TWF for a Rogue. Viable option or suicide?


Advice

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It's certainly doable to use TWF Rogues. It's just pretty hard. In the end PF is all about "hitting" rather than damage. There are just so many ways to gain more and more damage. There are very very few ways to increase chances to hit.
Unlike most classes these days, Rogues have neither great bab, normally don't target touch AC (is possible however) nor do they have abilities to increase to hit such as studied combat.

So it's certainly doable just fine; it's just going to fall behind no matter what really.


A Rogue 15/Monk 1 with the right talent, feat, and equipment selection can have, when flanking, a +27/+27/+27/+22/+22/+17/+17 dealing 9d6+28 nonlethal damage and 2 Strength damage with each successful strike. They can switch out melee attacks for trip attempts with a CMB of +28 or so, and if they are successful, they get 2 attacks of opportunity against the target (they get 13 per round max) and anyone else adjacent (like the person you're flanking with) also gets an attack of opportunity. Don't forget the -4 AC for being prone. If one of their allies hits, the rogue gets a third attack of opportunity (opportunist) against the target. The rogue can also switch out attacks with feint attempts, with something like a +20 Bluff bonus, and 3 times per day they can roll twice on their check and take the better result.
I wouldn't exactly call that falling behind. Yes, this is fairly optimized. Yes, this build wouldn't always be extremely useful. But rogues aren't necessarily weaklings. Give them some credit.

Shadow Lodge

Not sure why no one is mentioning UMD and scrolls of greater invisibility. You get to hit bonuses for being invisible, defensive bonuses, and every attack is a sneak attack. No extra set up required. Its pure winning.


Who needs Use Magic Device for that? Summoners can brew potions of greater invisibility, because it's a third level spell for them. But that's not really related to two-weapon fighting rogues in particular. As a side note, a potion of greater invisibility becomes insane when given to a vivisectionist/rogue with the eternal potion discovery.


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People, you gotta read the first post before replying. The OP already said his GM ok'd slashing grace for shortswords, no worrying about agile enchantments and such.

OP, don't listen to the powergamers. Some people think that if you're not optimized to the hilt you're worthless. That's plain wrong, you can have fun however you like, and as long as your fellow players aren't all experience optimizers, you should do just fine. And even if you're not, it sounds like your GM would be reasonable enough to talk to and find a way to fix things.

These forums like to put down rogues, but that's just the powergamers ranting :P


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Paulicus wrote:
OP, don't listen to the powergamers. Some people think that if you're not optimized to the hilt you're worthless. That's plain wrong, you can have fun however you like, and as long as your fellow players aren't all experience optimizers, you should do just fine. And even if you're not, it sounds like your GM would be reasonable enough to talk to and find a way to fix things.

So much this.

Scarab Sages

There is something to the notion that you should just play what you want and have fun.

In my Pathfinder game I DM for, my wife wanted to play a dual-wielding channel-energy focused cleric. It was cool and thematic... and she hated it. She didn't do much damage per hit, had fairly low accuracy, and even with buff spells she felt useless. I let her remake her character as a Warpriest focused on a single two-handed weapon, and she's having a blast; some of the most fun she's ever had playing. Same character conceptually, but mechanically it's much more satisfying.

It's important to remember that roleplay and mechanics are both sides of the same coin. On the one hand, you should play what you want. On the other hand, if you repeatedly fail mechanically, you won't have fun when you can't keep up.

Heck, I'm in a game right now where I'm playing as a Wizard going into EK. It was fun at first, but I had to miss a few games due to a vacation, and my DM won't let me catch up with the rest of the group level-wise. Playing with a bunch of 2s and 3s when you're level 1 sucks. I love the character, but mechanically I just can't do anything. I can't image purposefully doing that just to make a character you like.

You're playing a game. Play the game, and play it well. Then you can roleplay whatever you darn well please and enjoy every facet of it.


Why dont you just play a slayer with the same build?


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Two-Weapon Feint is not the greatest route to go. Requiring 4 Feats (Combat Expertise, Improved Feint, Greater Feint, and Two-Weapon Feint) for the ability to Feint one round to set up an attack for the next round, all at a -2, which won't drop most enemies' AC by the time you can get it (around 7th level, the earliest you could probably snag it, things start getting bigger and having less Dex, meaning you've just spent 4 Feats just to get Sneak Attack, and not lowered their AC significantly if at all. That thing with 5-10 Dex gives zero f!&+s about being denied his Dex to AC).

