The Lightning Ranger: Kills on the Run

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Last post

Update Dec 2010


The Lightning Ranger
A Con-based ranger with a focus on lightning. He has high speed (flying speed: 13), is unstoppable (constant phasing), hard to hit (56/56/57/51), tough (constant insubstantial, sehanine's mark, con 24). Getting hit by lightning slides, slows and prones his enemies, also dealing considerable damage. Lightning disappears after the strike, and so does the ranger: move 13 & hide with cunning sneak...

build lvl 30


Race: Revenant(Elf)
Class: Ranger|Rogue
Multi: Fighter
PP: Lyrandar Storm Rider
ED: Raven Knight

Stats:
Str: 12->14
Con: 12-14->24
Dex: 18-20->30
Int: 10->12
Wis: 12->14
Cha: 8->10

HP: 181 (12 base + 24 con +145 lvl)
Bloodied: 91 HP or less

Healing Surges: 13 (6 base + 7 con)

Healing Surge Value: 45 HP

Defenses:
AC: 44 [56] (10 base + 15 half level + 6 enhancement + 10 Dexterity modifier + 5 elderhide -2 stance [+5 hide +3 quarry + 2 ED + 2 restless])
Fortitude: 44 [56] (10 base + 15 half level + 6 enhancement + 7 Constitution modifier + 1 class + 3 feat + 2 item [+5 hide +3 quarry + 2 ED
+ 2 restless])
Reflex: 45 [57]  (10 base + 15 half level + 6 enhancement + 10 Dexterity modifier + 1 class + 3 feat
[+5 hide +3 quarry + 2 ED + 2 restless]))
Will: 39 [51] (10 base + 15 half level + 6 enhancement + 2 Wisdom modifier +1 class + 3 feat
+ 2 item [+5 hide +3 quarry + 2 ED + 2 restless]))

Initiaitve: 15(base)+10(dex)+5(item) = 30

Speed: 6(base)+2(run)+2(ED)+2(airstriders)+1(mark) = 13
(due to running shot, we can run and attack without penalty)

Feats:
weapon proficiency (greatbow), treetop sniper, bow expertise, hybrid talent(cunning sneak), skill focus:stealth, weapon focus bow, bow critical, running shot, mark of storm, improved defenses, hobbling strike, Ghostly Vitality, Restless Dead, MC Fighter, Fighter util: Battle Fury Stance, World Serpent's Grasp, hide proficiency, reserve maneuver

Skills:
Stealth 39 (15lvl+5prof+3focus+6item+10dex), Running Stealth 34 (only -5 due to cunning sneak)

Encounter Attack Powers:
L3 - Disruptive Strike (ranger) (replaces lvl 11 Wind Burst via Reserve Maneuver)
L7 - Snap Shot (rogue)
L17 - Pounding Barrage (ranger)

L23 - Manticore's Volley (ranger)

Daily Attack Powers:
L15 - Confounding Arrows (ranger)
L20 - Unruly Cyclone (PP)
L25 - Rogues Resurgence (rogue)
L29 - Five-Missile Dance (ranger)


Utility Powers:
L2 - (open)
L2 - Feather Fall (PP)
L6 - Battle Fury Stance (fighter)
L10 - (open)
L12 - Zephyr Wings (PP)
L16 - Raise the Stakes (rogue)
L22 - (open)
L26 - Dark Skythe (ED)

to-hit:
+41 : 15(lvl)+10(dex)+6(enh)+2(greatbow)+3(expertise)+1(lightning)+2(restless)+2(CA)
damage:
+39 : 6(enh)+5(shard)+7(con)+6(item)+3(feat)+3(gauntlets)+6(stance)+3(bexpert)  [+10 dex]

Twin Strike:
2x +41 vs. AC 44
normal: 2d12+39 (52)
crit: 6d6+75 (96)
quarry: 2d6 (-1 for slow)
damage: 2*0.8*(52) + 2*0.1*(96) + 0.8*(7) + 0.19*(12) = 110 DPR

Items:

weapon: Thunderbolt Superior Crossbow+6 with Eberron Shard of Lightning+5
hands: gauntlets of blood(epic)
head: eye of awareness(epic)
arms: bracers of archery(epic)
neck: life charm
armor: predator's hide elderhide
waist: Belt of Sonnlinor Righteousness
ring1: shadow band
ring2: ring of giants
feet: airstriders (epic)
tattoo: backlash (heroic)
scar: reflexive psychic shroud
boon: sehanine's mark of the dark moon




combat openers/novas

encounter flare (no AP)
gain surprise (easy since he's always hidden)
surprise round
standard: Manticore's Volley
round1
minor: quarry
move: snap shot
standard: Pounding Barrage
interrupt: disruptive strike

=> #of attacks before round2 starts: 8 (no AP, no daily)  (~500)

nova:
gain surprise (easy since he's always hidden)
surprise round
standard: Five Missile Dance
round1
minor: quarry
move: snap shot
standard: Pounding Barrage
AP: gain standard
standard: manticore's Volley
interrupt: disruptive strike

=> #of attacks before round2 starts: 13 (~800)




Analysis:



Damage:
Twin Strike for 110 DPR is not bad for a ranged ranger, especially considering he can do it from 25 squares distance (100DPR from 50 squares distance) and disappears after the shot. Now thats what i call a sniper . He has all the multiattacks typical for ranged rangers(five missile dance, pounding barrage), as well as the minor action snap shot from rogue.

