Simply put, this build focuses on using Howling Strike + free/minor action beast attacks + out of turn attacks to create a flavorful and destructive presence on the battlefield.
Heroic is a standard super charger package. Howling Strike, Horned Helm, Vanguard Weapon, Surprising Charge. Your beast companion is mostly there to be annoying and soak up hits. You take any and all out of turn attacks, so you can spend you time charging every turn. You are slightly more fragile than a standard barbarian, but definitely still playable.
Paragon, the build takes off. In addition to your super charger package, you also get a free action claw attack from your griffon. This is an attack from your beast companion, so it can trigger quarry. You've just double stacked striker mechanics on a hybrid! Jagged Weapon + Springing Charge means that your charge crits are a force to be reckoned with. Your defenses become very solid this tier.
Epic, the build is fully active. Carnage Weapon gives you higher numbers than a Thundergod (and this bonus still applies to non-charges as well). As you can take actions after your charge, as well as command your beast to attack as a minor action, you will be spamming beast attacks in addition to your charge. 1 Howling Strike + 2-4 Claws + 1 out of turn attack per round = destructive. Your defenses are striker level... ignoring all the conditional bonuses you will stack up. You have defender level defenses with all your bonuses going.
The hybrid ranger rule (PHB3, pg.148) explicitly refers to modifying Hunter's Quarry from PBH1 (pg.104). No mention is made of removing or altering the Hunter's Quarry rules for beastmasters (MP1, pg.39). Following this train of thought, you must use a ranger power, a ranger PP power or any attack made by your beast companion to trigger quarry. To me, this is fairly clear cut RAW (as beastmaster rules are in addition to the PHB1 rules, and no mention was made of them in PHB3) but as always, if in doubt, bring it up with your DM.
3.) When you are a hybrid Ranger, your Hunter's Quarry from PHB1 is modified (must use a ranger power or ranger PP power to trigger). Does the Beastmaster Hunter's Quarry from Martial Power 1 get changed with the PHB3 hybrid rules, or can a beast still trigger quarry damage once per round? ie. Can a beast's MBA trigger quarry damage? A.) Your beast can trigger your Hunter's Quarry. This is because the class feature is retained when you hybrid with Beastmaster.
We are going to assume that your Griffon follows the same rules as the Mount Companion rules presented for the horse in D392. This is a fairly reasonable assumption to make (ie. it follows the rules for mounted combat, but has the normal actions of a beast companion) and is how 99% of people probably played it beforehand (as it is explicitly defined as both a mount and a beastmaster, and most people were able to do the math). As it is now a mount creature, you may give it mundane barding, as well as a single mount or companion slot item.
There is some discussion on whether or not your Griffon with you on it shifts when a power allows you to shift. The horse mount explicitly allows this, which may be taken as designer intent for other Mount Companions. Nothing in this build assumes this fact to be true, but I feel like it is a fairly reasonable assumption to make.
Free action attacks are limited to one per turn, PER CREATURE. Your beast mount is a separate creature, despite sharing some actions with the beastmaster. There is no conflict between free action attacks made between the two of them.
Argue with your DM to allow Rampage to trigger with other free action attacks. Collateral damage from the mighty free action attack nerf affecting class features is a no-no. Once per source per event (or something to that effect) is another thing you can argue. This build assumes strict RAW, so only one free action attack per turn per creature.
Seriously though, if it was meant to have a racial requirement, IT WOULD HAVE A RACIAL REQUIREMENT. Dragonmarks are signs of greatness and destiny, and that isn't limited to Eberron or certain races. A slight pet peeve of mine, I'll admit.
Karontor, level 1 Minotaur, Barbarian|Ranger Hybrid Ranger: Hybrid Ranger Fortitude Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit) Theme: Noble Adept
FINAL ABILITY SCORES Str 18, Con 11, Dex 16, Int 8, Wis 15, Cha 10.
STARTING ABILITY SCORES Str 16, Con 11, Dex 16, Int 8, Wis 13, Cha 10.
