Ranger/Pit Fighter/Demigod

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Ranger/Pit Fighter/Demigod

This Build uses the following sources:
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
MP - Martial Power
MP 2 - Martial Power 2
PHB - Player's Handbook
PHB 2 - Player's Handbook 2

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 Snapshot

Race: Longtooth Shifter (PHB 2)
Class: Ranger (PHB)
Fighting Style: Two-Blade Style (PHB)

Ability Scores, with racial adjustments:
Strength 18 (+4)
Constitution 13 (+1)
Dexterity 14 (+2)
Intelligence 10 (+0)
Wisdom 16 (+3)
Charisma 8 (-1)

HP: 30 --> 12 base, +13 Constitution, +5 Toughness
Bloodied: 15 HP or less
Healing Surges: 7 --> 6 base, +1 Constitution
Healing Surge Value: 7 HP

AC: 16 --> 10 base, +6 armor
Fortitude: 15 --> 10 base, +4 ability (Strength), +1 class
Reflex: 13 --> 10 base, +2 ability (Dexterity), +1 class
Will: 13 --> 10 base, +3 ability (Wisdom)

Initiative: +2 --> +2 ability (Dexterity)

Speed: 5 --> 6 base, -1 armor

Twin Strike: 2 attacks, +6 vs. AC
Main Hand: 1d10 damage

Main Hand, Critical: 10 damage
Off Hand: 1d10 damage
Off Hand, Critical: 10 damage
Hunter's Quarry: +1d6 damage

DPR:
(2)*(0.55)*(5.5) + (2)*(0.05)*(10) + ([0.55]2 + 2*[0.40]*[0.55])*(3.5) + (1-(1-0.05)2)*(6) = 10.23 DPR

Racial Powers:
Longtooth Shifting (PHB 2)

At-Will Attack Powers:
L1 - Marauder's Rush (MP 2)
L1 - Twin Strike (PHB)

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

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

Skills:
Athletics (+10) --> +4 ability (Strength), +5 trained, +2 racial, -1 armor
Dungeoneering (+8) --> +3 ability (Wisdom), +5 trained
Endurance (+7) --> +1 ability (Constitution), +5 trained, +2 racial, -1 armor
Nature (+8) --> +3 ability (Wisdom), +5 trained
Perception (+8) --> +3 ability (Wisdom), +5 trained

Feats:
L1 - Armor Proficiency (Chainmail) (PHB)
L1 - Toughness (Ranger Bonus Feat) (PHB)

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

Discussion:

The initial ability score distribution is important for our Pit Fighter. Strength gets the majority of the build points (9 out of 22, for a 16 before racial modifiers) because most of the attack rolls this character will make are modified by that ability. Wisdom and Dexterity follow (5 out of 22 each, for a 14 before racial modifiers) because of different reasons: Wisdom is the build's secondary ability, affecting rider effects on Ranger powers and damage output later on; Dexterity is important for feat qualification and for well-roundedness on the defensive side of the ball. Constitution receives the remaining build points (3 out 22, for a 13 before racial modifiers) because of feat qualification purposes, as well as making this build a bit tougher. Intelligence and Charisma aren't used for much in this build, so the remaining 10 and 8 can go in either.

Early in our Pit Fighter's career, we want to establish two things: solid damage (accomplished by having Broadswords over Longswords), and defense (by taking Armor Proficiency (Chainmail) to make up for the lower Dexterity score). You can't ignore Ranged combat, though, so the Javelins made their way into the build. The skills were taken based on synergy with the character’s primary ability scores and racial bonuses.

As far as powers go, the at-will power Twin Strike is an absolute no-brainer for a damage-based character, and Marauder's Rush covers most of the situations where you can't use Twin Strike. Off-Hand Strike also helps to pile on the damage by providing an extra attack once per encounter. Jaws of the Wolf is an absolutely brutal Daily power; it likely packs enough punch to finish a standard opponent of your level in one fell swoop, and will be doing so for the first half of Heroic Tier.


Level 2

Changes:

+5 HP
+1 to attacks, defenses, and checks
New Feat: Weapon Proficiency (Bastard Sword) (PHB)

New Utility Power: Begin the Hunt (MP 2)



Magic Items (Expected GP = 1,920):
L2 (520 gp): +1 Dwarven Chainmail Armor (PHB)

L1 (360 gp): +1 Magic Bastard Sword (PHB)

L1 (360 gp): +1 Magic Bastard Sword (PHB)
TOTAL: 1,240 gp



Discussion:


A lot of changes occur at this level. You trade in your Broadswords for the more accurate Bastard Swords you will wield for the rest of your career, and you get you first taste of magic items. At this point, you may not be able to cherry-pick your magic items, but you should be able to grab Dwarven armor: it’s cheap, it provides free-action emergency healing with no spending of a healing surge, and a nice bonus to your Endurance skill as the cherry on top.



As far as power selection goes, the most excellent Begin the Hunt offers a free Quarry, along with a very helpful +2 to hit against it for essentially the entire encounter, which is right up our alley.


Level 3

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

Magic Items (Expected GP = 2,560):
L4 (840 gp): +1 Battlecrazed Bastard Sword (AV)
L4 (840 gp): +1 Battlecrazed Bastard Sword (AV)

L2 (520 gp): +1 Dwarven Chainmail Armor (PHB)

TOTAL: 2,400 gp

Discussion:

This is another eventful level; you get your second minor action Encounter Attack Power in Ruffling Sting, giving you the option of a fairly devastating 4-attack turn against an enemy who starts its turn adjacent to you. Additionally, you upgrade your weapons into the enchantment you’ll be using for the rest of your career: Battlecrazed. Not only does it add some hefty damage while you’re bloodied, but it also allows you to make yourself “bloodied” for a couple of turns. Nice.


Level 4

Changes:
+5 HP
+1 to attacks, defenses, and checks

Ability Score Boosts: Strength +1 (19), Wisdom +1 (17)

New Feat: Armor Proficiency (Scale) (PHB)



Magic Items (Expected GP = 3,200):
L4 (840 gp): +1 Battlecrazed Bastard Sword (AV)
L4 (840 gp): +1 Battlecrazed Bastard Sword (AV)
L2 (520 gp): +1 Dwarven Scale Armor (PHB)
TOTAL: 2,200 gp



Discussion:

A rather uneventful level, it consists mainly of the armor upgrade to the superior Scale, increasing your two main ability scores (Strength and Wisdom), and the level-based bonus to attacks, defenses, and checks. On the item front, we’re gonna save some money, because what’s available next level is much more appealing.


Level 5

Changes:

+5 HP

New Daily Attack Power: Snarling Wolf Stance (MP 2)



Magic Items (Expected GP = 4,480):
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)

L4 (840 gp): +1 Battlecrazed Bastard Sword (AV)

L4 (840 gp): +1 Battlecrazed Bastard Sword (AV)

L2 (520 gp): +1 Dwarven Scale Armor (PHB)

TOTAL: 4,000 gp

Discussion:
This is a big level for your character offensively; not only do you pick up your second Daily Attack Power in the incredible Snarling Wolf Stance, but you finally get your hands on the mighty Iron Armbands of Power, which add a +2 item bonus to all your damage rolls, establishing your damage as something truly fearsome.


Level 6

Changes:

+5 HP
+1 to attacks, defenses, and checks

New Feat: Weapon Focus (Heavy Blades) (PHB)
New Utility Power: Serpentine Dodge (MP 2)



Magic Items (Expected GP = 6,400):

L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)

L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)

L4 (840 gp): +1 Battlecrazed Bastard Sword (AV)

L4 (840 gp): +1 Battlecrazed Bastard Sword (AV)

L2 (520 gp): +1 Dwarven Scale Armor (PHB)

L2 (520 gp): +1 Cloak of Resistance (PHB)
L1 (360 gp): +1 Magic Javelin (PHB)

TOTAL: 5,720 gp

Discussion:
This level brings some more significant changes; you get a great accuracy boost from Weapon Expertise to enhnace your offense, and a nifty Utility power to wade into Melee with in Serpentine Dodge. Additionally, you finally have enough spare gold to upgrade your Ranged weapon and boost your non-AC defenses (NAD's) by buying a nice Neck slot item, as well as get a Casque of Tactics for a nifty +1 to initiative. Be sure to start saving up some gold, though; +2 weapons are expensive.


Level 7

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

Magic Items (Expected GP = 9,600):
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)

L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)

L4 (840 gp): +1 Battlecrazed Bastard Sword (AV)
L4 (840 gp): +1 Battlecrazed Bastard Sword (AV)
L2 (520 gp): +1 Dwarven Scale Armor (PHB)
L2 (520 gp): +1 Cloak of Resistance (PHB)

L1 (360 gp): +1 Magic Javelin (PHB)

TOTAL: 5,720 gp

Discussion:
A fairly important level, you pick up Lashing Leaves, which deals solid damage for an Encounter Attack Power, and sets you up for a heck of a lot more damage. The reason why there’s not any major upgrade is that we’re saving some gold for the next level.


Level 8

Changes:

+5 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: +1 Strength (20), +1 Wisdom (18)

New Feat: Weapon Expertise (Heavy Blades) (PHB 2)



Magic Items (Expected GP = 12,800):
L9 (4,200 gp): +2 Battlecrazed Bastard Sword (AV)
L9 (4,200 gp): +2 Battlecrazed Bastard Sword (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)

L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)

L2 (520 gp): +1 Dwarven Scale Armor (PHB)
L2 (520 gp): +1 Cloak of Resistance (PHB)

L1 (360 gp): +1 Magic Javelin (PHB)
TOTAL: 12,440 gp



Discussion:

At this level, the fruits of your ability-boosting labor finally pay off when you receive the bump to your scores that raises the modifier. Additionally, you also receive a bonus to all attacks, an upgrade in weaponry, and an attack bonus in the form of Weapon Expertise. In short, your offensive capacity goes up dramatically at this level.