A TWFing Rogue really isn't very viable. That's what he was asking about.

If he was feeling nostalgic for a Rogue character, and wanted to be effective, a Slayer would be an excellent choice for a TWFer with Sneak Attack. Full BaB, being able to ignore the Dex requirements for Improved/Greater TWFing (with Combat Style), and all the other Rogue-ish goodies, with the same flavor? Good character.

The Sword and Board route is really god there too. Playing one myself right now.

If you really must play a Rogue, seriously, stay away from TWFing.

I've seen Rogue after Rogue bite it trying to go that route.


Human: Weapon Finesse
Rogue 1: Two Weapon Fighting
Rogue 2: Combat Trick - Combat Expertise
Rogue 3: Two Weapon Feint


That doesn't do what you said it does though. For "creature is flat footed until the end of your next turn" you need Greater Feint.


If you can afford it, the Dazzling Display/Shatter Defenses line combines really well with Power Attack/Cornugon Smash. It takes a lot of feats though, and it's not fool-proof. I was going that way in my WotW campaign, but other out-of-combat features were also needed.

edit- The forum-ites do have a bit of reason in their arguments. Rogues take a little more work to build/play well. It's not as easy as 2H-smash-barbarian.


There's a new Feat or two from the Monster Codex that makes Intimidate builds scary as all get out.


Rynjin wrote:
That doesn't do what you said it does though. For "creature is flat footed until the end of your next turn" you need Greater Feint.

And no class can get greater feint until BAB +6. It makes no difference. You build into it like any other class. No one could have it before level 6 and most classes don't get a bonus feat at level 6 to take it. It doesn't make a difference if the strategy mentioned is a tactic to push for for level 8.

From level one you get two attacks at -2 setting up sneak attack on a single attack by winning initiative and attacking first or setting up flanks. From level 3 you get one attack a round at -2 that is a sneak attack if you pull off the feint which isn't very hard. A -2 for a nearly guarantee'd sneak attack is better than most other feat combo's by level 3 to help you get sneak attacks. This doesn't change until level 8 and BAB +6 like all 3/4 classes who then get an iterative.

It's also not spending a round to set up another round. It's full attack one round losing your first primary hand attack and all attacks suffer a -2 followed by a full round at -2 with all attacks or a full attack as a non TWF at no penalty. Two rounds with full attacks minus a single attack.


Yeah, I'm still not seeing the upside there.

First off, a -2 at first level for a 3/4 BaB character is baaad. You're looking at needing a 14 to hit your bog standard Goblin there.

But let's fast forward to level 8. You're giving up your first attack, to get 1 attack at -2 and another attack at -7, with Sneak Attack.

You're already way behind on to-hit, you're dropping an extra -2 (painful) and your extra chance to hit that incurred that -2 (which is the only upside to TWFing, you get extra chances to hit to balance out the penalty).

All that, to get one attack that is your best chance to hit, and one attack that probably needs a 20, to add an extra 4d6 damage.

And you dropped several Feats to get this capability.

To-hit is the most important thing in this game, that's why to-hit bonuses are valued (in the system) as double what damage bonuses are (EX Power Attack's 1:2 ratio and Weapon Focus vs Specialization).

He's better off snagging a single weapon and doing all he can to boost to-hit there, and then thinking about moving into Greater Feint to set up Sneak Attack for the next round. That extra 4d6 isn't worth the statistically likely chance that you'll simply miss because of penalties accrued.

He may as well play a Sanctified Slayer Inquisitor if he wants the extra 4d6 that bad. That class can get a +2 hit/damage AND that 4d6 against anyone he chooses. And Sneak Attack. And Favored Target.


You don't seem to get it. He's setting up sneak attack on all attacks for two rounds. Not for the next round. It's a -2 penalty. It's a 10% less chance to hit. It's not as game breaking as you claim it to be. The point is that you sacrifice a bit of to hit and a single attack to get the classes main damage feature. A -2 for +1d6 to +10d6 damage. This is also why you don't take power attack on a rogue. You can get more out of your class feature than that feat.

In total it's a five feat investment of your 10 feats and 10 rogue talents of which you can use some to gain feats. One quarter of your characters potential to pretty much guarantee your main class feature for damage is always happening when you full attack and you lose a single attack every second round. Yes there's other options for getting sneak attack with less feats, but they don't help a TWF as much as this.