Minotaur was selected for our race, because of the overpowered racial encounter power. Ha ha! Minotaur was chosen for some solid feats in paragon and epic. Healing surge, AC vs charge OAs, immediate interrupt MBA on being reduced to zero HPs are all quite nice, given the high risk charging nature of this build.
Assuming backgrounds and themes, Background goes to Born Under a Bad Sign (bland, yet effective) and Noble Adept (for when you really need to hit, or make a saving throw). Both are completely optional to this build.
First feat goes to the incredibly powerful Gouge Expertise. Howling Strike at level 1 is doing 2d6 Brutal 1 + 1d6 + Str.
Howling Strike is the bread and butter for this build. The only way you are going to be doing Quarry Damage in heroic is once we pick up some out of turn attacks.
You can select whatever you want for your Ranger at-will, as it pretty much is your back-up.Twin Strike can give you some ranged options, but I went with Throw and Stab. Vault of the Fallen gives you a solid double attack with a shift. We will be retraining it later on for Foxes Cunning. You can take Fox’s Cunning now and retrain it for Avenging Charge at level 3, but it’s not a huge deal. You won’t be able to charge every turn at this level, so some solid melee attacks are fine. Tyrant's Rage gives you an extremely accurate (vs Will) daze that comes with a fun push.
Not a whole lot of strategy at this point. You are pretty average with only 16 AC (18 vs Charge OAs). Try and set-up charges near your defender. It typically isn't worth taking an OA to back up and charge at this point (only losing +1 to hit).
Changes: +5 HP +1 to attacks, defenses, and checks New Ranger utility 2: Invigorating Stride New Feat Level 2: Battle Awareness
Magic Items (Expected GP = 1,920): L3 (680 gp): Predator's Hide +1 L3 (680 gp): Vanguard Gouge +1 L2 (520 gp): Badge of the Berserker +1 TOTAL: 1,880
Discussion: Invigorating Stride! Second wind + shift as a move action. Very nice for backing up and charging when hurt.
Battle Awareness gives you an immediate interrupt out of turn MBA with an easy trigger.
Vanguard Gouge adds another 1d8 damage on an charge. (2d6 Brutal 1 + 1d8 + 1d6 + Str).
Large increase to defenses this level. +1 to all defenses from enhancement bonuses. You now have +1 bonus to all defenses against your Quarry, providing you hit him with an attack. You also don't provoke OAs at all anymore while charging. Still not tough, but definitely doing a bit better.
Changes: +5 HP +1 to attacks, defenses, and checks +1 Str. (19), +1 Dex. (17) New Feat Level 4: Surprising Charge
+1[W] when you charge with a spear against a target granting combat advantage. Howling Strike is now at (4d6 Brutal 1 + 1d8 + 1d6 + Str), at-will. Avenging Charge will probably one-shot a mob! At this point, it is worth taking OAs to make another charge.
Changes: +5 HP +1 to attacks, defenses, and checks New Feat Level 6: Hybrid Talent (Ranger Fighting Style, Beastmaster) New Barbarian utility 6: Shrug It Off
Magic Items (Expected GP = 6,400): L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) L6 (1,800 gp): Horned Helm (Heroic Tier) L3 (680 gp): Predator's Hide +1 L3 (680 gp): Vanguard Gouge +1 L2 (520 gp): Badge of the Berserker +1 L1 (320 gp): Impenetrable Barding (resist 5 AC when ridden) L0 (150 gp): Heavy Barding (+2 AC to mount, -2 check, -1 speed) TOTAL: 5,950
You finally pick up your trusty steed (Horse, D 392). As a Hybrid Beastmaster, it takes -1 to attack rolls and all defenses. As a mount (without mounted combat) it takes a -2 penalty to attack rolls. It's not even worth spending an immediate interrupt to get it to make an opportunity attack (seeing as you have... 2 immediate attacks at this point (4 next level)). Why bother taking it? Well, it won't be with us for long, but for now...
Move 10 (9 with heavy barding). A horse is a large beast companion (I'd refluff it as a bull or something). As you don't provoke OAs at this point, they get to try and hit your DR5 21 AC mount when you charge. Anytime you back up to charge, the enemy has to choose between you and your mount.
