Two Weapon Fighting..confused about modifier


Rules Questions


Hi folks,

I've uploaded my characters stat block for reference,when I printed my character sheet it has an entry under Rapier saying "Main w/ light off: +7, 1d6+5" In the stat block it says +5 what gives?

I'd like to know what number I use if I'm attacking with both weapons in a round?

Thanks in advance.

Fenrahel
Male human (Taldan) investigator 5 (Pathfinder RPG Advanced Class Guide 30)
NG Medium humanoid (human)
Init +7; Senses Perception +8
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 44 (5d8+15)
Fort +4, Ref +9, Will +4; +4 bonus vs. poison
Defensive Abilities trap sense +1; Resist poison resistance
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Offense
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Speed 30 ft.
Melee rapier +5 (1d6+5/18-20) or
. . sword cane +4 (1d6)
Special Attacks studied combat (+2, 4 rounds), studied strike +1d6
Investigator Extracts Prepared (CL 5th; concentration +9)
. . 2nd—alchemical allocation[APG], blistering invective[UC] (DC 16), focused scrutiny[ACG]
. . 1st—anticipate peril[UM] (DC 15), enlarge person (DC 15), heightened awareness[ACG], shield, true strike
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Statistics
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Str 13, Dex 20, Con 17, Int 18, Wis 10, Cha 7
Base Atk +3; CMB +8; CMD 19
Feats Agile Maneuvers, Fencing Grace, Two-weapon Fighting, Weapon Finesse, Weapon Focus (rapier)
Traits reactionary, world traveler
Skills Appraise +10, Bluff +5, Craft (alchemy) +9 (+14 to create alchemical items), Diplomacy +6, Escape Artist +8, Heal +7, Intimidate +6, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +8, Sense Motive +7, Spellcraft +8, Stealth +10, Use Magic Device +6
Languages Celestial, Common, Draconic, Goblin, Thassilonian
SQ alchemy (alchemy crafting +5), human investigator, inspiration (6/day), investigator talents (expanded inspiration[ACG], quick study[ACG]), keen recollection, poison lore, swift alchemy, trapfinding +2
Other Gear chain shirt, rapier, sword cane[APG], 85 gp
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Special Abilities
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+5 formulas in formula book Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fencing Grace Get Dex to dmg with rapiers and +2 CMD vs disarm if you have panache.
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Poison Resistance +2 (Ex) +4 to save vs. Poison.
Quick Study (Ex) Use studied combat as a swift action.
Studied Combat (+2, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.


Rapiers and sword canes are both one handed weapons, not light weapons. Two weapon fighting with one handed weapons gives a -4 penalty on each attack, not a -2 penalty.

Your normal to-hit with a rapier is +9.

Your normal to-hit with a sword cane is +8

While two weapon fighting, your to-hit is +5/+4 (rapier then sword cane).

Two-Weapon Fighting


"Main w/ light off: +7, 1d6+5" is saying if it's your main weapon with a light off-hand weapon you'd use this block. But as CampinCarl9127 pointed out your offhand isn't light, thus the extra -2 penalty.


Thanks for the replies..wow +5 and +4,that sucks.

I wondering if I'm missing something with the Investigator,I know its not a melee character but still..


Just switch to a rapier and a shortsword. Then your penalties will only be -2 and you will have +7/+6.


My Investigator is a melee beast. He puts out good damage for a frontliner.


Chess Pwn wrote:
My Investigator is a melee beast. He puts out good damage for a frontliner.

That being the case Chess Pwn could you look over my Investigator and suggest any improvements? How tricks does your Investigator get up to?


for an investigator to be a melee beast and still good at skills you need to decide if you're going str to damage or dex to damage. Since you're using dex for damage your damage is a little lower but still good. I would not have gone for 2WF or Agile Maneuvers, also I wouldn't have gone expanded inspiration. It's hard to do melee if you don't make choices that help in melee. To do melee you use the mutagen. It's +2 to attack rolls, damage and AC. Then get a potion of heroism and alchemical allocation lv2 extract. This lets you have heroism as a lv2 spell. Use your studied combat on everyone. Add in your extracts of barkskin and a buckler. at your level that's 50 minutes with +6 to attack rolls and 4 damage. So you're looking at +15 to hit with your rapier for 1d6+9. and AC of 25 or higher.

PS. if you could rebuild, a 1 level dip into Inspired Blade Swashbuckler is pretty great for a dex investigator. Somebody has named it the Swashtigator.

PPS if I had had those stats to allocate I'd have totally gone STR based for a Strenthigator. Take the damage from above, throw in power attack and add another 4 damage and open feats.


Going empiricist helps you do skills better. And with heightened awareness it's a +2 to really useful skills, heroism is another +2 to all your skills. Throw in a little inspriation, and that makes you pretty set on being the skill guy.

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