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 Battlecrazed Bastard Sword (AV)
L9 (4,200 gp): +2 Battlecrazed Bastard Sword (AV)
L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L6 (1,800 gp): +2 Grasping Javelin (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)

L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
L2 (520 gp): +1 Cloak of Resistance (PHB)
TOTAL: 15,960 gp

Discussion:
At this level, you receive the awesome Attacks on the Run Daily Attack Power, which you will keep for a LONG time, as well as an upgrade to your Ranged weapon (the Grasping property may not have extra critical hit damage, but it brings flying opponents down to where you can smack them) and AC in the form of a new Javelin and some Drakescale Armor.


Level 10

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Battle Awareness (Heal) (MP)

New Utility Power: Blood of the Fallen (D 377)

Magic Items (Expected GP = 22,400):
L9 (4,200 gp): +2 Battlecrazed Bastard Sword (AV)
L9 (4,200 gp): +2 Battlecrazed Bastard Sword (AV)
L9 (4,200 gp): Boots of Eagerness (AV)
L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): +2 Grasping Javelin (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 22,240 gp

Discussion:
This level marks the finishing touches on the preparations for the Pit Fighter Paragon Path with the taking of the Fighter Multiclass feat, Battle Awareness, which is a fairly good stand-alone feat, as it grants you a (conditional) extra attack once per encounter. Additionally, you pick up Blood of the Fallen for some nice healing that doesn't consume an action when you drop your Quarry. Additionally, you pick up the outstanding Boots of Eagerness here, which sport a power so good, you'll keep them for the rest of your career.


Level 11 Snapshot

Race: Longtooth Shifter (PHB 2)

Class: Ranger (PHB)

Fighting Style: Two-Blade Style (PHB)

Multiclass: Fighter (PHB)

Paragon Path: Pit Fighter (PHB)



Ability Scores, with racial adjustments:

Strength 21 (+5)
Constitution 14 (+2)

Dexterity 15 (+2)

Intelligence 11 (+0)

Wisdom 19 (+4)

Charisma 9 (-1)

HP: 86 --> 12 base, +14 Constitution, +50 levels, +10 Toughness

Bloodied: 43 HP or less

Healing Surges: 8 --> 6 base, +2 Constitution
Healing Surge Value: 21 HP



AC: 26 --> 10 base, +8 armor, +5 levels, +2 enhancement, +1 Armor Optimization

Fortitude: 24 --> 10 base, +5 ability (Strength), +1 class, +5 level, +2 enhancement, +1 Belt of Vim

Reflex: 20 --> 10 base, +2 ability (Dexterity), +1 class, +5 level, +2 enhancement

Will: 21 --> 10 base, +4 ability (Wisdom), +5 level, +2 enhancement

Initiative: +8 --> +2 ability (Dexterity), +5 level, +1 item



Speed: 5 --> 6 base, -1 armor



Twin Strike: 2 attacks, +16 vs. AC (+17 if no allies are adjacent)

Main Hand: 1d10+6 damage

Main Hand, Critical: 2d6+16 damage
Off Hand: 1d10+6 damage
Off Hand, Critical: 2d6+16 damage
Hunter's Quarry: +2d6 damage

DPR: (2)*(0.60)*(11.5) + (2)*(0.05)*(23) + ([0.60]2 + 2*[0.40]*[0.60])*(7) + (1-(1-0.05)2)*(12) = 23.15 DPR

Racial Powers:

Longtooth Shifting (PHB 2)



At-Will Attack Powers:
L1 - Marauder's Rush (MP 2)
L1 - Twin Strike (PHB)

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

L3 - Ruffling Sting (MP)
L7 - Lashing Leaves (D 377)

L11 - All Bets are Off (PHB)



Daily Attack Powers:
L1 - Jaws of the Wolf (PHB)
L5 - Snarling Wolf Stance (MP 2)

L9 - Attacks on the Run (PHB)



Utility Powers:
L2 - Begin the Hunt (MP 2)
L6 - Serpentine Dodge (MP)
L10 - Blood of the Fallen (D 377)

Skills:
Athletics (+17) --> +5 ability (Strength), +5 trained, +5 level
, +2 racial
Dungeoneering (+14) --> +4 ability (Wisdom), +5 trained, +5 level
Endurance (+16) --> +2 ability (Constitution), +5 trained, +5 level, +2 racial, +2 item
Heal (+14) --> +4 ability (Wisdom), +5 trained, +5 level

Nature (+14) --> +4 ability (Wisdom), +5 trained, +5 level

Perception (+14) --> +4 ability (Wisdom), +5 trained, +5 level

Feats:
L1 - Armor Proficiency (Chainmail) (PHB)

L1 - Toughness (Ranger Bonus Feat) (PHB)

L2 - Weapon Proficiency (Bastard Sword) (PHB)
L4 - Armor Proficiency (Scale) (PHB)

L6 - Weapon Focus (Heavy Blades) (PHB)
L8 - Weapon Expertise (Heavy Blades) (PHB 2)
L10 - Battle Awareness (Heal) (MP)

L11 - Prime Punisher (D 373)



Changes:
+11 HP

Ability Score Boosts: Strength +1 (21), Constitution +1 (14), Dexterity +1 (15), Intelligence +1 (11), Wisdom +1 (19), Charisma +1 (9)
New Encounter Attack Power: All Bets are Off (PHB)

New Feat: Prime Punisher (D 373)

New Paragon Path: Pit Fighter (PHB)



Magic Items (Expected GP = 32,000):
L9 (4,200 gp): +2 Battlecrazed Bastard Sword (AV)
L9 (4,200 gp): +2 Battlecrazed Bastard Sword (AV)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): Belt of Vim (Heroic Tier) (AV)
L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): +2 Grasping Javelin (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)
TOTAL: 25,640 gp

Discussion:
This level marks the beginning of the transformation of this Ranger into a true offensive beast; the mighty Prime Punisher feat allows you to benefit from your Prime Shot bonuses on Melee attacks as long as you are the only party member adjacent to your target, making you a better single-target destroyer than ever before. Additionally, the Pit Fighter Paragon Path grants you 1/2 your level as a damage bonus on your standard action attacks when you spend an action point, marking the tendency toward explosive bursts of damage that will eventually define you. Also, it grants you +1 AC, and the potential multiattack power with dazing in All Bets are Off.

As far as items go, this level is quiet; the Belt of Vim grants you a +1 bonus to your strongest NAD. The reason why this level is quiet is because you will need a lot of gold to get the +3 versions of your beloved weapons.


Level 12

Changes:
+5 HP

+1 to attacks, defenses, and checks

New Feat: Called Shot (D 368)

New Utility Power: Deadly Payback (PHB)



Magic Items (Expected GP = 48,000):

L9 (4,200 gp): +2 Battlecrazed Bastard Sword (AV)
L9 (4,200 gp): +2 Battlecrazed Bastard Sword (AV)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): Belt of Vim (Heroic Tier) (AV)
L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): +2 Grasping Javelin (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)

TOTAL: 25,640 gp



Discussion:
This level explores your newfound skill as an isolationist fighter further with the Called Shot feat, which offers you a huge damage bonus for going into a 1-on-1. Additionally, you grab the Deadly Payback Utility Power for some nice retributive force. You’re still saving up some cash to grab your +3 versions of your weapons, though.


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 Battlecrazed Bastard Sword (AV)
L14 (21,000 gp): +3 Battlecrazed Bastard Sword (AV)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): Belt of Vim (Heroic Tier) (AV)
L7 (2,600 gp): +2 Dwarven Drakescale Armor (PHB)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): +2 Grasping Javelin (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)

L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)

TOTAL: 59,240 gp

Discussion:
This level marks your first power-swap: you lose Off-Hand Strike for the more powerful Off-Hand Diversion, which you will keep forever. Also, you finally are able to scrounge up the gold to grab your weapons upgrade, which is much-overdue.


Level 14

Changes:
+5 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: Strength +1 (22), Wisdom +1 (20)
New Feat: Prime Quarry (MP)



Magic Items (Expected GP = 80,000):

L14 (21,000 gp): +3 Battlecrazed Bastard Sword (AV)
L14 (21,000 gp): +3 Battlecrazed Bastard Sword (AV)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L11 (9,000 gp): +3 Grasping Javelin (AV)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): Belt of Vim (Heroic Tier) (AV)
L7 (2,600 gp): +2 Cloak of Resistance (PHB)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
L4 (840 gp): Casque of Tactics (Heroic Tier) (AV)

TOTAL: 76,840 gp

Discussion:
This level completes your isolationist training with the advent of Prime Quarry to equalize the bonus to hit from isolation to that you would have by flanking, making isolation the superior alternative. Additionally, your Ranged offense (which also receives a boost from this feat investment) and your Armor were both upgraded at this level, as well as your top two ability scores.


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 Battlecrazed Bastard Sword (AV)
L14 (21,000 gp): +3 Battlecrazed Bastard Sword (AV)
L14 (21,000 gp): +3 Timeless Locket (AV 2)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L11 (9,000 gp): +3 Grasping Javelin (AV)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): Belt of Vim (Heroic Tier) (AV)
L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) (AV)
TOTAL: 94,400 gp

Discussion:
This level offers what is one of the strongest attack powers available in 4E; the mighty Blade Cascade, which is power-swapped in for Jaws of the Wolf (which has fallen behind the times). Additionally, you obtain your preferred neck slot item (the Timeless Locket) at this level, which means you can kiss your Casque of Tactics goodbye.


