TWF / Throwing Axe wielder


Advice


Since my Nat. weapon character is going to be saved for another AP I find myself trying to flesh out yet another concept.

Basically what the title says, I wanna make a TWF Ranger or Fighter (not sure) that uses axes. (don't care about being less optimal or not) Also, he will need to be able to throw axes as well. Character will be lvl 6 (joining an ongoing campaign) and using a 25 point buy. Books allowed are Core, APG, UM, and UC. GM is open to other PF books on an individual basis. I have never played a TWFer before so I submit to the forums experience and wisdom...help me make this happen. Thanks for your future help...I would try this on my own first but the game is tomorrow so I need to be ready asap.


I would say be a fighter. ranger helps with TWF avoiding the Dex prerequisite but in your case you want a good dex because you want to be good at trowing Axes.

a really quick build

Dwarf fighter (weapon master would be the best)

Str 14
dex 15
Con 15
Int 10
Wis 16
Cha 8

1. TWf, Weapon focus (axe)
2. Power attack
3. Steel soul
4. Deadly aim
5. Quick draw
6. Weapon esecialization
------------------------------------------
7. Step up
8. I TWF.
9. Greater weapon focus
10. Improved critical (axe)

Another stat distribution could be

Str 16
Dex 16
Con 14
Int 10
Wis 14
Cha 5

Dark Archive

You are definitely going to need to invest in the Quickdraw feat (axes aren't considered ammunition so it's a move action to draw one), quickdraw will let you pull your weapons as a free action instead.

Also since throwing is a quick way to wind up disarmed almost immediately you will also need to invest 5 grand into a blinkback belt. This item will teleport up to 4 light melee weapons (or 2 one handed) back to their sheathes immediately after you throw it away.


The Blinkback belt was part of the plan already, one step ahead of ya haha but thanks Mathwei.

Also thanks for the advice Nicos, good call on fighter since I'll need the dex anyways. I am going to have to fit quick draw in the build so maybe drop/postpone weapon focus and take it 1st level? Also, anyone else got feat suggestions? What about close quarters thrower?

Sczarni

Nicos: any particular reason you picked a Dwarf fighter? They don't really get any abilities that make them better at TWF. All they bring to the table is proficiency with axes, but any fighter would get that (unless we're talking about dual-wielding dwarven waraxes, but those aren't good for throwing).

I mean, yes, for fluff reasons a dwarf would be most likely to focus on axes, but a fighter of any race could wield them, and there are so many races that get a DEX bonus, I'd choose one of them first.


Silent Saturn wrote:

Nicos: any particular reason you picked a Dwarf fighter? They don't really get any abilities that make them better at TWF. All they bring to the table is proficiency with axes, but any fighter would get that (unless we're talking about dual-wielding dwarven waraxes, but those aren't good for throwing).

I mean, yes, for fluff reasons a dwarf would be most likely to focus on axes, but a fighter of any race could wield them, and there are so many races that get a DEX bonus, I'd choose one of them first.

1)(the most important reason) The weapon master archetype would help with the "to hit", adn that archetpe replacer armor training but the dwarf have already reduced speed and the speed can not be reduced further.

Mobile fighter, Danwflower dervish and TW warrior are the best choises for pure melee, but this build have no problem full attacking (see (3) below)

2) steel soul is just a very good racial feat.

3) The build is motly for melee, the option to thrw weapon is for allways full attack. So a very high dex is not that important. (in that build, there are of course other ways to build the same concept)

Sczarni

I normally don't suggest double slice but it would fit this build and you could retrain it later. You got what you need for this build above, but if you intend to do a lot of throwing Point Blank Shot & Precise Shot are going to be essential. May be worth going human if you want everything to be shored up by level 6 - you may find yourself lagging behind a less feat intensive build if you don't.


I too was curious about the pick for a dwarf fighter. I like the point made however I usually prefer human characters (the free feat is awesome).
Regarding fluff, my idea is the character was simply an average person whom has decided to adventure due the murder of a family member or whatever. the reason for him using axes is because he used them to chop wood, or something very basic. I usually make "awesome" characters and for this character I want sort of an "every man". Basically your average person rising up and taking on forces beyond his power.

