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Originally Posted by
winsom
I'm thinking ahead to BaB +16 and Manyshot providing 4 arrows per shot. This character will be a favored-enemy slayer at range that is also dangerous in melee combat. Undead won't take critical hit damage, but Aberrations & Evil Outsiders will have to worry about bow critical hits of over 75 damage plus holy/bane damage.
The Fighter levels are to provide access to certain enhancements, most notably the increase to Trip attack DC. Improved Trip is my "trick" to provide combat control at all levels. Stunning Blow could be added later in the build for the same purpose, but probably not. Significant Strength will aid these tricks so they are moderately useful (I hope). Melee ability will be strong. Any weapon can be used equally well. No Weapon Finesse feat required but it could be taken later. Exotic feat: Khopesh, is an option, should I find a few that I really like. Can dual wield weapons for Weighted and Vertigo bonuses.
Starting Ability Scores (Elf, 32 point):
STR 16, DEX 18, CON 11 (12), INT 12 (13), WIS 11 (12), CHA 8
Update: I think CON 11 & WIS 11 would be better, as two Tomes +1 could raise each to a 12
Ending Ability Scores: (at 16th)
STR 26, DEX 31 or 32, CON 16, INT 13, WIS 13, CHA 10
items of STR +6, DEX +5, CON +4, WIS +2, CHA +2
tomes of STR +1, DEX +2, INT +1, CON +1, WIS +1
level-bumps of STR +2, DEX +2, enhancements of STR +1, DEX +4
Will need to wear an item of Wisdom in order to cast Ranger spells. i.e. Black Anvil Mines helm of WIS +2, Will Save +5.
Tome +1 INT allows for Combat Expertise & Improved Trip feats
Fighter (1st) enhancements at level 3: (5 APs spent)
Weapon durability 25%
Critical confirmation +2
Attack Boost +2
Trip attack DC +1
Toughness +5 Hit Points (w/ Toughness feat)
Ranger 11 will give all of the useful ranger-combat abilities in D&D, unless DDO decides to add more at higher levels. Ranger 12 is a +1 to all Saves level and it gives an upgrade to ranger spell ability.
Ranger (11th)enhancements prior to 13th level: (16 APs, 21 total)
Energy Resistance 8 (Boost, stacks with other resistance)
Dexterity +1 & +2
Favored enemy Damage +2 (vs. 3 Enemies)
Favored enemy save Resistance +2 (vs. 3 Enemies)
Energy +40 spell points
Elf Enhancements prior to 13th level (25 APs, 46 total):
Dexterity +1 & +2, Enchantment Resistance +1, Longsword & Rapier Attack +1 & +2, Bow Attack +1 & +2, Bow Damage +1 & +2
Fighter (2nd-4th)enhancements from 13-16th level: (12 APs, 58 total)
+1 STR enhancement, Flanking +1 attack, +1 AC from Armor DEX,
Attack Boost +3, Trip DC +2, Critical hit confirmation +4
Elf & Ranger enhancements from 12-16th level: (10 of 68 APs remaining)
Ranger DEX +3 or ?
Normal Feats:
1st: Toughness, 3rd: Combat Expertise, 6th: Extend Spell,
9th: Improved Critical - Ranged, 12th: Luck of Heroes, 15th: Skill Focus - UMD
Use Magic Device, as a cross-class skill, will be around +20 by 15th level if Skill Focus is added. Including a FEW other bonuses like Heroism +2, from Charisma +2, magic item +3. If I include Greater Heroism +4, and Ranger Skills Boost, I might make use of Skill Focus: UMD at 12th.
Ranger Bonus Feats:
1st: Bow Strength, 2nd: Rapid Shot, Two Weapon Fighting
6th: Manyshot, Improved Two Weapon Fighting, 9th: Evasion
11th: Precise Shot, Improved Precise Shot, Greater Two Weapon Fighting
Fighter Bonus Feats:
1st: Improved Trip, 2nd: Improved Crit - Piercing, 4th: Weapon Finesse Or Weapon Focus - Ranged?
Armor Class: 37 (42 Expertise) or 44 w/ Shield (49 Expertise)
Base 10 +4 from DEX and AC enhancement
+13 from Mithral Full Plate +5, or equivalent)
+10 from +5 Barkskin, +2 Chaos Guard, +3 Deflection
+7 from large shield +5
Hit Points: 173 at 12th with +4 CON item, no False Life, and 239 at 16th with +6 from CON and no False Life)
Saving Throws: (Rng11/Ftr1) Fort +16, Reflex +22, Will +10
(includes DEX 30, CON 16, WIS 12 & magic bonuses to +3 Fort, +4 Reflex, +5 Will, and Luck of Heroes +1)