Traveon Wyvernspur
First Post
I have to admit that the dual shield ranger build is quite unique and very intriguing! Have you used it yet - and if so - how did it compare with the other PCs?
Hmm, you obviously use a bunch of houserules, like wounds and vitality points, eh?
Is armor as DR being used or something? It looks like you have DR 8/adamantine. What are +1 bracers? +1 to natural armor, or is it a weapon?
Build itself looks fine as far as the parts I understand go. Still, some critques/comments:
- There's a PF Society trait Defender of the Society. Good for a tank, if that's open to you. Other traits I really like that might be useful to you: Blade of Mercy, Defensive Strategist (actually better than Uncanny Dodge! UD only removes loss of dex for being FF; trait makes you not flatfooted at all!), Lessons of Chaldira... basically all the best traits are religion ones. Paizo really likes religious crap, just pick the god you like the best and take his/her overpowered religion trait.
- You took combat reflexes, but...what do you have to actually generate AoOs? Without even a reach weapon, I don't see that getting much use for you.
- Even with Fighter bonus feats, I don't think the Cleave line is worth all those feats. But do as you like.
- Before upgrading your eventual Str +2 item to Str +4, consider the Gloves of Duelling from APG. They give you +2 attack and damage for 16,000 gp. Upgrading Str +2 to Str +4 costs 12,000 for +1 to hit and +1.5 damage. Might want to get the gloves first. If not, certainly way before you get to Str +6 item.
- You could still give your character some Barbarian flavor...with a dip! Regular Barbarian is fine if you go 2 levels for Uncanny Dodge, but consider this archetype, which is hilariously bad for Barb 20's, but great for a dip: Wild Rager - Pathfinder_OGC
See, Paizo designed it bass-ackwards. The save DC goes up w/ barb levels, so it becomes harder to resist. But if you're just dipping 1 or 2 levels and have cruddy charisma, the save DC is like 8! Before long, you can succeed 95% of the time, and effectively have control over when you go confused and when you don't. The beauty for a dipper is, rounds confused don't count against your (very few) rage rounds per day, and as long as an enemy's attacking you, confusion will cause you to just fight back against him -- what you would've done anyway! Once nearby enemies dry up, just make the will save. Otherwise, don't opt to save at all and revel in your free rage rounds.
Only question is if going the 2nd level for the incredibly suicidal pseudo-haste effect is worth it. IMO, it's a nice option to ratchet out heavy damage on a round an enemy can't effectively fight back (blinded for a round from glitterdust or something, for example).
Oops! We don't have crazy house rules. I didn't even notice it when I copied/pasted it into the window here. I updated my hero labs last night to get Ultimate Combat and apparently all the options got checked. I will fix that part in my previous post to reflect what it should be. The +1 bracers are +1 Bracers of Armor.
I'll look up those other traits, we only get 2 to pick from so that's why I went with something that I could get some more initiative out of and something that gives me some help to confirm critical strikes.
EDIT: Looked them up and they look good, but they weren't in my hero labs so I didn't pick them up. I may have to just hand-write them in!
So what would you suggest for optimal damage output instead of the cleaving line?
I'll look at that dip, what level would you take it at?
So I was talking it over a bit with a couple members of my group and they were a little worried about the confusion, so I figured I might want to take Iron Will and Improved Iron Will along with the rage power (su) lesser chaos totem which adds +1 to my saves vs confusion. That way with these three things I can add +3 to Will and give myself 1/day a Will re-reoll.
I was also looking at the combat feats a bit more and thought of going down the Weapon Focus, Improved Critical, and Vital Strike lines which I think (in theory) would really pump out my damage - perhaps some critical focus as well to add some bleeds and effects I also really like the Bleeding Critical line and grabbing the two that look fun to me are staggering and stunning. I'd probably also pick up toughness to give myself a bit more padding for hit points. The reason I'd want to go with the dodge/mobility/spring attack is to also get nice bonuses to AC for dodge and AoO, if I had to move to get to something that is attacking a caster for example. Was also looking at Whirlwind and that might be nice especially if surrounded by enemies (as I plan on wading into the thick of things) and this would be better than Cleave from what I've read so far.
Not sure what the Step Up will do or not do for me in the build. I take it that it's mostly to make sure you are locking someone up with you so they can't take a 5 ft step and say do a ranged atk w/o provoking an AoO? I kinda like the Lunge and Strikeback feats as well, they look like they could be interesting in play.