Due to everyone's reasoning, as well as more thought personally, I have decided that fighter is the way I am going, however would 2 hand fighter be better than weapon master for this build? I was looking into STR Ranger's guide and it seemed to fit my concept best, am I overlooking something? Thanks again for all the help.I tend to be more of an Role Player so your help creating my character regarding stats, feats. etc is more than appreciated. Some day i'll be able to do it on my own haha


I wouldn't even consider any archetypes here. You'll run into max dex limits TWFing without armor training, probably winding up in light armor anyways so Slow and Steady is less than useful. None of the weapon training substitutes are going to work for you, but early weapon training is not worth losing armor training.

Steel Soul is a perfectly good reason to go dwarf, but I'd want a +2 in either strength or dex for something as stat intensive as TWF.


DCSJ30 wrote:


Due to everyone's reasoning, as well as more thought personally, I have decided that fighter is the way I am going, however would 2 hand fighter be better than weapon master for this build? I was looking into STR Ranger's guide and it seemed to fit my concept best, am I overlooking something? Thanks again for all the help.I tend to be more of an Role Player so your help creating my character regarding stats, feats. etc is more than appreciated. Some day i'll be able to do it on my own haha

Two weapon warrior could work too of course. But note that STR ranger make heavy enfasis in ensure full attacks for all his builds. This is why he recomend Two weapon warrior, mobile fighter and the dervish.

But my build do not have that much problem full attacking, if the enemy do not come close to you, you just trhow axes so in the end you will not need that much mobility. that is why i recommend the weapon master.

alternative build

Human
Vanilla fighter

Str 16
dex 15
Con 14
Int 10
Wis 14
Cha 8

1. TWf, Weapon focus (axe), Quick draw
2. Power attack
3. Iron will
4. Deadly aim
5. Weapon esecialization
6. I TWF.
------------------------------------------
7. Step up
8. Greater weapon focus
9. Improved critical (axe)


Two Weapon Warrior is a terrible archetype for you.

* You lose armor training. TWF for non-rangers gets maximum value from armor training. Your armor training replacement only works against melee attacks and only after you full attack.

* your weapon training replacement doesn't work on standard action attacks, attacks of opportunity, or charges until levels 9, 13, and never respectively. You have a high enough dex to get a lot from Combat Reflexes, which will have you making more attacks of opportunity than other characters.

* your weapon training replacement may not let you make iteratives with throwing weapons since that does not involve exactly two weapons or a double weapon. RAW it's bad for throwers.

* the main draw of the two weapon warrior is the ability to hit with both weapons on a standard attack, which is useless to a thrown weapon build.


Thank you Atarlost, I appreciate you explaining WHY it is a bad decision. Not many people take the time to do so. So in your opinion, a basic fighter with no archetype would be best?


DCSJ30 wrote:
Thank you Atarlost, I appreciate you explaining WHY it is a bad decision. Not many people take the time to do so. So in your opinion, a basic fighter with no archetype would be best?

I think so. A case could be made for Gladiator if you're going to do performance combat since they only lose Bravery and heavy armor proficiency and the latter you can get back with a feat when you actually need it. It'd cost you a feat and leave you more vulnerable to fear effects for not a lot of gain, but it might wind up worth it if you're in that kind of campaign.

Grand Lodge

You may be better off as a Ranger. Later, when you can afford it, grab a Belt of Mighty Hurling, and use your strength for attack rolls with thrown weapons.

Sczarni

Honestly, I think an Elf Fighter would work wonders here, even though I have a hard time picturing an Elf specializing in axes.

As for feats, Charging Hurler could be a worthwhile choice for a character who throws weapons but still wants to get into melee. You'd need Point-Blank, but it's not a priority so you can wait and see how the build fares.

Two-Weapon Fighting needs static bonuses on every hit to shine, so definitely take Weapon Specialization as early as possible, as well as Greater Weapon Specialization. Any other feat that adds damage is worth looking at too, although the only ones I can think of are Arcane Strike (which you can't take) and Precise Strike (which only works if you convince someone else to take it with you).

Grand Lodge

What does Elf add?


I have yet to get UE, what exactly does the belt of mighty hurling do and whats is price? I'm working on a build and I'm starting to like a ranger better just for overall versatility...thanks for the suggestion Blackblood, your advice is valued as always.