Control:
Slide 1(mark of storm) per hit. Can trade 1 die of quarry for slow (hobbling strike) + prone (world serpent's grasp). Also -2 to hit for the enemy if using twin strike (impending doom). Yes, thats a speed 13 / range 50 guy with slow & prone at-will. Also, Disruptive Strike can interrupt an attack - the silde usually makes the interrupted attack impossible, if not, -5 penalty to hit.

Mobility:
Runner: Running Shot allows to use the run action without incurring to hit penalties, Cunning Sneak reduces sneak penalty to -5
Fast: a move action will net the lightning ranger 13 squares of movement
Flying: Airstriders
Unstoppable: Phasing (ED) will allow the lightning ranger to pass any obstacle, including walls up to 11 squares thick, due to airstriders vertically and horizontally !

Defense:
Hard to hit: 54/54/55/49 vs ranged, 56/56/57/51 vs melee
Tough: Due to high constitution, the lightning ranger has a high number of healing surges, as well as high hitpoints (comparable to a normal ranger with toughness)
Hard to damage: Below zero the Belt of Sonnlinor Righteousness (DR 30) subtracts 30 from the incoming damage, Mark of the Dark Moon will then half all damage, Insubstantial (ED) again halves most forms of incoming damage, with full actions (ghostly vitality) and zero chance to fall unconscious (life charm). For example, a hit for dealing 70 damage will hit the lightning ranger for only 10 damage.
 
Utility:
always hidden: Cunning Sneak allows to hide with just concealment after a move (no full concealment). With shadow band (or Phantom Chaussures before that), this is possible every round
darkvision: another nice lvl 21 benefit (next to dex/con/speed+2) - twin strike the light sources in round 1...
utility: rogue utility powers are currently imo more useful, but you also get the rangers shed the mark - the best of two worlds..

Variants:
This build works just as well with a pure ranger MC rogue. But the ability to vanish from sight all the time due to cunning sneak fits the hit&vanish theme of the lightning ranger perfectly...
Would this be a Dexterity/Constitution-based ranger/Lyrandar Wind-Rider with a Thunderbolt Superior Crossbow and an Eberron Shard of Lightning, by any chance?
Would this be a Dexterity/Constitution-based ranger/Lyrandar Wind-Rider with a Thunderbolt Superior Crossbow and an Eberron Shard of Lightning, by any chance?



Yes exactly , thats the damage base of the build. I realize a frost build is probably better, but i just love the flavor of the Wind-Rider and didn't see anyone doing it justice...

A certain associate of mine had played a gnoll ranger/Lyrandar Wind-Rider in a one-off session approximately one or two days after the Eberron Player's Guide had been released. I would like to view your take on the build, however. If your build does not call for any specific racial feats, might I recommend a revenant? It would grant you a convenient +2 Constitution and +2 Dexterity, and the Reaper's Quarry heroic feat significantly boosts the damage output of you and your party against your quarry for a round.

A certain associate of mine had played a gnoll ranger/Lyrandar Wind-Rider in a one-off session approximately one or two days after the Eberron Player's Guide had been released. I would like to view your take on the build, however. If your build does not call for any specific racial feats, might I recommend a revenant? It would grant you a convenient +2 Constitution and +2 Dexterity, and the Reaper's Quarry heroic feat significantly boosts the damage output of you and your party against your quarry for a round.



Unfortunately my search-fu wasn't strong enough, i couldn't find Kerrus' build (only an entry in the ranger thread) . Could you point me into the right direction ? On renevant: you are right, i'll make the switch. Elf is +1 speed, but renevant(elf) qualifies for all feats and has better stats for a con-ranger.

Unfortunately my search-fu wasn't strong enough, i couldn't find Kerrus' build (only an entry in the ranger thread) . Could you point me into the right direction ?



I do not believe that he had ever posted the build; he had simply created it for a level 14 session played through MapTool, one which I still have the logs for. Below is my take of the build in question, only as a revenant rather than a gnoll:

Build, Level 14

Level: 14
Race: Revenant, Dragon Magazine #376, pages 35-37
Class: Ranger, Player's Handbook, pages 103-104
Fighting Style: Two-Blade Fighting Style, Player's Handbook, page 104
Paragon Path: Lyrandar Wind-Rider, Eberron Player's Guide, page 72

[sblock=Ability Scores:]
Level 1: Strength 8, Constitution 14+2, Dexterity 18+2, Intelligence 10, Wisdom 11, Charisma 10
Level 4: Strength 8, Constitution 15+2, Dexterity 19+2, Intelligence 10, Wisdom 11, Charisma 10
Level 8: Strength 8, Constitution 16+2, Dexterity 20+2, Intelligence 10, Wisdom 11, Charisma 10
Level 11: Strength 9, Constitution 17+2, Dexterity 21+2, Intelligence 11, Wisdom 12, Charisma 11
Level 14: Strength 9, Constitution 18+2, Dexterity 22+2, Intelligence 11, Wisdom 12, Charisma 11


