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Kindred is honestly a difficult character to bring to life (heh) in part because of the disparity between Lamb and Wolf. I wanted to make them a bit more equal, but there's only so much I can do while still staying true to the character.

As always, this build is conceptualized entirely in a vacuum, with choices made in my best attempt to fit the character. These choices may not hold up in a campaign with different themes and should be adjusted accordingly.

Bare your fangs and take a shot at this build for Kindred, the Eternal Hunters from League of Legends!

KINDRED, THE ETERNAL HUNTERS

CHARACTER Lamb and Wolf

SOURCE League of Legends

BUILD GOALS

o    The duo known as Kindred are the personification of death – Lamb grants those who accept their death a swift release while Wolf violently hunts down those that refuse to pass on

o    Hunting the Rift as a dual unit, they are marksmen that swiftly take down their prey with a bow and jaws

o    Mark of the Kindred periodically marks jungle creatures or can target champions. If they slay a marked target, Lamb increases the range of her basic attacks

o    When she uses Dance of Arrows, she dashes a short distance, fires three arrows at nearby foes, and then gains bonus attack speed for a short duration

o    The other part of Kindred gets to be a bit more active with Wolf’s Frenzy. When activated, Wolf prowls in an area, repeatedly attacking prey to deal magic damage and slow foes. Passively, Lamb can also get some healing from this

o    With Mounting Dread, Lamb launches a shot that slows a foe and once she’s struck the target three times, Wolf pounces on them to deal additional damage

o    Her ultimate is Lamb’s Respite, which makes a sacred zone where nothing can die. At the end of the zone’s duration, creatures inside the zone are healed

o    In LoR, Kindred has Quick Attack, gains greater strength and toughness the first time each round an enemy is slain, and marks enemies that are slain at the end of the round

Summary of Goals: I want to make sure that Lamb and Wolf alike are represented in my build for Kindred though that since I’m not making them as two characters, one will likely end up being an animal companion or something similar. Optimally, I’d like to represent Lamb’s ability as an archer though she’s less of a sniper (despite her range increases), and has a focus on just putting more arrows downfield. Her ultimate will be the hardest aspect of her to represent, and I’m not sure I’ll get it fully, but I do have some ideas to at least help her preserve allies.

LEVEL 1

Ancestry & Heritage: Duskwalker Human

o    Ability Boosts & Flaws: +Dexterity, +Charisma

o    Ancestry Feat: Natural Ambition

Background: Scion of Slayers

o    Ability Boosts: +Strength, +Dexterity

o    Skill Increase: Athletics (T), Undead Lore (T)

o    Divine Innate Spell: disrupt undead

Class & Subclass: Flurry Ranger

o    Class Ability Boost: +Dexterity

o    Skill Increase: Acrobatics (T), Diplomacy (T), Intimidation (T), Nature (T), Religion (T), Survival (T)

o    Class Feat: Animal Companion (Wolf), Hunted Shot

Details

o    Ability Boosts: +Strength, +Dexterity, +Wisdom, +Charisma (Str +2, Dex +4, Con +0, Int +0, Wis +1, Cha +2)

To start this build, we’ll actually be using the human ancestry. I’m sorry if that comes off as boring, but it is honestly useful for this build. To spice it up just a bit and explain Lamb’s appearance, we use the duskwalker heritage, which is actually pretty perfect for the character. However, we don’t invest in it just yet because we actually need the Natural Ambition feat from the human. Obviously, we’ll hold off on talking about what we get from that since their background come first. In my effort to represent them as an aspect of death, I used the scion of slayers background with this also helping them put to rest those that have long evaded their fang or arrow. That just leaves us with their class and thus far, we’ve mainly been about representing Lamb. The ranger does actually further help with this and right off the bat, the Hunt Prey ability gives us a means of extending her range before she’s even started collecting her marks. With the feats that this provides, since our Natural Ambition nabs us an extra one, we can represent Wolf with an Animal Companion while demonstrating the multi-shot nature of Dance of Arrows through the Hunted Shot feat. This is two shots rather than three, but it’s still action compression that can be used alongside some form of mobility. It gives us a solid starting point to continue to build Kindred out of.