Elf adds a dex bonus, low-light vision, +2 against charms and compulsions, and sleep immunity. I don't think the int bonus is much good for this build though and the con penalty hurts. This isn't an archer that can stay at the back, he's going to wind up in melee sometimes.

Elf may be better than dwarf, but human or half human is even better or some ARG race with +dex or +str with the penalty in a mental stat.

Grand Lodge

What Races are allowed?


The core races ofc and ARG.

Grand Lodge

Qlippoth-Spawn Tiefling with Prehensile Tail, Fiendish Sprinter, and Maw or Claw alternate racial traits.

This will net you +2 Str, +2 Wis, –2 Int, ability to retrieve items as a swift actions, two primary natural attacks, 10-foot bonus to speed when you charge, run, or withdraw, Darkvision 60ft., and cold resistance 5, electricity resistance 5, and fire resistance 5.

You will be able to Charge farther, hit harder, see better, and resist mind effects better(a weakness of martial PCs).

You will always threaten, and can pull out weapons faster prior to Quick Draw. Later, you can pick up the Grasping Tail feat, and grab unattended items within 5 feet as a swift action, allowing you to retrieve your Axes faster.


what is this blinkback belt and belt of mighty hurling do? Ive looked through the PFSRD but i was unable to find them so Im assuming they are in the ultimate equipment. Any chance anyone can post what they do?

Grand Lodge

Belt of Mighty Hurling, lesser:

This thick leather belt is buckled with a bright bronze clasp
in the shape of a fist. When worn, it grants its wearer a +2
enhancement bonus to Strength and allows him to apply
his Strength modifier as a bonus on attack rolls instead
of his Dexterity modifier when making ranged attacks
with thrown weapons. Also, the range increment of any
weapon thrown by the wearer gains a +10-foot bonus.
Treat this Strength bonus as a temporary ability bonus for
the first 24 hours the belt is worn.


just wanted to say love this idea of an axe swinging, axe throwing warrior.now for this build i know it may not power this build up much but for image maybe the psionic weapon thrower.you would have this mortal kombat Nightwolf character that would have glowing weapons that could throw his weapons and have them bouncing around the battlefield.


I know you're talking about Ranger and Fighter but I'll leave this here for everyone's curiosity:

Monk, either Sohei or of the Empty Hand archetypes.

Monks get 1.TWF, 2.ITWF, 3.Double Slice for free, one extra attack for 1 ki, as well as other monk-like tricks.

Sohei: + weapon for ki, Weapon Training

Empty Hand: Any type of dmg, +20ft to range, for ki/swifts, unarmed damage to weapon, increased crit range for improvised weapons.

Enjoy :)

What I like about the Monk is that he can pretty much do anything he needs. He's not in a too bad position if he has to melee - those + to weapons and weapon training from Sohei are still there. They have a lot of versatility vs say a warrior. After level 5-7-9 you can start picking feats not focused on ranged and fullfill other roles, like protector of your mage, stand with him and full attack at long ranges, if somebody goes in for him they'll have you ready to smack them well. Same reason the Zen Archer's decent.

Also: Longshot spell. Real good to have potions of those things.

For funsies: 1 level Barbarian, Hurler: +10 ft to thrown, Rage.
1 level alchemist: Mutagen to boost Dex OR str, potions of Enlarge, Longshot, Shield and other useful stuff.


Gobo Horde wrote:
what is this blinkback belt and belt of mighty hurling do? Ive looked through the PFSRD but i was unable to find them so Im assuming they are in the ultimate equipment. Any chance anyone can post what they do?

Blink Back Belt, 5000 gold, cl7

Allows you to have 2 melee weapons (or 4 light) on the belt, that when thrown inmediately teleport to back to the belt after the attack has been resolved.

This allows you to have, f.example, 2 enchanted Chrakrams to use together with Quickdraw to throw at full BAB.

Feats for these builds that work well:
PBlank Shot, Precise Shot, Rapid Shot, Clustered Shots, Deadly Aim, Close Quarter Thrower, Distance Thrower, Hammer the Gap (amazing with extra monk attack especially sohei since you're getting good + to weapons).