[sblock=Feats:]
Fighting Style: Toughness, Player's Handbook, page 201
Level 1: Weapon Proficiency (Superior Crossbow), Player's Handbook, page 201
Level 2: Speed Loader, Player's Handbook 2, page 189
Level 4: Weapon Focus (Crossbows), Player's Handbook, page 201
Level 6: Weapon Expertise (Crossbows), Player's Handbook 2, page 190
Level 8: Lethal Hunter, Player's Handbook, page 198
Level 10: Mark of Storm, Eberron Player's Guide, page 91
Level 11: Reserve Maneuver, Player's Handbook 2, page 191
Level 12: Reaper's Quarry, Dragon Magazine #376, page 41
Level 14: Sneak of Shadows, Player's Handbook, page 208
[/sblock]

[sblock=At-Will Attack Powers:]
Level 1: Careful Attack, Player's Handbook, page 105
Level 1: Twin Strike, Player's Handbook, page 105
[/sblock]

[sblock=Encounter Attack Powers:]
Level 1: Fox's Cunning, Player's Handbook, page 105
Level 3: Disruptive Strike, Player's Handbook, page 106
Level 7: Biting Volley, Martial Power, page 48
Level 11: Spikes of the Manticore, Player's Handbook, page 108
Level 13 (replaces Fox's Cunning): Pinning Strike, Player's Handbook, page 108
[/sblock]

[sblock=Daily Attack Powers:]
Level 1: Split the Tree, Player's Handbook, page 106
Level 5: Spitting Cobra Stance, Martial Power, page 47
Level 9: Attacks on the Run, Player's Handbook, page 108
[/sblock]

[sblock=Utility Powers:]
Level 2: Yield Ground, Player's Handbook, page 106
Level 6: Guided Shot, Dragon Magazine #379, page 13
Level 10: Defensive Volley, Dragon Magazine #383, page 50
Level 12: Zephyr Wings, Eberron Player's Guide, page 72
[/sblock]

[sblock=Equipment:]
Main Hand: Thunderbolt Superior Crossbow +3 (Level 13, Free), Adventurer's Vault, page 80
Main Shard: Eberron Shard of Lightning +3 (Level 12, Free), Eberron Player's Guide, page 53
Armor: Predator's Earthhide +3 (Level 13, Free), Adventurer's Vault 2, page 11
Neck: Amulet of Protection +3 (Level 11, 9,000 gp), Player's Handbook, page 53
Arms: Bracers of Archery +2 (Level 6, 1,800 gp), Adventurer's Vault, page 115
Hands: Gauntlets of Blood +2 (Level 4, 840 gp), Adventurer's Vault 2, page 58
Feet: Acrobat Boots (Level 2, 520 gp), Player's Handbook, page 246
Head: Heroic-Tier Eagle Eye Goggles (Level 2, 520 gp), Adventurer's Vault, page 140
Wondrous: Backlash Tattoo (Level 9, 4,200 gp), Adventurer's Vault 2, page 84
Loose Change: 360 gp
[/sblock]

[sblock=Miscellany:]
Initiative: +14 (7 half level + 7 Dexterity modifier)
Size: Medium
Speed: 6 squares
Vision: Low-light
Passive Insight: 18 (10 base + 7 half level + 1 Wisdom modifier)
Passive Perception: 23 (10 base + 7 half level + 1 Wisdom modifier + 5 training)
Trained Skills: Acrobatics, Endurance (+2 racial), Nature, Perception, Stealth, Thievery
Languages: Common, choice of one other
Action Point (Wind-Rider Action): When you spend an action point to take an extra action, you gain a fly speed equal to your speed (and can hover) until the end of your next turn.
Special (Mark of Storm): You gain a +1 bonus to speed when flying.
[/sblock]

[sblock=Hit Points:]
Hit Points: 106 (77 ranger + 19 Constitution score + 10 Toughness)
Bloodied: 53
Healing Surge Value: 26
Healing Surges per Day: 10 (6 ranger + 4 Constitution modifier)
Special (Backlash Tattoo): The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction.
Special (Unnatural Vitality): When you drop to 0 hit points or fewer, you are dying but you can choose to remain conscious until you attempt your first death saving throw. If you remain conscious, you can take only one standard action before you attempt your first death saving throw.
[/sblock]

[sblock=Defenses:]
AC: 30 (10 base + 7 half level + 3 enhancement + 7 Dexterity modifier + 3 hide)
Fortitude: 27 (10 base + 7 half level + 3 enhancement + 5 Constitution modifier + 1 class + 1 earthhide)
Reflex: 28 (10 base + 7 half level + 3 enhancement + 7 Dexterity modifier + 1 class)
Will: 21 (10 base + 7 half level + 3 enhancement + 1 Wisdom modifier)
Special (Predator's Earthhide +3): When you hit a target you have designated with your Hunter's Quarry class feature, you gain a +2 bonus to all defenses against attacks by the designated quarry until the end of your next turn.
[/sblock]

