The Devoted Tracker is a SAD (single ability dependent) build that offers gameplay flexibility and works well for a first-lifer. It’s based on CHA, and requires at least the Feydark Illusionist universal tree. Therefore it’s not an F2P build. I assume you don't have any past-lifes or tomes.
The build uses but one ability: Charisma. Thanks to the combination of the Feydark Illusionist and the Paladin, your to-hit, damage and saves are all calculated from this ability.
(Note: currently this is a work-in-progress theory build)
-- ABILITIES --
CHA is our main ability. Max this at first level and spend all the points here during the leveling. DEX: we need 13 for Precision. INT and CON: INT gives us more skill points and better chance to find traps (with Insightful Reflex it also increases our reflex). CON offers extra HP and higher Fortitude.
-- RACES --
Tiefling: I love the tiefling race (those horns and tails! mhm). CHA based race, with nice bonus damage from cores. This scales with fire spell power, not melee/ranged power, but it still good
- 28 Point Build: STR 8, DEX: 13, CON: 14, INT 12, WIS: 8, CHA 19
- 32 Point Build: STR 8, DEX: 14, CON: 14, INT 12, WIS: 8, CHA 20
- 34 Point Build: STR 8, DEX: 14, CON: 14, INT 14, WIS: 8, CHA 20
- 36 Point Build: Same as 34, perhaps +2 STR and less suck from Ray of Enfeeblement
Drow: If you don’t want to be horny (sorry) this is great too. Vulkoor is the only source to get shortswords as favored weapons. So if you want to use the conjured weapons from the Feydark, you need to select this race!
- 28 Point Build: STR 8, DEX: 14, CON: 12, INT 12, WIS: 8, CHA 20
- 30 Point Build: STR 8, DEX: 14, CON: 12, INT 14, WIS: 8, CHA 20
- 32 Point Build: STR 8, DEX: 14, CON: 12, INT 16, WIS: 8, CHA 20
-- CLASSES --
12 Ranger: provides you plenty of feats without reaching the ability requirements. It covers both the necessary ranged feats (rapid shot, precise shot, manyshot, improved precise shot) and the two-weapon fightning line for melee. On the top of these you gain 3 Favored Enemy (+6 damage), Evasion and a whole lot of skill points.
6 Paladin: allows you to add your CHA modifier to your saves (up to 50(+20) charisma which is easily achievable at lvl 21). Immunity to fear and diseases.
2 Artificer: Magical Training (required for Feydark Illusionist), Rapid Reload, Trapfinding and Runearm use. Obviously this is gold if you choose Inquisitive route, but it works great with the other variants too.
-- SKILLS --
Search and Disable Device is the top priority, then comes Use Magic Device. Search is class skill for both Artificer and Ranger, but the other two costs 2 points when leveling other than Artificer.
Open Lock costs 2 point on most of your levels, having low DEX doesn’t help either. If you have items or perhaps a skill tome it might be useful during leveling and when soloing.
Jump would be my next pick. Then I would spend my remaining points on Heal. I also drop a few points to Tumble, because I like to roll.
You can boost your trapping or lockpicking skill with several feats.
-- FEATS --
This build one of the rare ones where you are not short on feats. You gain almost everything you need from your classes. Here are the feats you automatically gain...
... for ranged
- Rapid Shot (Ranger 2): +20% attack speed with any ranged or thrown weapon
- Precise Shot (Ranger 4): hit the enemy you are targeting. Also stacking Ranged Power while not moving. This feat is nice, but to be honest, I didn't really miss it during the first 7 levels.
- Manyshot (Ranger 6): if you are go with an Archery route this is gold.
- Impoved Precise Shot (Ranger 11): shoot through enemies and damage all, -20% damage which is sad. Still can be useful for deliver special effects (paralyze, vorpal...etc) on multiple enemies.
- Rapid Reload (Artificer 1): for crossbow route this is essential.