Sczarni

Re: Elf, my first thought was that a Halfling would be good because of their DEX bonus and that they fit the image of a simple woodcutter forced to take on impossible odds. Then I remembered the STR penalty and decided Elf would be better. Too bad halflings don't still get a +1 to throwing weapons!

Human probably would be the best for this, since you pretty much need all the feats you can get. Perhaps a level dip in Rogue to get a sneak attack die if you're TWF, or barbarian so the rage can shore up your STR score? I believe there are some decent rage powers that get bonuses to throwing.


OK.

For this.

You need to clarify if you want Throwing to be your BE ALL AND END ALL!
Or if you simply want it as an option when you aren't adjacent to full attack.

Now persist with axes if you want but with only a 10 ft range, honestly you are better off closing and full attacking.

Like I said in my fighter guide TWF builds should be full attacking 90% of the time.
Moving is their handicap cause you can't TWF+Move.
Unless you are a Two Weapon Warrior (can TWF at level 8)
Or a Dawn flower Dervish/Mobile Fighter (but Rapid Attack is not till1q and costs your best attack)

Plus the BEST way to draw AGGRO as a fighter is to Do so much damage, ignoring you equals death.

Best weapon is Definitely a CHACKRAM. 30ft range. 19-20Crit.

This weapon let's you forget closing. It can hit anything within move distance (double that if you accept -2 for range penalty).

My suggestion?

Two Weapon Warrior *Dedicated Melle, Backup Thrower*
Str 16 (18 for Human)
Dex 15
Con 14
Int 10
Wis 12
Cha 7
Skills 2+1Human+1Favored= 4 per level
Traits: Latent Psion: +2 vs Mind Effecting (Losing a will save sux)
and Defender of the Society (+1AC in Med Armor. Making a Agile Breastplate a +7 AC item.)

1-TWF, PA, Quickdraw
2- Weapon Fcs (Battle Axe/[ooc]Mechanically SCIMITAR is better)
3- Iron Will
4- Weapon Spec

[b]How to play+4 to hit and damage via 18 str is awesome. You are better off with weapon/cestus as your pairing. That way you can 2hand charge power attack up to 60ft away.
Have lots of Daggers so you can TWF full attack in difficult terrain or if you get hit with a tangle foot bag. The best part about TWF/throwing is being able to split targets. You could main hand Throw a Cestus at a foe 30ft away AND offhand throw a dagger at a foe 10ft away. I have done this. Awesome visual.

BUY FEATHERSTEP BOOTS ASAP.

5- Point Blank Shot (30ft is your standard throwing range)
6- ITWF
7- Rapid Shot (Between Bracers and PBS, negates the -2 for the extra attack, so you only take normal TWF penalties)
8- Gtr Weapon Focus

How to play it
Once Improved Balance comes online you can switch to PRIMARY AND OFFHAND chakrams when you throw. (You treat them as light weapons for TWF) You get full Two Weapon Training bonus and TWO WEAPON DEFENSE when you full attack. Which means the bonus is online ALL THE TIME since you can comfortably hit anything in 60ft.

Must Buy: Their is a Shirt which grants an extra MOVE action 1/day. That's free Pounce.
Plus Bracers of Falcon's Aim (+1 to ranged attacks for 4000gp)

9- Combat Reflexes
10- Double slice
11- Pin down (Now you can AOO any foe who withdraws or 5ft steps. And normal moves provoke as well)
12- Dazing Assault
13- TWRend.

How to play it
Now you are a genuine Switch hitting TWF, thrower. With multiple options for hitting things reliably in 60ft. Anything in that range can be full attacked for big damage.
You can TWF as a standard IF you have to move.
You get AOO's for ANY KIND of move in your threatened area (go two handed axe, until EQUAL OPPORTUNITY comes online, then TWF AOO.)

Sorry not more detail. At work.


