
boring7 |
Well, any "pet" either fades into the background, or it gets killed.
Putting any investment, other than a bit gold, is really not worth it.
Which is (I am told) also fitting for Drizzle, since his panther was constantly getting thrown out of it's stone pokeball and instantly dying. I think the Primal Hunter's animal companion can "keep up" with leveling (haven't playtested it) but that's an entirely different build.
From what Imbicatus says, you can roll with Surface Infiltrator or not. Hard to say which is better since a -1 to (almost) everything during the day is bad, but darkvision 120 can be really useful. I've been playing in a party where everyone has darkvision, and as long as EVERYONE has it it is really good. The problem is if you have at least one non-darkvisioner (most elves, halflings, humans, gnomes, others) it is almost completely irrelevant.

BadBird |

There are far worse problems than a -2ab on a martial character. It's obviously a nuisance, but I don't know why it evokes such horror and loathing. So your lace gets busted; is a -2 to attacks the worst thing that a combat maneuver could have done to you? For insurance, put a lace on both weapons...
The Two-Weapon Warrior Fighter archetype eventually makes using two larger weapons painless, though it takes quite a while. It also has the option of making a two-weapon standard attack at 9, which can mean mainhand/offhand/rend standard attack by 11. Bam.
Alternatively, I feel like I keep saying this over and over lately but... the Guide Ranger archetype is a really great way to replace those annoying favored class mechanics with "Smite Thatguy" x/day. Inspired Moment is one of those abilities that doesn't just live up to it's name, it actually out-does it. And of course, if Ranger magic doesn't feel right, Skirmisher has some real gems in the Hunter's Tricks selections. Who wouldn't want the ability to "VeNgeANcE STriKe!"?

Claxon |

If your trying to ditch favored enemy with Guide Ranger, might as well just play a Slayer. Studied Target does it better.
Especially if you're okay without ranger magic or the animal companion, there isn't much lost by playing a slayer instead of a ranger. And honestly, without instant enemy being required (since you have studied target instead of favored enemy) ranger magic just isn't that great. As an archer ranger I almost never use magic (except instant enemy) because spending a standard action in combat isn't worth it compared to my attack and they don't really get any buffs that are required. There are a few okay things, but you don't lose much. YMMV for two weapon fighters though, as moving in to make only a single attack versus casting a spell might make the spell more worthwhile.

BadBird |

guide also gives double the slayer bonus, (around level 7 you have 3 uses, thats plenty imo)
That's the big thing really; Ranger's Focus is overall slightly more than twice the bonus, if limited use. So Slayer is slightly better against any middle-rung enemy that you have a swift action for, Guide is slightly better for those few special someones per day who you really want to make a mess of - and for going two-round inspired-pounce combat-god once per day by 11.
Really both options are totally solid; the only thing that pushes me towards Guide over Slayer is that the Guide/Skirmishers Hunter's Tricks are such a great little package of toys in and out of combat, and going Ranger's Focus + Inspired Moment + Combat Tricks is twelve seconds of pretty incomparable martial prowess.

Xethik |

the difference between guide and slayer-
guide gets a lot of other nifty tools in place of things, but are generally better for groups who do 1-2 encounters a day.
guide also gives double the slayer bonus, (around level 7 you have 3 uses, thats plenty imo)
This is assuming 0 Sneak Attacks, right? They don't add much but they do add.

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Paladin of Baha-who? wrote:Yes. This, and the race, are non-negotiable.BBT, have you definitely rejected the possibility of using two wakizashis flavored as scimitars?
One final reflavoring question, although it looks like you are set on actual scimitars.
Since you are going half drow, you could use Ancestral Weapon for Sawtooth Sabers. They are also very scimitar like, but spiky (good for "drowification"), and will not have the one handed TWF penalty.
If that doesn't work, go with the efforless laces on each sword, in case one gets sundered.

Inlaa |

He's DRIZZLE MCDURDEN. He has to TWF, guys, and he has to do that with scimitars. Trust me, this is how it works. Anything less would be wrong.
...As an aside, I'll note that 3.5 Drizz't actually had levels of Ranger, Fighter, and Barbarian. Maybe a single level of Barbarian wouldn't hurt his cousin Drizzle?

gamer-printer |

He's DRIZZLE MCDURDEN. He has to TWF, guys, and he has to do that with scimitars. Trust me, this is how it works. Anything less would be wrong.
Drizzt was always limited to 2e, so he couldn't be improved. Now that PF exists, its time to fix him - TWF is fine, but chuck those scimitars, replace short curved blades that are more effective like a pair of wakizashi instead. I'd make him a samurai (and as mentioned previously using the 3PP samurai archetype, nitojutsu sensei from Way of the Samurai (PFRPG). Thankfully, this isn't "less" but "more". Sticking with old way would be wrong - IMO.

