If you're going Warpriest you'll have trouble using Darting Viper. With Sacred Weapon, Sacred Armor, Blessings, Fervor, Swift Action Spells and other potential abilities, you'll never have the action economy to switch grips. Same for Inquisitor. Swashbuckler and Weapon Versatility could be hilarious, though ^_^
When I started PFS I had several Dwarf concepts myself, so I decided to make a few different builds and dedicate a character to each. Together, they're Clan Axeflail. And each does something entirely different. Valor is actually an Oread, but he took the Dwarf-Blooded Feat (so very similar to what you're doing). His focus is mounted combat. Brevick Axeflail is a Dwarf Magus. His focus is Sundering. Torgunn Axeflail is a Dwarf Cleric. He's the one with a two-handed weapon. And Toujuk is an Axeflail by blood, but he's imposed an exile upon himself (so no surname). His focus is the Light Crossbow. Maybe you could do something similar with a few different Dwarf characters.
You can't benefit from Evasion unless you're wearing light armor, and that seems to deviate from your initial concept. I originally suggested Slayer because, with Studied Target and Sneak Attack, they make good two-weapon warrior types. If you're abandoning that idea, it might be best to go with something else. I'd also probably not aim for anything higher than Vital Strike. Vital Strike by itself is a nice alternative when you can only make a single attack, but it's rarely worth investing any higher. If I were you, I'd probably just sit down and hammer out a concept. What do you want to do? What do you want to be good at? Then, when you have your idea in mind, hammer out the mechanics.
I'd avoid Cleave, personally. I actually have an 8th level Eldritch Knight that will be Retraining Cleave next level because he's used it literally once so far in his career. As much as people disparage it on the forums, I'd go Vital Strike instead. You can even pick it up as a bonus feat when you reach 6th level. As far as Slayer goes, you could frame yourself as being a hunter of Dwarven enemies. Even though you're worshiping Gorum, you could still venerate Torag (since you were adopted by Dwarves) and operate using Torag's Paladin Code. The other benefit to Slayer really is your skill count. Don't underestimate or ignore that. PFS is very skill intensive. Being good at a group of skills, such as (Acrobatics/Climb/Survival/Swim/Stealth) or (Diplomacy/Intimidate/Bluff/Disguise/SenseMotive) or (Perception/Knowledges/Profession) will keep you from getting bored outside of combat and allow you to flush out your character more than just "I hit things".
I'd choose between Racial Heritage or Adoptive Parentage. Are you adopted by Dwarves? Or are you part Dwarf? It's just easier to pick one, and replace the other option with something that benefits your build. I'd go with Slayer. An off-the-cuff list of recommendations would include: FEATS/TALENTS:
So, by 9th level, save up for +1 Mithral Fullplate of Speed. It counts as Medium Armor, so you can use your Ranger Combat Style. And you'll have a +2 to +3 Dex mod, which the armor allows for up to +3. Just some thoughts. You could probably tinker with it and optimize it further.
This question was answered by a Designer back on the first page. His title now says "Contributor", but when he made that post it was "Designer".
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Galandaro Tinalmathian wrote: Bulls Strength should still be up for the Cavalier I didn't think so, since that was before we searched the two rooms. Plus, we had to walk all the way through the basement level to get up here to the maze, and we're not sure how soon the ghost attacks as we wander around.
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First, a single d6:
1d6 ⇒ 3 Second, two will saves:
#1: 1d20 + 6 ⇒ (9) + 6 = 15 (+1 vs Fear, +1 vs Spells/SLA/Poison) #2: 1d20 + 6 ⇒ (15) + 6 = 21 (+1 vs Fear, +1 vs Spells/SLA/Poison) Third, three attack rolls:
Valor will Challenge the Minotaur ghost, adding +4 to damage rolls. All attacks made with a +1 Adamantine Dwarven Waraxe.
#1: 1d20 + 11 ⇒ (8) + 11 = 19
#2: 1d20 + 11 ⇒ (18) + 11 = 29
#3: 1d20 + 11 ⇒ (20) + 11 = 31 (too bad you can't crit ghosts!)
Fourth, a full-attack:
I'll roll an extra attack assuming the possibility of being hasted.
Primary: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
Iterative: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Hasted: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Fifth, other actions that you would like to attempt for escaping the maze: Valor will continue to chalk through the intersections and, if need be, will carve a path straight through with his Adamantine Waraxe.
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Valor pulls out a 10pc chalk set and offers anyone else to grab a piece. He then draws an arrow on the floor pointing in the direction that he immediately takes off in. I'll just double move 40ft in a random direction to get us off to a start. With those green blobs I can't see which directions are available, though.
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I know what's coming, from having GMed it, and I know the urgency, but I admit I didn't feel that sense of terror reading these posts. The DC 15 Perception really toned it down, since it seemed like my character was unaware of its approach. I suppose multiple small posts might exaggerate the feeling next time, and get rid of the Perception DC.
Andrew Christian wrote: 1) Dwarf idea, no. Because being a Dwarf (half or not) does have mechanical effect on the game. You can't just say it and expect people to roleplay with it, unless you have something mechanical to back it up. And since there is no such thing as a half-dwarf in Pathfinder, Golarion, or PFS, then you can't go that route. Andrew cites a great example of table variation here. I have a character (this profile) that, mechanically, is an Oread. But he also has the Dwarf-Blooded feat. He actually has half a dozen character options that are Dwarf-related. His background is that both his parents were Dwarves and that his birth was seen as a blessing of Torag. Mechanically, he's an Outsider with the Native subtype, not a Humanoid with the Dwarf subtype. There are a lot of game differences between the two. But, given the amount of resources I've poured into the character to make him appear as a Dwarf (because, in his mind, he is), some GMs will give me greater leeway when passing him off as a Dwarf in-game. Some give me none. And some go out of their way to highlight the differences. Disguising mechanics with fluff, at its core, is not allowed, but beyond that you will likely encounter a great deal of what we call "table variation". The best advice would be to just not go too extreme with your descriptions, and ask each of your GMs how they'd like to handle things. Happy gaming!
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Valor begins humming a Dwarven mining dirge... Something about "second verse... same as the first..." Primary Attack: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Hasted Attack: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
Iterative: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
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Valor seems largely unfazed by the burning bite. "Atta boy, right where I can see ya." Primary Attack: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
Hasted Attack: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
Iterative: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
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Initiative: 1d20 ⇒ 9
Valor turns to the Venture Captain. "Aye! Lass! What *is* that thing? It ain't a Venture Lieutenant, I hope?" Delay. With a 20ft speed and water being 1/4 movement I actually can't go anywhere.
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Liana - Alchemist wrote:
"Aye, lass. If you're itchin' ta blow up sumthin', might as well be tha nasties." Though Valor looks over his shoulder at the Venture Captain to see if she has a reaction. "Juss be sure ta hop behind me if'n it decides ta get tired of hidin' in tha water."
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Valor holds out a pearlescent wand with the letters "CLW" engraved in Common at its base. "Rhmm, ahem, *cough*, any'un... Any'un here who can use this? Much obliged... Ain't needed ta use it fer the most part. But ain't encountered too many exploding elves, neither. Damn eco-terrorists..."
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