- Failed will save? Monk
- High fort high ref? Monk
- Short movement? Monk (not sohei thou)
- -hit for chakram (non light)? Monk (Sohei flurries with any weapon at 6)
- Same +hit as a warrior when Full Attacking? Monk
- More hits than a warrior? Monk (or level in ninja)
- Bonus feat to burn on defense? Monk (FoBlows give the necessary twf feats)
- Good Combat Manuevers? Monk (f.ex Ki Throw, bonus feat)
- Threaten when Unarmed? no problem if sleeping without armour? Monk
- Have Quick Draw want Snake Style, Crane Style or so? Monk! (boosts defense incredibly and compatible with QuickDraw I believe
- Skills? Monk has more
- No penalty for very high Dex (armours)? Monk (Agile Weapons, if allowed, allow you to ignore STR, although I like STR builds)

NOTE WELL: Ranged Weapons use DEX to HIT and STR to DMG
(if Agile weapons are allowed, put all on dex)

Just laying it out, in case anybody had doubts of why that was a decent choice. I've done some numbers and damage output is similar. At very high ends of levels warrior feats probably take over, but has to be what, 15 or something?


STR Ranger,
I appreciate you taking the time to offer your expert advice. I honestly see no problem with my fluff to not use chakram. I want to use throwing as an option when I'm not in melee, but I don't want it to be the main focus of the build. The build you suggested is pretty awesome, so thank you for that. I was just hoping to cover all the weapons i would use within my weapon training ability, but I guess the pros to a chakram out weigh the con of not getting weapon training with it.


Using the two weapon warrior archetype DOES get full weapon training.

The two weapon warrior gets a 'two weapon style' version of weapon training. It applies to any weapon you use when you TWF. Be it scimitar/cestus/chakram or table leg. You get the full bonus.

You also get 'Two Weapon Defense' under the same conditions. +5 to AC more than makes up for the loss of regular armor training (considering you get +7 to AC off the Agile Breastplate)

The only thing the chakram misses out on is weapon fcs/spec on the chakram (it should be put on scimitar instead. ) so you can dual wield 2 scimitars in melee and get a crit every round (be human and take versatile critical)


Silent Saturn wrote:

Nicos: any particular reason you picked a Dwarf fighter? They don't really get any abilities that make them better at TWF. All they bring to the table is proficiency with axes, but any fighter would get that (unless we're talking about dual-wielding dwarven waraxes, but those aren't good for throwing).

I mean, yes, for fluff reasons a dwarf would be most likely to focus on axes, but a fighter of any race could wield them, and there are so many races that get a DEX bonus, I'd choose one of them first.

Dwarven Maulaxes are actually fairly nice. They have B & S damage, the range increment of a Throwing Axe(10') and the Crit multiplier of the Handaxe (x3).


STR Ranger,
If I go that route gloves of dueling would be useless though right? It seems what your saying is using battle axes is really underpowered? Do you think you'd be able to build a character that can throw chakram and who uses 2 battle axes and make it viable? I really wanna stick to the concept I have in my head but I don't want to get left behind in dpr considering I'm the party's front line fighter.


Sure.

Build stays the same.

Normally TWF builds (particularly Two Weapon Warrior, who has a lot of high level class abilities keyed of Crits) wield Scimitar/Cestus to fish for crits (at least until Doublestrike and Improved Balance come online- then you dual wield scimitars).

If you wanna go with an Axe just Go with a Battle axe/Cestus combo (remember the cestus is so you can 2 handed power attack with the axe if you have to move or AOO).
Once you get Improved Balance just go with 2 axes.

Now with that weapon I would forget crits.
Instead of Keen on both weapons buy 2 keen scabbards (6000gp each. Keen 3/day). On one Axe get the menacing property (+4 to flank, instead of 2) and get Guardian on the other (let's you add enhancement to Saves. Blowing a will save sux)

Forget crit focus and Versatile crit. Have a flank buddy. Now take the Dazing Assault feat. It's always on/off as you want and the DC is decent. The way most DM's adjudicate it is 1 save per attack action.
1 full attack= 1 save.
When the enemy provokes via Pin down, AOO= 1save.

So the foe makes 2 saves vs 10+Your BAB per round. Or he stands their trading full attacks for 1 save per round. Either way he doesn't attack your buddies.
So you do big damage and lock down a Big Bad.

Retrain Dazing Assault at 16 for Stunning Assault. (Makes them drop their weapon).


STR Ranger wrote:

Using the two weapon warrior archetype DOES get full weapon training.

The two weapon warrior gets a 'two weapon style' version of weapon training. It applies to any weapon you use when you TWF. Be it scimitar/cestus/chakram or table leg. You get the full bonus.

