Had to give it a spin...

Jun 13, 2008 01:48

((4th Edition, all standard rules [22 point buy, 100 gp to equip, options per 4ed PHB]))

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4ed, character build

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Build Progression - Level 2 ironhand June 26 2008, 04:19:24 UTC
Level 2
Level Constant: +1 (increases defenses, attacks, skills and initiative)
HP: 38 hp Bloodied: 19, Healing Surge Value: 09 Healing Surges Per Day: 09

Yield Ground - Ranger Utility 2
Encounter * Martial
Immediate Reaction * Personal
Trigger: An enemy damages you with a melee attack.
Effect: You can shift a number of squares equal to your Wisdom modifier. Gain a +2 power bonus to all defenses until the end of your next turn.

Dwarven Weapon Training
Prerequisites: Dwarf
Benefit: You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.

Notes: +2 damage on every hit that involves either of my warhammers? Sign me up please! And despite its' name, Yield Ground is a neat way to maneuver past an enemy toward danger as well as away from it, though you do have to be hit to activate it.

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BP - Level 3 ironhand June 26 2008, 04:30:30 UTC
Level 3
Level Constant: +1
HP: 43 Bloodied: 21, Healing Surge Value: 10 Healing Surges Per Day: 09

Thundertusk Boar Strike - Ranger Attack 3
Encounter * Martial, Weapon
Standard Action * Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] + Strength modifier damage (melee), or 1[W] + Dexterity modifier damage (ranged) per attack. With each hit you push the target 1 square. If both attacks hit the same target, you push the target a number of squares equal to 1 + your Wisdom modifier.

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BP - Level 4 ironhand June 26 2008, 04:46:02 UTC
Level 4
Level Constant: +2 (increases defenses, attacks, skills and initiative)
HP: 48 Bloodied: 24 Healing Surge Value: 12 Healing Surges Per Day: 09
Stat Raises: +1 Con, +1 Dex

Defense Adjustments Others remain as above base + LC
AC 17 (+5 Armor & Dex, +2 LC)
Reflex 15 (+3 Dex, +2 LC)

Skill Adjustments All other skills as above + LC
+08 Acrobatics (+2 Dex, -1 Check, +2 LC, +5 Trained)
+03 Stealth (+2 Dex, -1 Check, +2 LC)
+03 Thievery (+2 Dex, -1 Check, +2 LC)

Novice Power [Multiclass Encounter]
Prerequisites: Any class-specific multiclass feat, 4th level
Benefit: You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.

Replacement Note: Replaced Thundertusk Boar Strike with
Crushing Blow - Fighter Attack 3
Encounter * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Weapon: If you’re wielding an axe, a hammer, or a mace, you gain a bonus to the damage roll equal ( ... )

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BP - Level 5 ironhand June 26 2008, 04:52:50 UTC
Level 5
Level Constant: +2
HP: 53 Bloodied: 26 Healing Surge Value: 13 Healing Surges Per Day: 09

Two-Wolf Pounce - Ranger Attack 5
Daily * Martial, Weapon
Standard Action * Melee weapon
Requirement: You must be wielding two melee weapons.
Special: You can shift 2 squares before making this attack.
Primary Target: One creature
Attack: Strength vs. AC, two attacks (main weapon and off-hand weapon)
Hit: 2[W] + Strength modifier damage (main weapon) and 1[W] + Strength modifier damage (off-hand weapon)
Effect: After attacking the primary target, you can shift 2 squares and make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 2[W] damage (off-hand weapon)

Notes: Multiple attacks and two free shifts - what's not to like here?

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BP - Level 6 ironhand June 26 2008, 05:04:38 UTC
Level 6
Level Constant: +3 (increases defenses, attacks, skills and initiative)
HP: 58 Bloodied: 29 Healing Surge Value: 14 Healing Surges Per Day: 09

Defense Adjustments All others calced as by prior entries
AC 19 (+6 Armor, +3 LC) [Hide armor swapped for Chainmail]

New Proficiency: Chainmail

Weave through the Fray - Ranger Utility 6
Encounter * Martial
Immediate Interrupt * Personal
Trigger: An enemy moves adjacent to you.
Effect: You can shift a number of squares equal to your Wisdom modifier.

Armor Proficiency [Chainmail]
Prerequisites: Str 13, Con 13, training with leather or hide armor
Benefit: You gain training with chainmail.

Notes: Chainmail improves AC overall as no further dexterity advancement is planned except for the automatics at levels 11 & 21 and by level 21, I can safely wager on having one of the masterwork types of chainmail.

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BP - Level 7 ironhand June 26 2008, 05:12:53 UTC
Level 7
Level Constant: +3
HP: 63 Bloodied: 31 Healing Surge Value: 15 Healing Surges Per Day: 09

Sweeping Whirlwind - Ranger Attack 7
Encounter * Martial, Weapon
Standard Action * Close burst 1
Requirement: You must be wielding two melee weapons.
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier and it is knocked prone.

Notes: Tenpins, anyone? Oh, and it gets worse ... you'll see.

