)
L20 - Blade Dance (MP)

Utility Powers:
L2 - Invigorating Stride (MP 2)
L6 - Death Threat (D 377)
L10 - Resume the Hunt (MP 2)
L12 - Misleading Bladework (MP)
L16 - Ranger's Parry (MP 2)

Skills:
Acrobatics (+22) --> +8 ability (Dexterity), +5 trained, +10 levels, -1 armor
Athletics (+22) --> +8 ability (Strength), +5 trained, +10 levels, -1 armor
Endurance (+17) --> +1 ability (Constitution), +5 trained, +10 levels, +2 racial, -1 armor
Nature (+17) --> +2 ability (Wisdom), +5 trained, +10 levels
Perception (+17) --> +2 ability (Wisdom), +5 trained, +10 levels
Stealth (+22) --> +8 ability (Dexterity), +5 trained, +10 levels, -1 armor

Feats:
L1 - Weapon Focus (Heavy Blades) (PHB)
L2 - Weapon Proficiency (Bastard Sword) (PHB)
L4 - Heavy Blade Expertise (HotFL)
L6 - Two-Weapon Fighting (PHB)
L8 - Two-Weapon Defense (PHB)
L10 - Battle Awareness (Endurance) (MP)
L11 - Prime Punisher (D 373)
L12 - Called Shot (D 368)
L14 - Lethal Hunter (PHB)
L16 - Improved Defenses (HotFL)
L18 - Iron Will (PHB)
L21 - Prime Quarry (MP)
L21 - Rending Tempest (MP)

Changes:
+13 HP
Ability Score Boosts: +3 Strength (26), +1 Constitution (13), +3 Dexterity (26), +1 Intelligence (12), +1 Wisdom (15), +1 Charisma (10)
New Epic Destiny: Destined Scion (HotFK)
New Feats: Prime Quarry (MP), Rending Tempest (MP) (replaces Durable)

Magic Items (Expected GP = 800,000):
L19 (105,000 gp): +4 Harmony Blade Bastard Sword (AV 2)
L18 (85,000 gp): +4 Predator's Darkhide Armor (AV 2)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L17 (65,000 gp): +4 Farbond Spellblade Bastard Sword (AV 2)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 541,080 gp

Discusssion:
You get some big ability score bumps here (thanks to the Destined Scion), as well as a boost to your nova damage in Rending Tempest and some enhanced accuracy via Prime Quarry. Unfortunately, this level will be quiet as far as items go.


Level 22

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feats: Epic Will (PHB 2), Heavy Blade Mastery (PHB) (replaces Iron Will)
New Utility Power: Adamant Recovery (MP)

Magic Items (Expected GP = 1,200,000):
L23 (425,000 gp): +5 Predator's Stalkerhide Armor (AV 2)
L19 (105,000 gp): +4 Harmony Blade Bastard Sword (AV 2)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L17 (65,000 gp): +4 Farbond Spellblade Bastard Sword (AV 2)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 881,080 gp

Discussion:
At this level, you pick up an expanded crit range in Heavy Blade Mastery, a big boost for your bad NAD in Epic Will, some recovery in Adamant Recovery, as well as an armor upgrade.


Level 23

Changes:
+5 HP
New Encounter Attack Power: Nonchalant Collapse (replaces Ruffling Sting)

Magic Items (Expected GP = 1,600,000):
L24 (525,000 gp): +5 Harmony Blade Bastard Sword (AV 2)
L23 (425,000 gp): +5 Predator's Stalkerhide Armor (AV 2)
L22 (325,000 gp): +5 Farbond Spellblade Bastard Sword (AV 2)
L18 (85,000 gp): +4 Steadfast Amulet (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 1,561,080 gp

Discussion:
Here, you swap for the sweet Nonchalant Collapse and upgrade your weaponry.


Level 24

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (27), +1 Dexterity (27)
New Feat: Martial Mastery (MP)

Magic Items (Expected GP = 2,100,000):
L24 (525,000 gp): +5 Harmony Blade Bastard Sword (AV 2)
L23 (425,000 gp): +5 Predator's Stalkerhide Armor (AV 2)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L22 (325,000 gp): +5 Farbond Spellblade Bastard Sword (AV 2)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 1,949,080 gp

Discussion:
At this level, you pick up some power recovery in the form of Martial Mastery, invest some ability score points, and upgrade your Neck item as well as your scabbards.


Level 25

Changes:
+5 HP
New Daily Attack Power: Circling Cascade (MP 2) (replaces Attacks on the Run)

Magic Items (Expected GP = 2,800,000):
L25 (625,000 gp): Belt of Titan Strength (PHB)
L24 (525,000 gp): +5 Harmony Blade Bastard Sword (AV 2)
L23 (425,000 gp): +5 Predator's Stalkerhide Armor (AV 2)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L22 (325,000 gp): +5 Farbond Spellblade Bastard Sword (AV 2)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 2,574,080 gp

Discussion:
At this level, we can upgrade Attacks on the Run to Circling Cascade, which offers more attacks and safer movement. On the item front, the Belt of Titan Strength offers some big-time nova muscle.


Level 26

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Ferocious Critical (PHB 2)
New Utility Power: Epic Recovery (HotFK)

Magic Items (Expected GP = 4,000,000):
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L25 (625,000 gp): Belt of Titan Strength (PHB)
L24 (525,000 gp): +5 Harmony Blade Bastard Sword (AV 2)
L23 (425,000 gp): +5 Predator's Stalkerhide Armor (AV 2)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L22 (325,000 gp): +5 Farbond Spellblade Bastard Sword (AV 2)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L15 (25,000 gp): Sapphire Scabbard (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L14 (21,000 gp): Casque of Tactics (Paragon Tier) (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 3,654,080 gp

Discussion:
At this level, Ferocious Critical gives you a neat boost on critical hits, Epic Recovery is a great way to keep yourself up and running, and the Iron Armbands of Power add some more steam to your hits.


Level 27

Changes:
+5 HP
New Encounter Attack Power: Death Rend (PHB) (replaces Untamed Outburst)

Magic Items (Expected GP = 6,000,000):
L28 (2,125,000 gp): +6 Predator's Elderhide Armor (AV 2)
L26 (1,125,000 gp):
Iron Armbands of Power (Epic Tier) (AV)
L25 (625,000 gp): Belt of Titan Strength (PHB)
L24 (525,000 gp): +5 Harmony Blade Bastard Sword (AV 2)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp):
+5 Farbond Spellblade Bastard Sword (AV 2)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L15 (25,000 gp): Sapphire Scabbard (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 5,758,080 gp

Discussion:
Here, the brutal Death Rend offers an Encounter stun, which is too good to pass up if you ask me. Your last armor upgrade gets purchased here, as well as a major upgrade for your Head slot in the Eye of Awareness.


Level 28

Changes:
+6 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (28), +1 Dexterity (28)
New Feat: Superior Will (HotFL)

Magic Items (Expected GP = 8,000,000):
L28 (2,125,000 gp): +6 Predator's Elderhide Armor (AV 2)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L25 (625,000 gp): Belt of Titan Strength (PHB)
L24 (525,000 gp): +5 Harmony Blade Bastard Sword (AV 2)
L24 (525,000 gp): Zephyr Boots (AV)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): +5 Farbond Spellblade Bastard Sword (AV 2)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L15 (25,000 gp): Sapphire Scabbard (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 6,278,880 gp

Discussion:
At this level, you cash in on your final ability score investments, and the Superior Will helps the weak spot on your defenses. Lastly, the Zephyr Boots offer the ability to fly.


