
MageHunter |

Yes, TWF. I've been doing a lot of this lately, I'm not sure why. Most people (myself included) would have recommended the Two-Weapon Warrior,but I'm actually making this as a Lore Warden. Now obviously it isn't purely foolproof, but I figured with combat reflexes and tripping I could make sure enemies stay within Full attack range. Tripping also boosts my accuracy, and I get insane CMB with Lore Warden. The light armor doesn't really hurt too much because I do have a good Dexterity. Here's the build (up to L12):
Stats: STR: 18 (Racial Bonus) DEX: 16 CON: 12 INT: 13 WIS: 9 CHA: 7
Stat Increases: +1 Dex, +1 INT, +1 WIS
I'm a Half-Orc and I chose Shaman's Apprentice, Skilled, Toothy, and Chain Fighter as alternate traits. If Toothy isn't worth it, I'll pick up Sacred Tattoo.
Feats:
1- Combat Reflexes, Endurance,Two-Weapon Fighting
2- Combat Expertise, Improved Trip
3- Improved Disarm
4- Break Guard
5- Double Slice
6- Improved Two-Weapon Fighting
7- Greater Trip
8- Greater Disarm
9- Weapon Focus (Dire Flail)
10- Weapon Specialization (Dire Flail)
11- Two-Weapon Rend
12- ?
So the plan is to just pick up a Dire Flail (Double weapon with trip and disarm), and use a combo of Full Attacks, Disarms, Trips, and Combat Reflexes to just attack foes. If I can't disarm or trip, I can just deal damage, and my number of AoO's is complemented by the ability to two-hand double weapons for them.
I picked up Toothy to get a bite attack because I figured that while it would rarely hit, it would be a nice bonus to have. Although I could patch up my will save a bit with Sacred Tattoo.
Edit: As an Alias it's fully statted out for Level 1 here

Gwen Smith |

I actually don't like the Two-Weapon Warrior archetype, especially if you end up multiclassing. I had a two-weapon warrior with a few rogue levels for sneak attack, and I used the retraining rules to train her out of it.
In particular, I didn't like the fact that Two-Weapon Warrior trades out an always-on bonus (weapon training) for a situational bonus (twin blades).
TWW hits it sweet spot at 9th level. I tend to play up through level 12 only, so my character never hit the real benefits of the archetype.

SheepishEidolon |

If you want Combat Expertise at level 2, you need Int 13 from the start - or one of the tricks to bypass its Int requirement. I'd rather start with Str 15+2 which frees up 3 points, and raise Int to 13 and Wis to 10. That means you don't have to worry about these stats anymore and can focus on Str and Dex on further levels.
Since ability score increases have increasing costs at level 1 but constant costs later, it's usually wise to put the later increases into your highest score. It comes at a price: You will have to wait till level 4 for Str 18, but your final Dex and Wis scores will be higher.

BadBird |

If you're specializing in trip you might want to consider Felling Smash to make standard attacks much better; it makes only getting a standard attack fun, instead of aggravating.
An Elven Fighter doing rapier TWF with Elven Battle Focus could be a very interesting character. I guess I'm just burnt out on seeing "half-orc wields big weapon".

Athaleon |

If you don't mind lower damage at low levels, you could bring STR down to 14 or so, put your Racial in DEX, and use dual Finesse weapons. Get Trained Grace to make up for the damage since Lore Warden retains Weapon Training. If you take Dirty Fighting (redundant with Combat Expertise though it is) you can lower INT to 10 and raise WIS. If you're in a home game, ask your DM about either replacing Combat Expertise with Dirty Fighting, or just waiving the Int 13 requirement on Improved Trip et al. I would take Sacred Tattoo / Fate's Favored combo instead of Toothy since your damage is just about the last thing you need to worry about as a Fighter.

MageHunter |

Okay, so I think I'll leave my stats as they are and pick up Sacred Tattoo. I wrote it in a confusing way, but I do have INT 13, I wrote the numbers to the right of the stat. Unless you clicked the link, and I will update that, it just doesn't make a difference since it's the same bonuses.
I don't want to go DEX based because this works perfectly fine. Strength for offense, dexterity for defense. High dexterity definitely is not wasted. Plus, having an 18 strength means a +6 damage boost on AoO's since I can wield two-handed.
I don't want the ordinary two-handed Half-Orc, so I'm flavoring it as high speed and power, using impressive flexibility. That's why so many attacks can be made, and why I could pull off so many AoO's.
Good 12th level feat?
@BadBird, am I missing some way to use two rapiers without -4/-4 penalties? They are one handed weapons.