Level 16

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Armor Specialization (Scale) (PHB)

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 Battlecrazed Bastard Sword (AV)
L14 (21,000 gp): +3 Battlecrazed Bastard Sword (AV)
L14 (21,000 gp): +3 Timeless Locket (AV 2)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L11 (9,000 gp): +3 Grasping Javelin (AV)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): Belt of Vim (Heroic Tier) (AV)
TOTAL: 137,600 gp



Discussion:
This level marks an incredible increase in your character's damage potential; firstly, the Pit Fighter's Dirty Fighting feature comes into play, adding your Wisdom modifier (+5 at the moment) to all weapon damage. Secondly, you obtain the Paragon Tier version of the Iron Armbands of Power, which adds an effective +2 more. On the defensive side of the ball, you grab the Ranger's Parry power to provide you with an every-encounter bonus to AC and Reflex against an attack, plus some temporary HP. Additionally, the Armor Specialization (Scale) feat offers you more AC and a speed bonus.


Level 17

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

Magic Items (Expected GP = 240,000):

L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Carcanet of Psychic Schism (AV)
L14 (21,000 gp): +3 Battlecrazed Bastard Sword (AV)
L14 (21,000 gp): +3 Battlecrazed Bastard Sword (AV)
L14 (21,000 gp): +3 Timeless Locket (AV 2)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L11 (9,000 gp): +3 Grasping Javelin (AV)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): Belt of Vim (Heroic Tier) (AV)
TOTAL: 179,600 gp



Discussion:
This level offers the great Untamed Outburst Encounter Attack Power, as well as the character's first Ring in the Ring of Giants and a Head Slot Item to keep you from succumbing to action denial status effect in the Carcanet of Psychic Schism.


Level 18

Changes:
+5 HP
+1 to attacks, defenses, and checks
Ability Score Boosts: Strength +1 (23), Wisdom +1 (21)
New Feat: Lethal Hunter (PHB)



Magic Items (Expected GP = 320,000):
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Carcanet of Psychic Schism (AV)
L14 (21,000 gp): +3 Battlecrazed Bastard Sword (AV)
L14 (21,000 gp): +3 Battlecrazed Bastard Sword (AV)
L14 (21,000 gp): +3 Timeless Locket (AV 2)
L13 (17,000 gp): Ring of Giants (D 378)
L12 (13,000 gp): +3 Dwarven Wyvernscale Armor (PHB)
L11 (9,000 gp): +3 Grasping Javelin (AV)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): Belt of Vim (Heroic Tier) (AV)
TOTAL: 179,600 gp



Discussion:
This level features investment for the future in the ability score boosts, as well as a solid damage bonus in the Lethal Hunter feat. Again, this level features some gold-saving for the future, because +4 weapons are very expensive.


Level 19

Changes:
+5 HP
New Daily Attack Power: Cruel Cage of Steel (PHB) (replaces Attacks on the Run)

Magic Items (Expected GP = 400,000):
L19 (105,000 gp): +4 Battlecrazed Bastard Sword (AV)
L19 (105,000 gp): +4 Battlecrazed Bastard Sword (AV)
L17 (65,000 gp): +4 Dwarven Wyrmscale Armor (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Carcanet of Psychic Schism (AV)
L14 (21,000 gp): +3 Timeless Locket (AV 2)
L13 (17,000 gp): Ring of Giants (D 378)
L11 (9,000 gp): +3 Grasping Javelin (AV)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): Belt of Vim (Heroic Tier) (AV)
TOTAL: 399,600 gp



Discussion:
This level features the long-overdue armor and weapons upgrade to +4, as well as one of the best powers in the Ranger's arsenal in Cruel Cage of Steel.


Level 20

Changes:
+5 HP
+1 to attacks, defenses, and checks

New Daily Attack Power: Lion of Battle (PHB)

New Feat: Paragon Defenses (PHB 2)

Magic Items (Expected GP = 560,000):

L19 (105,000 gp): +4 Battlecrazed Bastard Sword (AV)
L19 (105,000 gp): +4 Battlecrazed Bastard Sword (AV)
L19 (105,000 gp): +4 Timeless Locket (AV 2)
L17 (65,000 gp): +4 Dwarven Wyrmscale Armor (PHB)
L16 (45,000 gp): +4 Grasping Javelin (AV)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Carcanet of Psychic Schism (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
L8 (3,400 gp): Belt of Vim (Heroic Tier) (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
L5 (1,000 gp): Ruby Scabbard (AV)
TOTAL: 525,800 gp



Discussion:
This level features the final gift from the Pit Fighter Paragon Path in the Lion of Battle power, as well as upgrades in offense, defense, mobility, and reliability from the feats and items selected.


Level 21 Snapshot

Race: Longtooth Shifter (PHB 2)

Class: Ranger (PHB)

Fighting Style: Two-Blade Style (PHB)
Multiclass: Fighter (PHB)
Paragon Path: Pit Fighter (PHB)
Epic Destiny: Demigod (PHB)



Ability Scores, with racial adjustments:

Strength 26 (+8)

Constitution 15 (+2)

Dexterity 18 (+4)

Intelligence 12 (+1)

Wisdom 22 (+6)

Charisma 10 (+0)



HP: 142 --> 12 base, +15 Constitution, +100 levels, +15 Toughness
Bloodied: 71 HP or less

Healing Surges: 8 --> 6 base, +2 Constitution

Healing Surge Value: 35 HP

AC: 36 --> 10 base, +10 armor, +10 levels, +4 enhancement, +1 feat, +1 Armor Optimization
Fortitude: 36 --> 10 base, +8 ability (Strength), +1 class, +10 level, +4 enhancement, +2 Belt of Vim, +1 feat

Reflex: 30 --> 10 base, +4 ability (Dexterity), +1 class, +10 level, +4 enhancement, +1 feat

Will: 31 --> 10 base, +6 ability (Wisdom), +10 level, +4 enhancement, +1 feat

Initiative: +18 --> +4 ability (Dexterity), +10 level, +4 item



Speed: 6 --> 6 base



Twin Strike: 2 attacks, +27 vs. AC (+29 vs. AC if no allies are adjacent)
Main Hand: 2d10+22 damage, reroll all 1's

Main Hand, Critical: 4d6+50 damage, reroll all 1's

Off Hand: 2d10+22 damage, reroll all 1's

Off Hand, Critical: 4d6+50 damage, reroll all 1's

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

DPR: (2)*(0.65)*(34) + (2)*(0.10)*(66) + ([0.65]2 + 2*[0.25]*[0.65])*(15) + (1-(1-0.10)2)*(24) = 73.17 DPR

Racial Powers:
Longtooth Shifting (PHB 2)

At-Will Attack Powers:
L1 - Marauder's Rush (MP 2)
L1 - Twin Strike (PHB)

Encounter Attack Powers:

L7 - Lashing Leaves (D 377)
L11 - All Bets are Off (PHB)

L13 - Off-Hand Diversion (MP)
L17 - Untamed Outburst (MP)

Daily Attack Powers:
L5 - Snarling Wolf Stance (MP 2)

L15 - Blade Cascade (PHB)

L19 - Cruel Cage of Steel (PHB)
L20 - Lion of Battle (PHB)



Utility Powers:
L2 - Begin the Hunt (MP 2)
L6 - Serpentine Dodge (MP)

L10 - Blood of the Fallen (MP 2)
L12 - Deadly Payback (PHB)
L16 - Ranger's Parry (MP 2)



Skills:
Athletics (+25) --> +8 ability (Strength), +5 trained, +10 level, +2 racial
Dungeoneering (+21) --> +6 ability (Wisdom), +5 trained, +10 level
Endurance (+23) --> +2 ability (Constitution), +5 trained, +10 level, +2 racial, +4 item

Heal (+21) --> +6 ability (Wisdom), +5 trained, +10 level

Nature (+21) --> +6 ability (Wisdom), +5 trained, +10 level

Perception (+21) --> +6 ability (Wisdom), +5 trained, +10 level


Feats:
L1 - Armor Proficiency (Chainmail) (PHB)
L1 - Toughness (Ranger Bonus Feat) (PHB)

L2 - Weapon Proficiency (Bastard Sword) (PHB)

L4 - Armor Proficiency (Scale) (PHB)

L6 - Weapon Focus (Heavy Blades) (PHB)
L8 - Weapon Expertise (Heavy Blades) (PHB 2)
L10 - Battle Awareness (Heal) (MP)
L11 - Prime Punisher (D 373)
L12 - Called Shot (D 368)
L16 - Armor Specialization (Scale) (PHB)

L18 - Lethal Hunter (PHB)

L20 - Paragon Defenses (PHB 2)
L21 - Heavy Blade Mastery (PHB)
L21 - Improved Prime Shot (MP)



Changes:
+11 HP

Ability Score Boosts: Strength +3 (26), Constitution +1 (15), Dexterity +3 (18), Intelligence +1 (12), Wisdom +1 (22), Charisma +1 (10)
New Epic Destiny: Demigod (PHB)

New Feats: Heavy Blade Mastery (PHB), Improved Prime Shot (MP) (replaces Prime Quarry)

Magic Items (Expected GP = 800,000):

L19 (105,000 gp): +4 Battlecrazed Bastard Sword (AV)
L19 (105,000 gp): +4 Battlecrazed Bastard Sword (AV)
L19 (105,000 gp): +4 Timeless Locket (AV 2)
L18 (85,000 gp): Belt of Vim (Paragon Tier) (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L17 (65,000 gp): +4 Dwarven Wyrmscale Armor (PHB)
L16 (45,000 gp): +4 Grasping Javelin (AV)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L15 (25,000 gp): Carcanet of Psychic Schism (AV)
L13 (17,000 gp): Ring of Giants (D 378)
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)
TOTAL: 692,400 gp



Discussion:
This level is important in that it grants you the first of your Epic Destiny abilities in Divine Spark, which in turn allows you to grab the all-important Heavy Blade Mastery feat. Another issue of note is the replacement of Prime Quarry in favor of the more universal Improved Prime Shot, as well as defensive gear upgrades. Additionally, you get some reliability in your dice rolling thanks to the Gauntlets of Destruction.