...for TWF melee:
- Two-Weapon Fightning (Ranger 2)
- Improved Two-Weapon Fightning (Ranger 6)
- Greater Two-Weapon Fightning (Ranger 11)
After gaining all of these and a few more you still have 7 feats to think about. I'll color-code these as normal, good and must-have.
- Force of Personality: CHA to Will saves instead of WIS (stacks with the Paladin Divine Grace). Daze, Hypnotize, Hold Person are annoying spells at low levels, I would recommend pick this at 3rd level.
- Improved Critical: double your critical profile. Crossbow has 19-20 profile which is 10%, the feat increases it to 17-20 (20%). If you have a unusual critcal profile weapon like Swift Demise or Ratcatcher this is even better. You should select this first at level 9.
- Insightful Reflexes: if your INT is higher than your DEX more than 6 points this feat might worth to pick. Which is quite likely if you want to handle traps successfully. Evasion only works if you succeed on Reflex saving throw pumping it never hurt.
- Nimble Fingers: +2 to Open Lock and Disable Devices. Not a bad choice, but I would pick Skill Focus instead for search.
- Precision (Dex 13): +5% hit and 25% fortification bypass. Nice feat, but don't get confused about it 5% hit equals to +1 attack only. The bypass is great though.
- Point Blank Shot: +1[W] with your ranged weapons.
- Quicken Spell: Rejuvenation Cocoon from the Primal Avatar is a great healing spell like ability for epics, works with Quicken well
- Skill Focus: Gives +3 bonus to a single skill. Open Lock and Search are your best candidates. Your Disable Device is somewhat better thanks to the Thief Tools bonus. If you want Teleport or Heal earlier pick UMD then replace the feat later.
- Toughness: More of a filler feat gives you (2 + level) HP.
- Weapon Focus: +1 attack, +2 Melee or Ranged Power.
-- LEVELING --
Starting with Ranger to max out the amount of skill points gained at first level.At first level every character gain skill point 4 times than on other levels. The ranger gain 6+Int that means +8 spendable points compared to Artificer at first level or +16 compared to if you would chose paladin.
Level 2 is Artificer. From now you can disarm traps, and you'll be able to spend skill points on Disable Device in the following levels.
Level 3 Ranger to gain Rapid Shot.
Level 4-5 Paladin to benefit high saves earlier.
Level 6 Artificer again for Runearm.
From this point I would go with Ranger and add Paladin when I'm reaching Divine Grace cap with my Charisma. Divine Grace allows you to add CHA modifier to saves but max 2 + (3 * Paladin level) amount.
-- ENHANCEMENTS --
This build have many possible variant for different gameplays: dual-crossbow, two weapon fightning, archery. These variants are mostly based on Enhancement trees (except dual shortsword which requires the drow race).
One thing is common in all variants: spend at least 7 points in Feydark Illusionist tree. For feywild quest I would pick "You have got my back" too. Pixies like to shoot magic missiles.
-- BUILD VARIANTS --
Divine Inquisitive
Requirements: Inquisitive Enhancement Tree
This version uses Dual Crossbows and deals a massive damage that scales with Ranged Power. Synergies well with KOTC light damage.
Tracker of the Silver Flame (longbow)
Requirements: Silver Flame Deity
This is an alternative ranged build if you don’t have the inquisitive or you prefer bows over crossbows. The fire arrow synergizes well with the Tiefling racial cores.
Thief of Life (daggers)
Requirements: Vol deity and Vistani Knife Fighter Tree
Strong melee dual wield build.
Choosen of Vulkoor
Requirements: Drow, Vulkoor Deity
Based on the Lammania preview the Illusionist conjured weapon is quite strong, for this build you don't need to care about weapons!
Dual Wielder Knight
Requirements: none
A more tanky dual wielder melee using either Longswords, Battle Axes, Heavy Maces, Morningstars, War Hammers. 22 points on KOTC gives you the Knight's Training feat.