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3.5 advice on dungeon-crawling ranger Goto Page: 1 2 [>] [»|]

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Ariel Yardena Davidson

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PostPosted: Fri Apr 09, 2010 1:09 pm


I'm planning on attending a dungeon-crawling campaign on campus that requires a relatively high level for starting (9 or 10), so i wanted to make a lvl 9 DWARF ranger - below are stats i pulled on a generator - wondering if i was missing something. ...


other than powers. thought this bugger HAD powers in this edition...

Male Dwarf Ranger 9
Neutral Good
Representing Felix Jude Virgo

Strength 15 (+2)
Dexterity 16 (+3)
Constitution 16 (+3)
Intelligence 13 (+1)
Wisdom 15 (+2)
Charisma 10 (+0)


Size: Medium
Height: 4' 1"
Weight: 180 lb
Skin: Tan
Eyes: Green
Hair: White; Straight; Light Beard

Total Hit Points: 72

Speed: 20 feet

Armor Class: 16 = 10 +3 [studded] +3 [dexterity]

Touch AC: 13
Flat-footed: 13

Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +9 = 6 [base] +3 [constitution]
Reflex save: +11 = 6 [base] +3 [dexterity] +2 [lightning reflexes]
Will save: +5 = 3 [base] +2 [wisdom]
Attack (handheld): +11/+6 = 9 [base] +2 [strength]
Attack (unarmed): +11/+6 = 9 [base] +2 [strength]
Attack (missile): +12/+7 = 9 [base] +3 [dexterity]
Grapple check: +11/+6 = 9 [base] +2 [strength]

Light load: 66 lb. or less
Medium load: 67-133 lb.
Heavy load: 134-200 lb.
Lift over head: 200 lb.
Lift off ground: 400 lb.
Push or drag: 1000 lb.



Languages: Common Dwarven Elven Terran

Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]

Feats:

Dodge
Endurance [free to rangers]
Investigator
Lightning Reflexes
Point Blank Shot
Rapid Shot [ranger archery track]
Many Shot [ranger archery track]
Track [free to rangers]

Traits:

/Skill Name/ /Key Ability/ /Skill Modifier/ /Ability Modifier/ /Ranks/ /Misc. Modifier/

Appraise Int 1 = +1
Balance Dex* 3 = +3
Bluff Cha 0 = +0
Climb Str* 6 = +2 +4
Concentration Con 7 = +3 +4
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 0 = +0
Disable Device Int 3 = +1 +2
Disguise Cha 0 = +0
Escape Artist Dex^* 3 = +3
Forgery Int 1 = +1
Gather Information Cha 2 = +0 +2 [investigator]
Heal Wis 8 = +2 +6
Hide Dex^* 9 = +3 +6
Intimidate Cha 0 = +0
Jump Str^* 0 = +2 +4 -6 [speed 20]
Knowledge (dungeoneering) Int 5 = +1 +4
Knowledge (nature) Int 9 = +1 +6 +2 [survival]
Listen Wis 8 = +2 +6
Move Silently Dex^* 9 = +3 +6
Open Lock Dex 6 = +3 +3
Perform_1 Cha 0 = +0
Perform_2 Cha 0 = +0
Perform_3 Cha 0 = +0
Perform_4 Cha 0 = +0
Perform_5 Cha 0 = +0
Ride Dex 3 = +3
Search Int 9 = +1 +6 +2 [investigator]
Sense Motive Wis 5 = +2 +3
Spot Wis 6 = +2 +4
Survival Wis 8 = +2 +6
Swim Str** 6 = +2 +4
Use Rope Dex 3 = +3

* = check penalty for wearing armor

This character also has 1 ranks in Speak Languages.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Search >=5 ranks gives +2 on survival checks while tracking.

First-level Ranger spells: 2 (1+1) per day

Second-level Ranger spells: 1 (0+1) per day

Dwarf:

* +2 constitution / -2 charisma (already included)

* Can move 20 feet even if in heavy armor

* Darkvision (see 60 feet in pitch-dark)

* Stonecunning (+2 on searching stone, intuit depth)

* +4 to avoid being bullrushed while standing on ground

* +2 racial bonus on saves vs. poison

* +2 racial bonus on saves vs. spells / spell-like abilities

* +1 racial bonus to hit orcs and goblinoids

* +4 dodge bonus on AC against giants

* +4 stability bonus to avoid being tripped/bull rushed standing on
ground

* +2 racial bonus on appraise checks if stone/metal

Ranger:

* Favored enemies

* Track as bonus feat (already included)

* Combat Style

* Endurance

* Wild empathy (roll level + charisma bonus)

* Endurance (level 3)

* Animal Companion (level 4)

* Woodland Stride (level 7)

* Swift Tracker (level cool

* Evasion (level 9)

* Camouflage (level 13)

* Hide in Plain Sight (level 17)

* High wisdom gains bonus spells daily

Favored Enemies:

* Aberrations +2

* Constructs +4

This ranger chose the archery track.