Claxon |

the difference between guide and slayer-
guide gets a lot of other nifty tools in place of things, but are generally better for groups who do 1-2 encounters a day.
guide also gives double the slayer bonus, (around level 7 you have 3 uses, thats plenty imo)
I think depends heavily on your group dynamic. The group I play with tends to have feast or famine with combat. By that I mean either tons, or none. Not really an in between. My most recent ranger was in skull and shackles AP and was archery based. I easily killed 10+ enemies in a sessions that were combat focused, Usually in a single round. Mostly because I had favored enemy human and APs tend to be human heavy. I also had a wand of instant enemy and could cast the spell from spell slots and even had a couple Pearl of Power 3. Personally I feel like at level 15 where the campaign ended 5 uses per day just would not have been enough.
I guess my main issue with the Guide is that level 10 the guide version of favored enemy is now just seems pretty much worse if you can gain good access to instant enemy through pearls of power and high wisdom. And in a worst case scenario a wand can be used to cast the spell as a standard action. I dunno, I just feel like the limited uses per day just make it...not as good as I want it to be.
But to each their own I guess. I just prefer having something available all day. To that end, I've felt that Studied Target is a good compromise. Sure the bonuses aren't as big, but never needing to question if now is a wise time to use it...that's just golden to me.

BadBird |

But to each their own I guess. I just prefer having something available all day. To that end, I've felt that Studied Target is a good compromise. Sure the bonuses aren't as big, but never needing to question if now is a wise time to use it...that's just golden to me.
I also tend to be wary of limited use things, but what can get me on board is the idea of that crucial moment where a character takes on his 'equal', or goes toe-to-toe with something really, really ugly, or finds themselves suddenly trying to save the day with some brilliant moves. It doesn't happen very often, but those moments far outweigh the rest of it.
Picture the moment when the Guide-Skirmisher 11 activates Inspired Moment, targets the boss-monster with Focus, and then suddenly leaps up for an auto-critting, extra +4ab, +6/+6 full attack that leads off with a Tangling Strike right and a Rattling Strike left, re-rolling on the slim chance that one misses. And if need be, does it again next round.

Saldiven |
Ydoccian wrote:How could he not be a noble drow? He's the second son of a matron mother! It's almost impossible for him to be more noble than that!He also has the spell-like abilities, even though he hardly ever uses them in the newer novel. In PF he would be a drow noble.
He lost most of his abilities though. After being above ground, the only abilities he kept were Faerie Fire and Darkness. He lost Levitation in the first book above ground. For the Paizo Noble Drow, Drizz't never manifested: Dancing Lights, Feather Fall, Detect Magic, Divine Favor, Dispel Magic, or Suggestion (all abilities Noble Drow possess). He also never really demonstrated much magic resistance once above ground.
While Drizz't was certainly noble by role playing standards, there was nothing in the novels that indicated he kept the abilities of an in-game Noble Drow.

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A key part is the alternate racial traits.
Obviously, I would be taking this:
Drow-Blooded: Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.
...and possibly this:
Drow Magic A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf's character level as the caster level for these spell-like abilities. This racial trait replaces the adaptability and multitalented racial traits.
Though, the latter is not nearly as important.

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*off-topic / threadcrapping, I apologize*
Ydoccian wrote:How could he not be a noble drow? He's the second son of a matron mother! It's almost impossible for him to be more noble than that!Third son, actually. :) His oldest bro was killed by Dinin wasn't he?
Yep. And just in time too. Another 30 seconds and baby drizzle would have been sacrificed at birth.

BadBird |

So, the main suggested classes are Guide Ranger, and Slayer?
Would Swashbuckler or Daring Champion Cavalier work as well?
Should it be done as a multiclass, or with a dip, to best get the results desired?
Well a single level of Swashbuckler gives you the option of doing the whole thing as dex-scimitar instead of strength, and grants basic deeds, though you can also grab those with Amateur Swashbuckler.
Other than that, losing free feats to go Daring Champion seems pretty dubious when the Slayer and Guide already have abilities comparable to a challenge. Free feats mean you only need 15dex instead of 19dex to grab everything of consequence from TWF. Picking up some Barbarian for a little Rage seems pointless when you're just delaying your normal damage bonus.
The only other single-level thing that comes to mind is one level of MoMS Monk for Snake Style/Fang, since you can potentially work sense motive decently (with skill sage perhaps) and your damage bonuses mean that lashing out with unarmed strikes isn't too bad (I'd probably call it a hilt-punch for style points). Actually, Snake Fang and Amateur Swashbuckler: Opportune Parry and Riposte is some pretty funny defend-fu, especially if you've already hit 'em with a Skirmisher trick...