Level 29

Changes:
+5 HP

Magic Items (Expected GP = 10,000,000):
L29 (2,625,000 gp): +6 Harmony Blade Bastard Sword (AV 2)
L28 (2,125,000 gp): +6 Predator's Elderhide Armor (AV 2)
L27 (1,625,000 gp): +6 Farbond Spellblade Bastard Sword (AV 2)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L25 (625,000 gp): Belt of Titan Strength (PHB)
L24 (525,000 gp): Zephyr Boots (AV)
L23 (425,000 gp): +5 Steadfast Amulet (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L15 (25,000 gp): Sapphire Scabbard (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 9,678,880 gp

Discussion:
While there are some things to like about the Ranger's final batch of Dailies, I am of the opinion you're better off with your current lineup. On the positive side, you finally get your final weapons upgrade. Now to immortality...


Level 30 Snapshot

Race: Half-Orc (PHB 2)
Class: Ranger (PHB)
Bonus Feature: Prime Shot (PHB)
Fighting Style: Two-Blade Style (PHB)
Multiclass: Fighter (PHB)
Paragon Path: Blade Dancer (MP)
Epic Destiny: Destined Scion (HotFK)
Background: Auspicious Birth (D 366)
Theme: Noble Adept (DSCS)

Ability Scores, with racial adjustments:
Strength 28 (+9)
Constitution 13 (+1)
Dexterity 28 (+9)
Intelligence 12 (+1)
Wisdom 15 (+2)
Charisma 10 (+0)

HP: 200 --> 12 base, +28 Strength, +145 levels, +15 Toughness
Bloodied: 100 HP or less
Healing Surges: 7 --> 6 base, +1 Constitution
Healing Surge Value: 50 HP

AC: 47 --> 10 base, +5 armor, +9 ability (Dexterity), +15 levels, +6 enhancement, +1 shield, +1 Cutting Steps
Fortitude: 45 --> 10 base, +9 ability (Strength), +15 levels, +6 enhnacement, +4 feat, +1 class
Reflex: 46 --> 10 base, +9 ability (Dexterity), +15 levels, +6 enhancement, +4 feat, +1 class, +1 shield
Will: 43 --> 10 base, +2 ability (Wisdom), +15 levels, +6 enhancement, +4 Epic Will, +4 feat, +2 item

Initiative: +29 --> +9 ability (Dexterity), +15 levels, +5 item

Speed: 6 --> 6 base

Racial Powers:
Furious Assault (PHB 2)

Theme Powers:
Adept's Insight (DSCS)

At-Will Attack Powers:
L1 - Throw and Stab (MP 2)
L1 - Twin Strike (PHB)

Encounter Attack Powers:
L11 - Cross-Body Parry (MP)
L13 - Off-Hand Diversion (MP)
L23 - Nonchalant Collapse (MP)
L27 - Death Rend (PHB)

Daily Attack Powers:
L15 - Blade Cascade (PHB)
L19 - Cruel Cage of Steel (PHB)
L20 - Blade Dance (MP)
L25 - Circling Cascade (MP 2)

Utility Powers:
L2 - Invigorating Stride (MP 2)
L6 - Death Threat (D 377)
L10 - Resume the Hunt (MP 2)
L12 - Misleading Bladework (MP)
L16 - Ranger's Parry (MP 2)
L22 - Adamant Recovery (MP)
L26 - Epic Tenacity (HotFL)

Skills:
Acrobatics (+28) --> +9 ability (Dexterity), +5 trained, +15 levels, -1 armor
Athletics (+31) --> +9 ability (Strength), +5 trained, +15 levels, +3 item, -1 armor
Endurance (+22) --> +1 ability (Constitution), +5 trained, +15 levels, +2 racial, -1 armor
Nature (+22) --> +2 ability (Wisdom), +5 trained, +15 levels
Perception (+22) --> +2 ability (Wisdom), +5 trained, +15 levels
Stealth (+28) --> +9 ability (Dexterity), +5 trained, +15 levels, -1 armor

Feats:
L1 - Weapon Focus (Heavy Blades) (PHB)
L2 - Weapon Proficiency (Bastard Sword) (PHB)
L4 - Heavy Blade Expertise (HotFL)
L6 - Two-Weapon Fighting (PHB)
L8 - Two-Weapon Defense (PHB)
L10 - Battle Awareness (Endurance) (MP)
L11 - Prime Punisher (D 373)
L12 - Called Shot (D 368)
L14 - Lethal Hunter (PHB)
L21 - Prime Quarry (MP)
L21 - Rending Tempest (MP)
L22 - Epic Will (PHB 2)
L22 - Heavy Blade Mastery (PHB)
L24
- Martial Mastery (MP)
L26 - Ferocious Critical (PHB 2)
L28 - Superior Will (HotFL)
L30 - Superior Fortitude (HotFL)
L30 - Superior Reflexes (HotFL)

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feats: Superior Fortitude (HotFL), Superior Reflexes (HotFL) (replaces Improved Defenses)

Magic Items (Expected GP = 14,625,000):
L29 (2,625,000 gp): +6 Harmony Blade Bastard Sword (AV 2)
L28 (2,125,000 gp): +6 Predator's Elderhide Armor (AV 2)
L28 (2,125,000 gp): +6 Steadfast Amulet (AV)
L27 (1,625,000 gp): +6 Farbond Spellblade Bastard Sword (AV 2)
L27 (1,625,000 gp): Shadow Band (AV)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L26 (1,125,000 gp): Violet Solitaire (AV)
L25 (625,000 gp): Belt of Titan Strength (PHB)
L24 (525,000 gp): Zephyr Boots (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L15 (25,000 gp): Sapphire Scabbard (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): +1 Blood Fury Drow Long Knife (AV 2)
TOTAL: 14,128,880 gp

Discussion:
Well, this is it: All your items have been purchased, all your feats have been taken, everything is good to go. Enjoy being awesome.



Build Goal and Tactics

This build's goal is simple: hit hard, and don't get hit back. To that end, it employs a prodigal array of defense bonuses that trigger on a hit to ensure that anyone unfortunate enough to attract his attention will find it extremely hard to land a reprisal attack. Additionally, he enjoys the typical array of Ranger multiattacks, plus a truly excellent one from his own Paragon Path.

The tactics don't differ much from most other Rangers: you pick a target, you get in a 1-on-1 with it, and then you beat it senseless. Thanks to the fact that you don't get hit a whole lot, you can actually hold a position for a decent amount of time, which can help take pressure off the rest of a party. And as with all Rangers, you can wreck some serious face if so inclined.

Questions, thoughts, and comments are welcome.
Variants

None yet...
Data: DPR, Nova Damage, and Effective Defenses


An important part of being a Striker is knowing how much damage you can produce. Here, we will be examining the build's Damage Per Round (or DPR) values, as well as Daily and Encounter novas, each of which makes the use of an action point. These novas will be compared against the largest known HP values for an Elite (Daily novas) or Standard (Encounter novas), to figure out where they stand. Lastly, we will also be looking at how a typical round's worth of attacks can increase Slash & Dash's defenses, both against his target and any other enemies.


DPR:



NOTE: All DPR calculations are made against an enemy of an AC equal to the character's level + 14, and other defenses equal to the character's level + 12.