/Class/ /HP rolled/
Level 1: Ranger 8
Level 2: Ranger 7
Level 3: Ranger 1
Level 4: Ranger 7 +1 to strength
Level 5: Ranger 6
Level 6: Ranger 5
Level 7: Ranger 3
Level 8: Ranger 4 +1 to charisma
Level 9: Ranger 4



My dwarf ranger's Equipment:

20 lb
12 lb
2 lb
5 lb

1 lb
4 lb
1 lb
3 lb
8 lb
1 lb
2 lb
1 lb
_____
60 lb Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x4
Backpack
Bedroll
Flint and steel
Mirror
Rations (1 day) x4
Sacks x1
Torches x3
Waterskins x2
Healer kit
Spell component pouch
Thieves' tools

Total

Animal Companion: Wolf

* Medium-Size Animal

* Hit dice 4d8+8 (26 hit points)

* Initiative +3 (Dex)

* Speed 50 feet

* AC: 17 ( +3 Dex +4 natural)

* Attacks: Bite +6 melee (Weapon Finesse);

* Damage 1d6+3 (bite);

* Special Qualities: Scent

* Saves: Fort +6; Ref +7; Will +2

* Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6

* Skills: Hide +4; Listen +6; Move Silently +5; Spot +4; Survival +1;
* The animal is entitled to distribute an additional 2 skill points.

* Feats: Weapon Finesse (Bite)


* Link, share spells

* Evasion

* Bonus tricks: 2
PostPosted: Fri Apr 09, 2010 1:11 pm


I suppose sense you posted this. I'll ask my question here is multiclassing out of the question?

Archfiend Damio


Ariel Yardena Davidson

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PostPosted: Fri Apr 09, 2010 1:16 pm


For this particular run, it's limited to combos that make proper sense. i'm thinking at least 6 levels on Ranger, but not sure as to what on the other.

Also i have to restart the sheet since i forgot powers and Pathguy's site doesn't let anyone see the rolls BEFORE they're altered.
PostPosted: Fri Apr 09, 2010 1:22 pm


Well the reason I ask is because back in the day (3.0 and before) when you thought of ranged combat you thought of one stat, Dex.

Given the addition of new books ideas and build possibilities I think of three stats, Str., Dex, Wis. Given the choices there are some builds to go with. Fist of all 9th level ranger is really only nice for one thing Evasion. >.<
So given that I would think if you want to do some stat shooting (moving them around) then you have one of four builds I can see.

As I will list pros and cons of each and possibilities as I move along to not kill anyone with waves of text I will split the builds up by post.

Fist build is easy the one you have right there.

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Ariel Yardena Davidson

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PostPosted: Fri Apr 09, 2010 1:25 pm


The kicker is that - well, the reason i said i wanted to DM Tomb of Horrors is that this campaign is a variation on this.
PostPosted: Fri Apr 09, 2010 1:38 pm


Alright the Str. build when I think of a dungeon crawl I don't always think range things tend to be crapped and short ranged. BUT the Str. build would be great for that.

The Str. build is one of three combos. Combo number on is Ranger/Barbarian and here is why:

Remember the little fact that thrown weapons are ranged weapons too and most things apply to both.
With the 'Brutal Throw' feat and the 'Power Throw' feat you can make a crazed ax hurling spear chucking mouth foaming made man. Brutal throw allows you to use your Str. Score to with thrown weapons instead of your Dex. This is useful because rage is a great Str booster and remember that Thrown weapons apply your Str. to Damage too. With point blank, precise shot and and far shot feats you can find yourself to be a very dangerous PC.

Your greatest strength is the draw back though... given that rage fatigues you, you do have to be careful when you use it and how may times per day.
As well as distance becomes a slight problem. You are a thrown character you pretty much are sitting on a max of a 60ft throw (thanks to far shot) with your Javelins.(not counting magic items)
everything else is a range between 20ft-40ft not bade but not good. If you really want yo be crazy you can take throw anything and really fling just about anything you can get your hands on at a range or 20ft.
Finally you need quick draw without it you are suck with one through a turn. Two weapon fighting is also useful because it gives you one extra throw per round but its also feat consuming for a feat consuming build.

Barbarian/Fighter runs almost the same but you lose out on ranger things. But gain the fighter feats very useful. (Best for this build in my opinion.)

Fighter/Ranger gives better and quicker feat progression but you lose rage with it high Str increase.

That will about do it for Str. Based ranged character. we will move on to dex.

Archfiend Damio


Archfiend Damio

PostPosted: Fri Apr 09, 2010 1:50 pm


Truly when I think of Dungeon Crawl I think rogue. The dex build is one of the most common and consists of a build with one of three combos.

First combo is its self the Ranger picking a prestige like Order of the bow or wild runner (for elves) is a great ranged character.

The second combo is Rouge/Ranger could possibly be one of the most dangerous combos. The ranged powers of the Ranger and the Deadly stealth of the Rouge make a wonderful combo as such the bonuses are all visible.
Trap finding, tacking, sneak attack machine. The usual feats are used here there is nothing special about it truly.
The gain of Evasion early is great seeing as you don't have to wait until 9th level to actually gain a very useful thing.

