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I know that the merits and flaws of two-weapon fighting have been discussed on these boards several times and that, generally speaking, two-weapon fighting does not stack up to using a two-handed weapon and Power Attack, especially in later levels.
However, I have chosen to play a two-weapon fighter IN SPITE OF THIS EVIDENCE because it fits my character's concept. Now I've got to find a way to make myself mechanically viable since I'm pretty much the party's "attack dog."
I'm currently a barbarian (using the Whirling Frenzy rage variant from UA) and can manage 3 attacks per round at level 1 (not bad, huh?). I plan on multiclassing into fighter for some extra feats in the future and aiming for the Tempest PrC (Compl. Adv, I think). Should I go for 4 levels of fighter and get Weapon Specialization in my weapon of choice? Since I'm using a double weapon, it would apply to all of my attacks (very handy). I need to keep my fighter and barbarian levels close together to avoid XP penalties (I'm an elf) so I would prefer to find a way to work things out while still getting full XP here. I'm trying to create a 20-level spread (though I don't know if the game will ever get anywhere near that level) just so that I know what to work towards as I level up. Any thoughts would be appreciated.
And yes, Aubrey, this is the character in your PbP that I'm talking about here.

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Now I've got to find a way to make myself mechanically viable since I'm pretty much the party's "attack dog."
I don't have much comment on specifics of speculative builds. Since I don't really plan that many levels ahead, I'm sure someone else can do that better than I can.
I will say that I think the statement above overstates the disadvantages of TWF, though. I agree that TWF is weaker than THF for a BRB/FTR, but I don't think the differences are huge. What percentage of encounters do you expect to see a practical difference? (Remember that some of the extra damage from THF will be wasted in overkill HPs. THF allows you to split per-round damage between two enemies and thus reduce overkill in some cases.) Your character should be "viable" with nearly any sane build.
In case it isn't clear from the above, my point is that "clearly worse" isn't necessarily "significantly worse" and is quite rarely "critically worse". And that's even without considering that characters should be built to be fun, not just efficient. 8-)

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In case it isn't clear from the above, my point is that "clearly worse" isn't necessarily "significantly worse" and is quite rarely "critically worse". And that's even without considering that characters should be built to be fun, not just efficient. 8-)
Agreed. I don't really think that I'm going to be CRIPPLED, I just want to make something that will be effective enough to make a mark on the battlefield (the character has rather high aspirations). The weapon I chose was the double scimitar (it's an Eberron game) so I feel that, with Imp. Critical later on, I may be able to mitigate my lower base damage output by having a roughly 25% critical threat chance (weapon's crit range will be 15-20). With Eberron bringing Action Points into the fold, I can certainly use those to boost my attack rolls at critical points in order to make my flurry of attacks hit more often when they need to as well. I may consider taking the Raging Luck feat which basically gives me a temporary Action Point every time I use my rage ability (though this would cost me an all-too-valuable feat slot on my rise to the Tempest PrC). I have a lot of options available here and just wondered if anyone had discovered a particular build that worked well for them. Obviously, characters with Favored Enemy and Sneak Attack bonuses have the most to gain from TWF, but I want to see what I can manage without them.

Tequila Sunrise |

First let me say that I commend your disregard for your concept's mechanical inferiority. That's always worth points in my book.
Since you're an elf, you'll of course never want to have two or more levels of difference between fighter and barbarian, so the question of whether to bother with fighter levels 3 and 4 is moot. And yes, I definately would take the weapon focus/spec feats at every fourth fighter level because you'll get double utility out of them.
You're going to have about the best attack bonus in your game so I'd also take the advanced TWF feats as they become available, despite the seemingly low chance to hit with the extra attacks. Oh, and ask your DM if you can have that fourth TWF feat as a non-epic feat at +16 BAB (if your game gets that high level), because there's no reason that it should be epic.
That's all I have at the moment. If more comes, I'll post it.
TS