But you don't TWF on attacks of opportunity. Your AoOs are already weaker for not using a two handed weapon, but that's no reason to throw them out. And, of course, there's the Dueling Gloves, which don't work for two weapon warriors.

Quote:
You also get 'Two Weapon Defense' under the same conditions. +5 to AC more than makes up for the loss of regular armor training (considering you get +7 to AC off the Agile Breastplate)

Two Weapon Defense is only against melee attacks. Unless your GM is blind to ranged weapons this is a really bad weakness.


Response.

You don't need to TWF on AOO. That's why you pair an Axe/cestus. You don't get Two Weapon bonus but you DO get the 1;3 PA ratio and 1 1/2 STR to damage. Nor do you take the -2 for TWF. And later on you get a class ability which does let you TWF on AOO's.
And custom magic rules. Pay to get some Two Weapon Warriors Gloves made. Same as Duelist gloves but works with two weapon training.
Same goes for Sash of the War champion. Any DM who won't allow it is a d!ck.

Ya got me on TWD as not applying to ranged. Plenty of other ways to screw over archers, Hey GOD, how about you port me right next to that Archer please? being among them.
Plus any archer not currently threatened by an Chakram throwing death machine is gonna try to kill the wizard, cause, Y'know he's GOD.


Many GMs do not allow custom magic items at all. Many, perhaps most, wizards are not going to open with dimension door for you. They have other things to do. Some GMs even have more than one encounter per day leaving the wizard without dimension door memorized even if he thinks moving the fighter is the best use of his first action. Some people play other wizard builds. Some parties don't have wizards at all.

You're acting rather entitled. Maybe your GM and wizard player are willing to indulge you, but what makes you think the OP's are?


I can only speak from experience.

I play in about 10pbps and 3 real life games at any given time (check my profile to see current games).

Duelist Gloves acting on what is a very, very similar (some would say more limited, you yourself said you can't TWF all the time) ability is not much of a stretch and I have not encountered a DM who would say no.
But each to his own. The Dawn flower Dervish Archetype DOES get normal weapon training and if his DM allow duelist gloves to work for TWW then he should go dervish.
Axes being his first group and Heavy Blades his second.

As for the whole wiz bit. That was one example.
Low level? TWF throw back (if close enough). Get to cover and circle around. Wear your 1000gp shirt of Pounce. Most low levels in APP's take place inside/in dungeons.
Higher levels? Boots or Cape or Carpet of Flying.

Again TEAMWORK. Let Melees fight melees. That's what they are best at. The clerics buff and backup. Ranger can shoot or Switch hit. Wizards can shut down problems which the others can't handle.

I play a Hexcrafter in a game that has a Melee focused pally and barb. If we encounter an Archer then I evil eye, my imp uses a wand of ill omen and I slumber him.
Point is nobody expects every class to solo every challenge.
The OP wanted a TWF that could throw effectively. I helped.


Atarlost wrote:

Many GMs do not allow custom magic items at all. Many, perhaps most, wizards are not going to open with dimension door for you....

You're acting rather entitled. Maybe your GM and wizard player are willing to indulge you, but what makes you think the OP's are?

Wait... so you start your post by making an assumed generalization based on anecdotal evidence and then condemn STR Ranger for doing the same thing?

I agree with STR Ranger's generalization, though. I have not heard of a DM who would not allow Duelist Gloves to work for Weapon Training (or barring that, special ones to be made that do).

I think STR Ranger's advice was helpful here.


Wow I missed quite a bit didn't I? haha I appreciate everyone offering their advice, you can always learn something new. In my particular case though, I'm sure my GM would be fine allowing me a custom set of gloves (we have a nifty little crafter in the party so it fits.) Also, we are hurting as far as melee dmg in the party at the moment so I'm sure our support characters would have no problem spending a turn or two putting me in position.

There is always that chance that a GM or party wont support your ideas but in my case, luckily, that just isn't an issue. Thanks for the consideration though Atarlost, your were correct in stating the possibility of a GM not allowing that item and such, but again not in my case.


I'd go with ranger if you want to stay close to your background. The ranger lets you be a dwarf that lives in a hilly forest who's used to taking care of himself AND who offers you the means to your desired end: being able to use axes as melee and ranged weapons. You take the TWF route so you don't need to pump dex up to incredibly high levels and take hand axes.