[sblock=Attacks:]
Attack Bonus (Non-Basic): +22 (7 half level + 3 enhancement + 7 Dexterity modifier + 1 Weapon Expertise + 3 proficiency + 1 Storm Adept)
Attack Bonus (Non-Basic): +23 (7 half level + 3 enhancement + 7 Dexterity modifier + 1 Weapon Expertise + 3 proficiency + 1 Storm Adept + 1 Eagle Eye Goggles)
Damage Bonus (Twin Strike): +15 (3 enhancement + 2 Weapon Focus + 2 Bracers of Archery + 3 Eberron Shard of Lightning + 5 Constitution modifier [Storm Adept])
Damage Bonus (Non-Twin Strike): +22 (3 enhancement + 7 Dexterity modifier + 2 Weapon Focus + 2 Bracers of Archery + 3 Eberron Shard of Lightning + 5 Constitution modifier [Storm Adept])
Damage per [W]: 1d10 (Thunderbolt Superior Crossbow +3)
Extra Critical Damage: +3d6 lightning (Thunderbolt Superior Crossbow +3)
Special (Gauntlets of Blood +2): You gain a +2 bonus to damage rolls against bloodied targets.
Special (Mark of Storm): Whenever you hit an enemy with a lightning or thunder power, you can slide that enemy 1 square.
Special (Prime Shot): If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Special (Hunter's Quarry): See the class feature on page 104 of the Player's Handbook.
Special (Lethal Hunter): The extra damage dice from your Hunter's Quarry class feature increase from d6s to d8s.
Special (Reaper's Quarry): When you deal the necrotic damage from your Dark Reaping racial power to a target that is also your quarry, each attack that hits the target before the end of your next turn also deals extra necrotic damage equal to your COnstitution modifier (+5).
Special (Sneak of Shadows): Once per encounter, when you have combat advantage against an enemy and hit that enemy with an attack that uses a light blade, a crossbow, or a sling, the attack deals 3d6 extra damage.
[/sblock]

[sblock=Item Powers:]
Acrobat Boots (At-Will): Minor Action. Stand up from prone.
Thunderbolt Superior Crossbow +3 (At-Will ✦ Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Thunderbolt Superior Crossbow +3 (Daily ✦ Lightning): Free Action. Use this power after you make a ranged attack with this weapon. Whether the attack hits or misses, make a ranged basic attack with this weapon against a second target within 10 squares and line of effect of the first target. All of the damage from this secondary attack is lightning damage.
Bracers of Archery (Daily): Minor Action. Ignore cover on your next attack this turn when using a bow or crossbow.
[/sblock]
[/sblock]


I do not believe that he had ever posted the build; he had simply created it for a level 14 session played through MapTool, one which I still have the logs for. Below is my take of the build in question, only as a revenant rather than a gnoll:

Show

Level: 14
Race: Revenant, Dragon Magazine #376, pages 35-37
Class: Ranger, Player's Handbook, pages 103-104
Fighting Style: Two-Blade Fighting Style, Player's Handbook, page 104
Paragon Path: Lyrandar Wind-Rider, Eberron Player's Guide, page 72

Ability Scores:
Level 1: Strength 8, Constitution 14+2, Dexterity 18+2, Intelligence 10, Wisdom 11, Charisma 10
Level 4: Strength 8, Constitution 15+2, Dexterity 19+2, Intelligence 10, Wisdom 11, Charisma 10
Level 8: Strength 8, Constitution 16+2, Dexterity 20+2, Intelligence 10, Wisdom 11, Charisma 10
Level 11: Strength 9, Constitution 17+2, Dexterity 21+2, Intelligence 11, Wisdom 12, Charisma 11
Level 14: Strength 9, Constitution 18+2, Dexterity 22+2, Intelligence 11, Wisdom 12, Charisma 11

Feats:
Fighting Style: Toughness, Player's Handbook, page 201
Level 1: Weapon Proficiency (Superior Crossbow), Player's Handbook, page 201
Level 2: Weapon Focus (Crossbows), Player's Handbook, page 201
Level 4: Weapon Expertise (Crossbows), Player's Handbook 2, page 190
Level 6: Lethal Hunter, Player's Handbook, page 198
Level 8: Speed Loader, Player's Handbook 2, page 189
Level 10: Mark of Storm, Eberron Player's Guide, page 91
Level 11: Reserve Maneuver, Player's Handbook 2, page 191
Level 12: Reaper's Quarry, Dragon Magazine #376, page 41
Level 14: Sneak of Shadows, Player's Handbook, page 208

At-Will Attack Powers:
Level 1: Careful Attack, Player's Handbook, page 105
Level 1: Twin Strike, Player's Handbook, page 105

Encounter Attack Powers:
Level 1: Fox's Cunning, Player's Handbook, page 105
Level 3: Disruptive Strike, Player's Handbook, page 106
Level 7: Biting Volley, Martial Power, page 48
Level 11: Spikes of the Manticore, Player's Handbook, page 108
Level 13 (replaces Fox's Cunning): Pinning Strike, Player's Handbook, page 108

Daily Attack Powers:
Level 1: Split the Tree, Player's Handbook, page 106
Level 5: Spitting Cobra Stance, Martial Power, page 47
Level 9: Attacks on the Run, Player's Handbook, page 108

Utility Powers:
Level 2: Yield Ground, Player's Handbook, page 106
Level 6: Guided Shot, Dragon Magazine #379, page 13
Level 10: Defensive Volley, Dragon Magazine #383, page 50
Level 12: Zephyr Wings, Eberron Player's Guide, page 72