NPC Guy |

I was seriously considering this a day or two ago. It makes it tough with straight class and hope to prestige class relatively early. Using the double weapon, I thought, would be a good choice because you only have one weapon focus and only one weapon to draw.
I was thinking either dwarf or half-orc so that way I could multi-class with fighter and not have any penalties (I was looking for higher level barbarian abilities). The only thing I didn't really care for is being able to rage 5/day, I mean how many encounters can I muscle my way through. Having a couple levels in fighter really bumps up the effectiveness of the barbarian, though.
The barbarian I was going to play would be a CN 1/2Orc Barbarian/Fighter(however many)/Eye of Gruumsh with leadership because I wanted to really stir things up, but my DM said no CN characters for this campaign *shakes fist at the heavens*... but I'm still partial towards a halfling barbarian for fun.
Side note... I thought you played the wizards... your advice on the fighter vs wizard board was really interesting.

The Black Bard |

Tempest is almost neccessary to bring the pain as a TWFer, but once you do that, you're golden. 4 levels for weapon spec isn't bad, if you get it on both ends. Two weapon defense is solid, as is combat expertise, both for the ac and the trip/disarm tree, although a barbarian might be less inclined.
I'll try and post my rebuilt Vanthus Vanderboren in the Savage Tide section; I made him into a brutal TWFer to seriously challenge my PCs. What can I say, he's a recurring villain; they need to be frighteningly strong.

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Side note... I thought you played the wizards... your advice on the fighter vs wizard board was really interesting.
Variety is the spice of life, my friend. The number of character classes in mainstream circulation that I *HAVEN'T* played yet can be counted on one hand (namely, Spirit Shaman, Spellthief, Wu Jen, Shugenja, and Ninja). (FWIW, I don't consider the Tome of Battle or Tome of Magic to be 'mainstream.')
Just because I'm GOOD at playing wizards doesn't mean it's all I do. ;)

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Tempest is almost neccessary to bring the pain as a TWFer, but once you do that, you're golden. 4 levels for weapon spec isn't bad, if you get it on both ends. Two weapon defense is solid, as is combat expertise, both for the ac and the trip/disarm tree, although a barbarian might be less inclined.
Yeah, I don't have the feats to play around with in order to go for two-weapon defense or anything like that but the Whirling Frenzy rage variant gives me an AC bonus (instead of a penalty!) when active, so that should help somewhat. My number of rages per day will be pretty limited with this build, though, so I'm considering Extra Rage fairly early on (after I start getting Tempest levels, though).

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You could multiclass into Warblade (Tome of Battle) as some of the maneuvers in the Tiger Claw style really do some cool stuff for TWFers.
d12 hd, Full BAB progression and a few other features seems to make this class mesh well with the Barbarian.
Just a thought.
FH
EDIT-also forgot to add Warblade6 counts as Fighter4 with regards to specialization.

The White Toymaker |

Honestly, I recommend Rogue levels over Fighter unless you need the bonus feats to get into Tempest, as with proper tactics (admittedly, not a barbarian's strongest point) you would be able to deliver a stunning number of sneak attacks in a round and bring your damage output right back up to where it ought to be. If you do go fighter, picking up Weapon Specialization would be wise to help balance out the TWF penalty to attack and your inability to power attack effectively.
Lythdrae is also a TWFer, so I know where you're coming from -- in my case I'm counting on the Swashbuckler's Insightful Strike to bring my damage output back up -- a constant +4 against creatures you have the capacity to score crits on is nice and, in my case, we have the ranger and Thanis' overcompensator to fall back on against the rest.

kahoolin |

1. Be a drow.
2. Wield scimitars.
3. Get a figurine of wonderous power (onyx panther).
4. Make sure the scimitars are magic.
That would be sweet...
OMG Sebastian that's such a great idea for a character! I can't believe no-one's thought of that already. Maybe you could like, be an outcast drow who -get this- is good. You could totally mess with people's heads they'll be all like "kill the drow!" and you can be like "wait... I am noble and true and I'm here to help. Even if you throw me out of town I will still secretly watch over you..."
Everyone will be like "WTF a good drow?!"
Awesome.