Level 1

Twin Strike: 2 attacks, +6 vs. AC
Hit: 1d10+1 damage
Critical: 11 damage
Hunter's Quarry: +1d6 damage

DPR: (2)*(0.55)*(6.5) + (2)*(0.05)*(11) + ([0.55]2 + [2]*[0.40]*[0.55])*(3.5) + (1-[1-0.05]2)*(6) = 11.43 DPR


Level 6

Twin Strike: 2 attacks, +11 vs. AC
Hit: 1d10+5 damage
Critical: 1d6+15 damage
Harmony Blade, Hit: 1d10+9 damage
Harmony Blade, Critical: 1d6+19 damage
Hunter's Quarry: +1d6 damage

DPR: (2)*(0.55)*(10.5) + (2)*(0.05)*(18.5) + (0.05)*(0.55)*(14.5) + (0.05)*(0.05)*(22.5) + ([0.55]2 + [2]*[0.40]*[0.55])*(3.5) + (1-[1-0.05]2)*(6) = 16.51 DPR


Level 11

Twin Strike: 2 attacks, +17 vs. AC (+18 vs. AC if no other allies are adjacent)
Hit: 1d10+7 damage
Critical: 2d6+17 damage
Harmony Blade, Hit: 1d10+12 damage
Harmony Blade, Critical: 2d6+22 damage
Hunter's Quarry: +2d6 damage

DPR: (2)*(0.65)*(12.5) + (2)*(0.05)*(24) + (0.05)*(0.65)*(17.5) + (0.05)*(0.05)*(29) + ([0.65]2 + [2]*[0.30]*[0.65])*(7) + (1-[1-0.05]2)*(12) = 26.15 DPR


Level 16

Twin Strike: 2 attacks, +22 vs. AC (+23 vs. AC if no other allies are adjacent)
Hit: 1d10+16 damage
Critical: 3d6+26 damage
Harmony Blade, Hit: 1d10+22 damage
Harmony Blade, Critical: 3d6+32 damage
Hunter's Quarry: +2d8 damage

DPR: (2)*(0.65)*(21.5) + (2)*(0.05)*(36.5) + (0.05)*(0.65)*(27.5) + (0.05)*(0.05)*(42.5) + ([0.65]2 + [2]*[0.30]*[0.65])*(9) + (1-[1-0.05]2)*(16) = 41.79 DPR


Level 21

Twin Strike: 2 attacks, +28 vs. AC (+30 vs. AC if no other allies are adjacent)
Hit: 2d10+18 damage, reroll all 1’s
Critical: 4d6+46 damage, reroll all 1’s
Harmony Blade, Hit: 3d10+26 damage, reroll all 1’s
Harmony Blade, Critical: 4d6+64 damage, reroll all 1’s
Hunter's Quarry: +3d8 damage, reroll all 1’s
Rending Tempest: +1d10 damage, reroll all 1's

DPR: (2)*(0.75)*(30) + (2)*(0.05)*(62) + (0.05)*(0.75)*(44) + (0.05)*(0.05)*(80) + (0.80)*(0.75)*(6) + (0.80)*(0.05)*(10) + ([0.75]2 + [2]*[0.20]*[0.75])*(15) + (1-[1-0.05]2)*(24) = 72.33 DPR


Level 26

Twin Strike: 2 attacks, +33 vs. AC (+35 vs. AC if no other allies are adjacent)
Hit: 2d10+21 damage, reroll all 1’s
Critical: 5d6+51 damage, reroll all 1’s
Harmony Blade, Hit: 3d10+33 damage, reroll all 1’s
Harmony Blade, Critical: 5d6+73 damage, reroll all 1’s
Hunter's Quarry: +3d8 damage, reroll all 1’s
Rending Tempest: +1d10 damage, reroll all 1’s

DPR:

Ferocious Critical Not Active: {0.81}{(0.70)*(33) + (0.10)*(71) + (0.10)*(0.85)*(51) + (0.10)*(0.10)*(93) + (0.10)*(0.85)*(43) + (0.10)*(0.10)*(85) + (0.70)*(0.70)*(39) + (0.70)*(0.10)*(81) + (0.20)*(0.70)*(33) + (0.20)*(0.10)*(71) + ([0.70]2 + 2*[0.20]*[0.70])*(15)}

Ferocious Critical Active: {0.19}{(2)*(0.85)*(37) + (2)*(0.10)*(75) + (0.10)*(0.85)*(51) + (0.10)*(0.10)*(93) + (0.95)*(0.85)*(6) + (0.95)*(0.10)*(10) + ([0.85]2 + 2*[0.05]*[0.85])*(15)}

Universal: (1-[1-0.10]2)*(24)

Total = 90.50 DPR


Level 30

Twin Strike: 2 attacks, +37 vs. AC (+39 vs. AC if no other allies are adjacent)
Hit: 2d10+22 damage, reroll all 1's
Critical: 6d6+54 damage, reroll all 1's

Hunter's Quarry: +3d8 damage, reroll all 1's

Rending Tempest: +1d10 damage, reroll all 1's
Harmony Blade, Hit: 3d10+34 damage, reroll all 1’s
Harmony Blade, Critical: 6d6+76 damage, reroll all 1’s

DPR:

Ferocious Critical Not Active: {0.81}{(0.70)*(34) + (0.10)*(78) + (0.10)*(0.85)*(53) + (0.10)*(0.10)*(101) + (0.10)*(0.85)*(44) + (0.10)*(0.10)*(92) + (0.70)*(0.70)*(40) + (0.70)*(0.10)*(88) + (0.20)*(0.70)*(34) + (0.20)*(0.10)*(78) + ([0.70]2 + 2*[0.20]*[0.70])*(15)}

Ferocious Critical Active: {0.19}{(2)*(0.85)*(38) + (2)*(0.10)*(82) + (0.10)*(0.85)*(53) + (0.10)*(0.10)*(101) + (0.95)*(0.85)*(6) + (0.95)*(0.10)*(10) + ([0.85]2 + 2*[0.05]*[0.85])*(15)}

Universal: (1-[1-0.10]2)*(24)

Total = 93.48 DPR



Encounter Novas:



Level 1

Minor Action - Hunter's Quarry
Standard Action - Twin Strike (+6 vs. AC)
•    1d10+1 damage
•    1d10+1 damage
Free Action - Furious Assault
•    1d10 damage
ACTION POINT
Standard Action - Twin Strike (+6 vs. AC)
•    1d10+1 damage
•    1d10+1 damage
Minor Action - Off-Hand Strike (+6 vs. AC)
•    1d10+5 damage
Hunter's Quarry
•    1d6 damage

Total Damage: 6d10+1d6+9 damage (45.5 average damage)

Highest HP on a L1 Standard Monster: 38 (Camel, Dire Rat)

Damage Bonus Sources:
+4 (Strength)
+1 feat (Weapon Focus)


Level 6

Turn 1 (Setup):
Minor Action - Hunter's Quarry

Turn 2 (Action):
Standard Action - Twin Strike (+11 vs. AC)
•    1d10+5 damage
•    1d10+5 damage
Free Action - Furious Assault
•    1d10 damage
ACTION POINT
Standard Action - Twin Strike (+11 vs. AC)
•    1d10+5 damage
•    1d10+5 damage
Minor Action - Ruffling Sting (+11 vs. AC)
•    1d10+9 damage
Minor Action - Off-Hand Strike (+13 vs. AC with CA)
•    1d10+9 damage
Hunter's Quarry
•    1d6 damage

Total Damage: 7d10+1d6+38 damage (80 average damage)

Highest HP on a L6 Standard Monster: 90 (Evistro, Giant Riding Lizard, Orc Rampager, Steppe Pony)

Damage Bonus Sources:
+4 (Strength)
+2 item (Iron Armbands of Power)
+1 enhancement (+1 Weapon)
+1 feat (Weapon Focus)
+1 (Two-Weapon Fighting)


Level 11

Turn 1 (Setup):
Minor Action – Hunter's Quarry

Turn 2 (Action):
Standard Action – Lashing Leaves (+18 vs. AC)

•    1d10+12 damage
•    1d10+12 damage


•    All subsequent attacks receive +3 damage

Free Action - Furious Assault
•    1d10 damage
ACTION POINT (use Dual-Blade Action instead of taking an extra action)
Standard Action – Melee Basic Attack (+18 vs. AC)
•    1d10+17 damage
Standard Action – Melee Basic Attack (+18 vs. AC)
•    1d10+17 damage
Minor Action – Ruffling Sting (+18 vs. AC)
•    1d10+15 damage
Minor Action – Off-Hand Strike (+20 vs. AC with CA)
•    1d10+15 damage
Hunter's Quarry
•    2d6 damage

Total Damage: 7d10+2d6+88 damage (133.5 average damage)





Highest HP on a L12 Standard Monster: 144 (Bulezau)