Equipment:
Main Hand: Thunderbolt Superior Crossbow +3 (Level 13, Free), Adventurer's Vault, page 80
Main Shard: Eberron Shard of Lightning +3 (Level 12, Free), Eberron Player's Guide, page 53
Armor: Predator's Earthhide +3 (Level 13, Free), Adventurer's Vault 2, page 11
Neck: Amulet of Protection +3 (Level 11, 9,000 gp), Player's Handbook, page 53
Arms: Bracers of Archery +2 (Level 6, 1,800 gp), Adventurer's Vault, page 115
Hands: Gauntlets of Blood +2 (Level 4, 840 gp), Adventurer's Vault 2, page 58
Feet: Acrobat Boots (Level 2, 520 gp), Player's Handbook, page 246
Head: Heroic-Tier Eagle Eye Goggles (Level 2, 520 gp), Adventurer's Vault, page 140
Wondrous: Backlash Tattoo (Level 9, 4,200 gp), Adventurer's Vault 2, page 84
Loose Change: 360 gp

Miscellany:
Initiative: +14 (7 half level + 7 Dexterity modifier)
Size: Medium
Speed: 6 squares
Vision: Low-light
Passive Insight: 18 (10 base + 7 half level + 1 Wisdom modifier)
Passive Perception: 23 (10 base + 7 half level + 1 Wisdom modifier + 5 training)
Trained Skills: Acrobatics, Endurance (+2 racial), Nature, Perception, Stealth, Thievery
Languages: Common, choice of one other
Action Point (Wind-Rider Action): When you spend an action point to take an extra action, you gain a fly speed equal to your speed (and can hover) until the end of your next turn.
Special (Mark of Storm): You gain a +1 bonus to speed when flying.

Hit Points:
Hit Points: 106 (77 ranger + 19 Constitution score + 10 Toughness)
Bloodied: 53
Healing Surge Value: 26
Healing Surges per Day: 10 (6 ranger + 4 Constitution modifier)
Special (Backlash Tattoo): The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction.
Special (Unnatural Vitality): When you drop to 0 hit points or fewer, you are dying but you can choose to remain conscious until you attempt your first death saving throw. If you remain conscious, you can take only one standard action before you attempt your first death saving throw.

Defenses:
AC: 30 (10 base + 7 half level + 3 enhancement + 7 Dexterity modifier + 3 hide)
Fortitude: 27 (10 base + 7 half level + 3 enhancement + 5 Constitution modifier + 1 class + 1 earthhide)
Reflex: 28 (10 base + 7 half level + 3 enhancement + 7 Dexterity modifier + 1 class)
Will: 21 (10 base + 7 half level + 3 enhancement + 1 Wisdom modifier)
Special (Predator's Earthhide +3): When you hit a target you have designated with your Hunter's Quarry class feature, you gain a +2 bonus to all defenses against attacks by the designated quarry until the end of your next turn.

Attacks:
Attack Bonus (Non-Basic): +22 (7 half level + 3 enhancement + 7 Dexterity modifier + 1 Weapon Expertise + 3 proficiency + 1 Storm Adept)
Attack Bonus (Non-Basic): +23 (7 half level + 3 enhancement + 7 Dexterity modifier + 1 Weapon Expertise + 3 proficiency + 1 Storm Adept + 1 Eagle Eye Goggles)
Damage Bonus (Twin Strike): +15 (3 enhancement + 2 Weapon Focus + 2 Bracers of Archery + 3 Eberron Shard of Lightning + 5 Constitution modifier [Storm Adept])
Damage Bonus (Non-Twin Strike): +22 (3 enhancement + 7 Dexterity modifier + 2 Weapon Focus + 2 Bracers of Archery + 3 Eberron Shard of Lightning + 5 Constitution modifier [Storm Adept])
Damage per [W]: 1d10 (Thunderbolt Superior Crossbow +3)
Extra Critical Damage: +3d6 lightning (Thunderbolt Superior Crossbow +3)
Special (Gauntlets of Blood +2): You gain a +2 bonus to damage rolls against bloodied targets.
Special (Mark of Storm): Whenever you hit an enemy with a lightning or thunder power, you can slide that enemy 1 square.
Special (Prime Shot): If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Special (Hunter's Quarry): See the class feature on page 104 of the Player's Handbook.
Special (Lethal Hunter): The extra damage dice from your Hunter's Quarry class feature increase from d6s to d8s.
Special (Reaper's Quarry): When you deal the necrotic damage from your Dark Reaping racial power to a target that is also your quarry, each attack that hits the target before the end of your next turn also deals extra necrotic damage equal to your COnstitution modifier (+5).
Special (Sneak of Shadows): Once per encounter, when you have combat advantage against an enemy and hit that enemy with an attack that uses a light blade, a crossbow, or a sling, the attack deals 3d6 extra damage.

Item Powers:
Acrobat Boots (At-Will): Minor Action. Stand up from prone.
Thunderbolt Superior Crossbow +3 (At-Will ✦ Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Thunderbolt Superior Crossbow +3 (Daily ✦ Lightning): Free Action. Use this power after you make a ranged attack with this weapon. Whether the attack hits or misses, make a ranged basic attack with this weapon against a second target within 10 squares and line of effect of the first target. All of the damage from this secondary attack is lightning damage.
Bracers of Archery (Daily): Minor Action. Ignore cover on your next attack this turn when using a bow or crossbow.




Thank you, that build looks perfect, i added some things like the tatoo and armor to my own.

