| Post/Author/DateTime | Post |
|---|---|
| Koplow9211-24-07, 04:56 PM | Hi. This is my 1st created character, so if anyone has suggestions about how to make him better, I'm open to them. 1st Level Ranger Human N HP:10 AC:15 Str:17+3 Dex:15+2 Con:15+2 Int:14+2 Wis:16+3 Cha:15+2 Fort:+4 Refl:+6 Will:+5 Initiative:+2 Grapple:+4 Speed: 30 ft Craft:Bowmaking +6 Heal +7 Hide +5 Knowledge:Nature +6 Listen +7 Move Sil. +5 Search +6 Spot +7 Track Point Blank Shot Lightning Reflexes 1st Favored Enemy: Goblinoids Wild Empathy Languages: Common, Elven, Dwarven Studded Leather I left other equipment out for more suggestions. Thanks!:elf: |
| Alyri11-24-07, 05:26 PM | Couple questions. High strength, yet you are a bowman? Or why have such a high craft skill? I would go with something like this Str:15+2 Dex:17+3 Con:16+3 Int:14+2 Wis:15+2 Cha:15+2 What method of character generation did you use? Them are some real nice stats. You have 36 skill points to spend, from looking you didn't spend them all. I would pick up Dungeoneering, Geography, and most definitely survival(without it you aint gonna track) Drop speak dwarven or Elven and pick up Goblinoid Why Lightning Reflexes? Seems a waste to me |
| dankster122111-24-07, 07:12 PM | I'd kill to have a Ranger like this. At 2nd level pick up the two-weapon combat style with your high Strength. Alyri I do agree with you about him being more strength oriented over ranged attacks but, with feats those improve. Honestly Koplow92 I'd take Far Shot or some other feat over Lightning Reflexes, your Dex is high enough anyways that you can get out of any tricky situation and the thought of having a sniper-like Ranger is pretty frickin' cool! |
| DrMorganes11-24-07, 07:54 PM | You'll need to keep your Survival skill up if you actually want to Track anything. Replace Craft (Bowmaking) with Survival. Crafting is rarely worthwhile skill point investment for martial PCs. Also, your skill bonuses are off. A Level 1 human Ranger with an INT of 14 gets 36 skill points to spend, but you can only place up to 4 ranks in a given class skill. If you like to keep your skills maxed, this means you get to pick 9 class skills. Survival: 4 + WIS mod 3 = +7 Heal: 4 + WIS mod 3 = +7 Hide: 4 + DEX mod 3 = +7 Knowledge (Nature): 4 + INT mod 2 = +6 Listen: 4 + WIS mod 3 = +7 Move Silently: 4 + DEX mod 3 = +7 Search: 4 + INT mod 2 = +6 Spot: 4 + WIS mod 3 = +7 This leaves you with 4 skill points to spend. Having 5 ranks in Knowledge (Geography) gets you a +2 synergy to Survival checks to avoid getting lost and to avoid natural hazards (like quicksand). 5 ranks in Knowledge (Dungeoneering) gets a +2 synergy to Survival checks while underground. Consider dropping Heal and putting the points into these two additional Knowledge skills. There may be little point keeping them maxed once you get the synergy, which would allow you to pursue additional skills. You'll need ranks in Handle Animal if you want to make use of your Wild Empathy ability. Oh - don't forget, Synergy bonuses stack, so the bonus from Know (Geography) stacks with the one from Know (Nature). I second losing Dwarven or Elven in favor of Goblin. If they're your favored enemy, it makes sense that you'd be able to understand what they're saying when you're spying or interrogating them! Rangers stereotypically are above-ground nature types, so picking Elven is a likely choice. If you're going with the Ranged combat style: Swap DEX and STR; STR doesn't apply to ranged attacks unless you're using a Composite bow, and you apply your DEX bonus to ranged attack rolls. Lose Lightning Reflexes and take Precise Shot. If you're a ranged, um ranger, odds are you won't be spending a lot of time within melee range - but the rest of your party probably will. Having Precise Shot allows you to avoid the normal -4 penalty for firing into melee. Consider multiclassing with Scout (from Complete Adventurer) and taking the Swift Stalker feat (same book). These allow you to stack your Ranger and Scout levels for all sorts of things. Gear: Studded leather armor is fine. Buy a longbow - composite if you can afford it. A LOT of arrows (at least 60). Some form of melee weapon. At some point you'll find a goblinoid is less than willing to stay put while you pepper it with arrows. A handaxe makes a nice choice, and does double-duty with various camp-related chores. At least one dagger, for skinning/gutting/scaling/etc. A few fish hooks You do NOT need things like bedrolls and tents. You're a ranger, fer cryin' out loud... A backpack and a belt pouch or two are always good choices. A 50' coil of rope - silk if you can afford it. |
| Koplow9211-24-07, 09:16 PM | Thanks for the input. Alyri, those are seriously 1st-time dice rolls.:w00t: No re-rolls. |
| CCS11-25-07, 11:54 AM | Hi. This is my 1st created character, so if anyone has suggestions about how to make him better, I'm open to them. 1st Level Ranger Human N HP:10 AC:15 Str:17+3 Dex:15+2 Con:15+2 Int:14+2 Wis:16+3 Cha:15+2 Fort:+4 Refl:+6 Will:+5 Initiative:+2 Grapple:+4 Speed: 30 ft Craft:Bowmaking +6 Heal +7 Hide +5 Knowledge:Nature +6 Listen +7 Move Sil. +5 Search +6 Spot +7 Track Point Blank Shot Lightning Reflexes 1st Favored Enemy: Goblinoids Wild Empathy Languages: Common, Elven, Dwarven Studded Leather I left other equipment out for more suggestions. Thanks!:elf: I'd shave a few skill points of of things in order to add a decent level of survival. Because as has been pointed out, without it you won't be tracking... But I'd still keep some points in the craft :bowmaking mostly just for RP reasons. And at some point I'd add language: goblinoid. Though I can easily envision you simply hating & knowing how to hunt/kill them despite having a clue what they're saying.... |