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OMG Sebastian that's such a great idea for a character! I can't believe no-one's thought of that already. Maybe you could like, be an outcast drow who -get this- is good. You could totally mess with people's heads they'll be all like "kill the drow!" and you can be like "wait... I am noble and true and I'm here to help. Even if you throw me out of town I will still secretly watch over you..."
Everyone will be like "WTF a good drow?!"
Awesome.
I like it, but check this out. The character has a lot of angst due to the mistreatment he receives. And, he's got this wild feral side - like maybe a level or three of barbarian. That way, when he gets into really bad moods he goes from being sensitive drow guy to a raging animal!
I'm actually planning to write a novel about him. Don't any of you bastards steal my idea!!!

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I was doing some numbers and I just don't see that Two Weapon Fighting is inferior to Two Handed Fighting.
First of all you can take feats to allow TWF to add some to your AC, can't do that with THF.
However to use that exotic two bladed weapon you need to use a feat to negate your penalty.
a 6th level fighter with a 16 STR has a Attack of +9/+4 with a longsword and does 1d6+4/1d6+4 damage if weilded Two handed. An average damage output of 14 points
a 6th level fighter with a 16 STR has a Attack of +7/+2/+7 with a 2-bladed sword and does 1d6+3/1d6+3/1d6+1 damage if using two weapon fighting. An average damage output of 16 points. So you gain almost 15% more damage, but might have as much as a 10% increased chance of missing (depends upon AC). So I'd call it even. The biggest down side is simply the feats to use the exotic weapon and Two Weapon Fighting. You use two feats. Looks a bit less attractive, but hardly by much.
I very much like barbarian elf by the way. It's how I usually imagine them anyway. That HIGH elf stuff is just good PR.

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Krome: THF is Two-Handed fighting. Specifically, this is usually Greatsword or Greataxe with Power Attack plus other feats to taste. Double-headed weapons fall into TWF because mechanically that's what they are for almost all purposes.
The advantages of THF over TWF have been fully hashed out many times elsewhere, but you should start your analysis by considering the difference in cost between one magic weapon and two magic weapons, the amount of damage done when you have to move more than a 5' step, the fact that you need only one feat in this "tree", and the increase in damage from both strength and Power Attack when using a weapon two-handed.
HTH

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Krome: THF is Two-Handed fighting. Specifically, this is usually Greatsword or Greataxe with Power Attack plus other feats to taste. Double-headed weapons fall into TWF because mechanically that's what they are for almost all purposes.
The advantages of THF over TWF have been fully hashed out many times elsewhere, but you should start your analysis by considering the difference in cost between one magic weapon and two magic weapons, the amount of damage done when you have to move more than a 5' step, the fact that you need only one feat in this "tree", and the increase in damage from both strength and Power Attack when using a weapon two-handed.
HTH
As far as I can see in the rules, movement has nothing to do with either fighting style. Please reference the page number for this. I must have overlooked it (so many rules its easy to do).
Two Handed FIghting with a Greatsword or Greataxe, yep get an average of 3 more points.
How about I start that analysis by comparing that Greatsword to that 2-bladed sword. Again not necessary to use two seperate weapons. In fact better to use one double headed weapon.
Using your Power Attack is starting your feat tree to use two handed fighting. Difference is one less feat. No big deal. I specifically left feats out of the damage and attack comparison as there are so many it is easy to find some do add damage and hit bonuses to both. And I just am not willing to look through that many books to find them all and twink them all out.
Fact is you can make a real nice build using both methods. That was my point. Obviously you fancy 2-handed. I am happy for you. More power to you. However, without twinking one style over the other yes they are both great. You can munchkin two handed, and I can do the same with two weapon. I can also twink out 2 handed. See, about the same. No big deal. Personally, give me a longsword and a shield any day.