I decided to go ranger|cleric so i can use the stormrider con-based implement powers (whats lighting without a storm ^^). At first, i thought this to be a very bad idea (no wisdom to speak of). But the Cleric half seems to contribute well to the overall build: The ranger utils are not that great anyway (while cleric has some of the best), the lost at-will isn't that bad, since twin strike is all i need, several cleric daily powers don't need to hit and there is a ok cleric encounter power (add vulnerability 10+wis) that doesn't need an attack...

I decided to go ranger|cleric so i can use the stormrider con-based implement powers (whats lighting without a storm ^^).



You may find the build to be more well-off as a hybrid ranger|rogue rather than a hybrid cleric|ranger. The lightning of the character is already achieved through a Thunderbolt Weapon, and to be frank, the benefits that being a hybrid cleric offers you are not that much more helpful than what most other hybrid classes would provide you with. As a hybrid ranger|rogue, you would have a wider array of Dexterity-based ranged powers available to you, such as Blinding Barrage, Snap Shot, and Daunting Barrage; two extra trained skills would be a great boon as well. In addition, come Martial Power 2, perhaps Hybrid Talent (Sharpshooter Talent) could be of use to the build. You would forgo hide armor proficiency, but that is a small price to pay.

I decided to go ranger|cleric so i can use the stormrider con-based implement powers (whats lighting without a storm ^^).



You may find the build to be more well-off as a hybrid ranger|rogue rather than a hybrid cleric|ranger. The lightning of the character is already achieved through a Thunderbolt Weapon, and to be frank, the benefits that being a hybrid cleric offers you are not that much more helpful than what most other hybrid classes would provide you with. As a hybrid ranger|rogue, you would have a wider array of Dexterity-based ranged powers available to you, such as Blinding Barrage, Snap Shot, and Daunting Barrage; two extra trained skills would be a great boon as well. In addition, come Martial Power 2, perhaps Hybrid Talent (Sharpshooter Talent) could be of use to the build. You would forgo hide armor proficiency, but that is a small price to pay.



All right, i changed it to rogue|ranger, the sharpshooter talent +1 to hit certainly helps to offset the missing CA from frostcheese (with +1 from the PP and +1 from rogue, its precision is now equal to a frostchees ranged ranger - and it can still get CA of course). Hopefully, Martial Power 2 introduces some non-standard action ranged rogue powers (currently its just snap shot). That way, the build could deal both sneak attack damage and quarry damage in the same round...
How exactly do you plan on gaining the concealment required for Gathering Night?
Shadow Band, maybe?
I suppose. Most of the mobility tricks of this build are restricted to the upper end of the epic tier due to the items (Airstriders, Shadow Band) required.
I suppose. Most of the mobility tricks of this build are restricted to the upper end of the epic tier due to the items (Airstriders, Shadow Band) required.



well, i wouldn't consider 2 of them most. Flying is restricted to epic for most builds anyway, and the remaining speed 15 would still be considered fast by most. Gathering night pre-epic: Didn't think about it, it was more or less a fluffy gimmick before i switched to hybrid rogue, but it can also  work with paragon items: phantom chaussures (18) for constant concealment, shadowflow armor (13), armor of dark deeds (14) & armor of night (14) for setting up hide in plain sight...
Firstly, the expenditures of your level 30 build snapshot, without taking Salves of Power into account, far exceed the standard starting equipment of a level 30 character. You may wish to omit some of the more unnecessary items, such as the Ring of Free Time, the epic-tier Gauntlets of Blood, and the Eye of Awareness.

Main Hand: Thunderbolt Superior Crossbow +6 (Level 28, Free), Adventurer's Vault, page 80
Main Shard: Eberron Shard of Lightning +5 (Level 23, 425,000 gp), Eberron Player's Guide, page 53
Armor: Predator's Elderhide +6 (Level 28, Free), Adventurer's Vault 2, page 11
Neck: Amulet of Protection +6 (Level 26, 1,125,000 gp), Player's Handbook, page 53
Arms: Bracers of Archery +6 (Level 26, 1,125,000 gp), Adventurer's Vault, page 115
Hands: Gauntlets of Blood +6 (Level 24, 525,000 gp), Adventurer's Vault 2, page 58
Feet: Airstriders (Level 25, 625,000 gp), Adventurer's Vault, page 125
Head: Eye of Awareness (Level 23, 425,000 gp), Adventurer's Vault, page 141
Ring: Ring of Free Time (Level 29, Free), Adventurer's Vault 2, page 128
Ring: Shadow Band (Level 27, 1,625,000 gp), Adventurer's Vault, page 162
Waist: Paragon-Tier Diamond Cincture (Level 20, 125,000 gp), Adventurer's Vault 2, page 75
Wondrous: Backlash Tattoo (Level 9, 4,200 gp), Adventurer's Vault 2, page 84
Loose Change: -3,379,200 gp (standard loose change of a level 30 character is 2,625,000 gp)

Secondly, Hide in Plain Sight may not mesh well with your current flight method. The Airstriders specify that "... you must end each turn on a solid surface or you fall." Even if you switched to the Zephyr Boots, which are mysteriously a level lower, you would not be able to use Hide in Plain Sight while flying without a hover speed.