Damage Bonus Sources:
+5 (Strength)

+3 (Lashing Leaves)

+2 enhancement (+2 Weapon)
+2 feat (Weapon Focus)
+2 item (Iron Armbands of Power)
+2 (Dual-Blade Action)
+1 (Two-Weapon Fighting)


Level 16

Turn 1 (Setup):
Minor Action – Hunter's Quarry

Turn 2 (Action):
Standard Action – Lashing Leaves (+23 vs. AC)

•    1d10+22 damage
•    1d10+22 damage


•    All subsequent attacks receive +3 damage

Free Action - Furious Assault
•    1d10 damage
Minor Action – Off-Hand Diversion (+23 vs. AC)
•    1d10+25 damage
ACTION POINT (use Dual-Blade Action instead of taking an extra action)
Standard Action – Melee Basic Attack (+25 vs. AC with CA)
•    1d10+27 damage
Standard Action – Melee Basic Attack (+25 vs. AC with CA)
•    1d10+27 damage
Minor Action – Ruffling Sting (+25 vs. AC with CA)
•    1d10+25 damage
Hunter's Quarry
•    2d8 damage

Total Damage: 7d10+2d8+148 damage (185.5 average damage)





Highest HP on a L16 Standard Monster: 192 (Eisk Jaat Mauler)

Damage Bonus Sources:
+6 (Strength)

+5 (Called Shot)
+4 item (Iron Armbands of Power)
+3 enhancement (+3 Weapon)
+3 (Lashing Leaves)
+2 feat (Weapon Focus)
+2 (Dual-Blade Action)
+1 (Cutting Steps)
+1 (Two-Weapon Fighting)


Level 21

Turn 1 (Setup):
Minor Action – Hunter’s Quarry

Turn 2 (Action):
Free Action – Item Encounter Power: Ruby Scabbard
Free Action – Item Encounter Power: Ruby Scabbard
Standard Action – Untamed Outburst (+32 vs. AC)
•    2d10+27 damage, reroll all 1's
•    3d10+27 damage, reroll all 1's
Minor Action – Off-Hand Diversion (+32 vs. Fort with CA)
•    2d10+26 damage, reroll all 1's
Free Action - Furious Assault
•    1d10 damage, reroll all 1's
Minor Action – Ruffling Sting (+32 vs. AC with CA)


•    2d10+26 damage, reroll all 1's
ACTION POINT (use Dual-Blade Action instead of taking an extra action)
Standard Action – Melee Basic Attack (+32 vs. AC with CA)
•    3d10+28 damage, reroll all 1's
Standard Action – Melee Basic Attack (+32 vs. AC with CA)
•    3d10+28 damage, reroll all 1's
Hunter's Quarry
•    3d8 damage, reroll all 1's

Total Damage: 16d10+3d8+162 damage, reroll all 1's (273 average damage)

Highest HP on a L21 Standard Monster: 245 (Ziggurat Mummy)

Damage Bonus Sources:
+8 (Strength)

+5 (Called Shot)

+4 enhancement (+4 Weapon)
+4 item (Iron Armbands of Power)
+3 feat (Weapon Focus)

+2 (Dual-Blade Action)
+1 power (Sapphire Scabbard)
+1 (Cutting Steps)
+1 (Two-Weapon Fighting)


Level 26

Turn 1 (Setup):
Minor Action – Hunter’s Quarry

Turn 2 (Action):
Free Action – Item Encounter Power: Sapphire Scabbard
Free Action – Item Encounter Power: Sapphire Scabbard
Standard Action – Untamed Outburst (+37 vs. AC)
•    2d10+32 damage, reroll all 1's
•    3d10+32 damage, reroll all 1's
Minor Action – Nonchalant Collapse (+37 vs. Fort with CA)
•    3d10+29 damage, reroll all 1's
Minor Action – Off-Hand Diversion (+37 vs. AC with CA)


•    2d10+29 damage, reroll all 1's
Free Action - Furious Assault
•    1d10 damage, reroll all 1's
ACTION POINT (use Dual-Blade Action instead of taking an extra action)
Standard Action – Melee Basic Attack (+37 vs. AC with CA)
•    3d10+31 damage, reroll all 1's
Standard Action – Melee Basic Attack (+37 vs. AC with CA)
•    3d10+31 damage, reroll all 1's
Hunter's Quarry
•    3d8 damage, reroll all 1's

Total Damage: 17d10+3d8+184 damage, reroll all 1's (301 average damage)

Highest HP on a L26 Standard Monster: 293 (Yuan-Ti Abomination Berserker)

Damage Bonus Sources:
+8 (Strength)

+6 item (Iron Armbands of Power)
+5 enhancement (+5 weapon)

+5 (Called Shot)

+3 feat (Weapon Focus)

+3 power (Sapphire Scabbard)
+2 (Dual-Blade Action)
+1 (Cutting Steps)
+1 (Two-Weapon Fighting)


Level 30

Turn 1 (Setup):
Minor Action – Hunter's Quarry

Turn 2 (Action):
Free Action – Item Encounter Power: Sapphire Scabbard
Free Action – Item Encounter Power: Sapphire Scabbard
Standard Action – Death Rend (+39 vs. AC)
•    2d10+34 damage, reroll all 1's
•    4d10+34 damage, reroll all 1's
Free Action - Furious Assault
•    1d10 damage, reroll all 1's
Minor Action – Nonchalant Collapse (+41 vs. Fort with AC)
•    3d10+31 damage, reroll all 1's
Minor Action – Off-Hand Diversion (+41 vs. AC with CA)


•    2d10+31 damage, reroll all 1's
ACTION POINT (use Dual-Blade Action instead of taking an extra action)
Standard Action – Melee Basic Attack (+41 vs. AC with CA)
•    3d10+33 damage, reroll all 1's
Standard Action – Melee Basic Attack (+41 vs. AC with CA)
•    3d10+33 damage, reroll all 1's
Hunter's Quarry
•    3d8 damage, reroll all 1's

Total Damage: 18d10+3d8+198 damage, reroll all 1's (321 average damage)

Highest HP on a L30 Standard Monster: 339 (Giant Squid)

Damage Bonus Sources:
+9 (Strength)

+6 enhancement (+6 weapon)

+6 item (Iron Armbands of Power)

+5 (Called Shot)

+3 feat (Weapon Focus)

+3 power (Sapphire Scabbard)
+2 (Dual-Blade Action)
+1 (Cutting Steps)
+1 (Two-Weapon Fighting)



Daily Novas:


Level 1

Minor Action - Hunter's Quarry
Standard Action - Jaws of the Wolf (+6 vs. AC)
•    2d10+5 damage
•    2d10+5 damage
Free Action - Furious Assault
•    1d10 damage
ACTION POINT
Standard Action - Twin Strike (+6 vs. AC)
•    1d10+1 damage
•    1d10+1 damage
Minor Action - Off-Hand Strike (+6 vs. AC)
•    1d10+5 damage
Hunter's Quarry
•    1d6 damage

Total Damage: 8d10+1d6+17 damage (64.5 average damage)

Highest HP on a L1 Elite Monster: 76 (White Dragon Wyrmling)

Damage Bonus Sources:
+4 (Strength)
+1 feat (Weapon Focus)


Level 6

Turn 1 (Setup):

Minor Action – Hunter's Quarry

Turn 2 (Action):

Minor Action – Ruffling Sting (+11 vs. AC)

•    1d10+9 damage
Free Action - Furious Assault
•    1d10 damage
ACTION POINT
Minor Action – Off-Hand Strike (+13 vs. AC with CA)
•    1d10+9 damage
Standard Action – Jaws of the Wolf (+11 vs. AC)

•    2d10+9 damage
•    2d10+9 damage
Standard Action – Twin Strike (+11 vs. AC)
•    1d10+5 damage
•    1d10+5 damage
Hunter's Quarry
•    1d6 damage