The drawbacks are also apparent as you multicalss you find that your sneak attack goes down if you are big into that straight rouge my be more suited.

The other combo is nothing special as well its a ranger/Scout. much like the ranger/rouge you are all bout the coolness.

But you find major drawbacks first of all while shot on the run is great for skirmish in the end a 20ft total move speed is a little week from the start. While yes you increase which could work to your advantage you lose out on the truly high speeds. And moving can become a problem in its self.

As with any dex build if you have a Str. Score, score your self a might compost you will need the damage as this is one of the lest damaging classes. (you rely on skirmish or sneak attack for it.)

Moving on to the final build.
PostPosted: Fri Apr 09, 2010 1:53 pm


Would, then, it be a good idea to have, say 4 of one and 5 of the other?

Ariel Yardena Davidson

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PostPosted: Fri Apr 09, 2010 1:54 pm


What I'd like to know is if your restricted to just the Players Handbook or what, considering that there are loads better feats for ranged style characters then the ones you have. That along with other things....

I'm sure that Jester can give you better help then I can (considering I've only just created my first ranged-style ranger less then 2 months ago and haven't even been through battle yet). So instead, I'll just lend you the handbook that I used to get up and running on the ranger guidelines. link
PostPosted: Fri Apr 09, 2010 1:57 pm


It's restricted to Tomb of Horrors, Libris Mortis, MM, DM and PH, as far as i know.

Re-rolled with 5d6 best 3 and got really good luck this time - even if we're going with a DEX build, the rolls were three 17s, two 16s and a 13

NO. i'm not making that up.
http://img210.imageshack.us/img210/5102/prooftz.jpg

Ariel Yardena Davidson

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Archfiend Damio

PostPosted: Fri Apr 09, 2010 2:02 pm


Wisdom. While most of the time you see Clerics or druids that want to gain the combat edge taking this I found that there is other uses for it as well.

First of all the build is A Pally/Ranger build I tend to use the Paladin of Freedom form the Unearthed Arcana books as with a CG alignment you don't always have a stick up your a**.
The Paladin/Ranger build can become very potent given the Ranged smite feat and Zen Archery you can focus your stat more into Wis and Cha and not so much in Dex.
If the Serenity (dragon compendium) feat is allowed this makes it way better because you no longer need to worry about Cha. The focus is clear that with this build you have the right stuff in the right places a decent dex and Str are also good seeing as because of ranger you need to wear low armor.

If you are not too worried about it then strap the heavy stuff on and smite away with your composite bow for extra damage but you rely one both those to give you any damage.
You also have spell casting that can work to your advantage thanks to both.

9th level is Ideal for this because as a 5th level Pally and a 4th level ranger you gain the best benefit of this combo you should have already guessed you need the Devoted Tracker feat this build has little use with out it. But if you really want to have fun now you have a Special Mount/Animal Companion (the feat lets you make them the same animal) gaining the bonus of both. But if you take Leadership you now can give that mount companion levels. While a mount my have little use in some areas of a dungeon crawl the benefit of a Special one is it can be dismissed and called as needed.

This build is a Wisdom focused build with the help of a reasonably powerful companion.
But damage is lacking in the end and as with all the builds but yours when you want High damage you need low range.
PostPosted: Fri Apr 09, 2010 2:10 pm


With out the Complete books or any other book you don't have listed the best you can do is what you have. Honestly its a little sad when it comes to book restrictions because some class get chumped due to cool and useful feats found in other books that they released.

The two builds I would suggest from that point is go with Straight Ranger or go with Ranger/Rouge.

The Rouge is nice because of traps you my find in dungeons as well as sneak attack.

The suggestion for a Ranger/Rouge would be (sense urban ranger is out no UA) is 4 ranger/ 5 rogue. The Dwarfs Stone cunning will also come in handy for finding mechanical traps.

Hoped any of this helped. Really you are not going to be the damage dealer in the end. And if you really didn't care about being a ranger I would say Fighter/Rouge with the same level split would work too. Given feats for feats.

Hope this helped if you have any questions feel free to ask.

Archfiend Damio


Ariel Yardena Davidson

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PostPosted: Fri Apr 09, 2010 2:14 pm


It has indeed helped and may gear my decision to make a rogue instead, if only to detect the traps.
PostPosted: Fri Apr 09, 2010 2:19 pm


I will suggest one this weather you keep the ranger your you go with something else.

Necessary feats are:

Point Blank Shot
Perice Shot

with out Perice you get a -4 anytime you shoot someone in Melee combat. Its a real drag. Point blank gives you a +1 damage and to hit when the target is within 30ft. (sneak attack range) also useful but you need it because you cant take Perice Shot with out Point Blank.

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Ariel Yardena Davidson

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PostPosted: Fri Apr 09, 2010 2:20 pm


that's something to think on. Danke.
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