Thirdly, you may wish to omit the warden multiclass. You would have to make room for Armor Proficiency (Hide) to make use of Second Skin, and your Salves of Power would be better spent financing your Spitting-Cobra Stance usage. You could then use a starting ability score array of Strength 8, Constitution 14+2, Dexterity 18+2, Intelligence 10, Wisdom 11, Charisma 10 for a higher attack bonus.

Firstly, the expenditures of your level 30 build snapshot, without taking Salves of Power into account, far exceed the standard starting equipment of a level 30 character. You may wish to omit some of the more unnecessary items, such as the Ring of Free Time, the epic-tier Gauntlets of Blood, and the Eye of Awareness.


The equipment is more of a wishlist ^^.  However, the standard starting equipment is way too low if you don't create the character at lvl 30, but level him up from lvl 1 using DMG guidelines for money and free items. Its still a bit much i guess. E.g., LDB uses 14m GP for a lvl 30 character - by that standard, i'm actually very economical. I'll take a look at it when i know the final second class (much is still a stand in until i see MP2, e.g. i could also imagine warlock for shadow walk + shadow warlock armor -> constant concealment and CA).


Secondly, Hide in Plain Sight may not mesh well with your current flight method. The Airstriders specify that "... you must end each turn on a solid surface or you fall." Even if you switched to the Zephyr Boots, which are mysteriously a level lower, you would not be able to use Hide in Plain Sight while flying without a hover speed.


I don't want to hide in plain sight in mid air (but interesting thought, any idea how to achieve that ? I just found stormrider, but that works only on genasi). Airstriders are there for speed, ignoring diffcult terrain, change position without risking OAs (flying over the enemies), crossing huge chasms (up 4x17squares with the encounter power), doing the elevator (moving vertically through walls into deeper levels) etc.


Thirdly, you may wish to omit the warden multiclass. You would have to make room for Armor Proficiency (Hide) to make use of Second Skin, and your Salves of Power would be better spent financing your Spitting-Cobra Stance usage. You could then use a starting ability score array of Strength 8, Constitution 14+2, Dexterity 18+2, Intelligence 10, Wisdom 11, Charisma 10 for a higher attack bonus.


Thanks for catching the hide requirement. The first incarnation was cleric|ranger which had hide proficiency. However, i like both the speed and the added control from the form too much, i'll keep it for now. You can have both the form and spitting cobra, using the salve on a case by case basis (or salve both for 3enc/day).

Update for MP 2:

DPR 91, 57/55/53/48, speed 19, better control, stealth after move, insubstantial, phasing
I know it's overkill, but is there some way to gain refreshing temp hp to stack with the insubstantial/resist all?

Maybe a melee version that used Throw and Stab and a Fleece of Renewal...
I know it's overkill, but is there some way to gain refreshing temp hp to stack with the insubstantial/resist all?

Maybe a melee version that used Throw and Stab and a Fleece of Renewal...



Sure thing. However, this build isn't really about melee. But if you do want to go melee, I would suggest a ranger|fighter battlerager. Crushing surge can by modified with hunting wolf style -> use on a charge after throw and stab. So assuming +7 from con (only +7 due to starting str of 18 preracial)*2 and +3 from improved invigoration, thats 17 temp hps each turn + DR 5 + insubstantial.

Also nice for warlock long night feychargers with raven knight ED. While you'll loose lots of DPR for not adding int radiant damage (loss of ED), but you'll have a much better chance to survive the wrath of your DM (insubstantial + fleece of renewal + dr 5)...

For my ranged build, i currently don't see a good option. Macetail's rage would add str modifier temp hps, but unfortunately thats only 2thp - not really worth it imo.

edit: also just saw your explanation on the charge thread about arcane feychargers mechanics. Very to the point, could i add it to the feycharger thread (for those who don't want to read through all my ramblings ^^) ?
Sure thing. However, this build isn't really about melee. But if you do want to go melee, I would suggest a ranger|fighter battlerager. Crushing surge can by modified with hunting wolf style -> use on a charge after throw and stab. So assuming +7 from con (only +7 due to starting str of 18 preracial)*2 and +3 from improved invigoration, thats 17 temp hps each turn + DR 5 + insubstantial.


That sounds like a fun build, maybe I'll look into it.

Also nice for warlock long night feychargers with raven knight ED. While you'll loose lots of DPR for not adding int radiant damage (loss of ED), but you'll have a much better chance to survive the wrath of your DM (insubstantial + fleece of renewal + dr 5)... 


Mmm, that's a great point.  I've been thinking about adding a section to the Slasher that highlights compatible options to trade dpr for other advantages.

edit: also just saw your explanation on the charge thread about arcane feychargers mechanics. Very to the point, could i add it to the feycharger thread (for those who don't want to read through all my ramblings ^^) ?

 
Sure!  I'm glad I got it right, I only got into feychargers recently.

Could you combine a Frost Crossbow with Lightning Arrow ammunition to take advantage of both frost cheese and your lightning effects?

Might I suggest starting with Str 11, Wis 13? That 12 Str does you no good considering your Fort defense comes from your Con stat, and Wis 13 gives you the option of going for Prime Quarry at Epic.

Could you combine a Frost Crossbow with Lightning Arrow ammunition to take advantage of both frost cheese and your lightning effects?