Total Damage: 9d10+1d6+46 damage (99 average damage)





Highest HP on a L6 Elite Monster: 182 (Goblin Mass)

Damage Bonus Sources:
+4 (Strength)

+2 item (Iron Armbands of Power)
+1 enhancement (+1 Weapon)
+1 feat (Weapon Focus)
+1 (Two-Weapon Fighting)


Level 11

Turn 1 (Setup):

Minor Action – Hunter's Quarry

Turn 2 (Action):

ACTION POINT
Standard Action – Lashing Leaves (+18 vs. AC)

•    1d10+12 damage
•    1d10+12 damage


•    All subsequent attacks receive +3 damage

Free Action - Furious Assault
•    1d10 damage
Standard Action – Attacks on the Run (+18 vs. AC)
•    3d10+15 damage
•    3d10+15 damage
Minor Action – Ruffling Sting (+18 vs. AC)
•    1d10+15 damage
Minor Action – Off-Hand Strike (+20 vs. AC with CA)
•    1d10+15 damage
Hunter's Quarry
•    2d6 damage

Total Damage: 11d10+2d6+84 damage (151.5 average damage)





Highest HP on a L11 Elite Monster: 286 (Arborean Plant Horror, Ogre Warhulk)

Damage Bonus Sources:
+5 (Strength)

+3 (Lashing Leaves)

+2 enhancement (+2 Weapon)
+2 feat (Weapon Focus)
+2 item (Iron Armbands of Power)
+1 (Two-Weapon Fighting)


Level 16

Turn 1 (Setup):

Minor Action – Hunter's Quarry

Turn 2 (Action):

ACTION POINT
Standard Action – Lashing Leaves (+23 vs. AC)

•    1d10+21 damage
•    1d10+21 damage


•    All subsequent attacks receive +3 damage

Free Action - Furious Assault
•    1d10 damage
Minor Action – Off-Hand Diversion (+23 vs. AC)
•    1d10+24 damage
Standard Action – Blade Cascade (+25 vs. AC with CA)
•    2d10+24 damage
•    2d10+24 damage
•    2d10+24 damage
•    2d10+24 damage
•    2d10+24 damage
Minor Action – Ruffling Sting (+23 vs. AC with CA)
•    1d10+24 damage
Hunter's Quarry
•    2d8 damage

Total Damage: 15d10+2d8+210 damage (301.5 average damage)





Highest HP on a L16 Elite Monster: 384 (Earth Titan, Guulvorg)

Damage Bonus Sources:
+6 (Strength)

+5 (Called Shot)
+4 item (Iron Armbands of Power)
+3 (Lashing Leaves)
+3 enhancement (+3 Weapon)
+2 feat (Weapon Focus)
+1 (Two-Weapon Fighting)


Level 21

Turn 1 (Setup):

Minor Action – Hunter's Quarry

Turn 2 (Action):

Free Action – Item Encounter Power: Ruby Scabbard
Free Action – Item Encounter Power: Ruby Scabbard
Standard Action – Cruel Cage of Steel (+32 vs. AC)
•    2d10+27 damage, reroll all 1's

•    3d10+27 damage, reroll all 1's
•    2d10+26 damage, reroll all 1's
Minor Action – Off-Hand Diversion (+32 vs. AC with CA)

•    2d10+26 damage, reroll all 1's

ACTION POINT
Free Action - Furious Assault
•    1d10 damage
Standard Action – Blade Cascade (+32 vs. AC with CA)

•    3d10+26 damage, reroll all 1's

•    3d10+26 damage, reroll all 1's


•    3d10+26 damage, reroll all 1's
•    3d10+26 damage, reroll all 1's
•    3d10+26 damage, reroll all 1's

Minor Action – Ruffling Sting (+32 vs. AC with CA)
•    2d10+26 damage, reroll all 1's
Hunter's Quarry
•    3d8 damage, reroll all 1's

Total Damage: 27d10+3d8+262 damage, reroll all 1's (439 average damage)





Highest HP on a L21 Elite Monster: 534 (Ketheptis)

Damage Bonus Sources:
+8 (Strength)

+5 (Called Shot)

+4 enhancement (+4 Weapon)
+4 item (Iron Armbands of power)
+3 feat (Weapon Focus)
+1 power (Ruby Scabbard)
+1 (Cutting Steps)
+1 (Two-Weapon Fighting)


Level 26

Turn 1 (Setup):

Minor Action – Hunter's Quarry

Turn 2 (Action):

Free Action – Item Daily Power: Belt of Titan Strength
Standard Action – Circling Cascade (+35 vs. AC)
•    2d10+39 damage, reroll all 1's

•    3d10+39 damage, reroll all 1's
•    3d10+39 damage, reroll all 1's
Minor Action – Nonchalant Collapse (+37 vs. Fort with CA)

•    3d10+39 damage, reroll all 1's

ACTION POINT (recover Nonchalant Collapse via Martial Mastery)
Free Action - Furious Assault
•    1d10 damage
Standard Action – Blade Cascade (+37 vs. AC with CA)

•    3d10+39 damage, reroll all 1's

•    3d10+39 damage, reroll all 1's


•    3d10+39 damage, reroll all 1's
•    3d10+39 damage, reroll all 1's
•    3d10+39 damage, reroll all 1's

Minor Action – Nonchalant Collapse (+37 vs. Fort with CA)
•    3d10+39 damage, reroll all 1's
Hunter's Quarry
•    3d8 damage, reroll all 1's

Total Damage: 29d10+3d8+390 damage, reroll all 1's (579 average damage)





Highest HP on a L26 Elite Monster: 596 (Thrarak)

Damage Bonus Sources:
+10 power (Belt of Titan Strength)
+8 (Strength)

+6 item (Iron Armbands of Power)
+5 (Called Shot)

+5 enhancement (+5 Weapon)
+3 feat (Weapon Focus)
+1 (Cutting Steps)
+1 (Two-Weapon Fighting)


Level 30

Turn 1 (Setup):

Minor Action – Hunter's Quarry

Turn 2 (Action):

Free Action – Item Daily Power: Belt of Titan Strength
Standard Action – Circling Cascade (+39 vs. AC)
•    2d10+41 damage, reroll all 1's

•    3d10+41 damage, reroll all 1's
•    3d10+41 damage, reroll all 1's
Free Action - Furious Assault
•    1d10 damage
Minor Action – Nonchalant Collapse (+41 vs. Fort with CA)

•    3d10+41 damage, reroll all 1's

ACTION POINT (recover Nonchalant Collapse via Martial Mastery)
Standard Action – Blade Cascade (+41 vs. AC with CA)

•    3d10+41 damage, reroll all 1's

•    3d10+41 damage, reroll all 1's


•    3d10+41 damage, reroll all 1's
•    3d10+41 damage, reroll all 1's
•    3d10+41 damage, reroll all 1's

Minor Action – Nonchalant Collapse (+41 vs. Fort with CA)
•    3d10+41 damage, reroll all 1's
Hunter's Quarry
•    3d8 damage, reroll all 1's

Total Damage: 30d10+3d8+410 damage, reroll all 1's (605 average damage)





Highest HP on a L30 Elite Monster: 682 (Xixecal)

Damage Bonus Sources:
+10 power (Belt of Titan Strength)


+9 (Strength)

+6 enhancement (+6 weapon)

+6 item (Iron Armbands of Power)

+5 (Called Shot)

+3 feat (Weapon Focus)
+1 (Cutting Steps)
+1 (Two-Weapon Fighting)



Effective Defenses



Level 1

AC: 17 --> 10 base, +3 armor, +4 ability (Dexterity)
Fortitude: 15 --> 10 base, +4 ability (Strength), +1 class
Reflex: 15 --> 10 base, +4 ability (Dexterity), +1 class
Will: 11 --> 10 base, +1 ability (Wisdom)