LEVEL 2

o    Class Feat: Sorcerer Dedication – Psychopomp Bloodline

o    Skill Feat: Quick Jump

o    Skill Increases: Medicine (T), Stealth (T)

o    Spell Repertoire: Cantrips – guidance, void warp

o    Gear: psychopomp mask

LEVEL 3

o    General Feat: Fleet

o    Skill Increase: Athletics (E)

o    Gear: +1 gakgung, psychopomp mask, cloak of feline rest

LEVEL 4

o    Class Feat: Basic Sorcerer Spellcasting

o    Skill Feat: Experienced Tracker

o    Spell Repertoire: 1st – infuse vitality

o    Gear: bracelet of dashing, +1 gakgung, Jack’s tattered cape, psychopomp mask

LEVEL 5

o    Ability Boosts: +Dexterity, +Constitution, +Wisdom, +Charisma (Str +2, Dex +4.5, Con +1, Int +0, Wis +2, Cha +3)

o    Ancestry Feat: Ghost Hunter

o    Skill Increase: Religion (E)

o    Gear: +1 striking gakgung, bracelet of dashing, golden legion epaulet, Jack’s tattered cape, psychopomp mask, cloak of feline rest

The duskwalker heritage was a first step in representing Kindred as a manifestation of death, but we can further pick up a Sorcerer Dedication for a psychopomp bloodline. This might seem like a strange choice, but we will be using some spells to represent certain, more fantastical aspects of Kindred’s kit – even if they only really use it for infuse vitality for the time being as they pick up some Basic Sorcerer Spellcasting. To further develop Kindred’s abilities with what we do have, Quick Jump is useful for representing the short dash of her Dance of Arrows. I did switch up a tiny bit for Experienced Tracker since they are in fact the Eternal Hunters and this should help them in those efforts. Further helping them chase down foes while also extending the range of Lamb’s jumps is Fleet. And then, while they mainly help to deliver the living to the afterlife, Ghost Hunter can aid Lamb in laying to rest those spirits that have refused to pass on themselves though technically, those should be Wolf’s prey.

LEVEL 6

o    Class Feat: Mature Animal Companion

o    Skill Feat: Powerful Leap

o    Spell Repertoire: 2nd – death knell

o    Gear: +1 leather, +1 striking gakgung, hunter’s arrowhead, bracelet of dashing, Jack’s tattered cape, necklace of knives

LEVEL 7

o    General Feat: Feather Step

o    Skill Increase: Religion (M)

o    Gear: cassisian helmet, +1 leather, motivating treat bag, +1 striking gakgung, bracelet of dashing, golden legion epaulet

LEVEL 8

o    Class Feat: Hamstringing Strike

o    Skill Feat: Consult the Spirits

o    Spell Repertoire: 3rd – anointed ground

o    Gear: boots of bounding, cassisian helmet, spiritsight ring, +1 leather, +1 striking gakgung, hunter’s arrowhead

LEVEL 9

o    Ancestry Feat: Quietus Strikes

o    Skill Increase: Athletics (M)

o    Gear: +1 resilient leather, boots of bounding, nomad’s shawl, cassisian helmet, motivating treat bag, +1 striking gakgung

LEVEL 10

o    Ability Boosts: +Strength, +Dexterity, +Wisdom, +Charisma (Str +3, Dex +5, Con +1, Int +0, Wis +3, Cha +4)

o    Class Feat: Incredible Companion – Savage

o    Skill Feat: Break Curse

o    Gear: greater shining symbol, +1 resilient leather, astral weapon rune, boots of bounding, cassisian helmet, +1 striking gakgung

This block is all about those ranger feats, most of which will be spent on enhancing Wolf. In a sense, it is unwise to do this, but I would lean into building Wolf as a savage companion as that is truer to the character. Aside from the Mature Animal Companion and Incredible Companion feats, Kindred could also make some serious use out of Hamstringing Strike. The first shot of Mounting Dread applies a slow to Lamb’s target and she can fire this before siccing Wolf upon them. Powerful Leap further enhances her jumping capability, maybe even letting her hop over walls and the like. She gets a bit more mystical with Consult the Spirits and Break Curse, which call to mind her more otherworldly qualities. The former probably suits her better than the latter but with all the investment that she’s been making in the Religion skill, it’s a solid get. We can add Feather Step into the mix for some more mobility and then Quietus Strikes for a tiny bit of extra damage. Given the limited damage bonuses that ranged combat can cause, this is a nice little add-on. We can further boost Kindred’s damage, and represent their hunting habits to rack up marks with death knell, empowering herself with the death of another creature. On the topic of spells, she also can also gain anointed ground. While it takes a full minute to cast, the wide-effect and somewhat protective nature of it isn’t a bad reference for her Lamb’s Respite.