Unfortunately not, since lightining arrows just add some lightning damage without adding the lightning keyword (and wind-rider requires a lightning (or thunder) attack power (not just damage). However, i already get automatic combat advantage, so the only loss is cold vulnerability (and a better hand slot item for cold powers...).

Might I suggest starting with Str 11, Wis 13? That 12 Str does you no good considering your Fort defense comes from your Con stat, and Wis 13 gives you the option of going for Prime Quarry at Epic.


Str 13 at lvl 11 is useful for hide armor proficiency and barbarian MC, and Wis 13 won't help me unfortunately:
Due to hybrid rogue (and cunning sneak for hybrid talent), the build doesn't have access to feats requiring prime shot (otherwise i'd also get called shot etc). On the other hand, i always felt the prime shot requirement very limiting for ranged rangers. Normally, your party will want to close in on your target (or the target will move to the party), which negates all prime shot benefits. With the lightning ranger, you can attack anyone without such considerartions...




Just a suggestion, but you could switch to Human for access to Versatile Rogue in Epic. That would free your Hybrid Talent up for something else...like Prime Shot or Sharpshooter Talent.
Just a suggestion, but you could switch to Human for access to Versatile Rogue in Epic. That would free your Hybrid Talent up for something else...like Prime Shot or Sharpshooter Talent.



I'm a bit reluctant to give up running shot (req: elf). Without running shot, i'm forced to use my move action after the attack (or get a -5 penalty). I could be a half-elf for both running shot and Versatile Rogue, but i'd loose 2 points of dex, which would reduce to hit (and damage for encounter/daily powers)...
Just a suggestion, but you could switch to Human for access to Versatile Rogue in Epic. That would free your Hybrid Talent up for something else...like Prime Shot or Sharpshooter Talent.



I'm a bit reluctant to give up running shot (req: elf). Without running shot, i'm forced to use my move action after the attack (or get a -5 penalty). I could be a half-elf for both running shot and Versatile Rogue, but i'd loose 2 points of dex, which would reduce to hit (and damage for encounter/daily powers)...



Then be a half-elf revenant. Edit: nevermind, checked the revenant, it only count as halfelf, no mixed heritage...
Updated for July 2010 update, added some undying stuff...
Update with essentials feats:


  • improved twin strike: now 110 DPR + slow + slide + prone + (-2 to hit)

  • improved sub-zero resistance: DR 120

  • improved defenses: up to 58/58/59/53 (vs melee)



  • improved sub-zero resistance: DR 120



I believe the half damage from being insubstantial and from the Mark of the Dark Moon comes in after DR30.

Monster Manual 2 pg 218:
insubstantial: When a creature is insubstantial, it takes half damage from any damage source, including ongoing damage. Some creatures are inherently insubstantial, which is noted in their "Resist" entries. See also half damage.


Monster Manual 2 pg 217:
half damage: When a power or another effect deals half damage, apply all modifiers to the damage, including resistances and vulnerabilities, and then divide the damage in half.

(Note that this applies to missed dailies too.)

Therefore if you receive 120 damage, you still take (120 - 30) / 2 / 2 = 22 damage. Not too shabby.
This is... awesome.


  • improved sub-zero resistance: DR 120



I believe the half damage from being insubstantial and from the Mark of the Dark Moon comes in after DR30.

Monster Manual 2 pg 218:
insubstantial: When a creature is insubstantial, it takes half damage from any damage source, including ongoing damage. Some creatures are inherently insubstantial, which is noted in their "Resist" entries. See also half damage.


Monster Manual 2 pg 217:
half damage: When a power or another effect deals half damage, apply all modifiers to the damage, including resistances and vulnerabilities, and then divide the damage in half.

(Note that this applies to missed dailies too.)

Therefore if you receive 120 damage, you still take (120 - 30) / 2 / 2 = 22 damage. Not too shabby.



You're right, now how do i put that in short but understandable but understandable terms - (x-30)/4 damage taken doesn't sound that good...

This is... awesome.



Thanks . I especially like that he has better single target control than a seeker: -2 to hit from impending doom, -2 to hit from prone, grant CA from prone to melee, slide 2 (slide 1 per strike) and slowed. If he takes some attention stealing arrows, add another -2 to hit for a total of -6

Hey guys, sorry to necro a thread but I am unsure how you achieve hidden status all the time. Could some kind soul please explain?
The Shadow Band ring gives constant partial concealment, which is all a Cunning Sneak Rogue needs to hide. Prior to the ring being available it uses the Phantom Chaussures, which grants concealment as long as you move three squares.
The Shadow Band ring gives constant partial concealment, which is all a Cunning Sneak Rogue needs to hide. Prior to the ring being available it uses the Phantom Chaussures, which grants concealment as long as you move three squares.

What about the rule where you can't become hidden in the same turn in which you lost hidden?
The rule isn't that you can't become hidden in the same turn, it is that you can't become hidden as part of the same action that caused you to lose hidden. So if you have an attack with baked in movement you couldn't start hidden, attack and move as part of a standard and then immediately hide. Nothing stops you from moving and hiding as a separate action.

        Not Remaining Hidden: If the creature takes an action that causes it not to remain hidden, the creature retains the benefits of being hidden, such as combat advantage, until the action is resolved. The creature can’t become hidden again as part of that same action. 
I see! Thanks!
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