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I'm not going to recapitulate the complete analysis (see the WotC messageboards for any number of full analyses. But I will note that you can't use a second attack from TWF if you move more than a 5' step, while you can power attack even on a charge. This is a significant advantage for THF. Also, each end of a double-headed weapon must be enchanted separately, so the cost is significantly more than the cost of enchanting a single weapon.
None of this is radical, surprising, or even novel. It is, in fact, pretty much common knowledge.
BTW, my personal preference is for sword and board, but it's just not as effective in D&D as it is in real life. (It's less effective than either TWF or THF in D&D, and by quite a bit.) As a result, I tend to run other styles when playing a fighter-type character in this game.

Disenchanter |

There are plenty of good suggestions and points in this thread, and I won't rehash them.
But I would suggest you not ignore the Dervish PrC from Complete Warrior.
Granted, if you aren't looking to use Scimitars, you lose a little in the class... But the A Thousand Cuts ability is tasty looking.
Of course, I am not sure how well it fits your character concept, so take the suggestion with a grain of salt.

ericthecleric |
FS, I was thinking of using two scimitars with my PC, but having used him now with one scimitar only for the first two levels, I’d rather switch to something else that does more damage (which is more useful against critical immunte creatures) but has slightly less chance of criticals.
So, I crunched some numbers and decided to go with bastard sword instead, and this feat progression:
Level 1: Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword)
Level 3: Two-Weapon Fighting
Level 6: Oversized Two-Weapon Fighting (Note, I’m not planning to use two b. swords until 6th-level, rather a short sword instead until gaining OT-WF.)
Level 9: Improved Initiative
Level 12: Improved Binding (to get Eligor sooner); I’ll switch this to Power Attack at 17th-level with retraining rules (PH2).
Level 15: Two-Weapon Rend (PH2); I’m not sure if you can use this with a double weapon.
Level 18: Improved Critical (bastard sword)
I’m a human paladin2/binder rest of the way. With the binder abilities, I’ll eventually get bonus sneak attack and sudden strike dice, so your build will depend on a slightly different progression.
Don’t forget that at some point, you should be able to get an animated heavy shield, which is what I plan on using.
I also get two bonus binder feats, but they’re not relevant to your build.
You could also invest (at higher levels) in a staff of greater magic weapon, which you get the party cleric or wizard to cast on your weapons each day, so that you can get useful holy x-bane weapons.
Does this help?

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Fatespinner,
For versatility, pick up blade bearer of valenar. Awesome eberronian racial feat that:
A: Allows you to share specific feats for scimitars, double scimitars, and khopeshes (i think it is khopeshes). That is weapon focus/specialization, etc count for all 3 weapons.
B: Adds one point of damage whenever you use a weapon while mounted (yawn)
C: Any time you use an action point to hit with one of those 3 weapons, you add it to damage as well, huge boost especially if you spring for action boost.
Also, their is a valenar prestige class in the Player's Guide to Eberron, I can't remember the name right now, but it is a 5 level class, and one of the benefits is that you get up to 3 bonus feats... that you can change each day IIRC, might be longer than days.
I don't know what the Tempest PrC has to offer, and strangely I don't bring my books to the office, so I can't look anything else up for now