Pick up Horned Helm. Howling Strike is now (4d6 Brutal 1 + 1d8 + 2d6 + Str).
Changes: +5 HP New Barbarian encounter 7: Curtain of Steel Retrain encounter 1: Vault the Fallen (retrained to Fox's Cunning at Level 7)
Magic Items (Expected GP = 9,600): L7 (2,600 gp): Marauder's Hide Armor +2 L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) L6 (1,800 gp): Horned Helm (Heroic Tier) L3 (680 gp): Vanguard Gouge +1 L2 (520 gp): Badge of the Berserker +1 L1 (320 gp): Impenetrable Barding (resist 5 AC when ridden) L0 (150 gp): Heavy Barding (+2 AC to mount, -2 check, -1 speed) TOTAL: 8,414 gp
Whoo! Two new out of turn attacks! 3[W] and 1[W]! You now have 4 out of turn attacks. Trying and use the strongest ones first.
Marauder's Hide gives us a much more universal +1 AC when we charge (as opposed to +1 to all only against our quarry after a hit), as well as a healing daily.
POWERS Hybrid at-will 1: Hit and Run Hybrid at-will 1: Howling Strike Hybrid encounter 1: Vault the Fallen (retrained to Fox's Cunning at Level 7) Hybrid daily 1: Tyrant's Rage Hybrid utility 2: Invigorating Stride Hybrid encounter 3: Avenging Charge Hybrid daily 5: Snarling Wolf Stance Hybrid utility 6: Shrug It Off Hybrid encounter 7: Curtain of Steel Hybrid daily 9: Rage of the Death Spirit Hybrid utility 10: Quick Recovery
ITEMS Iron Armbands of Power (heroic tier), Impenetrable Barding (heroic tier), Heavy Barding, Horned Helm (heroic tier), Marauder's Hide Armor +2, Vanguard Gouge +2, Lancing Gloves (heroic tier), Badge of the Berserker +2, Diamond Cincture (heroic tier) RITUALS Raise Beast Companion
Changes: +6 HP Strength +1 (21), Constitution +1 (14), Dexterity +1 (19), Intelligence +1 (9), Wisdom +1 (11), Charisma +1 (11) New Feat Level 11: Mark of Handling
Magic Items (Expected GP = 32,000): L10 (5,000 gp): Diamond Cincture L8 (3,400 gp): Vanguard Gouge +2 L7 (2,600 gp): Badge of the Berserker +2 L7 (2,600 gp): Marauder's Hide Armor +2 L7 (2,600 gp): Lancing Gloves L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) L6 (1,800 gp): Horned Helm (Heroic Tier) L1 (320 gp): Impenetrable Barding (resist 5 AC when ridden) L0 (150 gp): Heavy Barding (+2 AC to mount, -2 check, -1 speed) TOTAL: 21,774 gp
Discussion: Finally, time to have some fun. Vadalis Griffonmaster.
You trade out your trusty horse (bull) for a Gryphon (Manticore). Awesome.
Now, the rest of the PP, is, quite frankly, rather mild. The encounter power doesn't hold a candle to a charge. The AP feature? It's... ok, I guess, still suffers the regular BM scaling problems. But the Griffon... thats the kicker. Much better stats than your average beast companion, the ability to fly... and when you charge, it makes a Claw Attack.
What is your Griffon again? Right. A beast master companion. That means... it can trigger quarry. Which we typically weren't triggering up to this point. 5d6 + Beast str mod isn't all that bad, now is it? Moreso when it is just the icing on the cake to you Howling Strike.
