d12 said:
monday bump
more advice please.....
Recommendation 1:
If you're set on mixing ranged feats with twf feats, then I too recommend you go with thrown weapons--especially given your high strength. So pick up Quickdraw as soon as you can (6th level unless you multi into Fighter).
Rangers have cruddy AC and not so hot hit points, so fight with a reach weapon. If you put your 4th level stat bump into Str you'll do +6 damage with a two-handed weapon (like a glaive, for 1d10 +6 before buffs and magic). Store the glaive in your Quiver of Ehlonna (it'll accept staff/spear sized weapons) along with your javelins. If you go this route pick up Power Attack as well (double benefit for two-handed weapons). Wear spiked armor and spiked gauntlets so you can TWF when you want to, and carry two backup one-handed weapons suitable for TWF and a shield for when the glaive is impractical.
Remember that the TWF feat gives you one extra attack, and that attack can be melee OR ranged. With Rapid Shot and Quickdraw you can get 4 attacks at 6th level (two for BAB, one for Rapid Shot, one for TWF). Of course, all attacks will be at -4 to-hit.
Or you could arm yourself with two javelins. Stand off 20 feet from a foe, chuck your two javelins at the foe (full attack TWF), quickdraw and chuck another javelin (Rapid Shot), quickdraw your glaive, and get a free attack of opportunity from your glaive if he closes with you. Not bad. (check out the FAQ though, this might not be legal).
Build to 6th level:
Ranger 3 (current feats)
Fighter 1 (Quickdraw) (+1 Str bump)
Ranger 4 (animal)
Ranger 5 Power Attack
Attacks at 6th level:
Four javelins (1d6 +4, 1d6 +4, 1d6 +2, 1d6 +2) at +4/+4/-1/-1 (+6/+1 BAB, +2 Dex, -2 Rapid Shot, -2 TWF).
Or
Glaive (at 10', followed by 5' to close) plus armor spikes (1d10 +6, 1d6 +2, 1d6+2) at +8/+8/+3 (+6/+1 BAB, +4 Str, -2 TWF).
Recommendation 2:
You have a high Strength and a high Int. That means you can take Combat Expertise and Improved Trip. As a ranger with TWF you could conceivably wield two whips for two trip attempts per round, each at +8 (+4 from Str, +4 from Imp Trip). Add in a wolf companion and you'll be a tripping nightmare. If you trip the guy with the first attack drop your whips, step to 10' away, quickdraw your glaive, and hit him while he's down (and get an AoO when he tries to stand or crawl away).
Or fight with a whip and a throwing weapon: first quickdraw and throw two javelins with your right hand (rapid shot, each at +4 dam from Str) then send the guy to the ground with a trip (TWF). The trip is a touch attack, so the -4 to attack won't be a big deal.
Build to 6th level:
Ranger 3 (current feats)
Fighter 1 (Quickdraw) (+1 Str bump)
Fighter 2 (Combat Expertise)
Ranger 4 (animal), Improved Trip
For both recommendations I'd stick with Ranger after level 6. Most prestige classes aren't worth it if you've already invested 3 levels in the Ranger class.
-z