Conditional Bonuses:
None


Level 6

AC: 21 --> 10 base, +3 armor, +4 ability (Dexterity), +3 levels, +1 enhancement
Fortitude: 19 --> 10 base, +4 ability (Strength), +3 levels, +1 class, +1 enhancement
Reflex: 19 --> 10 base, +4 ability (Dexterity), +3 levels, +1 class, +1 enhancement
Will: 15 --> 10 base, +1 ability (Wisdom), +3 levels, +1 enhancement

Conditional Bonuses:
+1 Harmony Blade (-2 to attacks against you for a target you hit with your main hand and off hand weapon in the same turn)
+1 Predator's Hide (+1 to all defenses against a Quarry you deal Hunter's Quarry damage to)

Effective Defenses:
Normal - 21/19/19/15
Predator's Hide - 22/20/20/16 against the target; 21/19/19/15 otherwise
Harmony Blade, Predator's Hide - 24/22/22/18 against the target; 21/19/19/15 otherwise


Level 11

AC: 26 --> 10 base, +3 armor, +5 ability (Dexterity), +5 levels, +2 enhancement, +1 shield
Fortitude: 23 --> 10 base, +5 ability (Strength), +5 levels, +2 enhancement, +1 class
Reflex: 24 --> 10 base, +5 ability (Dexterity), +5 levels, +2 enhancement, +1 class, +1 shield
Will: 19 --> 10 base, +2 ability (Wisdom), +5 levels, +2 enhancement

Conditional Bonuses:
+2 Harmony Blade (-2 to attacks against you for a target you hit with your main hand and off hand weapon in the same turn)
+2 Predator's Hide (+1 to all defenses against a Quarry you deal Hunter's Quarry damage to)
Dancing Defense (+2 to AC and Reflex when you hit with two or more melee attacks on your turn)

Effective Defenses:
Normal - 26/23/24/19
Predator's Hide - 27/24/25/20 against the target; 26/23/24/19 otherwise
Dancing Defense, Harmony Blade, Predator's Hide - 31/26/29/22 against the target; 28/23/26/19 otherwise


Level 16

AC: 32 --> 10 base, +3 armor, +6 ability (Dexterity), +8 levels, +3 enhancement, +1 shield, +1 Cutting Steps
Fortitude: 29 --> 10 base, +6 ability (Strength), +8 levels, +3 enhancement, +1 class, +1 Earthhide
Reflex: 29 --> 10 base, +6 ability (Dexterity), +8 levels, +3 enhancement, +1 class, +1 shield
Will: 23 --> 10 base, +2 ability (Wisdom), +8 levels, +3 enhancement

Conditional Bonuses:
+3 Harmony Blade (-2 to attacks against you for a target you hit with your main hand and off hand weapon in the same turn)
+3 Predator's Earthhide (+2 to all defenses against a Quarry you deal Hunter's Quarry damage to)
Dancing Defense (+2 to AC and Reflex when you hit with two or more melee attacks on your turn)

Effective Defenses:
Normal - 32/29/29/23
Predator's Hide - 34/31/31/25 against the target; 32/29/29/23 otherwise
Dancing Defense, Harmony Blade, Predator's Hide - 38/33/35/27 against the target; 34/29/31/23 otherwise


Level 21

AC: 38 --> 10 base, +4 armor, +8 ability (Dexterity), +10 levels, +4 enhancement, +1 shield, +1 Cutting Steps
Fortitude: 36 --> 10 base, +8 ability (Strength), +10 levels, +4 enhancement, +3 feat, +1 class
Reflex: 37 --> 10 base, +8 ability (Dexterity), +10 levels, +4 enhancement, +3 feat, +1 class, +1 shield
Will: 30 --> 10 base, +2 ability (Wisdom), +10 levels, +4 enhancement, +4 feat

Conditional Bonuses:
+4 Harmony Blade (-2 to attacks against you for a target you hit with your main hand and off hand weapon in the same turn)
+4 Predator's Darkhide (+2 to all defenses against a Quarry you deal Hunter's Quarry damage to)
Dancing Defense (+2 to AC and Reflex when you hit with two or more melee attacks on your turn)

Effective Defenses:
Normal - 38/36/37/30
Predator's Hide - 40/38/39/32 against the target; 38/36/37/30 otherwise
Dancing Defense, Harmony Blade, Predator's Hide - 44/40/43/34 against the target; 40/36/39/30 otherwise


Level 26

AC: 42 --> 10 base, +4 armor, +8 ability (Dexterity), +13 levels, +5 enhancement, +1 shield, +1 Cutting Steps
Fortitude: 41 --> 10 base, +8 ability (Strength), +13 levels, +5 enhancement, +3 feat, +1 class, +1 Stalkerhide
Reflex: 41 --> 10 base, +8 ability (Dexterity), +13 levels, +5 enhancement, +3 feat, +1 class, +1 shield
Will: 38 --> 10 base, +2 ability (Wisdom), +13 levels, +5 enhancement, +4 Epic Will, +3 feat

Conditional Bonuses:
+5 Harmony Blade (-2 to attacks against you for a target you hit with your main hand and off hand weapon in the same turn)
+5 Predator's Stalkerhide (+3 to all defenses against a Quarry you deal Hunter's Quarry damage to)
Dancing Defense (+2 to AC and Reflex when you hit with two or more melee attacks on your turn)

Effective Defenses:
Normal - 42/41/41/38
Predator's Hide - 45/44/44/41 against the target; 42/41/41/38 otherwise
Dancing Defense, Harmony Blade, Predator's Hide - 49/46/48/43 against the target; 44/41/43/38 otherwise


Level 30

AC: 47 --> 10 base, +5 armor, +9 ability (Dexterity), +15 levels, +6 enhancement, +1 shield, +1 Cutting Steps
Fortitude: 45 --> 10 base, +9 ability (Strength), +15 levels, +6 enhancement, +4 feat, +1 class
Reflex: 46 --> 10 base, +9 ability (Dexterity), +15 levels, +6 enhancement, +4 feat, +1 class, +1 shield
Will: 43 --> 10 base, +2 ability (Wisdom), +15 levels, +6 enhancement, +4 Epic Will, +4 feat, +2 item

Conditional Bonuses:
+6 Harmony Blade (-2 to attacks against you for a target you hit with your main hand and off hand weapon in the same turn)
+6 Predator's Elderhide (+3 to all defenses against a Quarry you deal Hunter's Quarry damage to)
Dancing Defense (+2 to AC and Reflex when you hit with two or more melee attacks on your turn)
Shadow Band (+2 to all defenses against melee or ranged attacks)

Effective Defenses:
Normal - 47/45/46/43 (49/47/48/45 against Melee or Ranged)
Predator's Hide - 50/48/49/46 against the target (52/50/51/48 against Melee or Ranged); 47/45/46/43 otherwise (49/47/48/45 against Melee or Ranged)
Dancing Defense, Harmony Blade, Predator's Hide - 54/50/53/48 against the target (56/52/55/50 against Melee or Ranged); 49/45/48/43 otherwise (51/47/50/45 against Melee or Ranged)

Miscellaneous: Character Builder Summary


CB Summary

====== Created Using Wizards of the Coast D&D Character Builder ======

LDB Slash & Dash, level 30

Half-Orc, Ranger, Blade Dancer, Demigod

Build: Two-Blade Ranger

Fighting Style: Two-Blade Fighting Style

Ranger: Prime Shot

Divine Spark: Divine Spark Dexterity

Divine Spark: Divine Spark Strength

 

FINAL ABILITY SCORES

Str 28, Con 13, Dex 28, Int 12, Wis 15, Cha 10.

 

STARTING ABILITY SCORES

Str 16, Con 11, Dex 16, Int 10, Wis 13, Cha 8.