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My take is this: I certainly wouldn't worry about the Weapon Specialisation thing and make it a primary goal. The problem with 2-weapon fighting is the penalty to hit, rather than the damage. The fact that you are a barbarian and get +4 STR gets you the extra damage anyway (and also offsets the -2 penalty to hit) while raging. So I would concentrate on trying to get the necessary prerequisites for the tempest PrC if that is your goal - you can pick up Weapon Specialisation later on, but I see it as a nice-to-have rather than the raison d'etre of the build. As I think we talked about in the campaign discussion thread, I reckon you can go Fighter 3/Barbarian 3 and qualify at that point. The only slight downer is the reduction in rages per day (feasibly, only 1/day until 12th or 13th level, assuming that tempest is maxed out from level 7 onwards) but the feat Extra Rage taken at some point along the way would deal with that, if it turns out to be a problem.
All of the above assumes, of course, that getting to the tempest PrC is the main and overriding objective, which it might not be. A character in my campaign is a tempest, but only kicked it off at 10th level.
The comment about dervishes is interesting - I am pretty unfamiliar with this PrC, but I could see the basic idea working with with a whirling barbarian with a sort-of-scimitar weapon. If it isn't too unbalanced, I could see myself saying that a 2H Scimitar might also count, if you like the flavour and are interested.

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You should write a series of novels about it ... maybe several series.
I like the idea, Sebastian, but he sounds a bit doomy - how about if you throw in some comic relief, like a Scottish-sounding dwarf and a dodgy halfling thief? Oh yeah, and how about a love triangle with him, some girl who thinks she is a dwarf and a barbarian guy who is as doomy as he is - you know, some human interest?

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I wouldn't say master...
I am one of the disgustingly annoying people that remembers about 80% of what they read (according to some test "they" made me take), and eberron got me really excited about DnD again, so I read a lot.
And I thought whirling fenzy barbarians didn't get +4 Str during rage.
Personally, I don't find a PrC that effectively gives a +2 to hit when dual wielding that exciting when compared to some of the eberron specific combinations available.
Action Boost - d8s instead of d6s for action points
Ancestral Guideance - reroll 1 of the action point dice
Ragining luck - extra action point during rage
Bladebearer of Valenar - see above, note action point to hit AND damage
Heroic spirit - extra 3 action points per level
Action surge - spend 2 action point for an extra action - yes that is spend 2 action points move 30' and full attack, which can be devastating
The revanent blade PrC - the one i mentioned earlier for valenar
Or for a twist, aberrant dragonmarks - whirly choppy whirlly choppy whirlly FEAR
And consider instead of fighter, psychic warrior instead of "psychic" you could bedrawing on the power of your ancestors
I'll stop spewing info now

Saern |

Mothman wrote:You should write a series of novels about it ... maybe several series.I like the idea, Sebastian, but he sounds a bit doomy - how about if you throw in some comic relief, like a Scottish-sounding dwarf and a dodgy halfling thief? Oh yeah, and how about a love triangle with him, some girl who thinks she is a dwarf and a barbarian guy who is as doomy as he is - you know, some human interest?
And the ability to switch from jovial laughter to pitch-black brooding at the drop of a pin, as well as random switches from extreme self-righteous confidence to shattered faith in one's self and the point of life in general over seemingly inconsequential incidents.
BRILLIANT!

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They do get the +4 STR, they lose the +4 CON and get +4 DEX instead.
Lot's of possibilities there. I vaguely recall the Bladebearer PrC - also a good one, tucked away in a book full of interesting stuff.
They don't actually gain +4 DEX, they simply gain a +2 bonus on AC and Reflex saves. It's effectively the same, but these bonuses are not restricted by your armor's Maximum Dex Bonus rating (which is a very good thing for me). The frenzy also does not help you Tumble, Balance, etc. which makes sense.
I will have to check out this Bladebearer PrC. Assuming Aubrey will let me take levels in it, of course. I think I will hold off on chasing the Weapon Spec. for now and just rush into Tempest. Extra Rage will definitely be high on my priority list, though until I get it, I believe I can use Action Points for extra uses of rage in a given day if I really need them, yeah?
Raging Luck will also be considered strongly, ESPECIALLY if I take the Bladebearer PrC. A free action point whenever I rage that I can turn around for hit and damage bonuses? Yes, please!