LEVEL 11

o    General Feat: Incredible Scout

o    Skill Increase: Survival (E)

o    Gear: +2 striking gakgung, bravery baldric (haste), greater shining symbol, +1 resilient leather, boots of bounding, nomad’s shawl

LEVEL 12

o    Class Feat: Expert Sorcerer Spellcasting

o    Skill Feat: All of the Animal

o    Spell Repertoire: 4th – dispelling globe

o    Gear: +2 resilient leather, +2 striking gakgung, greater demon mask, greater shining symbol, astral weapon rune, flaming weapon rune

LEVEL 13

o    Ancestry Feat: Spirit Soother

o    Skill Increase: Religion (M)

o    Gear: +2 greater striking gakgung, +2 resilient leather, holy weapon rune, greater demon mask, greater tracker’s goggles, greater shining symbol

LEVEL 14

o    Class Feat: Bloodline Breadth//Skirmish Strike

o    Skill Feat: Planar Survival

o    Spell Repertoire: 1st – heal; 2nd – mark of blood; 3rd – heroism; 5th – breath of life

o    Gear: propulsive boots, +2 greater striking gakgung, brilliant weapon rune, +2 resilient leather, cloak of the bat, greater demon mask

LEVEL 15

o    Ability Boosts: +Strength, +Dexterity, +Constitution, +Charisma (Str +4, Dex +5.5, Con +2, Int +0, Wis +3, Cha +4.5)

o    General Feat: Fast Recovery

o    Skill Increase: Religion (L)

o    Gear: +2 greater resilient leather, eye of fortune, propulsive boots, +2 greater striking gakgung, holy weapon rune, bravery baldric (flight)

We pick up some more spells with Expert Sorcerer Spellcasting as well as Bloodline Breadth though in regards to that second one, you might not find yourself wanting all those spells or really feel like you need them. If you don’t want them, I’d consider slotting in Skirmish Strike instead to give her some more mobility. Dispelling globe gives her another protective area while breath of life gives her a way to save an ally from almost death, similar to the heal of Lamb’s Respite. She can also use a three-action heal for this while also enhancing herself with heroism and marking enemies, inspired by her Mark of the Kindred with a mark of blood instead. We start delving into her Survival feats a bit here. I feel as though the pair have enough respect for life and death to make use of All of the Animal while their stalking between the material world and elsewhere influences the inclusion of Planar Survival. For her general feats, Incredible Scout actually plays a little bit into her role as a jungler in League, who patrols the shadowy domains of the jungle and often influences when her allies attack for when she comes to gank. Fast Recovery is also a bit more League-based since health regeneration is baked into the game itself. Finishing out this block is Spirit Soother, which I’m a little iffy on. I do like it because it’s the pair preternaturally sensing the presence of restless spirits and being better prepared to put them to rest.

LEVEL 16

o    Class Feat: Specialized Companion – Bully

o    Skill Feat: Sacred Defense

o    Spell Repertoire: 4th – life’s fresh bloom; 6th – horde of underlings

o    Gear: greater astral weapon rune, +2 greater resilient leather, greater primeval mistletoe, propulsive boots, +2 greater striking gakgung, brilliant weapon rune

LEVEL 17

o    Ancestry Feat: Olethros’s Decree

o    Skill Increase: Athletics (L)

o    Gear: +3 greater striking gakgung, greater astral weapon rune, greater flaming weapon rune, +2 greater resilient leather, eye of fortune, propulsive boots

LEVEL 18

o    Class Feat: Master Sorcerer Spellcasting

o    Skill Feat: Cloud Jump

o    Gear: cloak of swiftness, +3 greater striking gakgung, quickstrike weapon rune, greater astral weapon rune, +2 greater resilient leather, greater boots of bounding

LEVEL 19

o    General Feat: True Perception

o    Skill Increase: Survival (L)

o    Gear: +3 greater resilient leather, cloak of swiftness, major shining symbol, +3 greater striking gakgung, greater astral weapon rune, greater flaming weapon rune

LEVEL 20

o    Ability Boosts: +Dexterity, +Constitution, +Wisdom, +Charisma (Str +4, Dex +6, Con +3, Int +0, Wis +4, Cha +5)

o    Class Feat: Time Dilation Cascade

o    Skill Feat: Legendary Survivalist

o    Spell Repertoire: 8th – moment of renewal

o    Gear: +3 major striking gakgung, +3 greater resilient leather, mercurial mantle, major shining symbol, quickstrike weapon rune, medal of phoenix’s fire