Level 22

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feats: Prime Hunter (MP)
, Slashing Storm (MP 2) (replaces Paragon Defenses)
New Utility Power: Master of the Hunt (PHB)



Magic Items (Expected GP = 1,200,000):

L21 (225,000 gp): Coif of Focus (AV)
L19 (105,000 gp): +4 Battlecrazed Bastard Sword (AV)
L19 (105,000 gp): +4 Battlecrazed Bastard Sword (AV)
L19 (105,000 gp): +4 Timeless Locket (AV 2)
L18 (85,000 gp): Belt of Vim (Paragon Tier) (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L17 (65,000 gp): +4 Dwarven Wyrmscale Armor (PHB)
L16 (45,000 gp): +4 Grasping Javelin (AV)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L13 (17,000 gp): Ring of Giants (D 378)
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)
TOTAL: 937,400 gp



Discussion:
This level continues to focus on isolation in the form of the Prime Hunter feat, granting you +3 to hit, +5 to damage against isolated targets, as well as a great damage stance in Master of the Hunt. You also get some nice extra static damage in the form of Slashing Storm. Additionally, you make your final Head Slot purchase in the form of the Coif of Focus, which can keep you safe from the more devastating status effects in Daze and Stun, as well as a nice way to boost your critical hits in the Aquamarine Solitaire.


Level 23

Changes:
+5 HP

New Encounter Attack Power: Nonchalant Collapse (MP) (replaces Off-Hand Diversion)


Magic Items (Expected GP = 1,600,000):
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
L21 (225,000 gp): Coif of Focus (AV)
L19 (105,000 gp): +4 Battlecrazed Bastard Sword (AV)
L19 (105,000 gp): +4 Battlecrazed Bastard Sword (AV)
L19 (105,000 gp): +4 Timeless Locket (AV 2)
L18 (85,000 gp): Belt of Vim (Paragon Tier) (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L16 (45,000 gp): +4 Grasping Javelin (AV)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L13 (17,000 gp): Ring of Giants (D 378)
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)
TOTAL: 1,197,400 gp



Discussion:
This level replaces the Off-Hand Diversion power in favor of the slightly more powerful Nonchalant Collapse. Additionally, the base armor receives another boost in the form of Nagascale Armor (AV).


Level 24

Changes:
+5 HP
+1 to attacks, defenses, and checks

Ability Score Boosts: Strength +1 (27), Wisdom +1 (23)
New Feat: Rending Tempest (AV)



Magic Items (Expected GP = 2,100,000):
L24 (525,000 gp): +5 Battlecrazed Bastard Sword (AV)
L24 (525,000 gp): +5 Battlecrazed Bastard Sword (AV)
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
L21 (225,000 gp): Coif of Focus (AV)
L19 (105,000 gp): +4 Timeless Locket (AV 2)
L18 (85,000 gp): Belt of Vim (Paragon Tier) (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L16 (45,000 gp): +4 Grasping Javelin (AV)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
TOTAL: 2,085,400 gp



Discussion:
This level features investment in the character's future in the form of the ability score boosts and the Rending Tempest feat, which makes the "nova" sequence that much more dangerous. Additionally, the overdue weapons upgrade is completed here (you even get new scabbards for them).


Level 25

Changes:
+5 HP



Magic Items (Expected GP = 2,800,000):

L24 (525,000 gp): +5 Battlecrazed Bastard Sword (AV)
L24 (525,000 gp): +5 Battlecrazed Bastard Sword (AV)
L24 (525,000 gp): +5 Timeless Locket (AV 2)
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
L21 (225,000 gp): +5 Grasping Javelin (AV)
L21 (225,000 gp): Coif of Focus (AV)
L18 (85,000 gp): Belt of Vim (Paragon Tier) (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) (AV)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
TOTAL: 2,685,400 gp



Discussion:

While I like Circling Cascade as much as the next guy, the fact of the matter is that 1[W] on one attack over Cruel Cage of Steel is not worth losing one of our current Dailies over, so we stay put here. The only meaningful advancements in this level were the upgrades to the Neck slot item and the Ranged weapon.


Level 26

Changes:
+5 HP
+1 to attacks, defenses, and checks

New Feat: Martial Mastery (MP)

New Utility Power: Divine Regeneration (PHB)



Magic Items (Expected GP = 4,000,000):
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L24 (525,000 gp): +5 Battlecrazed Bastard Sword (AV)
L24 (525,000 gp): +5 Battlecrazed Bastard Sword (AV)
L24 (525,000 gp): +5 Timeless Locket (AV 2)
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
L21 (225,000 gp): +5 Grasping Javelin (AV)
L21 (225,000 gp): Coif of Focus (AV)
L18 (85,000 gp): Belt of Vim (Paragon Tier) (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
TOTAL: 3,765,400 gp



Discussion:
The effectiveness of your nova hinges on how many attacks you can squeeze off in one turn, so anything that recovers powers is kind of a big deal for you. The main story here on the item front is the final upgrade to your Arms slot item.


Level 27

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

Magic Items (Expected GP = 6,000,000):
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 Battlecrazed Bastard Sword (AV)
L24 (525,000 gp): +5 Battlecrazed Bastard Sword (AV)
L24 (525,000 gp): +5 Timeless Locket (AV 2)
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
L21 (225,000 gp): +5 Grasping Javelin (AV)
L21 (225,000 gp): Coif of Focus (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
TOTAL: 4,305,400 gp



Discussion:
This level grants you the mighty Death Rend power, which takes the place of Untamed Outburst. Apart from that, the only advance of note is the exchange of the Belt of Vim for the Belt of Titan Strength, which carries a huge damage bonus you can exploit on your nova turn.


Level 28

Changes:
+5 HP
+1 to attacks, defenses, and checks

Ability Score Boosts: Strength +1 (28), Wisdom +1 (24)

New Feat: Robust Defenses (PHB 2)

Magic Items (Expected GP = 8,000,000):
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 Battlecrazed Bastard Sword (AV)
L24 (525,000 gp): +5 Battlecrazed Bastard Sword (AV)
L24 (525,000 gp): +5 Timeless Locket (AV 2)
L22 (325,000 gp): +5 Dwarven Nagascale Armor (PHB)
L21 (225,000 gp): +5 Grasping Javelin (AV)
L21 (225,000 gp): Coif of Focus (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
TOTAL: 4,305,400 gp

Discussion:
This level features the last ability score boost to Strength and Wisdom, as well as some gold-saving (the last time, I swear). The Robust Defenses feat offers a +2 to Fortitude, Reflex, and Will, but we'll be doing some playing around with this slot...


Level 29

Changes:
+5 HP
New Daily Attack Power: Follow-Up Blow (PHB) (replaces Snarling Wolf Stance)

New Encounter Attack Power: Trip Up (MP) (replaces Death Rend)

New Feat: Novice Power (Trip Up) (PHB) (replaces Robust Defenses)



Magic Items (Expected GP = 10,000,000):

L29 (2,625,000 gp): +6 Battlecrazed Bastard Sword (AV)
L29 (2,625,000 gp): +6 Battlecrazed Bastard Sword (AV)
L27 (1,625,000 gp): +6 Dwarven Elderscale Armor (PHB)
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 Timeless Locket (AV 2)
L21 (225,000 gp): +5 Grasping Javelin (AV)
L21 (225,000 gp): Coif of Focus (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
TOTAL: 9,805,400 gp

Discussion:
This level features the Ranger "nova" sequence at full power; though Death Rend may be individually mightier than the humble Trip Up, the latter combines with the Follow-Up Blow stance and various ways to recycle Encounter powers for some pretty insane damage potential within the space of a single turn. Addtionally, some of the final offensive and defensive adjustments are made here, including the final upgrade for your armor and weapons (don't worry about Robust Defenses; you'll pick it up again next level anyway).