Always about the power gaming on these boards. Can't see past your own optimizing to offer advice on anything that isn't the absolute best option for OMGAMSMASHDPRWINALLELSETEHSUXXORZ.

Edit: If you actually check the math using the goblin example it's a 9% reduction to the chance to land a hit each round. Every +1 to hit grants the TWF about a 7% (6.75%) increase to hit vs. the 5% the single weapon combatant gets meaning after +5 in bonuses the TWF has caught up and for all future bonuses is exceeding the chances of the single weapon combatant.

+1 weapon focus, +1 competence Ioun stone, +2 headband of Ninjitsu, +3 magic weapon are all attainable by level 10 making the TWF build about 4% more likely to hit.

Dark Archive

I'd postpone playing a rogue till Pathfinder Unchained comes out. And even then, Investigators and Slayers will probably be better.


Flawed wrote:
You don't seem to get it. He's setting up sneak attack on all attacks for two rounds.

How so? He's sacrificing his one extra attack to get Sneak Attack on his one remaining attack. Then he gets Sneak Attack next round too (with a 4 Feat investment).

Flawed wrote:
It's a -2 penalty. It's a 10% less chance to hit. It's not as game breaking as you claim it to be. The point is that you sacrifice a bit of to hit and a single attack to get the classes main damage feature. A -2 for +1d6 to +10d6 damage. This is also why you don't take power attack on a rogue. You can get more out of your class feature than that feat.

It's a -2 to-hit...on top of the -2-3 to-hit from being a 3/4 BaB class vs full BaB, and the -1 (at least) to-hit of having a lower enhanctment on each weapon because you're TWFing.

That's a 25-30% less chance to hit. And 10% is bad enough already.

At 8th level he's trading (essentially) -5-6 to-hit for 4d6 damage (average 14). It's a barely better ratio than Power Attack (well actually it isn't since with a 2H weapon you're hitting -3/+9 at this level), but mechanically it's so much worse since Power Attack is a bad option for 3/4 BaB characters anyway.

Flawed wrote:
In total it's a five feat investment of your 10 feats and 10 rogue talents of which you can use some to gain feats. One quarter of your characters potential to pretty much guarantee your main class feature for damage is always happening when you full attack and you lose a single attack every second round. Yes there's other options for getting sneak attack with less feats, but they don't help a TWF as much as this.

True, they don't help a TWFing character as much as this, but this doesn't help the TWFer a whole ton either.

Flawed wrote:
Always about the power gaming on these boards. Can't see past your own optimizing to offer advice on anything that isn't the absolute best option for OMGAMSMASHDPRWINALLELSETEHSUXXORZ.

:rolleyes:

I'm offering him other options not because they need to be the best options (Slayer certainly isn't the best option in the game, nor is a TWFing anything usually), but because they're NOT the worst options. Which the TWFing Rogue is one of.


Flawed wrote:

You don't seem to get it. He's setting up sneak attack on all attacks for two rounds. Not for the next round. It's a -2 penalty. It's a 10% less chance to hit. It's not as game breaking as you claim it to be. The point is that you sacrifice a bit of to hit and a single attack to get the classes main damage feature. A -2 for +1d6 to +10d6 damage. This is also why you don't take power attack on a rogue. You can get more out of your class feature than that feat.

In total it's a five feat investment of your 10 feats and 10 rogue talents of which you can use some to gain feats. One quarter of your characters potential to pretty much guarantee your main class feature for damage is always happening when you full attack and you lose a single attack every second round. Yes there's other options for getting sneak attack with less feats, but they don't help a TWF as much as this.

Always about the power gaming on these boards. Can't see past your own optimizing to offer advice on anything that isn't the absolute best option for OMGAMSMASHDPRWINALLELSETEHSUXXORZ.

It is not just a -2. It is a -2 on a medium BAB character with no way to get a bonus to overcome it. Personally I think going with an intimidate build is better if you dont have a good flank buddy.

Also Power attack with furious focus is not a bad combo, and if you waste a round setting up that is a lot less damage you are doing. \

Personally I don't know what the OP's "this meets the bar" standard is so he might not mind giving up a round to set something up, but it is a poor option in most games.

My opinion: If he wants a rogue let him play a rogue, but there is nothing wrong with presenting other options. If he does not want the options he can just say no, just like he did when I suggested going with a two handed weapon.


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Sidestepping the debate for a second, I'll just say that in my experience TWF on a rogue is hard to pull off. I've repeatedly seen players get turned off the class after trying to make it work.