Even taking the bully specialization from the Specialized Companion won’t quite be enough to boost Wolf’s Strength higher than his Dexterity, but at least we’ve been bolstering his damage. While he can harass foes about the field on his own for Wolf’s Frenzy, we can also tap into some more spells here and use horde of underlings to better represent the way ‘Wolf’ dashes all over the field. Master Sorcerer Spellcasting provides more room to heighten spells and eventually gets her moment of renewal, which is another great effect for the heal of Lamb’s Respite. We’ll finish off her class feats with Time Dilation Cascade. Although I dislike the slow it eventually effects, the six Strikes works fantastically with her flurry ranger archetype and fits the rapid-fire arrows of her Dance of Arrows. As a quick rundown of her skill feats, Sacred Defense can help shore up her health since we can’t better represent the healing of her Wolf’s Frenzy, Cloud Jump expands the range of her jumps and dashes, and Legendary Survivalist makes it so that she can survive without food and water, befitting a spirit of death. True Perception should aid Lamb in any hunts she goes on, and then we get one of the main reasons I wanted to use duskwalker – aside from it fitting her role as a psychopomp perfectly. But Olethros’s Decree enhances the next attack that she makes with her bow to deal devastating damage that might cut short their life.

FREE ARCHETYPE SUGGESTIONS: If you’re using the free archetype variant rule, I’d likely start by looking at the soul warden or exorcist archetypes. Both fit with her role as a psychopomp though I think the second of those is more mechanically useful. Alternatively, you could consider an archer archetype. While she already gets a lot of what she would probably want from this from her ranger class, the archer does give us access to Point Blank Stance, Double Shot, Parting Shot, and possibly even Triple Shot though I question the actual value of such a feat.

BUILD CONCLUSION

Kindred, the Eternal Hunters of Lamb and Wolf, are a duwkwalker human ranger and her savage wolf companion. We use the scion of slayers background for her to lean into her being an aspect of death, including one that wants to put restless souls to death. How much Wolf features in the field is up to you, but I tried to make him as large a part of Lamb’s kit as I could with the array of Animal Companion feats. The ranger class means that we can use almost all of the bows in the game to hunt down our prey and our flurry ranger aspect further helps her unleash a flurry of shots. We can potentially actively mark a target with Hunt Prey or the mark of blood and while slaying a creature doesn’t provide us with extra range, she can use death knell to at least briefly empower herself with the death of another creature. Furthermore, simply using the Hunt Prey ability does actually let her ignore the penalty for attacking her hunted prey in her bow’s second range increment. For the dash of Dance of Arrows, we have effects such as Quick Jump and Powerful Leap to better bound about the battlefield as Hunted Shot lets her take two swift shots, which she could follow up with a third or give a command to Wolf. This command could lead into Wolf’s Frenzy as he dashes about and ravages foes while his support benefit does inflict a slow on creatures while his advanced maneuver can full-out knock people prone. You might need to rely on her spells for the healing associated with this or pretend the temp HP from Sacred Defense represents this. The initial hit of Hampering Shot allows Lamb to slow foes before she sics Wolf on them to finish them off in a way to represent her Mounting Dread. That just leaves Lamb’s Respite and this is the main reason that I had to archetype into a caster. Breath of life lets her save an ally from death on a singular basis, moment of renewal can affect a number of targets with healing as could a three-action heal, and we could even consider something like death ward to guard an ally against death effects.

Wanton wolf and wooly woman wade into war and the wilds with willful whyfor, whittling at the wellness of warriors, weaklings, and those well in the way of either.

Have a fantastic Friday!

Files

Full Build Friday - Kindred, the Eternal Hunters [Human Ranger]

Kindred is a fantastic character but a tough one to bring to life. Let me know what you think, and have a fantastic Friday! We have a Patreon! Please join for early content and other benefits: https://www.patreon.com/cw/ReadytoDice You can check out a deep dive complete with items and archetype suggestions over on the blog: https://bjacobt1.wixsite.com/monstermonday Join the discussion on the Discord: https://discord.com/invite/W4THAs5 Or keep appraised of what's going on over on the Twitter: https://twitter.com/monstermonday1?lang=en I don't own the rights to any properties or characters featured in this video. 0:00 - Introduction 0:50 - Build Goals 2:50 - Level 1 5:42 - Level 2 6:29 - Level 3 6:46 - Level 4 7:11 - Level 5 7:44 - Level 6 8:12 - Level 7 8:33 - Level 8 9:10 - Level 9 9:38 - Level 10 10:08 - Level 11 10:35 - Level 12 11:10 - Level 13 11:24 - Level 14 12:06 - Level 15 12:32 - Level 16 13:24 - Level 17 13:44 - Level 18 14:04 - Level 19 14:25 - Level 20 15:14 - Playstyle 15:50 - Free Archetype 16:16 - Build Review 18:25 - Outro

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