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Bladerbearer of Valenar is the feat
Revanent Blade is the PrC
Both are in Player's Guide to Eberron
Ahhh, I was under the impression that the Bladebearer feat's bonuses were part of the Revanent Blade PrC. I see that they are separate now. Still, it's worth looking into. My character is definitely a pretty hardcore (and somewhat fanatical) Valenar warrior.

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Fatespinner wrote:Raging Luck will also be considered strongly, ESPECIALLY if I take the Bladebearer PrC. A free action point whenever I rage that I can turn around for hit and damage bonuses? Yes, please!You are turning into a power-gamer. <sniff> I'm so proud...
Meh, I figure if I'm going to be the battle-blender, there's no reason not to be GOOD at it. The character's aspiration is to prove himself worthy of rememberance to his people, if you recall. His goal is to make HISTORY in combat. That's no small task.

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Dragonmann wrote:Power gamin comes in when you take the psychic warrior, and the feat from magic of eberron that lets you roll a d12 for the action point.I hate psionics.
Well, that may be, but true power-gaming transcends such things as logic, reason, or even liking the rules.
Anyway, back to the original postulate of being a non-crappy TWFer, if you are planning on going with improved critical (and who wouldn't on a double scimitar man mower) there is the Power Critical feat that gives a +4 to confirm criticals.
Also there is a feat in the miniatures handbook (i think) that lets you take attacks of opportunity with both weapons, combined with combat reflexes you can get a damn lot of attacks off per turn.
Equipment wise, there is a power in the Mini-Handbook which turns you critical multiplier into a die roll. A x2 weapon becomes a d4, x3 d6, and x4 d8. A chance of going to hell, but the chance for the big multiplier is awesome.
my latest 2 coppers...

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Fatespinner wrote:Well, that may be, but true power-gaming transcends such things as logic, reason, or even liking the rules.Dragonmann wrote:Power gamin comes in when you take the psychic warrior, and the feat from magic of eberron that lets you roll a d12 for the action point.I hate psionics.
Good thing I'm not trying to be a power-gamer then, huh? ;)
Anyway, back to the original postulate of being a non-crappy TWFer, if you are planning on going with improved critical (and who wouldn't on a double scimitar man mower) there is the Power Critical feat that gives a +4 to confirm criticals.
Yes, but this is one of those feats that I can afford to miss out on (since my number of feats will be somewhat limited thanks to being a barbarian). If I end up with extra feats that I don't know what to do with (somehow), this will be considered.
Also there is a feat in the miniatures handbook (i think) that lets you take attacks of opportunity with both weapons, combined with combat reflexes you can get a damn lot of attacks off per turn.
I've always regarded things from the Miniatures Handbook to be a little on the overpowered side anyway and I don't really see this feat being that big of a deal for me. I doubt I'll even get Combat Reflexes. We have a rogue for that kinda stuff.
Equipment wise, there is a power in the Mini-Handbook which turns you critical multiplier into a die roll. A x2 weapon becomes a d4, x3 d6, and x4 d8. A chance of going to hell, but the chance for the big multiplier is awesome.
Remember my comment about overpowered stuff in the minis book? This pretty much speaks for itself here.
I appreciate the input though. I'm still of the opinion that concept and flavor matters more than mechanics but also that mechanics should not suffer considerably for the sake of concept. It's a fun little balancing act I do. The thread is 'How to Not Be Worthless as a TWFer' not 'How to ZOMGWTFPWNFACESOFF as a TWFer.' I'm looking for functionality, not super-cheese. :D

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Also, I do not own the books that cover the Revenant Blade PrC or the Bladebearer feat and I cannot seem to find an online reproduction of it anywhere. If someone who owns said book(s) could e-mail me a reproduction of these (since posting it here would likely violate copyright laws or somesuch), I would be eternally grateful. A link to an online reproduction would be fine as well, if one exists. My nearest FLGS is 20 minutes away and, well, that's just too much driving to look at two things in a book I have no real intention of buying.
My e-mail address is zackthestguy@gmail.com.
Thanks!

