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5 years ago  ::  Jul 30, 2008 - 12:39PM #41
Dispaminite
Date Joined: Jun 7, 2008
Posts: 355
I'm going from memory here. Hit Points are determined initially by:

12 (Class) +13 (CON) + 5 (Toughness) = 30
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5 years ago  ::  Jul 30, 2008 - 12:56PM #42
The_Collective
Date Joined: Jul 24, 2008
Posts: 162
You're on my list now
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5 years ago  ::  Jul 30, 2008 - 1:22PM #43
don9146
Date Joined: Jul 30, 2008
Posts: 3

Dispaminite wrote:

I'm going from memory here. Hit Points are determined initially by:

12 (Class) +13 (CON) + 5 (Toughness) = 30


I see now. There seem to be modifiers scattered everywhere in the Handbook . Does the one hit point per level still count, though? Admittedly, it adds only one hit point at first level, bringing the total to 31, but at first level every bit helps!

Thanks,
Don

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5 years ago  ::  Jul 30, 2008 - 1:36PM #44
Dispaminite
Date Joined: Jun 7, 2008
Posts: 355
It does not. You get additional hitpoints as you level up.

At level 30:

12 (Class) + 16 (CON) +15 (Toughness) + 145 (Levels) = 188
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5 years ago  ::  Oct 13, 2008 - 7:16AM #45
genma_200
Date Joined: Feb 12, 2007
Posts: 9
i recently started playing a ranger for our group's run of the keep on the shadowfell series, and i'm enjoying it so far. oddly enough, i'm making what many people seem to think are some sub-optimal choices. my attributes, for example, are:

str 10
con 11
dex 20
int 8
wis 16
cha 10

i know that i'll never get hide (which alot of people seem to think is almost a prereq for rangers), but my main plan is to stay as far away from the bad guys as i can without compromising my group contribution as a damage dealer. additionally, i took both lethal hunter AND weapon focus (bows). doing 1d10+7 (i have a +1 longbow) per arrow hit is gnarly (granted, it's only 1d10+2/hit with twin strike, but still). when i hit 4 (next level) i'm gonna get proficiency in the greatbow, which will kick up my averaged damage by another 1.

one combo i noticed not many people seem to be mentioning is using a force weapon with inescapable force to ignore the insubstantial quality and an extra 1d0 damage, to boot.

I pretty much agree with your power selection, especially taking splintering shot over excruciating shot. the -2 to hit for the encounter is too nice.

you did a wonderful job over all!
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5 years ago  ::  Oct 13, 2008 - 12:35PM #46
runreallyfast
Date Joined: Aug 20, 2007
Posts: 1,128

str 10
con 11
dex 20
int 8
wis 16
cha 10

i know that i'll never get hide (which alot of people seem to think is almost a prereq for rangers),


I would also choose to start with these stats.

Pros of 13 CON 15 WIS:

Extra healling surge, 2 extra hit points (eventually 3 extra hit points), +1 FORT, eventually +1 AC and +1 to some skills (from Hide Specialization), +1 to endurance

Negatives of 13 CON 15 WIS:

Still need to raise CON in heroic to qualify for Hide Specialization (so WIS will eventually be 2 behind the alternate build), -1 WILL, -1 to all wisdom power effects, -1 to all wisdom skills(more wisdom skills than CON skills), one less Paragon feat available.

Since I don't actually believe that archer rangers care about healing surges at all - and they don't care about hit points or AC all that often - I would go with the higher wisdom in a heartbeat.

Wisdom does something constructive whenever it applies. The entire archer build is about moving away and attacking. They don't NEED to be better at defending themselves; what they need is to exert as much control over the battlefield as they possibly can, and a higher wisdom is the only real way to get there with the stat buy.

Archers are not, as I see it, essentially team players in some senses. The build seems to be saying, 'Hey, why don't you guys take almost all of the enemy attacks and damage, and I'll hang out behind everyone. In exchange, I promise not to take up any of the group healing, and I'll dish out really serious damage to whichever opponent happens to be furthest forward'.

This is in fact a good trade for a group to make, although it does lead to some play boredom after the archer has gotten good at what she does.

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5 years ago  ::  Oct 14, 2008 - 9:09PM #47
genma_200
Date Joined: Feb 12, 2007
Posts: 9

Archers are not, as I see it, essentially team players in some senses. The build seems to be saying, 'Hey, why don't you guys take almost all of the enemy attacks and damage, and I'll hang out behind everyone. In exchange, I promise not to take up any of the group healing, and I'll dish out really serious damage to whichever opponent happens to be furthest forward'.


QFT. so far, i have averaged less than 1 healing surge used per 2 encounters, and i average 1 kill a round. so far, it works out really well. so well, in fact, that my gm and the other players in my group have begun thinking that rangers are overpowered.

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4 years ago  ::  Feb 19, 2009 - 4:34PM #48
Ziana
Date Joined: Jan 7, 2008
Posts: 835
Updated for the new books, finally!
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4 years ago  ::  Feb 19, 2009 - 4:44PM #49
runreallyfast
Date Joined: Aug 20, 2007
Posts: 1,128
Me, I'd go back to pushing Elven Precision back off the bottom of the lists; it will only do something one fight in ten.

To me, a feat that doesn't even do something at every level is a feat that's not worth taking.
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4 years ago  ::  Feb 19, 2009 - 4:54PM #50
Ziana
Date Joined: Jan 7, 2008
Posts: 835
I'm looking forward to seeing how Weapon Expertise works out in PHB2, it would reduce the need for additional to-hit.

But you don't think 10% better chance to hit, when you're using your one chance to reroll, is worth it?
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