BadBird |

Well a single level of Swashbuckler gives you the option of doing the whole thing as dex-scimitar instead of strength, and grants basic deeds
Actually if going dex-scimitar with one level of Swashbuckler, Two Weapon Warrior Fighter is probably the strongest option. You get a feast of feats, the weapon training is generally better than a Slayer's ability, and they can strike with both weapons on a standard attack.

BadBird |

If dip Swash, into Two Weapon Warrior Fighter, then how would the build play out, as far as stats and feats?
Something like...
SW1. Weapon Focus
TW2. + Slashing Grace
TW3. TWF / + Double Slice
TW4.
TW5. ??? / + ???
TW6.
TW7. ITWF / + ???
TW8.
TW9. ??? / + ???
TW10.
TW11. GTWF / + Two Weapon Rend
...this? Lots of room to play around, though Extra Panache once is pretty obvious.

wraithstrike |

wraithstrike wrote:Ydoccian wrote:How could he not be a noble drow? He's the second son of a matron mother! It's almost impossible for him to be more noble than that!He also has the spell-like abilities, even though he hardly ever uses them in the newer novel. In PF he would be a drow noble.He lost most of his abilities though. After being above ground, the only abilities he kept were Faerie Fire and Darkness. He lost Levitation in the first book above ground. For the Paizo Noble Drow, Drizz't never manifested: Dancing Lights, Feather Fall, Detect Magic, Divine Favor, Dispel Magic, or Suggestion (all abilities Noble Drow possess). He also never really demonstrated much magic resistance once above ground.
While Drizz't was certainly noble by role playing standards, there was nothing in the novels that indicated he kept the abilities of an in-game Noble Drow.
True, but he was born a noble.
In 3.5 where he is from drow did not have all of those. They had levitate, which I thought I saw him use, Faerie fire, which I thought I saw him use, and darkness.
Going by the PF version of Noble drow nobody in 3.5 is a noble drow since none of them have all of them as SLA's. In the later D&D versions, assuming Salvatore does a big upgrade for I don't think they have them in 5th edition either.

wraithstrike |

So, the main suggested classes are Guide Ranger, and Slayer?
Would Swashbuckler or Daring Champion Cavalier work as well?
Should it be done as a multiclass, or with a dip, to best get the results desired?
I might take a level of barbarian or ranger(guide) to represent "The hunter" version of Drizzt in the novel when he was a more focused better fighter, who fought more on instinct. In the novels he did not have to experience fatigue like a barbarian would, and he kept this up for a very long time, which there is no real PF mechanic for.
I don't think Swashbuckler fits. It is not a bad dip class if you want to go with dex over strength, but the good thing about the slayer is that you can ignore dex anyway. The Cavalier archetype can work, but I don't see it putting out as much damage as a slayer. It does have some decent tricks, but I don't know how much they will come up in a game.
edit: Swash into TWF Fighter could work well. Eventually you won't even need those laces.

BadBird |

Well since I put up a Two-Weapon Warrior I might as put up a Guide/Skirmisher...
1. Iron Will /// (Focus +2/2, 1/day)
2 +Two Weapon Fighting
3. Power Attack
4 (Focus 2/day)
5. Hurtful / $ Tangling Attack /// (Focus +4/4)
6 +Improved Two Weapon Fighting
7. Cornugon Smash / $ Surprise Shift /// (Focus 3/day)
8
9. Intimidating Prowess / $ Second Chance Strike /// (Ranger's Luck 1/day)
10 +Two Weapon Rend /// (Focus +6/6, 4/day)
11. Eh... Toughness? / $ Skill Sage /// (Inspired Moment 1/day)
I don't know how much intimidation factors in what you want to do, but you can always look at it as a sort of 'combat supremacy' thing. It's quite nice to be able to make a double attack on a charge or a standard, and casually inflicting both shaken and entangled as free actions with an attack just feels right.

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wraithstrike wrote:Drizzy(his rap name) did not use intimidation as a main feature. Are you trying to copy Drizzy or just be really good with TWF'ing with scimitars?I prefer Drizzle D'Izzle.
It's Flippity Floppity Floop now.