Changes: +5 HP +1 to attacks, defenses, and checks New Feat Level 12: Springing Charge
Magic Items (Expected GP = 48,000): L12 (13,000 gp): Marauder's Earthhide Armor +3 L12 (13,000 gp): Jagged Gouge +3 L10 (5,000 gp): Diamond Cincture L7 (2,600 gp): Badge of the Berserker +2 L7 (2,600 gp): Lancing Gloves L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) L6 (1,800 gp): Horned Helm (Heroic Tier) L1 (320 gp): Impenetrable Barding (resist 5 AC when ridden) L0 (150 gp): Heavy Barding (+2 AC to mount, -2 check, -1 speed) TOTAL: 46,574 gp
Jagged Weapon + Springing Charge = Badass. Keep in mind that if you are playing strictly RAW, each creature only gets one free action attack each turn. This means that if you charge and crit, you don't get to Rampage if you Swift Charge. On your second charge, your Griffon cannot make a claw attack (as it used its free action attack on the first charge). This really gives you some tactical options on a crit, as sometimes you will have finished the creature off, meaning your Rampage/Claw attack would have gone to waste.
Keep in mind you resolve you initial crit before resolving any of the free actions available (Griffon Claw, Rampage or Springing Charge). If you splatter the mob with just your Howling Strike, save Griffon Claw for the next charge. Also keep in mind the hilarity of Avenging Charge crit + Springing Charge. Two charges out of turn = awesome.
Fairly large increase to defenses (1 AC, 1 Fort, 1 AC when charging) from new Marauder's Armour.
Your level 12 utility from your PP isn’t that awesome, but its some free healing.
Changes: +5 HP New Barbarian encounter 13: Storm of Blades (replaces Fox's Cunning)
Magic Items (Expected GP = 64,000): L13 (17,000 gp): Fleece of Renewal +3 L12 (13,000 gp): Marauder's Earthhide Armor +3 L12 (13,000 gp): Jagged Gouge +3 L10 (5,000 gp): Diamond Cincture L7 (2,600 gp): Lancing Gloves L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) L6 (1,800 gp): Horned Helm (Heroic Tier) L1 (320 gp): Impenetrable Barding (resist 5 AC when ridden) L0 (150 gp): Heavy Barding (+2 AC to mount, -2 check, -1 speed) TOTAL: 63,054 gp
I was actually tempted to take Thunderfall just for a bigger charge, but I figured there might come a point where you are unable to get charging distance (as you are on a flying mount, I'm assuming immobilized or dazed or can't afford to take an OA).
What's this?! Giving up badge of the berserker! +1 THP every charge is totally worth it. This is anticipation for the set bonus next level, clearly. You still have +2 AC against OAs when you charge, and the enemy has to choose between you and your mount.
Changes: +5 HP +1 to attacks, defenses, and checks +1 Str. (22), +1 Dex. (20) New Feat Level 14: Protective Beast
Magic Items (Expected GP = 80,000): L13 (17,000 gp): Fleece of Renewal +3 L12 (13,000 gp): Marauder's Earthhide Armor +3 L12 (13,000 gp): Jagged Gouge +3 L11 (9,000 gp: Steady Boots of the Ram (paragon tier) L10 (5,000 gp): Diamond Cincture L9 (4,200 gp): Backlash Tattoo (heroic tier) L7 (2,600 gp): Lancing Gloves L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) L6 (1,800 gp): Horned Helm (Heroic Tier) L1 (320 gp): Impenetrable Barding (resist 5 AC when ridden) L0 (150 gp): Heavy Barding (+2 AC to mount, -2 check, -1 speed) TOTAL: 76,254 gp
Bump to our defenses this level. Dex hits an even level, gain +1 untyped bonus to AC when adjacent to beast companion (all the time).
Steady Boots of the Ram give us a +1 bonus to attack rolls on a charge. Nice. Pick up Backlash Tattoo (be careful using other immediate action when around bloodied, as this only fires the FIRST time you are bloodied each encounter).
Changes: +5 HP New Barbarian daily 15: Hunting Lion Rage (replaces Tyrant's Rage)
Magic Items (Expected GP = 112,000): L13 (17,000 gp): Ring of Giants (paragon tier) L13 (17,000 gp): Fleece of Renewal +3 L12 (13,000 gp): Marauder's Earthhide Armor +3 L12 (13,000 gp): Jagged Gouge +3 L11 (9,000 gp): Steady Boots of the Ram (paragon tier) L11 (9,000 gp): Dice of Auspicious Fortune (paragon tier) L10 (5,000 gp): Diamond Cincture L9 (4,200 gp): Backlash Tattoo (heroic tier) L7 (2,600 gp): Lancing Gloves L6 (1,800 gp): Iron Armbands of Power (Heroic Tier) L6 (1,800 gp): Horned Helm (Heroic Tier) L1 (320 gp): Impenetrable Barding (resist 5 AC when ridden) L0 (150 gp): Heavy Barding (+2 AC to mount, -2 check, -1 speed) TOTAL: 104,254 gp
Dice of Auspicious Fortune and Ring of Giants upgrade our offense a bit.