Matt2VK |
Here's something else you can try -
(this is something I'm working on)
Human Warpriest (Arsenal Chaplain Archetype) of Pharasma
STR 15, DEX 15, CON 14, INT 10, WIS 14, CHA 7
Racial bump to strength making it a 17 and bumping it every time 4 levels.
Feats
1) Class-Weapon Focus Daggers, Feat: Fey Foundling, Feat: TWF
3) Feat: Deific Obedience (bones in a spiral Death/life - +2 Sacred bonus with dagger to hit), Bonus Feat: Quickdraw
5) Fervor 2D6, Feat: Power Attack, Weapon Training: Daggers +1/+1
6) Favored Race Feat: Weapon Specialization - Daggers, Class Feat: Improved TWF
7) Feat: Double Slice
9) Bonus Feat: Improved Critical-Daggers, Feat: Toughness, Weapon Training: Daggers improves to +2/+2
Comments
*Feat: Quick Draw allows you to do fun things with a Quick Draw Shield, plus pulling out more daggers if needed.
*Don't need to invest into a magical shield as Magical Vestments will last most of the day for you. Same with Rings of Protection as Shield of Faith provides the same deflect bonus.
*Divine Favor provides a very good bonus to your attack & damage roll.
*You can grab some offensive spells for range attacks (Big fan of Burst of Radiance)
*Does face the problem of the build being MAD and require lots of support building up your stats.
*Need to pick something up to bump up your DEX by +2 by 6th level.
At 6th level, armed with two +1 daggers, Divine Favor with the Fate's Favor Trait, Strength of 20, power attacking, and improved TWF - this is what I should be attacking at -
+14 (main attack), +14 (TWF attack), +9 (Improved TWF)
+4 BAB +5 STR +1 Weapon Focus +1 Magic +1 Weapon Training +2 Pharasma Obedience +4 Divine Favor -2 improved TWF -2 Power Attack
Static Damage -
+18 (main hand damage), +13 (Off Hand damage)
+5 STR, +1 Magic, +4 Divine Favor, +2 Weapon Specialization, +1 River Rat Trait, +1 Weapon Training, +4 Power Attack, -3 STR offhand, -2 Power attack Off Hand

BadBird |

Well there's Effortless Lace, unless we're talking about PFS. Otherwise it would be a -2 to go rapiers, countered by whatever advantage you can get out of having INT on both weapons and more consolidated stats.
Really though, if we're talking about a generally optimized Fighter in PFS accuracy shouldn't be much of an issue; it's more about doing something different with a ton of skills to play with. I could see doing it with a level of Snakebite Brawler and Accomplished Sneak Attacker for a nice sneak bonus, and using acrobatics and/or intimidate/ Shatter Defenses and/or whatever else to cash in on it without needing to be a flank-monkey.
There's also Trained Grace now to make finesse builds much more damaging for a Fighter that still uses strength for damage.

MageHunter |

Is there a reason you want trip/Disarm?
I've only found those feats as being of limited use. As the CMD you need to target climbs faster then your skills (usually).
I figured with a gradually improving bonus from lore warden, greater disarm/trip, and and a disarm weapon I might be able to pull it off. I like the use that with AoO's and making enemies prone reduces their AC.
At the very least, I can one-shot minions if worst comes to worst.

Scott Wilhelm |
I just posted a 2 Weapon character, Thunder and Fang, actually.
I've been thinking recently that Throwing Shield is a super Trip weapon.

Scott Wilhelm |
If I wanted other things to come online sooner, I might drop Thunder and Fang, playing either a Tengu or Dwarf and use either Bastard Sword and Shield or Dwarven Waraxe and Shield.
Tengu
1Ranger1: Freebooter's Bane, Quickdraw, BAB+1
2R2: Precise Shot, BAB+2
3R2Fighter1: 2 Weapon, Improved Shield Bash, BAB+3
4R2F2: Power Attack, BAB+4
5R2F3: Improved Bull Rush, BAB+5
6R2F3Iquisitor1: Judgement of Destruction, Stern Gaze, Monster Lore
7R2F3I2: Cunning Initiative, Detect Alignment, Track, Shield Slam, BAB+6
8R2F3I3: Solo Tactics, Paired Opportunist
9R2F3I3Monk1: Unarmed 1d6, Greater Bull Rush, Combat Reflexes
10R2F4I3M1: Harder They Fall
11R2F4I3M1: Exotic Weapon Proficiancy, Throwing Shield
12R2F5I3M1: Dirty Fighting
13R2F6I3M1: Improved Trip
14R2F6I3M1: Greater Trip
At level 1, this character would use a Heavy Shield and Throwing Weapons, reaching for her Bastard Sword when things got close. A level 1 Ranger can use a Wand of Lead Blades to increase Bastard Sword Damage from 1d10 to 2d8. She would switch from a Heavy Shield to a Light, Quickdraw, Throwing Shield at level 3. I don't know at what level the character might reasonably expect to acquire a Blinkback Belt. Working in the Broken Wing Gambit Feat seems like a good idea.
For a Dwarf with a build like this, I'd work in a level in Wizard so I could cast/use a Wand of Swift Girding. The Dwarf would travel unarmored, then swift Gird into Full Plate once action began.