Level 30 Snapshot

Race: Longtooth Shifter (PHB 2)
Class: Ranger (PHB)

Fighting Style: Two-Blade Style (PHB)

Multiclass: Fighter (PHB)
Paragon Path: Pit Fighter (PHB)

Epic Destiny: Demigod (PHB)



Ability Scores, with racial adjustments:

Strength 28 (+9)
Constitution 15 (+2)
Dexterity 18 (+4)

Intelligence 12 (+1)

Wisdom 24 (+7)

Charisma 10 (+0)



HP: 187 --> 12 base, +15 Constitution, +145 levels, +15 Toughness
Bloodied: 93 HP or less

Healing Surges: 8 --> 6 base, +2 Constitution

Healing Surge Value: 46 HP

AC: 46 --> 10 base, +13 armor, +15 levels, +6 enhancement, +1 feat, +1 Armor Optimization
Fortitude: 43 --> 10 base, +9 ability (Strength), +1 class, +15 level, +6 enhancement, +2 feat

Reflex: 38 --> 10 base, +4 ability (Dexterity), +1 class, +15 level, +6 enhancement, +2 feat

Will: 40 --> 10 base, +7 ability (Wisdom), +15 level, +6 enhancement, +2 feat

Initiative: +25 --> +4 ability (Dexterity), +15 level, +6 item

Speed: 6 --> 6 base



Twin Strike: 2 attacks, +36 vs. AC (+39 vs. AC if no other creatures are adjacent)
Main Hand: 2d10+27 damage, reroll all 1's
Main Hand, Critical: 6d6+59 damage, reroll all 1's
Off Hand: 2d10+27 damage, reroll all 1's

Off Hand, Critical: 6d6+59 damage, reroll all 1's

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

Rending Tempest: +1d10 damage, reroll all 1's


Slashing Storm: 7 damage

DPR: (2)*(0.70)*(39) + (2)*(0.10)*(83) + (0.80)*(0.70)*(6) + (0.80)*(0.10)*(10) + ([0.70]2 + 2*[0.20]*[0.70])*(15) + (1-[1-0.10]2)*(24) + (1-[1-0.80]2)*(7) = 98.39 DPR

Racial Powers:

Longtooth Shifting (PHB 2)

At-Will Attack Powers:
L1 - Marauder's Rush (MP 2)

L1 - Twin Strike (PHB)



Encounter Attack Powers:
L7 - Lashing Leaves (D 377)

L7 - Trip Up (MP)
L11 - All Bets are Off (PHB)

L23 - Nonchalant Collapse (MP)

Daily Attack Powers:

L15 - Blade Cascade (PHB)
L19 - Cruel Cage of Steel (PHB)

L20 - Lion of Battle (PHB)

L29 - Follow-Up Blow (PHB)



Utility Powers:

L2 - Begin the Hunt (MP 2)

L6 - Serpentine Dodge (MP)
L10 - Blood of the Fallen (D 377)

L12 - Deadly Payback (PHB)

L16 - Ranger's Parry (MP 2)

L22 - Master of the Hunt (PHB)
L26 - Divine Regeneration (PHB)



Skills:
Athletics (+34) --> +9 ability (Strength), +5 trained, +15 level, +2 racial, +3 item

Dungeoneering (+27) --> +7 ability (Wisdom), +5 trained, +15 level
Endurance (+30) --> +2 ability (Constitution), +5 trained, +15 level, +2 racial, +6 item
Heal (+27) --> +7 ability (Wisdom), +5 trained, +15 level
Nature (+27) --> +7 ability (Wisdom), +5 trained, +15 level

Perception (+27) --> +7 ability (Wisdom), +5 trained, +15 level


Feats:
L1 - Armor Proficiency (Chainmail) (PHB)

L1 - Toughness (Ranger Bonus Feat) (PHB)

L2 - Weapon Proficiency (Bastard Sword) (PHB)
L4 - Armor Proficiency (Scale) (PHB)

L6 - Weapon Focus (Heavy Blades) (PHB)

L8 - Weapon Expertise (Heavy Blades) (PHB 2)
L10 - Battle Awareness (Heal) (MP)
L11 - Prime Punisher (D 373)
L12 - Called Shot (D 368)
L16 - Armor Specialization (Scale) (PHB)

L18 - Lethal Hunter (PHB)

L21 - Heavy Blade Mastery (PHB)
L21 - Improved Prime Shot (MP)
L22 - Prime Hunter (MP)
L22 - Slashing Storm (MP 2)

L24 - Rending Tempest (MP)
L26 - Martial Mastery (MP)
L29 - Novice Power (trip up) (PHB)
L30 - Robust Defenses (PHB 2)

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Robust Defenses (PHB 2)

Magic Items (Expected GP = 14,625,000):

L29 (2,625,000 gp): +6 Battlecrazed Bastard Sword (AV)
L29 (2,625,000 gp): +6 Battlecrazed Bastard Sword (AV)
L29 (2,625,000 gp): +6 Timeless Locket (AV 2)
L27 (1,625,000 gp): +6 Dwarven Elderscale Armor (PHB)
L27 (1,625,000 gp): Shadow Band (AV)
L26 (1,125,000 gp): +6 Grasping Javelin (AV)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L25 (625,000 gp): Belt of Titan Strength (PHB)
L21 (225,000 gp): Coif of Focus (AV)
L18 (85,000 gp): Gauntlets of Destruction (PHB)
L16 (45,000 gp): Aquamarine Solitaire (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L15 (25,000 gp): Sapphire Scabbard (AV)
L13 (17,000 gp): Ring of Giants (D 378)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L9 (4,200 gp): Boots of Eagerness (AV)
TOTAL: 14,430,400 gp

Discussion:
This is basically a victory-lap, let's-go-kill-Orcus sort of level; the build is not made with Divine Miracle in mind (although it can certainly abuse it regardless), and the defensive items have all been purchased. Enjoy your summit of power.


Build Goal and Tactics



The goal for this build is straight-forward; hit a single target as hard as you possibly can. The power selection is geared toward being able to engage and obliterate your chosen prey, with a preference toward fighting him without allies to assist you. Though this build is a solid round-by-round combatant, its true power lies in its ability to "nova", which means to expend a large amount of resources into a single, devastating turn of offense. In this case, this build can eventually churn out enough raw damage to drop any monster in the game right now in a single round once he is fully developed, but you'll be putting up impressive numbers throughout your career.

In a fight, you should use your array of mobility powers to slip by the enemy frontline to whack their squishier targets, with a focus on eliminating them quickly and individually. However, it will do you good to be aware of your fellow party members; you are moderately durable and may be called upon to hold the frontline for a time. You like going it solo when it comes to fighting after Paragon Tier, so all your friends have to do is engage other enemies so you don’t get swarmed and just let you do your work. In a fight with a few strong opponents, it's your time to shine; try to get buffed by your Leader, walk up to that BBEG, and shred his face off!

Questions/thoughts/comments are welcome.

Nova Turn, L30

Turn 1 (Setup):


No Action – Roll Initiative (use Begin the Hunt to apply Hunter's Quarry and gain +2 power bonus to attacks)
Minor Action – Follow-Up Blow
Minor Action – Item Daily Power: Battlecrazed Weapon
Minor Action – Longtooth Shifting

Turn 2 (Action):


Free Action – Item Daily Power: Belt of Titan Strength
Minor Action – Nonchalant Collapse (+41 vs. Fort)
•    2d10+3d6+48 damage, reroll all 1's
Follow-Up Blow (+41 vs. AC with CA)
•    3d10+3d6+48 damage, reroll all 1's
Free Action – Trip Up (+43 vs. AC with CA)
•    2d10+3d6+48 damage, reroll all 1's
Follow-Up Blow (+41 vs. AC with CA)
•    3d10+3d6+48 damage, reroll all 1's
ACTION POINT (recover Trip Up via Martial Mastery)

Minor Action – Item Daily Power: Timeless Locket (gain a Standard Action)
Standard Action – Lashing Leaves (+43 vs. AC with CA)
•    2d10+3d6+63 damage, reroll all 1's
•    2d10+3d6+63 damage, reroll all 1's
•    All subsequent attacks receive +8 damage
Follow-Up Blow (+41 vs. AC with CA)
•    3d10+3d6+71 damage, reroll all 1's
Standard Action – Blade Cascade (+43 vs. AC with CA)
•    3d10+3d6+71 damage, reroll all 1's
•    3d10+3d6+71 damage, reroll all 1's
•    3d10+3d6+71 damage, reroll all 1's
•    3d10+3d6+71 damage, reroll all 1's
•    3d10+3d6+71 damage, reroll all 1's
Follow-Up Blow (+41 vs. AC with CA)
•    3d10+3d6+71 damage, reroll all 1's
Standard Action – Cruel Cage of Steel (+45 vs. AC with CA)
•    3d10+3d6+71 damage, reroll all 1's
•    3d10+3d6+71 damage, reroll all 1's
•    2d10+3d6+71 damage, reroll all 1's
Follow-Up Blow (+41 vs. AC with CA)
•    3d10+3d6+71 damage, reroll all 1's
Free Action – Trip Up (+43 vs. AC with CA)
•    2d10+3d6+56 damage, reroll all 1's
Follow-Up Blow (+41 vs. AC with CA)
•    3d10+3d6+56 damage, reroll all 1's
Hunter's Quarry
•    3d8 damage, reroll all 1's

Total Damage: 51d10+3d8+57d6+1,211 damage, reroll all 1's (1,760 average damage)

Damage Bonus Sources:
+15 (Extra Damage Action)
+10 power (Belt of Titan Strength)
+9 (Strength)
+8 (Lashing Leaves)
+7 (Wisdom)
+6 enhancement (+6 weapon)
+6 item (Iron Armbands of Power)
+5 (Called Shot)
+3 feat (Weapon Focus)
+2 (Longtooth Shifting)

You're wearing two sets of gauntlets and keeping up 3 sets of fully upped magic weapons.
...That's a huge money investment you have there.

Also. Why bother with the bastard sword to begin with? Why not go straight for dual Waraxes?
I am a: Lawful Good Dragonborn Paladin
O.o | o.O

Bastard Swords? Where? I have BATTLEAXES at low levels...

I know the money investment looks large at first glance, but look more closely; all of the items are under my character's level. That means the investment is not as painful as it looks.
O.o | o.O

Bastard Swords? Where? I have BATTLEAXES at low levels...

I know the money investment looks large at first glance, but look more closely; all of the items are under my character's level. That means the investment is not as painful as it looks.

Oh. I completely misread that. Saw the d10s and the "B." My bad.

Still, why not start out with Waraxe?
I am a: Lawful Good Dragonborn Paladin
You want the beastmaster style, wolf companion, and two-bladed sword.

Or you want a bugbear with two waraxes (oversized to make the base 2d6 each).
Oh. I completely misread that. Saw the d10s and the "B." My bad.

Still, why not start out with Waraxe?

It's a rather silly answer, actually: the 100 gp doesn't cut it... ^^;

60 gp for two Waraxes and 30 gp for Hide, 15 gp for the standard adventurer's kit, and you're in debt before you get your javelins. I actually pick it up at L2...