You're relying on full attacks from level one so setting up flanks is harder than for most other melee classes, your to hit bonus will be underwhelming (though your house rules on Grace will help here), and combining the feats needed for dex-based fighting, two-weapon fighting and feinting on a class with very few bonus feats means it'll take a long time to bloom.

There are ways to make viable combat rogues, but it usually means to make them as unintuitive as possible. The strength rogue with a falchion or dex rogue with an agile elven curve blade are good examples.

That's not to say that TWF rogues are the anti-christ. As long as you're aware of the drawbacks and the GM takes it into consideration and avoids using lots of high AC monsters, it can work. TWF can be a lot of fun in a campaign with lots of giants, for example.

All that said, I'd feel remiss if I don't note that there are other classes who have very similar flavour and mechanics to the rogue and can handle the mechanics side of your character better. The obvious choice is the Slayer, but inquisitors and rangers could also do a decent job.

Sovereign Court

Avoron wrote:
A Rogue 15/Monk 1 with the right talent, feat, and equipment selection can have, when flanking, a +27/+27/+27/+22/+22/+17/+17

Flurry & TWF don't stack.

Grand Lodge

^ correct ^

They are basically the same ability. Read flurry of blows.


Sure, 2 weapon fighting is a reasonable rogue choice. I want to emphasize that when you are doing the math, and when you are getting your Sneak Attack, you are getting it for BOTH weapons, so yeah.

To secure consistent Sneak Attack Damage, I recommend getting Quick, Great, Dirty Trick. You can use it to make your opponent go Blind, and that will last for more than 1 round. I’m not sure that Feinting will, even if you have Improved Feint or 2 weapon Feint. The advantage of the Feint combat not-maneuver is that you use your Bluff Skill to do it, and there is a very inexpensive magic item, the Mask of Stony Demeanor, that gives you a +5 to use Bluff to Feint in Combat, but I don’t think Feinting has the duration of Great Dirty Trick.

Your Blind opponent will not get his Dex Mod, and then you can work on him like Jack the Ripper. In addition, Dirty Trick is versatile. You can impose lots of conditions on your opponent. Blind is just my favorite. If you are fighting the Tarn Linnorm, you have to make it Deaf and Blind, then cast Negate Aroma on yourself. That would do it.

Another alternative to TWF to consider is a natural attack build. If you are a Tengu, you can get 2 claws and a bite attack every round, no penalties, and the fact that those attacks don't do very much damage will be well-offset by the fact that you get your Sneak Attack damage with every hit. You get your full strength, Power Attack, and Risky Striker damage with every hit. There are ways to up the base damage, too, though.

It's an alternative racial trait for Tengu. If you take a 2 level dip in Alchemist, you can take the Feral Mutagen discovery, which also gives you 2 claws and a bite attack. If you can be a Vivisectionist, you should consider it, because that gives you Sneak Attack, too. I'm pretty sure Sneak Attack bonuses from Rogue stack with Sneak Attack damage from Vivisectionist, so you can dip in one and emphasize in the other, or invest heavily in both.

Take a level in White Haired Witch, and you get another Natural Attack/round. Take a level in Monk, and you get another. Remember that

Core Rulebook, Monk, Unarmed Strike wrote:
a monk unarmed strike counts as both a manufactured and a natural weapon for the purposes of spells and effects that enhance or improve manufactured and natural weapons.

.

Anyway, a build with something like Improved Feint, a Greatsword, a Mask of Stony Demeanor, and Sneak Attack is quite powerful. Consider Dirty Tricks instead of Feinting

2 weapon fighting combined with Improved Feint or 2 Weapon Feint, and Sneak Attack Damage is also quite powerful. Again, consider Dirty Tricks instead of Feinting.

Have a look at natural attacks combined with Dirty Tricks and Sneak Attacks. You can collect a lot of natural attacks without too much effort; you take no attack penalties when you are making any mixture of primary natural attacks; and you can get your Sneak Attack damage every time. And Dirty Tricks will definitely be more powerful when you have lots of attacks with a natural attack build.

I hope I've given you useful advice.


Rynjin wrote:
There's a new Feat or two from the Monster Codex that makes Intimidate builds scary as all get out.

Really? Care to share for those who haven't gotten that yet?


Have you got permission to use the ninja? The damage output of a TWF is all about getting those sneak attacks, otherwise you're really not that useful.

Ninjas maintain the feel of rogues while being much better equipped.

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