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I'll hook you up with the vitals when I get home tonight, which will be fairly late.
Otherwise, if you dig eberron, the Player's Guide is #3 on the list of must have books. As long as you remember it is the PLAYER"S guide, not the Character's guide. There is lots of stuff in there characters would not know.

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I'll hook you up with the vitals when I get home tonight, which will be fairly late.
That would be most awesome of you. I appreciate it.
As for other Eberron supplements, the other people in my gaming group have never expressed much of an interest in Eberron and so I have not yet had the opportunity to play it in a tabletop environment. Due to the lack of popular interest, my Eberron collection stopped at the main ECS book and will probably not be growing anytime soon. In fact, my group is currently entering one of our 6-12 month 'non-d20' cycles in which we intend to play lots of White Wolf stuff until we get sick of it and switch back to D&D again. This is just the way things are with us. I honestly don't plan on getting any new D&D stuff until at least the end of the year.

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There are plenty of good suggestions and points in this thread, and I won't rehash them.
But I would suggest you not ignore the Dervish PrC from Complete Warrior.
Granted, if you aren't looking to use Scimitars, you lose a little in the class... But the A Thousand Cuts ability is tasty looking.
Of course, I am not sure how well it fits your character concept, so take the suggestion with a grain of salt.
My wife played a Dervish once and it rocked. I was an 18th lvl dwarven fighter and she was a 15th level human Dervish. She could out hit and out damage me no problem. An awesome PrC.

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I am thinking that perhaps the limitation on movement for two weapon fighting might be a house rule. There is no mention of it at all in the PHB and the SRD states. So for movement the two are equal unless you throw in a house rule.
TWO-WEAPON FIGHTING
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways:
•If your off-hand weapon is light, the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
•The Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.
Table: Two-Weapon Fighting Penalties summarizes the interaction of all these factors.
[deleted chart as it is not pertinent]
Double Weapons: You can use a double weapon to make an extra attack with the off-hand end of the weapon as if you were fighting with two weapons. The penalties apply as if the off-hand end of the weapon were a light weapon.
Thrown Weapons: The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner, and treat a bolas, javelin, net, or sling as a one-handed weapon.

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I am thinking that perhaps the limitation on movement for two weapon fighting might be a house rule. There is no mention of it at all in the PHB and the SRD states. So for movement the two are equal unless you throw in a house rule.
You need to take a full-attack action in order to use your extra attacks from TWF. You do not need to use a full-attack action to make a single swing with Power Attack (you can move and then attack). This is the mobility issue that is being addressed. You cannot move and still take a full-attack action without using some kind of feat, spell, or special ability.

Jeremy Mac Donald |

There is no mention of it at all in the PHB and the SRD states...
Sure there is
From the SRD.
Full Attack
If you get more than one attack per round because your base attack bonus is high enough, because you fight with two weapons or a double weapon or for some special reason you must use a full-round action to get your additional attacks.
My italics.

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Krome wrote:There is no mention of it at all in the PHB and the SRD states...Sure there is
In Krome's defense, he cited that his wife had been playing a Dervish which does have a special ability within the class that allows a character to move up to their speed each round while still taking a full attack action (though I believe they must move at least 5 feet between each attack in the progression, Tumbling as necessary to avoid AoOs).
This, however, is a special ability granted by the class and is not the way Two-Weapon Fighting normally functions.
There is also an epic feat called Dire Charge which allows a character to take a full attack action at the end of a charge. Again, though, this is a feat-granted ability (and an Epic feat at that).

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Saern wrote:I am not alone in my loathing of everything psi!Just out of curiosity, why does everyone hate psionics so much?
For me, it is a combination of it being genre confusion (more scifi than fantasy) and the balance issues that have plagued D&D's implementation of said powers.