@MikeN: I wish for no such thing; the Bugbear can't afford Wis 24 at Epic if he also wants Axe Mastery, and I have no intent whatsoever of making this character a Beastmaster.
question about the gear. When you have the setup like you have with the spiked gauntlets and the war axes, if you do crit do both of the crit damage on the war axe and the gauntlet apply? or are you using the gauntlets specifically for the at-will?
I might be missing something, but it appears you are spending your +2/+2 from Demigod on STR and CON.

This means your starting attributes might aswell have been 15 CON, 14 WIS.

But I have to ask what you are doing with your DEX? - Why not dump it?
I might be missing something, but it appears you are spending your +2/+2 from Demigod on STR and CON.

This means your starting attributes might aswell have been 15 CON, 14 WIS.

But I have to ask what you are doing with your DEX? - Why not dump it?

need 15 dex at paragon level in order to get scale specialization. and help with stealth :D
Ok, then I'll flip the question, why not:

1. Ditch DEX and go Plate, you end up with higher AC and one more feat gives you the +1 SPD.

But, you'd start with 18 WIS or 15 CON/16 WIS.

2. Ditch CON and go with Scimitars, even at 17 final DEX Scimitar dance would be worth a feat. You'd go from d12 to d8, but gain +1 dmg from more WIS, save a feat that you re-invest in Scimitar dance for 3 dmg on every miss.

Or use Longsword for +1 to hit.

Surely that beats the waraxe build, yes?
Ok, then I'll flip the question, why not:

1. Ditch DEX and go Plate, you end up with higher AC and one more feat gives you the +1 SPD.

But, you'd start with 18 WIS or 15 CON/16 WIS.

2. Ditch CON and go with Scimitars, even at 17 final DEX Scimitar dance would be worth a feat. You'd go from d12 to d8, but gain +1 dmg from more WIS, save a feat that you re-invest in Scimitar dance for 3 dmg on every miss.

Or use Longsword for +1 to hit.

Surely that beats the waraxe build, yes?

even if you ditched dex and went for plate, you would still have to get the feat for plate and possibly the specialization, which in turn would cost one more feat.

for scimitars lordduskblade did cover this already in this post (for the full DPR you might want to look at the whole thread.)
http://forums.gleemax.com/showpost.php?p=17351816&postcount=7
Oh, ah, niiice...

Extrapolating from that, ditching DEX might be a good option for some builds. But yes, Scale IS kinda nice, and so is better stealth and initiative and reflex defense.
Thanks for the backup, Arch_Vile. :D
I prefer the MP fighter multiclass feat (Battle Awareness) which grants something like CC once per combat (but without the marking prereq). A free extra attack once per encounter is nice. It's a decent option, in any case.
I prefer the MP fighter multiclass feat (Battle Awareness) which grants something like CC once per combat (but without the marking prereq). A free extra attack once per encounter is nice. It's a decent option, in any case.

+1 to hit once per combat is nice in the clutch as well, like when you're busting out the Blade Cascade; nothing sucks more than missing that first hit.
+1 is definitely good, esp. for the pit fighting ranger's specialty (insane nova's). On the other hand, and extra attack is simply so much more in almost all cases. A +1 makes a difference in 1/20 attacks, and extra attack around half the times. You'd need to be approaching 10 attacks a round to compensate the extra attack with a +1.

The choice is less clear than that of course; you can always choose the +1 when you most need it, whereas you can't choose the extra attack from the multiclass feat, and might indeed not get it at all. And you place yourself in extra danger to get it. So the +1 certainly has it's advantages.

Ideally, you'd be getting both; you want a leader ally to grant you a hefty attack bonus boost to your attack roll, and want the extra attack.

I think that at low levels the extra attack is clearly superior, and as the game progresses, the choice becomes less clear. You could include it up to 20th level or so, and then retrain. In a real game it's also slightly party-dependant, of course. If you have good leaders and poor (or no) defenders, the extra attack becomes more attractive. If you have few attack-bonus granting leader abilities, and two solid defenders, the extra attack may be more attractive.

Solid build anyhow, and good basis for further customizations. The inclusion of solid but non essential feats like Iron Will etc. make it easy to rejig for a particular character! Good stuff :-).
I think I'm staying with the +1 to hit, but YMMV, of course; you can take whichever feels the most appropriate (again, I like the +1 to hit more, this is a nova kind of build).

I actually like the NAD-boosters; they make life a bit harder for monsters. Lightning Reflexes can probably leave, since this build's Ref will be on the low side regardless, but I believe Great Fortitude and Iron Will make a big difference, since those were already high.

Also, I have made some minor adjustments to pick up the Fighter's Quicksilver Stance. I wish to incorporate the Fighter's Pass Forward power; any suggestions on what feat to drop? Also, Evade the Blow or Yield Ground look like the probable drops to get Pass Forward; what do you think?
I'm not sold on correcting aim - it's not bad (also since in helps get your quarry damage in), but I'm not sure how great it is. Invigorating exploit is interesting with a demigod, but probably 3 temp hp isn't enough to make it really tick (and you've got too many encounter powers to really nova them). Bleeding Precision adds 5 ongoing damage vs. your quarry to all ranger dailies, which sounds pretty nasty (if your quarry survives at all). It combines well with Peerless hunter, especially if you read it as permitting Quarry damage once per quarry (which I would).

I'm not sure if any of these things are good enough to make the core build, but they're certainly attractive enough to be reasonable personalization options.

Edit: Evade the blow looks strong; I'd keep it. Yield Ground isn't so exciting, I think, but I've seen neither in actual gameplay, and they're tactical powers, so...
My experience with Yield Ground so far is that:
1. It suffers from stiff competition in the immediate action department. If I have Disruptive Strike or Fox's Cunning, that gets the nod first.

2. Its primary use is for the +2 defense. Shifting a little bit may or may not be useful, but is more likely to not be useful since if there is any possible way to be where I wanted to be, I was already there at the end of my turn when I attacked. The shift can be useful when I was unable to tag the target I wanted and had to settle for my second choice, but those situations are more rare than situations where I'm exactly where I want to be.

3. It is more useful the fewer and less efficient your defenders are. As a reaction, it's only useful after you have been attacked. So, if there is only one bad guy who attacks you, the shift is the only useful part of it. On the other hand, if a whole encounter is going to unload on you, you'll be glad for the +2 defenses. The thing about defenders, however, is that they tend to encourage the first situation more than the second.

My though is that Pass Forward would be much more useful than Yield Ground for getting to where you want to get and that the +2 defenses is a much more marginal benefit.

Of course my experiences come from playing a dwarf melee ranger with a higher con than most ranger/pitfighters. Things may be a little bit different if you don't have more hp than most of the defenders and more surges than some of them.

Edit: Evade the blow looks strong; I'd keep it. Yield Ground isn't so exciting, I think, but I've seen neither in actual gameplay, and they're tactical powers, so...

Aye; a power-swap for Pass Forward it is, then. But, what feat do I remove?
so since I was in defense of the DPR, my original question was not answered.

question about the gear. When you have the setup like you have with the spiked gauntlets and the war axes, if you do crit do both of the crit damage on the war axe and the gauntlet apply? or are you using the gauntlets specifically for the at-will?

so since I was in defense of the DPR, my original question was not answered.

...My bad dude, I totally didn't see that... I feel like an a$$...

I'm using the gauntlets for the at-will; I don't think the crit damage bonus applies, and therefore I haven't included it in the calculations.
I'm putting together a similar character, a Dwarf Ranger/Pit Fighter with dual Waraxes.

Str: 18
Con: 15
Dex: 10
Int: 10
Wis: 15
Cha: 8

Pump Str/Wis the whole way.

I think it's not as optimal, but it does have the nice Dwarf perks (I love Second Wind as a Minor). One thing I'm thinking about is Deep Gash, with a focus on Dailies that have ongoing damage. I could also pick up a pair of Jagged weapons for added fun. I don't think it's top notch (especially being feat starved already) but it might be entertaining, and the Jagged weapons synergize nicely with Deadly Axe.
...My bad dude, I totally didn't see that... I feel like an a$$...

I'm using the gauntlets for the at-will; I don't think the crit damage bonus applies, and therefore I haven't included it in the calculations.

That's ok, don't worry about it, the subject changes so quickly that its easy to be lost in the jumble of posts. :D

Something to note though, and getting back to the feat swap to get pass forward...

Since getting the proficiencies to even set up this build takes 4 feats from the start so you only have 2 feats to play with at heroic level, lethal hunter and weapon focus. So now the question becomes do you want to swap one of those out or push it back later into paragon or maybe even epic levels just to pick up one utility? Given those options, Yield ground is fine.
Str: 18
Con: 15
Dex: 10
Int: 10
Wis: 15
Cha: 8

Pump Str/Wis the whole way.