STR 16 / DEX 14 / CON 14 / INT 10 / WIS 14 / CHA 10 with your 25 points, then add racial modifiers, your bonus point from 4 and items. You can lower charisma for some extra points if you want. First off, this gives you great saves (dwarves get +2wis/con and vs spells/poison) in combination with the ranger base saves. Secondly, you can hit with ranged attacks while your main strength remains in combat. The range of hand-axes mean that you'll be in combat sooner than later so that's good.

The ranger will give you the TWF feats without you having to crank up your dex. TWF with quick-draw lets you throw your axes as you take a 5f step towards the enemy. Then after the enemy acted you're either in combat or a 5f SHOULD be enough to be in combat. That's when you start hitting them with your axes. The blinkback belt lets you use your axes this way, though this does mean you'll need to get old school gauntlets of ogre strength.

The probem lies in feat selection: you either go for ranged or for melee. I'd advise you to go for melee feats (power-attack, double slice if you're going to pump up strength) and take quick draw regardless of preference. This already takes up all your feats at 6. Alternatively you can take power attack AND deadly aim and continue with melee feats at 7 and beyond.

So what does this build do better than an ordinary TWF ranger? Well, it lets you use a full attack when the enemy isn't within 5f range. It gives you the ability to stay at a distance (when wounded, not able to take the heat, etc) and still pump out damage. It lets you attack from behind an ally when fighting in 5f corridors. You trade a little bit of pure melee power for versatility and we all know that having versatility is far from a bad thing. Having ranger spells opens up a whole can of buffs that you can use: lead blades being the main contender at your level. Level 1 ranger spell that increases your dmg die by 1 step for 1 min/lvl. Get some charges on a wand or a few scrolls at a higher caster level so it lasts longer. Or, a pearl of power 1 so you can it one more time a day at your CL.

Favored Enemy, Favored Terrain and other ranger abilities combined with their great saves, tons of skill points and solid hit dice means you'll always be useful. I hope that helped :)


blackbloodtroll wrote:

.., ability to retrieve items as a swift actions,..

.. and can pull out weapons faster prior to Quick Draw. Later, you can pick up the Grasping Tail feat, and grab unattended items within 5 feet as a swift action, allowing you to retrieve your Axes faster.

You only have one swift action so quick draw is better for a twf hurler.

Grand Lodge

Quick Draw does nothing for items in your pack, or non-weapon items, like potions.

Still should get Quick Draw though.

A quickdraw shield for when it is not your turn is a good investment too.


RebBrown, thank you for that breakdown it was really helpful. I assumed fighter would be best considering all the feats I will need to invest in what I want to do but your breakdown using the ranger class seems good as well. I have built this character as a fighter already but have yet to actually play him. I will be sure to update after I do so. In the mean time, feel free to share more builds to aid others or even myself in the future.


I have a 13th level 2-weapon dagger Fighter (vanilla). It takes a lot of feats to get there, but wow! Dangerous! Doesn't miss with primary attacks. Pin Down is a great feat once you hit 12th level. You aren't missing with your Opportunity attacks. The static damage adds up.
Very effective.
While I have been able to utilize the thrown aspect it isn't the forefront. With full plate and armor training my AC is pretty good also. If you are team player you will have to maneuver around to put yourself between the bad guys and yourself. The ranged damage is icing. Specializing on light weapons also has the advantage that grappled or swallowed you still have access to your weapon of choice.


Thank you for posting The Bald Man, it's good to know my concept will be fun and effective. Perhaps if you wouldn't mind posting your build so others (and myself) could reference it. Thanks again


Another thing going for ranger is you could run with human
18 Str
Dex 13 (Put 12 level point here)
Con 13
Int 7
Wis 14
Cha13 (put 4,8 level point here)

This gets you
5 skills per level
Let'syou pursue TWF
AND go for Eldritch Heritage (orc bloodline)
Which is awesome
(You need Optimistic Gambler trait to Make touch of rage last 1+1d4 rounds)
The morale bonus works for melee and range.
Free Str Boosts
Free Giant form.


Yeah I thought of that but doesn't weapon spec and weapon training make fighter the better dpr class? That is what this character's role will be after all ;)

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