Thunderfury Rage doesn't no much for us (as we already are swimming in immediate action attacks). As you should be charging with CA at all times, why not tack on another +2 to hit with Hunting Lion?
Changes: +5 HP +1 to attacks, defenses, and checks New Feat Level 16: Weapon Focus (Axe) New Fighter utility 16: Kill Them All
Magic Items (Expected GP = 160,000): L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) L13 (17,000 gp): Ring of Giants (paragon tier) L13 (17,000 gp): Fleece of Renewal +3 L12 (13,000 gp): Marauder's Earthhide Armor +3 L12 (13,000 gp): Jagged Gouge +3 L11 (9,000 gp): Steady Boots of the Ram (paragon tier) L11 (9,000 gp): Dice of Auspicious Fortune (paragon tier) L11 (9,000 gp): Impenetrable Barding (resist 10 AC when ridden) L10 (5,000 gp): Diamond Cincture L9 (4,200 gp): Backlash Tattoo (heroic tier) L7 (2,600 gp): Lancing Gloves L6 (1,800 gp): Horned Helm (Heroic Tier) L0 (150 gp): Heavy Barding (+2 AC to mount, -2 check, -1 speed) TOTAL: 157,822 gp
Kill Them All gives all your allies (including your beast companion) a very nice boost when you slaughter something. Weapon Focus Axe gives you some more solid damage. Upgrade Iron Armbands.
You beast gains 5 more DR from barding, and you gain some more rituals. Woo.
Magic Items (Expected GP = 800,000): L20 (125,000 gp): Diamond Cincture (paragon tier) L18 (85,000 gp): Fleece of Renewal +4 L17 (65,000 gp): Jagged Gouge +4 L17 (65,000 gp): Marauder's Darkhide Armor +4 L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) L16 (45,000 gp): Horned Helm (Paragon Tier) L13 (17,000 gp): Ring of Giants (paragon tier) L12 (13,000 gp): Stone of Earth L11 (9,000 gp): Steady Boots of the Ram (paragon tier) L11 (9,000 gp): Dice of Auspicious Fortune (paragon tier) L11 (9,000 gp): Impenetrable Barding (resist 10 AC when ridden) L10 (5,000 gp): Strikebacks L9 (4,200 gp): Backlash Tattoo (heroic tier) L0 (150 gp): Heavy Barding (+2 AC to mount, -2 check, -1 speed) TOTAL: 538,302 gp
Epic Destiny is taken for obvious reasons. Actions after charge with +2 Strength = amazing, right a level 21.Grab a new Diamond Cincture.
Which brings us to our feat selection. You now knock creatures prone when you charge (even if you didn't have CA, your griffon will). You now can make your Griffon/Manticore/whatever attack as a minor action. Did your free action Claw attack miss after charging? Try again for a minor action (which we can now take after a charge). Missed again? Try again! Basically, your minor actions are now worth 2d6 + 8 damage on a hit, and you will get your ranger quarry damage each round (3d6), barring terrible luck.
As you knock creatures prone on a charge hit, when your Springing Charge triggers, the attack is even more unlikely to hit you (2 from racial, 2 from distracting, 2 from prone, 2 from maruaders...) should you choose to charge another creature. Also, as you can take actions after your charge, you can command your beast to move somewhere else with its move action and use your minor and move to make it attack twice (perhaps some minions), setting up a new charge for next turn.
Consider an “optimal” turn. You charge your Quarry. You crit. Free claw attack. Free action swift charge. Minor action Claw. Minor action claw. 2 Howling Strikes and 3 Claws? Yea. Awesome.
