The Flurry Maneuver Ranger guide


Advice


5 people marked this as a favorite.

Maybe not that novel of a concept for those experienced with the game, but I decided to make a write up and try to explore most mutations of the Flurry Maneuver Ranger. The basics of the build is that Agile works with Trip and similar actions and Flurry can get that number extremely low to spam attempts for super high chances to succeed.

I wrote it all here, if there is something wack in it, I appreciate the feedback though it could very well be we value different things in this game :)


1 person marked this as a favorite.

Neat guide! One ancestry that I think is also worth a look is the orc, specifically because their Iron Fists ancestry feat lets you add the shove trait to your fist attack, which I will note is already agile. It’s especially nice if you’re going the monk route and plan to get Handwraps of Mighty Blows already.


Ventnor wrote:
Neat guide! One ancestry that I think is also worth a look is the orc, specifically because their Iron Fists ancestry feat lets you add the shove trait to your fist attack, which I will note is already agile. It’s especially nice if you’re going the monk route and plan to get Handwraps of Mighty Blows already.

If you take Iron Fists, you might as well take Bloody Blows too.


Ventnor wrote:
Neat guide! One ancestry that I think is also worth a look is the orc, specifically because their Iron Fists ancestry feat lets you add the shove trait to your fist attack, which I will note is already agile. It’s especially nice if you’re going the monk route and plan to get Handwraps of Mighty Blows already.

Yeah, that is a nice tip. Added an Orc section as well.


I highly like the idea.

I can see your math for getting in a maneuver. But I want to know- what is the math for mixing attacks and maneuvers? And what does your turn look like?

I used think in these terms when I looked at wolf drag monks. Wolf drag seems worse than a trip+flurry, since athletics athletics outscaled attack and flurry had more hits for actions. But if you look at a 3 turn action, Drag+Flurry has bonuses than trip+flurry+3rd attack (0[deadly crtis]/-4/-8 vs 0[no damage]/-4/-8/-8). Add in flat footed, and wolf drag numbers don't look bad for damage.

Since it isn't uncommon for a trip build to camp on a target, a 3 action turn was something to consider in your tool kit. Trip+flurry was the option when I had to use 2 actions after a move.

So what does a flurry maneuver ranger's turn look like? What is their control turn, and what is their "knock em down and kick em" turn? And what are some animal companion options we can grab to help that?


Well, it will depend on the build and the situation a bit. But just getting twin takedown is a great option for getting some damage in when your target is sufficiently debuffed.

If you want to be really annoying your turn could look something like spamming trips and grapples to completely lock down the target (works best if they don't have high saves in either).

My favourite animal companion is something like the horse that just moves you around at a great speed but something like a rhino could be of nice help since it can move you and have a nice support effect at the same time.

It is worth noting that ranger has some innate action loss with Hunt Prey so they aren't as flexible as monk in that department.

Community / Forums / Pathfinder / Pathfinder Second Edition / Advice / The Flurry Maneuver Ranger guide All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice