Melee (Dual-Wielding) Ranger

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chad878262
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Re: Melee (Dual-Wielding) Ranger

Unread post by chad878262 »

A couple of notes:

- I would put CHA at 9 and CON at 13. There is an item you can buy with +3 STR/CON and using the Bear's Endurance spell is generally not recommended since when it expires it can cause you to die if your HP are low.

- I would spread out the Fighter levels and save the skill points. You are taking non-class skills on those fighter levels at a cost of 2 for 1. By spreading out fighter levels (i.e. take a Fighter level at 6, another at 10, 3rd at 15 and 4th at 25 you can keep the points on those levels (Fighter gets 2, +2 INT, +1 human means 5, which is the max you can carry over to the next level). This will free up a few extra skill points for you.

I think you will do fine with this build. AB will be 30 (BAB) + 9 (STR w/ +3 item) + 4 (EB) + 1 (WF) + 1 (EP) - 2 (TWF) = 43, 40 w/ CE, 37 with ICE. When in natural area's where you can use HiPS 37 is perfectly fine, when you can't use HiPS you should usually still be ok with CE up and, when you have Expose Weakness being able to debuff enemy AC will allow for more use of ICE. I would carry a large supply of shield potions around for 5 minutes of +4 AC as well. Later, when you can afford the gold I would purchase plenty of Heroism/greater heroism potions to allow for using ICE more often and Improved Mage Armor potions for +2 AC for a really long time.

While I appreciate the credit, I owe MrM3ntalist and Thorsson for giving me feedback over the years on Rangers and other build advice. Otherwise I wouldn't have been able to give you any of the knowledge, so just remember to pay it forward if someone else asks for help on a ranger down the road. :D
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Vermilion
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Re: Melee (Dual-Wielding) Ranger

Unread post by Vermilion »

chad878262 wrote:- I would put CHA at 9 and CON at 13. There is an item you can buy with +3 STR/CON and using the Bear's Endurance spell is generally not recommended since when it expires it can cause you to die if your HP are low.
Done that one, going to think up a fun charisma penalty to roleplay now!
chad878262 wrote:- I would spread out the Fighter levels and save the skill points. You are taking non-class skills on those fighter levels at a cost of 2 for 1. By spreading out fighter levels (i.e. take a Fighter level at 6, another at 10, 3rd at 15 and 4th at 25 you can keep the points on those levels (Fighter gets 2, +2 INT, +1 human means 5, which is the max you can carry over to the next level). This will free up a few extra skill points for you.
I've put the fighter levels onto even levels as I can't take Spellcraft on those anyway. 6/10/16/28 (as I'm up to 15 spellcraft by that stage)


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chad878262
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Re: Melee (Dual-Wielding) Ranger

Unread post by chad878262 »

One more thing to consider (your choice), but cross classing Tumble to 10 points would give +1 AC as well. UMD you can live without, potions are a bit more expensive in some cases, but not prohibitively so and the important ones are pretty cheap, especially at low levels there is no reason at level 1 not to buy a couple potions of mage armor and barkskin before going out on your first adventure. You can do this by lowering Listen or Spot a bit as well as perhaps heal or lore skills, your choice, but I would try and pull 20 points from some combination (as a ranger you might put 10-15 points in lore: nature and maybe 5-10 in geography, saving 10 points for other stuff, for example.

Mechanically listen/spot are duplicitous. Spot is better against more stuff while listen is really only good to detect sneaks, but move silently is generally lower than hide, so it is a decision as to which you want, or if you want to keep both at max. Just giving some ideas of where you could snag the 20 points to get Tumble to 10.
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Nyeleni
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Re: Melee (Dual-Wielding) Ranger

Unread post by Nyeleni »

Assassin in BGTSCC is open to all alignments. Avenger and Assassin are merged in Assassin.

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