Changes: +5 HP +1 to attacks, defenses, and checks New Feat Level 22: Spear Mastery New Barbarian utility 22: Unexpected Clarity
Magic Items (Expected GP = 1,200,000): L23 (525,000 gp): Carnage Gouge +5 L20 (125,000 gp): Diamond Cincture (paragon tier) L18 (85,000 gp): Fleece of Renewal +4 L17 (65,000 gp): Marauder's Darkhide Armor +4 L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) L16 (45,000 gp): Horned Helm (Paragon Tier) L13 (17,000 gp): Ring of Giants (paragon tier) L12 (13,000 gp): Stone of Earth L11 (9,000 gp): Steady Boots of the Ram (paragon tier) L11 (9,000 gp): Dice of Auspicious Fortune (paragon tier) L11 (9,000 gp): Impenetrable Barding (resist 10 AC when ridden) L10 (5,000 gp): Strikebacks L9 (4,200 gp): Backlash Tattoo (heroic tier) L0 (150 gp): Heavy Barding (+2 AC to mount, -2 check, -1 speed) TOTAL: 1,050,302 gp
Carnage Weapon has a very nice chance of activating when you charge (you need to roll one 6 out of 6 dice, all of which you reroll 1's on). 74% chance, if my stats math doesn't betray me. Unlike Vanguard or Thundergod, this works on all attacks, not just charges. Of course, when you aren't charging, you prob won't be rolling quite as many weapon damage dice.
Magic Items (Expected GP = 1,600,000): L23 (525,000 gp): Carnage Gouge +5 L22 (325,000 gp): Marauder's Stalkerhide Armor +5 L20 (125,000 gp): Diamond Cincture (paragon tier) L18 (85,000 gp): Fleece of Renewal +4 L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) L16 (45,000 gp): Horned Helm (Paragon Tier) L13 (17,000 gp): Ring of Giants (paragon tier) L12 (13,000 gp): Stone of Earth L11 (9,000 gp): Steady Boots of the Ram (paragon tier) L11 (9,000 gp): Dice of Auspicious Fortune (paragon tier) L11 (9,000 gp): Impenetrable Barding (resist 10 AC when ridden) L10 (5,000 gp): Strikebacks L9 (4,200 gp): Backlash Tattoo (heroic tier) L0 (150 gp): Heavy Barding (+2 AC to mount, -2 check, -1 speed) TOTAL: 1,362,302 gp
Upgrade Marauder's Armor again.
Again, it is hard to try and find a encounter power to replace the solid ones you already have. Avenging Charge still has no replacement. You can swap Curtain of Steel for Blade Ward, but as we have no problems triggering our quarry, Curtain of Steel is actually better now, as it can trigger Rampage. When you compare a tricked out Howling Strike + an out of turn attack, nothing really stands out.
Changes: +5 HP New Ranger daily 25: Vengeful Fangs Stance (replaces Snarling Wolf Stance)
Magic Items (Expected GP = 2,800,000): L23 (525,000 gp): Carnage Gouge +5 L23 (425,000 gp): Fleece of Renewal +5 L22 (325,000 gp): Marauder's Stalkerhide Armor +5 L20 (125,000 gp): Diamond Cincture (paragon tier) L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) L16 (45,000 gp): Horned Helm (Paragon Tier) L13 (17,000 gp): Ring of Giants (paragon tier) L12 (13,000 gp): Stone of Earth L11 (9,000 gp): Steady Boots of the Ram (paragon tier) L11 (9,000 gp): Dice of Auspicious Fortune (paragon tier) L11 (9,000 gp): Impenetrable Barding (resist 10 AC when ridden) L10 (5,000 gp): Strikebacks L9 (4,200 gp): Backlash Tattoo (heroic tier) L0 (150 gp): Heavy Barding (+2 AC to mount, -2 check, -1 speed) TOTAL: 1,770,302 gp
Your beast gets a very tasty stance. 18-20 Crit range, +8 dmg, MBA against anyone that hits you as YOUR OA (so very likely that attack also trigger one of your immediate attacks). Add this to the 2-3 Claw attacks it gets each turn, and it starts to add up.