Here's my optimal: using 16/14/14/13/10/8
Str: 16
Con: 16 (+2)
Dex: 13
Int: 10
Wis: 16 (+2)
Cha: 8

That way, Dexterity will passively hit 15 for feats/armor by Epic. Constitution will passively hit 18 by Epic. Strength and Wisdom will each grant +8 bonuses with Demigod:

Level 30:
Str: 26 (+8 hit/damage)
Con: 18
Dex: 15
Int: 12
Wis: 26 (pit fighter: +8 damage, ranger stance: +8 damage)
Cha: 10

Battlerager Vigor: +2 Axe Damage
Weapon Focus: +3 Damage
Weapon Enchant: +6 Damage
Two-Weapon Fighting: +1 Damage

That alone is +28/27 Damage per hit Main/Offhand! (+36/35 with lvl22 Ranger Stance!)
Here's my optimal: using 16/14/14/13/10/8
Str: 16
Con: 16 (+2)
Dex: 13
Int: 10
Wis: 16 (+2)
Cha: 8

That way, Dexterity will passively hit 15 for feats/armor by Epic. Constitution will passively hit 18 by Epic. Strength and Wisdom will each grant +8 bonuses with Demigod:

Level 30:
Str: 26 (+8 hit/damage)
Con: 18
Dex: 15
Int: 12
Wis: 26 (pit fighter: +8 damage, ranger stance: +8 damage)
Cha: 10

Battlerager Vigor: +2 Axe Damage
Weapon Focus: +3 Damage
Weapon Enchant: +6 Damage
Two-Weapon Fighting: +1 Damage

That alone is +28/27 Damage per hit Main/Offhand! (+36/35 with lvl22 Ranger Stance!)

That looks good overall, but I don't like the idea of getting Armor Spec at 21+. Rangers are supposed to be mobile, but keeping their speed down by 1 for that long kinda defeats the purpose, IMO.

also if this is a dwarf, why not go for plate? It doesn't need dex and neither does axes.
That looks good overall, but I don't like the idea of getting Armor Spec at 21+. Rangers are supposed to be mobile, but keeping their speed down by 1 for that long kinda defeats the purpose, IMO.

also if this is a dwarf, why not go for plate? It doesn't need dex and neither does axes.

I think the 15 Dex by Epic was part of going Tempest Technique when I was first looking at the stats. That way, an Urgrosh combined with Agile Tempest (15 Dex) for an additional +2 damage, and Chainmail Spec (15 Dex).
Result: +30 damage per mainhand hit with a d12 weapon. +29 damage with 1d8 weapon if an attack calls for an offhand.

Otherwise, the 13 base Dex could be abandoned to 11 base Dex so that Con could be boosted in Epic to 19 to benefit from Epic Recovery (2x Second Wind per encounter). At the cost of +2 damage, or... take the points from Wisdom to boost Con to 20 for the bonus Healing surge, at the cost of +1 Pit fighter damage, and +1 Ranger stance

Going Plate will negate an additional +2 damage from the build for either Battlerager or Tempest builds
I have a question. Why not marked scourge? I recognise that the build is feat-strapped, but what amounts to a second wis-to-damage has to be the strongest damaging feat possible, so it's worth the two.
I have a question. Why not marked scourge? I recognise that the build is feat-strapped, but what amounts to a second wis-to-damage has to be the strongest damaging feat possible, so it's worth the two.

I don't use Marked Scourge because, since I'm not a base-class Fighter, the only chance I get to mark anything is when I use Student of the Sword, and that's once per encounter. Although it would make a nice 1/encounter boost, IMHO it's not enough.

Again, I'd like some feedback on what feat I should drop for Acolyte Power to get Pass Forward...
I have a question. Why not marked scourge? I recognise that the build is feat-strapped, but what amounts to a second wis-to-damage has to be the strongest damaging feat possible, so it's worth the two.

You're right (completely forgot!) since I have a Fighter multiclassing into Ranger.

+38 damage, on x[d12]
Because it requires the Fighter's Combat Challenge class feature.

Now that you bring this up, that +8 damage would be regained with a Fighter base class. Multiclass Ranger will grant fighting with two weapons not offhand, and you could spent a feat for their level 22 stance to keep that +8 damage. I'm seeing less reason to mainclass Ranger...

he said two feats, so you would also have to pick up Battle Acumen in order to maked marked scourge effective, but that's a lot of feats to pick up when the build is so feat starved. especially since most of us have been having a hard time just to fit in one for fall forward :P


EDIT: sigh, nevermind combat superiority is not the same as combat challenge, ignore post.
EDIT: sigh, nevermind combat superiority is not the same as combat challenge, ignore post.

I hear ya, all this talk about causing so much damage is making me forget that I'm working with a base Fighter here, and not a base Ranger. Pit Fighter is just too powerful.
Right now, the only reason I've stuck with main-class Ranger is Hunter's Quarry, frankly; that's all that keeps him above the Fighter as far as at-wills are concerned. Encounters and Dailies go to the Ranger, though; and that's why we're Ranger as a base class.
Right now, the only reason I've stuck with main-class Ranger is Hunter's Quarry, frankly; that's all that keeps him above the Fighter as far as at-wills are concerned. Encounters and Dailies go to the Ranger, though; and that's why we're Ranger as a base class.

That and rangers are awesome, let's not forget about that

I was also thinking about Pass Forward and either way im not really all for it, lets say that you wanted to get it as soon as level 2 that changes the whole scheme of the feats

L1 Student of the Sword
L2 Acolyte power (Pass Forward)
L4 Armor prof chain
L6 Weapon prof waraxe
L8 Armor spec scale
.
.
.


I think that doesn't seem to really work and even if you worked it in later like level 8 or 10, I still wouldn't like to see weapon focus or lethal hunter pushed to level 11 or later (more like 14).

Besides that even at level 2, you can still shift 5 squares and you aren't limited to having to be adjacent to that one opponent. and shifting doesnt provoke attacks of opportunity anyway. ( save for the fact that you have to be hit to do this.... minor details )
Right now, the only reason I've stuck with main-class Ranger is Hunter's Quarry, frankly; that's all that keeps him above the Fighter as far as at-wills are concerned. Encounters and Dailies go to the Ranger, though; and that's why we're Ranger as a base class.

I don't buy the Hunter's Quarry. 3d8 per round is less than the bonus damage from Marked Scourge if you hit twice per round. Looking at your calculations in another thread, I think it's clear that the damage put out by this ranger is due to the sheer number of attacks that it gets using dailys and encounters. That said, fighters can probably get more with their huge number of close burst powers and stances. They just fill a different role, as those attacks get spread amongst more opponents.

So I'll put together a fighter build based on that to give a comparison. You've probably already done this, but I'm trying to figure out which way to go for a future character, so I need to see it for myself.
I don't buy the Hunter's Quarry. 3d8 per round is less than the bonus damage from Marked Scourge if you hit twice per round. Looking at your calculations in another thread, I think it's clear that the damage put out by this ranger is due to the sheer number of attacks that it gets using dailys and encounters. That said, fighters can probably get more with their huge number of close burst powers and stances. They just fill a different role, as those attacks get spread amongst more opponents.

So I'll put together a fighter build based on that to give a comparison. You've probably already done this, but I'm trying to figure out which way to go for a future character, so I need to see it for myself.

Aye, that is true. However, the Ranger still wins on at-wills (by a smidgen) because of HQ and bigger damage dice over a Tempest. A Weapon Talent Fighter that TWF's also lacks HQ, so he's behind, too; it's what pulls him ahead of the Fighter.
Bigger damage dice only applies to a tempest with a double sword.

I'm busy converting your level 1-30 layout, and I've decided to ignore the tempest. He gets TWD for free, which is great, but he then wastes that AC boost and more on crappier armour. I'm ignoring double swords in favour of following the double waraxe plan of your ranger in this thread.

Lacking HQ seems to be more than compensated by gaining roughly 10% more hits (from the +1 from the talent). Anyway, I'll stat it out. (Having some trouble with the numbers. Is your athletics bonus right, BTW?),
Aye, and that's the biggest off-hand weapon available. There's no point in using a Tempest if you don't use off-hand weapons; that's what Weapon Talent Fighters with the Two-Blade Warrior feat are there for.

It's actually 5% if you go Bastard Swords, but the Waraxe also packs ridiculous crit damage. I've done the DPR; the Ranger's still better; +13.5 damage is a lot to make up for with +5% damage; as a matter of fact, it's impossible to do so with the current damage bonuses available.

Remember, Longtooth Shifters get a +2 racial bonus to Athletics checks. Add on the fact that you're maxing Str and have no armor check penalty, and you rack up a pretty impressive modifier.

L1: +4 Str, +5 trained, +2 racial, -1 chain = +10

L11: +5 Str, +5 trained, +5 level, +2 racial = +17

L21: +8 Str, +5 trained, +10 level, +2 racial = +25

L30: +9 Str, +5 trained, +15 level, +2 racial = +31
I do not know what happened to my last post. I'll summarise:

Without miss damage, +1 to hit is equivalent to +10% damage if we're hitting about half the time. More if we're hitting less often and less if we're buffed.

It's not +13.5 versus +1 to hit. It's 13.5 versus +1 to hit and the (hefty) marked scourge damage.

Compendium has longtooth shifters as +2 acrobatics rather than athletics. Bug or impending upgrade?
OK, it's done. I've shamelessly left nearly everything identical to LDB's build, partly because I don't know equipment to save myself, and partly to make the differences very clear. It seems to me that this build is more naturally a fighter. I couldn't find a place to put in even a single ranger attack power. I imagine another person might spend a feat to get a ranger utility instead, but I didn't bother.

I know LDB thinks the ranger encounters and dailys are better. I disagree. I think that especially above about level 5, the fighter powers are outright better. Especially the stances. The close burst powers are pretty intense as well. And they work especially well with the stances. So I think this works well, if differently. As a generalisation, in the round that the fighter and ranger version bust out their dailys, the ranger will do more damage (unless the fighter is surrounded), but two or three rounds later the fighter's daily will have overtaken it in total damage output, and will keep going. So there's a role for each. This fighter for the heavy lifting, and the ranger version for key surgical strikes.

Advantages of this build: Marked scourge, Many spare feats. Close burst attacks, Amazing stances, Sticky class features, Defender HP, +1 attack

Advantages of original build: Hunter's quarry, More single target multi-attack powers, Nature and stealth skills, More mobile

Let me say, I prefer this build.