 

 

AC: 47 Fort: 43 Reflex: 44 Will: 41

HP: 185 Surges: 7 Surge Value: 46

 

TRAINED SKILLS

Nature +22, Perception +22, Stealth +28, Acrobatics +28, Athletics +31, Endurance +22

 

UNTRAINED SKILLS

Arcana +16, Bluff +15, Diplomacy +15, Dungeoneering +17, Heal +17, History +16, Insight +17, Intimidate +17, Religion +16, Streetwise +15, Thievery +23

 

FEATS

Level 1: Weapon Focus (Heavy Blade)

Level 2: Weapon Proficiency (Bastard sword)

Level 4: Weapon Expertise (Heavy Blade)

Level 6: Two-Weapon Fighting

Level 8: Two-Weapon Defense

Level 10: Battle Awareness

Level 11: Prime Punisher

Level 12: Called Shot

Level 14: Lethal Hunter

Level 16: Improved Initiative (retrained to Superior Initiative at Level 23)

Level 18: Paragon Defenses (retrained to Robust Defenses at Level 22)

Level 20: Durable (retrained to Prime Quarry at Level 21)

Level 21: Heavy Blade Mastery

Level 22: Prime Hunter

Level 24: Martial Mastery

Level 26: Ferocious Critical

Level 28: Rending Tempest

Level 30: Epic Will

 

POWERS

Ranger at-will 1: Fading Strike

Ranger at-will 1: Twin Strike

Ranger encounter 1: Off-Hand Strike

Ranger daily 1: Jaws of the Wolf

Ranger utility 2: Invigorating Stride

Ranger encounter 3: Ruffling Sting

Ranger daily 5: Snarling Wolf Stance

Ranger utility 6: Death Threat

Ranger encounter 7: Lashing Leaves

Ranger daily 9: Attacks on the Run

Ranger utility 10: Resume the Hunt

Ranger encounter 13: Off-Hand Diversion (replaces Off-Hand Strike)

Ranger daily 15: Blade Cascade (replaces Jaws of the Wolf)

Ranger utility 16: Ranger's Parry

Ranger encounter 17: Untamed Outburst (replaces Lashing Leaves)

Ranger daily 19: Cruel Cage of Steel (replaces Attacks on the Run)

Ranger utility 22: Adamant Recovery

Ranger encounter 23: Nonchalant Collapse (replaces Ruffling Sting)

Ranger encounter 27: Death Rend (replaces Untamed Outburst)

Ranger daily 29: Ultimate Confrontation (replaces Snarling Wolf Stance)

 

ITEMS

Harmony Blade Bastard sword +6, Predator's Hide Elderhide Armor +6, Steadfast Amulet +6, Farbond Spellblade Bastard sword +6, Shadow Band (epic tier), Iron Armbands of Power (epic tier), Solitaire (Violet) (epic tier), Belt of Titan Strength (epic tier), Zephyr Boots (epic tier), Eye of Awareness (epic tier), Gauntlets of Destruction (paragon tier), Sapphire Scabbard (paragon tier) (2), Ring of Giants (paragon tier), Stone of Earth (paragon tier), Dice of Auspicious Fortune (paragon tier), Backlash Tattoo (heroic tier), Blood Fury Drow Long Knife +1

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Looks great. Very clean.

Progression looks very even/steady. Not a lot of soft levels. Defenses are solid basically all the way up. At-Will DPR obviously scales evenly. Kill rate should be very good.

Cross-body Parry is insane.


Well put together build!
I had never noticed Cross Body Parry before. Uh, wow.
Nice build LDB. Flawless as usual!

Reminds me of a certain character, actually. And it sure looks like this build could use a theme song, don't you think? ;)
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
I love this build because it doesn't use frost cheese.
Glad you guys like it. Let me address some comments.

@Auspex7: Yep. The gold progression came out more smoothly than I had expected, given the cost of the items involved. I was able to afford virtually everything I wanted when I wanted it.

@Alcestis: Yeah, Cross-Body Parry is pretty nuts. I had actually been looking to finish this build for a long time, but I only just recently got around to it. Blade Dancer, like Pathfinder, is pretty underrated because of its more defensive outlook, but it makes a Ranger very hard to drop.

@Armisael: Woo-hoo, theme song! Nice.

@shampo0: It doesn't use Permafrost and it doesn't need it, frankly; the Harmony Blade/Farbond Spellblade combo gives me increased options (debuffs my enemy on a hit which goes into my "hit and not get hit" theme, gives me access to a Ranged option all the time, which is great because I am just as good at Ranged Twin Strike as I am at Melee).
Looks like a solid build, from the quick look I took.  I always like to see your builds.  I find that most builds posted here are cool in theory, but useless in practice.  They either optimize for one thing and ignore everything else to the point they can't function outside some limited scenarios, or they're total junk until they get the right features at epic tier.  This build, like the Trailblazer, looks potent and playable in the real world, and at any level.
How do you like this build compared to it's brother the Trailblazer?  At first glance they look fairly similar.  The Trailblazer appears to be tougher, the Slash n Dash more mobile.
pray forgive me being clueless - what does the blood fury long knife do for you here?
They are fairly similar indeed. Slash & Dash can accumulate more AC to make himself a more difficult target, whereas the Trailblazer can simply absorb the hits. I think they're pretty equal overall, though the Trailblazer has more of a backup-Defender leaning, having more surges, a reliable source of THP, and a stickiness-related interrupt, whereas Slash & Dash excels as a "deep striker" of sorts that can go and eliminate a troublesome target without requiring much backup.

@SanityFaerie: Mostly just an emergency THP button from Half-Orc. That's not a whole lot, but it can be useful, and it costs very little.
@SanityFaerie: Mostly just an emergency THP button from Half-Orc. That's not a whole lot, but it can be useful, and it costs very little.

but why Drow Long Knife? your not proficient with it, so even it's heavy thrown property gives you very little...

On the Trailblazer vs Slash & Dash topic...

The two builds are definitely very close in terms of survivability. Trailblazer gets my vote when it comes down to it. The temps and the Nova (that extra Move action on AP = win) give it a little edge. I feel like it's a little more rugged, for lack of a better term. Of course, they're two A+ builds-- both of them have a lot of staying power, and get that while also cranking out very high At-Will and burst damage. Can't really go wrong with either.

My opinion may change by tomorrow, though. The fact that Slash & Dash transitions so effortlessly from melee to range (HUGE help vs flyers) makes it a very tough call.
The Trailblazer has a pretty significant nova damage edge and the ability to absorb much more damage via more surges and a steady stream of THP (whereas this build doesn't deal with actually getting hit all that well, though it won't happen often), so I give it a slim edge, though I still really like this build's ability to deal with fliers and engage annoying targets.

Also, the Data section is up.

@tl: Cool points, mostly. I can draw my swords as free actions (scabbards), the Farbond Spellblade gives me a Ranged option, so all I really want the Blood Fury weapon for is draw --> THP --> stow, and having a big ol' Crocodile Dundee-style hunting knife feels right.
Nice build LDB.

Redoing this as an elf with Scimitar's to capture some nice Eberronian Valenar Favor.
Any suggestions, it loses some to hit but I can squeeze in Scimitar Dance & Valenar weapon training, not sure about other nice elven feats.
I kinda like both blade dancer and pathfinder PP. They can fortify you in some ways and that make you consider taking more risk. If striker takes risk at the right time, the reward is worth it.

Yes, I think improving striker role isn't just increase his damage. But helping him attack without worrying too much is a good choice too.

@Magicstar: My elf ranger uses scimitars with Valenar Weapon Training+Scimitar Dance too. From my experience, with 16 starting STR he misses some but still do fine. He has DEX mod if miss and strong critical with high crit.
Though scimitar isn't the best option but if you like using twin scimitars, you won't disappoint. Plus elf is the best curve blade user.