Odd level for items, everything we want is just slightly too expensive.
Changes: +5 HP +1 to attacks, defenses, and checks New Level 26: Deadly Axe
Magic Items (Expected GP = 4,000,000): L23 (525,000 gp): Carnage Gouge +5 L23 (425,000 gp): Fleece of Renewal +5 L22 (325,000 gp): Marauder's Stalkerhide Armor +5 L21 (225,000 gp): Impenetrable Barding (resist 15 AC when ridden) L20 (125,000 gp): Diamond Cincture (paragon tier) L16 (45,000 gp): Iron Armbands of Power (Paragon Tier) L16 (45,000 gp): Horned Helm (Paragon Tier) L13 (17,000 gp): Ring of Giants (paragon tier) L12 (13,000 gp): Stone of Earth L11 (9,000 gp): Steady Boots of the Ram (paragon tier) L11 (9,000 gp): Dice of Auspicious Fortune (paragon tier) L10 (5,000 gp): Strikebacks L9 (4,200 gp): Backlash Tattoo (heroic tier) L0 (150 gp): Heavy Barding (+2 AC to mount, -2 check, -1 speed) TOTAL: 3,620,302 gp
Your Gouge just became High Crit. Very nasty.
Shadow Band gives you a perma-concealment. Doesn't do anything against bursts or blasts, but very handy for those melee and ranged attacks. Grab some more barding for your mount.
Charges do not provoke OAs. Constant DR5. Constant Concealment. +1 AC during charge (+3 AC is you don't use Risky Charge). +2 to all defences against your quarry if you hit them.
POWERS Hybrid at-will 1: Hit and Run Hybrid at-will 1: Howling Strike Hybrid encounter 1: Vault the Fallen (retrained to Fox's Cunning at Level 7) Hybrid daily 1: Tyrant's Rage Hybrid utility 2: Invigorating Stride Hybrid encounter 3: Avenging Charge Hybrid daily 5: Snarling Wolf Stance Hybrid utility 6: Shrug It Off Hybrid encounter 7: Curtain of Steel Hybrid daily 9: Rage of the Death Spirit Hybrid utility 10: Quick Recovery Hybrid encounter 13: Storm of Blades (replaces Fox's Cunning) Hybrid daily 15: Hunting Lion Rage (replaces Tyrant's Rage) Hybrid utility 16: Kill Them All Hybrid daily 19: Rock Tree Rage (replaces Rage of the Death Spirit) Hybrid utility 22: Unexpected Clarity Hybrid daily 25: Vengeful Fangs Stance (replaces Snarling Wolf Stance) Hybrid encounter 27: Hurricane of Blades (replaces Storm of Blades) Hybrid daily 29: World Serpent Rage (replaces Hunting Lion Rage)
ITEMS Heavy Barding, Steady Boots of the Ram (paragon tier), Backlash Tattoo (heroic tier), Dice of Auspicious Fortune (paragon tier), Stone of Earth (paragon tier), Strikebacks (heroic tier), Diamond Cincture (paragon tier), Shadow Band (epic tier), Impenetrable Barding (epic tier), Iron Armbands of Power (epic tier), Horned Helm (epic tier), Carnage Gouge +6, Marauder's Voidhide +6, Fleece of Renewal +6, Ring of Free Time (epic tier) RITUALS Raise Beast Companion, Commune With Nature, Phantom Steed
Magic Items (Expected GP = 14,625,000): L29 (2,625,000 gp): Ring of Free Time (epic tier) L28 (2,125,000 gp): Carnage Gouge +6 L28 (2,125,000 gp): Fleece of Renewal +6 L27 (1,625,000 gp): Marauder's Voidhide Armor +6 L27 (1,625,000 gp): Shadow Band (epic tier) L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) L26 (1,125,000 gp): Horned Helm (Epic Tier) L21 (225,000 gp): Impenetrable Barding (resist 15 AC when ridden) L20 (125,000 gp): Diamond Cincture (paragon tier) L13 (17,000 gp): Ring of Giants (paragon tier) L12 (13,000 gp): Stone of Earth L11 (9,000 gp): Steady Boots of the Ram (paragon tier) L11 (9,000 gp): Dice of Auspicious Fortune (paragon tier) L10 (5,000 gp): Strikebacks L9 (4,200 gp): Backlash Tattoo (heroic tier) L0 (150 gp): Heavy Barding (+2 AC to mount, -2 check, -1 speed) TOTAL: 14,097,302 gp
This level 30 capstone is amazing. You get to charge when you crit (so retrain springing charge), bloody an enemy or kill an enemy. Awesome! Ring of Free Time gives you DR5 and an extra minor action (extra beast attack!). Upgrade your neck one last time. The last 500k can be spent on whatever toys your prefer.