1. It's not tight on feats, and you could change a few easily if you had a strong preference.

2. Except on at-wills in the absence of a fighter stance, where I think the ranger has a larger DPR by the tiniest of margins, it does more damage. A lot more damage. That said, it does that through utterly indecent numbers of attacks on all adjacent foes, so it's not the single target killer that the ranger manages to become.

3. It's tougher. The ranger is more mobile, but this guy has a lot more HP, more ways of using healing surges, and shrugs off debuffs more easily.

Fighter Version PitFighter
Fighter/Pit Fighter/Demigod

Pit Fighter, L1

Race: Shifter, longtooth
Class: Fighter
Fighting Style: One-hand Fighter

Ability Scores, with racial adjustments:
Str 18 (+4)
Con 13 (+1)
Dex 14 (+2)
Int 10 (+0)
Wis 16 (+3)
Cha 8 (-1)

HP: 28; Bloodied: 14; Surges: 10 (7 HP)
AC/Fort/Ref/Will: 17/16/12/13
Initiative: +2; Speed: 5

Dual Strike: 2 attacks, +7 vs. AC
Main Hand: 1d10 damage
Off Hand: 1d10 damage

At-will Powers: cleave, dual strike
Encounter Powers: longtooth shifting, funneling flurry
Daily Powers: comeback strike

Skills: Athletics (+11), Endurance (+8), Heal (+8), Perception (+8)
Feats: Two-Blade Warrior (Perception)

Gear: 2 battleaxes, 2 javelins, scale armor, standard adventurer's kit


Levels 2-10

L2. +6 HP, +1 to all level-dependent abilities, new feat: Weapon Proficiency (waraxe), new utility power: unstoppable

L3. +6 HP, new encounter power: sweeping blow

L4. +6 HP, +1 to all level-dependent abilities, +1 Str (19), +1 Wis (17), new feat: Weapon Focus (axes)

L5. +6 HP, new daily power: rain of steel

L6. +11 HP, +1 to all level-dependent abilities, new feat: Toughness, new utility power: unbreakable

L7. +6 HP, new encounter power: come and get it

L8. +6 HP, +1 to all level-dependent abilities, +1 Str (20), +1 Wis (18), new feat: Two-Weapon Fighting

L9. +6 HP, new daily power: thicket of blades

L10. +6 HP, +1 to all level-dependent abilities, new feat: Two-Weapon Defense, new utility power: shooter's nemesis


Pit Fighter, L11

Race: Shifter, longtooth
Class: Fighter
Fighting Style: One-handed Weapons
Multiclass: Fighter
Paragon Path: Pit fighter

Ability Scores, with racial adjustments:
Str 21 (+5)
Con 14 (+2)
Dex 15 (+2)
Int 11 (+0)
Wis 19 (+4)
Cha 9 (-1)

HP: 99; Bloodied: 49; Surges: 11 (24 HP)
AC/Fort/Ref/Will: 29/25/19/22
Initiative: +8; Speed: 6

Twin Strike: 2 attacks, +15 vs. AC
Main Hand: 1d12+7 damage (1d12+11 with Reckless)
Off Hand: 1d12+6 damage (1d12+10 with Reckless)

At-will Powers: cleave, dual strike
Encounter Powers: all bets are off, come and get it, funneling flurry, sweeping blow, longtooth shifting
Daily Powers: thicket of blades, comeback strike, rain of steel
Utility Powers: unstoppable, unbreakable, shooter's nemesis

Skills: Athletics (+17), Endurance (+14), Heal (+14), Perception (+14)
Feats: Armor Specialization (scale), Toughness, TWF, TWD, Weapon Focus (axes), Weapon Proficiency (waraxe), Two-Blade Warrior (Perception)

Gear:
+2 jagged waraxe (2)
+2 reckless spiked gauntlets
+2 javelin
+3 bloodiron wyvernscale armor
+2 cloak of resistance
Belt of vim +1
Boots of the fencing master
Casque of tactics +1
Iron armbands of power +2
Standard adventurer's kit


Levels 12-20

L12. +6 HP, +1 to all level-dependent abilities, new feat: Marked Scourge, new utility power: deadly payback

L13. +6 HP, new encounter power: scattering swing (replaces funneling flurry)

L14. +6 HP, +1 to all level-dependent abilities, +1 Str (22), +1 Wis (20), new feat: Deadly Axe

L15. +6 HP, new daily power: unyielding avalanche (replaces comeback strike)

L16. +6 HP, +1 to all level-dependent abilities, new feat: Improved Initiative, new utility power: iron warrior

L17. +6 HP, new encounter power: vorpal tornado (replaces sweeping blow)

L18. +6 HP, +1 to all level-dependent abilities, +1 Str (23), +1 Wis (21), new feat: Great Fortitude

L19. +6 HP, new daily power: devastation's wake (replaces rain of steel)

L20. +6 HP, +1 to all level-dependent abilities, new feat: Iron Will, new daily power: lion of battle


Pit Fighter, L21

Race: Shifter, longtooth
Class: Ranger
Fighting Style: Two-blade style
Multiclass: Fighter
Paragon Path: Pit fighter
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 26 (+8)
Con 17 (+3)
Dex 16 (+3)
Int 12 (+1)
Wis 22 (+6)
Cha 10 (+0)

HP: 177; Bloodied: 88; Surges: 12 (44 HP)
AC/Fort/Ref/Will: 36/38/27/34
Initiative: +20; Speed: 7

Twin Strike: 2 attacks, +25 vs. AC
Main Hand: 2d12+24 damage (2d12+32 with Reckless)
Main Hand, Critical: 4d6+3d12+48 (4d6+3d12+56 with Reckless)
Off Hand: 2d12+23 damage (2d12+25 with Reckless)
Off Hand, Critical: 4d6+3d12+47 (4d6+3d12+55 with Reckless)

At-will Powers: cleave, dual strike
Encounter Powers: all bets are off, scattering swing, vorpal tornado, longtooth shifting, come and get it
Daily Powers: devastation's wake, unyielding avalanche, thicket of blades, lion of battle
Utility Powers: unstoppable, unbreakable, shooter's nemesis, deadly payback, iron warrior

Skills: Athletics (+25), Endurance (+20), Heal (+21), Perception (+21)
Feats: Armor Specialization (scale), Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (axes), Weapon Proficiency (waraxe), Two-Blade Warrior (Perception), Axe Mastery, Deadly Axe, Great Fortitude, Iron Will, Improved Initiative, Marked Scourge

Gear:
+4 withering waraxe (2)
+4 reckless spiked gauntlets
+4 javelin
+4 bloodiron wyrmscale armor
+4 brooch of vitality
Battlestrider greaves
Belt of vim +2
Circlet of indomitability +2
Iron armbands of power +4
Premonition ring
Standard adventurer's kit


Levels 22-29

L22. +6 HP, +1 to all level-dependent abilities, new feat: Triumphant Attack, new utility power: Victor's Stance

L23. +6 HP, new encounter power: warrior's urging (replaces Come and Get It)

L24. +6 HP, +1 to all level-dependent abilities, +1 Str (27), +1 Wis (23), new feat: Martial Mastery

L25. +6 HP daily replace, new daily power: reaper's stance (replaces thicket of blades)

L26. +6 HP, +1 to all level-dependent abilities, new feat: Epic Resurgence, new utility power: divine regeneration

L27. +6 HP, new encounter power: cruel reaper (replaces scattering swing)

L28. +6 HP, +1 to all level-dependent abilities, +1 Str (28), +1 Wis (24), new feat: Martial Resolve

L29. +6 HP, new daily power: force the battle (replaces unyielding avalanche), new Feat: Reckless Attacker (replaces Martial Mastery)


Pit Fighter, L30

Race: Shifter, longtooth
Class: Fighter
Fighting Style: Two-blade style
Multiclass: Fighter
Paragon Path: Pit fighter
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 28 (+9)
Con 17 (+3)
Dex 16 (+3)
Int 12 (+1)
Wis 24 (+7)
Cha 10 (+0)

HP: 241; Bloodied: 120; Surges: 12 (60 HP)
AC/Fort/Ref/Will: 47/47/37/42
Initiative: +27; Speed: 6 (teleport)

Twin Strike: 2 attacks, +33 vs. AC
Main Hand: 2d12+30 damage (2d12+42 with Reckless)
Main Hand, Critical: 6d6+3d12+54 (6d6+3d12+66 with Reckless)
Off Hand: 2d12+29 damage (2d12+41 with Reckless)
Off Hand, Critical: 6d6+3d12+53 (6d6+3d12+65 with Reckless)

At-will Powers: cleave, dual strike
Encounter Powers: all bets are off, cruel reaper, vorpal tornado (ratt), longtooth shifting, warrior's urging
Daily Powers: reaper's stance, devastation's wake, force the battle, lion of battle
Utility Powers: deadly payback, divine regeneration, unstoppable, unbreakable, shooter's nemesis, deadly payback, iron warrior

Skills: Athletics (+31), Endurance (+25), Heal (+27), Perception (+27)
Feats: Armor Specialization (scale), Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (axes), Weapon Proficiency (waraxe), Two-Blade Warrior (Perception), Axe Mastery, Deadly Axe, Great Fortitude, Iron Will, Marked Scourge, Improved Initiative, Triumphant Attack, Reckless Attacker, Martial Resolve, Rattling Exploit, Lightning Reflexes


Gear:
+6 withering waraxe (2)
+6 reckless spiked gauntlets
+6 javelin
+6 bloodiron elderscale armor
+6 brooch of vitality
Boots of teleportation
Belt of vim +3
Eye of awareness
Iron armbands of power +6
Nullifying ring
Shadow band
Standard adventurer's kit