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PostPosted: Mon Nov 04, 2013 9:24 pm 
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Welcome to the 4E Ranger Handbook.


This guide will help you make optimized character choices as you build your D&D 4th Edition Ranger; Everything from the pros and cons of each race, which stats you should focus on for a particular build, and which powers will help you to become the most efficient ranger you can. There are several ranger builds and playstyles available, so please be patient as I go through adding the details of each one but I do welcome comments, questions, and critiques.


Some Reasons You Might Consider Picking A Ranger
High Damage : Strikers are built to punish their foes, rangers especially so. As a ranger you'll be hitting often, and hard when you do, sometimes even more than one target at once.

Speed/Mobility : Even if you choose not to be an elf with their high speed, rangers a capable of moving quickly around the battlefield. You'll be either safely at range, or darting through the chaos of melee combat with ease.

Self Reliance : Allies are always nice to have, but rangers can function quite well on their own. With the right build some rangers can even wade through enemies almost as well as a defender.

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PostPosted: Mon Nov 04, 2013 9:25 pm 
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Information Directory

Table Of Contents
At A Glance
A quick look and summary of the most popular ranger builds.

Races
A detailed breakdown of the pros and cons of each race, sorted by which book they are found in.

Abilities Scores and Skills
In depth look at the order of preference for ability scores, and which skills to be trained in.

Class Features
Which class features benefit which builds, separated by which book they can be found in

Feats

Powers

The Legend
Green - Among the best choices for a particular section.
Blue - While not necceasarily the best option out there, very much capable of contending.
Purple - Situationally good. Not the best all the time, but has certain aspects that it will excel in.
Black - Nothing particularly special. Not terrible but most likely something to avoid if there are other options.
Red - One of the worst choices you could pick for a particular section.


Book Acronyms
Spoiler

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PostPosted: Mon Nov 04, 2013 9:25 pm 
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At A Glance

Archer
Spoiler


Two Weapon Fighting
Spoiler


Beastmaster
To Be Added

Hunter
To Be Added

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PostPosted: Wed Nov 06, 2013 7:56 pm 
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Races

Player's Handbook
Spoiler


Player's Handbook II
Spoiler


Player's Handbook III
Spoiler


Forgotten Realms Player's Guide
Spoiler


Eberron Player's Guide
Spoiler


Dark Sun Campaign Setting
Spoiler

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PostPosted: Thu Nov 07, 2013 12:23 am 
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Abilities


In Works





Skills

As a ranger, you'll be trained in five skills, one of which must be a choice between dungeonneering or nature. Select the environment your campaign is most likely to take place in, and then get to work placing your other four. For the most part, many rangers choose to put two skills in to Perception and Stealth, this will increase the chance you get to surprise the enemy, without bring surprised yourself. If theres one thing a ranger cannot have enough of, its Combat Advantage. This leaves you with a final two skills to slot, and mostly navigation and social skills to pick from. Most people will put a point either into Acrobatics or Athletics depending on their build (or sometimes both) and then spend the final point in a situational skill depending on the party make-up.

A more detailed look at each skill is listed below.

Acrobatic (DEX)
Both Acrobatics and Athletics are pretty even, and most rangers may drop a point into the one for which they have the highest ability score while other may wish to bring up their weakest. Acrobatics will allow for escaping grabs and will help you balance, as well as possibly reducing falling damage. Some may choose to pick up both skills, rather than placing a point into things like dungeoneering/nature or heal.

Athletics (STR)
Both Acrobatics and Athletics are pretty even, and most rangers may drop a point into the one for which they have the highest ability score while other may wish to bring up their weakest. Athletics will allow for escaping grabs and will help you climb, as well jumping or swimming. Some may choose to pick up both skills, rather than placing a point into things like dungeoneering/nature or heal.

Dungeoneering (WIS)
At character creation you must put one point into either Dungeoneering or Nature, so pick the one that caters to the theme of your game. If your game will take place in both, you may consider picking up both skills, but otherwise pick the one you'll get the most use out of and put your points into other places.

Endurance (CON)
Endurance can be useful at times, but it really depends on how hard your DM pushes things like weather, eating and drinking, and time spent marching. If its looking to be a game where you'll need this, pick it up, otherwise save the point for a blue skill or at least Heal.

Heal (WIS)
If you party is light on heals, or if the healer has gone down it may fall on your to pick up the slack. You've got a medium wisdom score most likely, and regardless of your play style normally have the mobility needed to lend a hand. This skill is very dependent on your group make up though.

Nature
At character creation you must put one point into either Dungeoneering or Nature, so pick the one that caters to the theme of your game. If your game will take place in both, you may consider picking up both skills, but otherwise pick the one you'll get the most use out of and put your points into other places.

Perception (WIS)
One of your two most important skills, you always want to make sure that you see the enemy before they see you. This will lead on you being able to get the jump on things without being victim of surprise yourself. One of your skill points should always go into this skill regardless of your build or playstyle.

Stealth (DEX)
The other most important skill in your book is stealth, the easily your see your enemy and the harder it is for them to see you, the more likely you are to get combat advantage. Once you've got advantage you can lay on the damage easily. This applies more to archers than to melee but it can be useful to both. Archers can stay in the back with other ranged allies, and use them for cover to attempt stealth and easily keep gaining Combat Advantage.

- - - - - -

Thievery (DEX)

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PostPosted: Thu Nov 07, 2013 12:26 am 
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Class Features

Ranger Option
Prime Shot
Source : Player's Handbook
Benefit: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attacks against that target.

Running Attack
Source : Martial Power 2
Benefit: If you use a standard action that lets you move and you end that movement at least 2 squares away from where you began that move, you gain +1 bonus to attack rolls made as part of that standard action.


Ranger Fighting Style
Archer
Source : Player's Handbook
Benefit: Gain Defensive Mobility as a bonus feat. Defensive Mobility : You gain a +2 bonus to AC against opportunity attacks.

Beast Mastery
Source : Martial Power
Benefit: To Be Added

Hunter
Source : Martial Power 2
Benefit: Sheathe weapon as free action. +4 AC against Oppurtunity Attacks caused by making ranged attack. Gain Quick Draw as a bonus feat. You can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container, such as a potion) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks.

Marauder
Source : Martial Power 2
Benefit: To Be Added

Two-Blade
Source : Player's Handbook
Benefit: Wield a one-handed weapon in your off hand as if it were an off-hand weapon. Gain Toughness as a bonus feat. Toughness: You gain an additional 5 hit points at each tier.

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PostPosted: Thu Nov 07, 2013 12:27 am 
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Powers

Archer

Melee

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PostPosted: Sun Nov 10, 2013 2:51 pm 
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Feats

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PostPosted: Sun Nov 10, 2013 2:52 pm 
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Non-Magical Equipment

Armor

Weapons

Adventuring Gear

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PostPosted: Sat Nov 30, 2013 6:25 pm 
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Magical Equipment

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PostPosted: Sat Jan 18, 2014 12:33 pm 
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Still working on this, I assure you. While new posts are not being made, I am putting quite a bit of time into typing things into the posts up top.

Theoretically it should soon have enough content to be open to public comment, critique, and ridicule.

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