This is an attack from your beast companion, so it can trigger quarry.
This is, for the record, by no means clear.
The hybrid's alteration of the Hunter's Quarry feature, which states that "you can deal the extra damage only when you hit your quarry with a ranger power or a ranger paragon path power." while Beast Mastery's alteration to ther feature states that "You or your beast companion can deal the extra damage from Hunter’s Quarry"
Combining both alterations in the most literal way leads to "You or your beast companion can deal the extra damage from Hunter’s Quarry only when you or your beast companion hit your quarry with a ranger power or a ranger paragon path power."
Granted, the functioning of these alterations rely how we interpret them to interact, and it is possible to interpret them in such a way as to allow this tactic, but it takes some impressive rules-lawery to claim such an interpretation is more correct than the one above.
CS's response isn't incorrect: your beast can trigger hunter's quarry, but only when attacking with a ranger power.
But hey, if you can convince your DM, more power to you.
We are going to assume that your Griffon follows the same rules as the Mount Companion rules presented for the horse in D392. This is a fairly reasonable assumption to make (ie. it follows the rules for mounted combat, but has the normal actions of a beast companion) and is how 99% of people probably played it beforehand (as it is explicitly defined as both a mount and a beastmaster, and most people were able to do the math). As it is now a mount creature, you may give it mundane barding, as well as a single mount or companion slot item.
There is some discussion on whether or not your Griffon with you on it shifts when a power allows you to shift. The horse mount explicitly allows this, which may be taken as designer intent for other Mount Companions. Nothing in this build assumes this fact to be true, but I feel like it is a fairly reasonable assumption to make.
That's fine, but it isn't RAW. As a DM, I would allow it.
But hey, if you can convince your DM, more power to you.
*shrug* I've seen a couple discussions about this before, and I don't think you will ever get a clear cut RAW. Beastmaster powers are already Ranger powers (not to mention the fact I specifically asked about MBAs), so CS response should be referring to the topic at hand. I don't think my interpretation is a stretch of the rules at all. It is a somewhat complicated area of the rules, no doubt.
That's fine, but it isn't RAW. As a DM, I would allow it.
I hope you are referring to the shifting on the mount bit (and not the actions). I stated that the build didn't assume it to be true for shifting.
Ah. Curiously enough you might be fine. The Free Action errata specifies you can make only use one free action Attack Power per turn. Charge is not an attack power, or actually a power of any sort, since it never received a stat block, even though it includes an MBA, the same way Second Wind is not a power, but MBA, RBA, Grab, and now OAs are a power, because they have a stat block.
What do you lose by this being the proper race for Mark of Handling, ie, Human?
Also, it seems that Beast Protector is about the best feat possible, given that it gives you an OA anytime anything attacks your beast, even if you arent in melee range, as long as you are adjacent to the beast.
Springing Charge is Minotaur only. Not a huge deal (as you have Rampage) but a MBA vs Howling Strike is no competition (plus you might have killed that creature will the crit).
I initially planned to use Beast Protector + Opportunity Gore + Vicious Stomp for a double attack OA, but I decided to focus more on defenses and attack. I'm sure you can squeeze it in somewhere, but I just had a feeling no one would be attacking the 300 HP, DR15 creature, when there is someone crushing them with a Gouge (even if the creature is making claw attacks).