Well, since he's a pathfinder, it may has some difference.
What starting stat array would you use to roll this as an Elf instead?  I've been wanting to pretty much play this exact build for a while, I just haven't managed to do it.
Elf is... pretty tricky. The fact of the matter is you can't afford losing a bonus to hit because Harmony Blades and Dancing Defense only work if BOTH attacks hit (which is why I'm afraid to say I frown on Scimitars and their +2 proficiency bonus), though dropping Dexterity will make you more fragile in the early levels. So the 2 possible arrays I would be looking at are the following:

Strength 18, Constitution 10, Dexterity 16, Intelligence 10, Wisdom 13, Charisma 8

or

Strength 16, Constitution 13, Dexterity 18, Intelligence 10, Wisdom 13, Charisma 8

Overall, I like the extra survivability from the latter, though the loss of accuracy will hurt.
@tl: Cool points, mostly. I can draw my swords as free actions (scabbards), the Farbond Spellblade gives me a Ranged option, so all I really want the Blood Fury weapon for is draw --> THP --> stow, and having a big ol' Crocodile Dundee-style hunting knife feels right.



If I follow your build correctly, this serious of actions would cost 2 Minor Actions (one to draw, one to stow).  You could reduce that to 1 Minor Action by purchasing another Sapphire Scabbard (making the draw a free action).  That about right?
That would be correct, though I would recommend it to be a Ruby Scabbard, since it has the same action-economy property and costs plenty less. That said, it's not strictly necessary.
If I follow your build correctly, this serious of actions would cost 2 Minor Actions (one to draw, one to stow).  You could reduce that to 1 Minor Action by purchasing another Sapphire Scabbard (making the draw a free action).  That about right?

scabbards only let you draw the item when attacking with it: "as part of the same action used to make an attack with that weapon."
Elf is... pretty tricky. The fact of the matter is you can't afford losing a bonus to hit because Harmony Blades and Dancing Defense only work if BOTH attacks hit (which is why I'm afraid to say I frown on Scimitars and their +2 proficiency bonus), though dropping Dexterity will make you more fragile in the early levels.


Did you mean something other than Dancing Defense here?  This build doesn't have that.

Also, as has already been noted, scabbards only allow a weapon to be drawn as part of an action to attack with that weapon.  Could work with a generous DM, though.
Elf is... pretty tricky. The fact of the matter is you can't afford losing a bonus to hit because Harmony Blades and Dancing Defense only work if BOTH attacks hit (which is why I'm afraid to say I frown on Scimitars and their +2 proficiency bonus), though dropping Dexterity will make you more fragile in the early levels.


Did you mean something other than Dancing Defense here?  This build doesn't have that.


Dancing Defense is the Blade Dancer PP's level 11 feature.
Did you mean something other than Dancing Defense here?  This build doesn't have that.



Dancing Defense is the name of the Blade Dancer's level 11 feature. Not to be confused with the fighter Daily power of the same name.

Edit - d'oh! ninja'd
Polearm Fighter Build Thread:The Reacher
I was indeed thinking of the Fighter stance of the same name.
One thing to mention comparing Trailblazer and Slash n Dash is with the new increased damage for mobs, the benefits of the Trailblazer drop slightly and those of Slash n Dash increase.  It still frustrates me that clearly intention builds like a Str/Wis ranger or Con/Cha warlock still deal with an ac deficit that can only be met by spending multiple heavy armor feats.  Comparing the two builds, the Trailblazer ends up using 3 feats for armor while the Slash n Dash uses only 1 (TWD).
Hello LDB

How would you recommend adapting this build for a human?  Would it work better than an elf?

I want to play a half-elf Ranger, and my DM has agreed to let me reskin either an elf or a human, but definitely draws the line at a Half-Orc.
It could work as a Human, but bear in mind your AC will suffer a bit. However, that extra feat should give you some options on how to patch that up somehow.
Could this work well with Thri-Kreen?  I apologize if this is already answered.
It should work quite well with Thri-kreen. Your ability scores would be identical, you lose out on Ferocious Critical and trade Furious Assault for Thri-kreen Claws.
I would say that Furious Assault is better as it is guaranteed damage, you apply it to an attack power once you know you've hit. Thri-kree Claws suffers from the same problem as all racial attack powers, they lose accuracy, even with a +3/6/9 attack bonus you won't be getting any enhancement bonus on the racial power.
A Thri-Keen with the racial quickdraw/stow ability and Dark Sun's inherent bonuses would actually have the option of packing a long bow for making ranged attacks when necessary.

Just a thought.  The range could come in handy.
That's what the Farbond Spellblade is for. While the range is shorter, the accuracy and damage will be leagues better thanks to all the Weapon feats applying to it.

That said, if Thri-Kreen is +Str/+Dex (I don't have Dark Sun yet), it should work just fine.
scabbard and belt are both power bonuses and wont stack.  also i am very surprised by the absense of strength from pain.  still reading up on the powers to figure out how you are getting your attacks to do 8d10 per, but i assume it works.

over all a strong build, athough i disagree with the low starting strenght, unless that wisdom is integral to some part of the build i didnt notice.
First off, much respect LDB; You never fail to put together quality builds that are useful at just about any tier of play.

I'm thinking about giving this build a run-through (or at least a very similar one, I prefer Disruptive Strike to Ruffling Sting for example) and I have a few questions:

Do you feel that the ability to make RBA's or Twin-Strike's against ranged targets with the Farbond Spellblade is more useful than a Verdant Silence bastard sword?  I feel that perhaps the extra mobility granted by the property will help me maintain my Prime Punisher, and the daily seems useful since generally you'll be off by yourself, unable to get Combat Advantage in the more "standard" ways (flanking being the most obvious).  Plus, it's very helpful in "Party Nova" rounds as it also helps the ranged characters and those that are Dazed, etc. to get CA.

Property: When you are wielding this weapon and hit an enemy twice with a ranger power that requires two melee weapons, you can shift 1 square as a free action.


Power (Daily): Free Action. Trigger: You are wielding this weapon and hit a target twice with a ranger power that requires two melee weapons. Effect: The target grants combat advantage (save ends).

Second Question: I have played a Bow Ranger previously and found the ammunition to be extremely useful, and on the cheap if you buy it at a lower enhancement bonus.  My thought would be to pick up a basic longbow or perhaps a Supression Longbow +1/+2/whatever you can afford to really punish any artillery in the combat (if you haven't checked this out you should, speaking from experience this is a very powerful daily) and then use a Bolt of Transit to teleport adjacent to a target that's up to 40 squares away, and then proceed to shred.

Last Question: What do you think of the Skill Power: Natural Terrain Understanding?  I really like Serpentine Dodge for a level six utility because of the mobility and defensive bonus (which can end up being absolutely monstrous), but man, this is a sweet power at the start of every combat:


Natural Terrain Understanding

You alert your allies to hidden advantages in the nearby terrain, giving them an opportunity to shift the battle and defend themselves.


Encounter
Minor Action      Close burst 3


Target: Each ally in burst


Effect: The target gains a +2 power bonus to AC until the end of your next turn. In addition, the target can shift 2 squares as a free action.


 Thoughts?

Which magic items are most key to this build? I'd like to adapt it for a thri-kreen in a low magic Dark Sun game. I'm assuming the Harmony Blade is needed for the defense bonus, but with thri-kreen quick draw I could do away with the Farbond and just carry a bow.
Hey LDB, fantastic job as always!

If this build was to be slightly modified, where during encounters it sticks more with a group as opposed to going one-on-one with an enemy, how would you adapt the build? Particularly the feat choices of Prime Punisher and Called Shot?
Losing Prime Punisher and Called Shot really hurts on the damage front. I would recommend racial feats such as Anger Unleashed and Strength from Pain to pick up the slack, even if it is for a while.
Hey guys, just wanted to let you know the Miscellaneous post now has a CB-legal summary of Slash & Dash, courtesy of Face_Stab.

Variants

None yet...



I've just started playing a Longtooth Shifter Ranger|Runepriest Blade Dancer. If you're interested in putting it in the variant section let me know and I'll send over a summary.