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BP - Level 8 ironhand June 26 2008, 05:18:43 UTC
Level 8
Level Constant: +4 (increases defenses, attacks, skills and initiative)
HP: 68 Bloodied: 34 Healing Surge Value: 17 Healing Surges Per Day: 09
+1 Str, +1 Wis

Acolyte Power [Multiclass Utility]
Prerequisites: Any class-specific multiclass feat, 8th level
Benefit: You can swap one utility power you know for one utility power of the same level or lower from the class you multiclassed into.

Replacement Note: Replaced Weave through the Fray with:
Unbreakable - Fighter Utility 6
Encounter * Martial
Immediate Reaction * Personal
Trigger: You are hit by an attack
Effect: Reduce the damage from the attack by 5 + your Constitution modifier.

Notes: Replacing avoidance tactics with, effectively, a damage reduction trick, as this ranger is likely to end up in the thick of it a lot. Stat gains selected will pay off on reaching 11th level.

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BP - Level 9 ironhand June 26 2008, 05:23:37 UTC
Level 9
Level Constant: +4
HP: 73 Bloodied: 36 Healing Surge Value: 18 Healing Surges Per Day: 09

Swirling Leaves of Steel - Ranger Attack 9
Daily * Martial, Weapon
Standard Action * Close burst 1
Requirement: You must be wielding two melee weapons.
Target: Each enemy in burst you can see
Attack: Strength vs. AC, one attack per target
Hit: 2[W] + Strength modifier damage.
Miss: Half damage

Notes: So now we can knock 'em off like tenpins, or hit them twice as hard when clustered. But wait just one level...

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BP - Level 10 ironhand June 26 2008, 05:34:06 UTC
Level 10
Level Constant: +5 (increases defenses, attacks, skills and initiative)
HP: 78 Bloodied: 39 Healing Surge Value: 19 Healing Surges Per Day: 09

Expeditious Stride - Ranger Utility 10
Encounter * Martial
Minor Action * Personal
Effect: Until the end of your next turn, your speed increases by 4, and when you shift, you can shift 1 additional square.

Adept Power [Multiclass Daily]
Prerequisites: Any class-specific multiclass feat, 10th level
Benefit: You can swap one daily attack power you know for one daily attack power of the same level or lower from the class you multiclassed into.

Replacement Note: Replaced Swirling Leaves of Steel with:
Thicket of Blades - Fighter Attack 9
Daily * Martial, Reliable, Weapon
Standard Action * Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is slowed (save ends).

Notes: Per encounter speed exploit, and upgrading the Ranger's 2[W] + Strength burst to the Fighter's 3[W] + Strength and slowing burst. No effect ( ... )

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BP - Level 11 ironhand June 26 2008, 06:04:54 UTC
Level 11 Paragon Tier entered
Level Constant: +5
HP: 88 Bloodied: 44 Healing Surge Value: 26 Healing Surges Per Day: 13
Stat Raises: +1 Con, +1 Str, +1 Dex, +1 Int, +1 Cha, +1 Wis

Defense Adjustments Others remain as calculated above
Fortitude 20 (+4 Con, +5 LC, +1 Ranger)
Will 19 (+4 Wis, +5 LC)

Skill Adjustments All other skills as calculated above
+13 Athletics (+5 LC, +4 Str, +5 Trained -1 Check)
+16 Dungeoneering (+5 LC, +4 Wis, +5 Trained, +2 Race)
+15 Endurance (+5 LC, +4 Con, +5 Trained, +2 Race, -1 Check)
+14 Heal (+5 LC, +4 Wis, +5 Trained)
+09 Insight (+5 LC, +4 Wis)
+09 Nature (+5 LC, +4 Wis)
+14 Perception (+5 LC, +4 Wis, +5 Trained)

Passive Perception: 24 Passive Insight: 19

Paragon Path Selected: Fighter

Replacement Note: Replaced Hit and Run with:
Cleave - Fighter Attack 1
At-Will * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier ( ... )

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BP - Level 12 ironhand June 26 2008, 06:17:45 UTC
Level 12
Level Constant: +6 (increases defenses, attacks, skills and initiative)
HP: 93 Bloodied: 46 Healing Surge Value: 27 Healing Surges Per Day: 13

Defense Adjustments Others remain as calculated above
AC 23 (+7 Armor, +6 LC)

Skill Adjustments Others remain as calculated above
+13 Acrobatics (+2 Dex, +6 LC, +5 Trained)
+15 Athletics (+4 Str, +6 LC, +5 Trained)
+17 Endurance (+4 Con, +6 LC, +5 Trained, +2 Race)
+08 Stealth (+2 Dex, +6 LC)
+08 Thievery (+2 Dex, +6 LC)

Into the Fray - Fighter Utility 10 (MC Utility 12)
Encounter * Martial
Minor Action * Personal
Effect: You can move 3 squares, as long as you end your move adjacent to an enemy.

Armor Specialization [Chain]
Prerequisites: Dex 15, training with chainmail
Benefit: You gain a +1 feat bonus to AC while wearing chainmail. You reduce the check penalty incurred by chainmail by 1.

Notes: Armor specialization eliminates the skill check penalty and gives another boost to AC. Into the Fray lets you eliminate the narrow gap between just moving and moving and getting to use ( ... )

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BP - Errata ironhand June 26 2008, 06:21:22 UTC
Healing surges from level 11 onward should be 12, not 13.

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