So what about the Two-handed fighters??


Pathfinder First Edition General Discussion


To start, I love the changes to sword-and-board, and integrating it with two-weapon fighting was simply too obvious to not pass up. Especially with fighter Armor bonuses (Full plate and 18 dex anyone?)

But what about the two-handed fighters? What happened to Overhand Chop, Backswing, and Devestating Blow? Those were great THF feats, and worked extremly well. Now with the critical feats, you are better off TWF with keen scimitars!

What happened?

Dark Archive

25 Point Buy: Str 17(19), Dex 14, Con 14, Int 12, Wis 10, Cha 10

Feats Cleave, Power Attack, Weapon Focus (greatsword)
Skills Intimidate, Acrobatics, Perception, ...
Equipment Scale Armor, Greatsword

At first level, the character will be able to attack to adjacent enemies with +5 (2d6+9). His AC might suffer a little, but he has a good chance of defeating two CR 1 opponents in one round.

2: Improved Sunder
3: Great Cleave
4: Weapon Specialization (greatsword)
5: Dodge
6: Vital Strike

So, at 6th level he will have the following attack options:
As a full round action
Melee +12/+7 (2d6+16) (Full Attack)
and as standard actions
Melee +12 (4d6+16) against one opponent (Vital Strike)
Melee +12 (2d6+16) against a group of adjacent enemies, until he misses one (Great Cleave)
He'll also have a good chance to damage an opponents equipment, should he chose to use sunder.

Overhand chop was nice, but it was better for low level barbarians than for fighters.
Two-handed fighers are still good. Two weapon users might deal more damage while full attacking, but two-handed fighters are superior when they can only take standard actions, making them a lot less vulnerable to the slowed and staggered conditions.
Sword and shield, two weapons, two handed weapons, duelist, each style has its own advantages and disadvantages. If built and played right, they might all be enjoyable.
The only build I'd advise against is the 'total defensive fighter'.

Devestating Blow was to powerful, especially when combined with Scythes. Use Deadly Stroke instead, it's not that difficult to make a opponent shaken and is nearly as good as Devestating Blow.
And Overhand Chop was probably to good for low level barbarians, granting a +3 bonus to damage without any further cost.


Mirror, Mirror wrote:
But what about the two-handed fighters? What happened to Overhand Chop, Backswing, and Devestating Blow? Those were great THF feats, and worked extremly well. Now with the critical feats, you are better off TWF with keen scimitars!

Did someone change the scimitar so now you can use 2? (Check the rules... )

No, whew. Please don't do that to me.

Two handed Keen Kukri fighting is to be all the rage now. Then you double the benefits of all those weapon feats.

As was mentioned above, 2 handed fighting really did fine under 3.5 and didn't need a lot of help.

Dark Archive

Dennis da Ogre wrote:

Did someone change the scimitar so now you can use 2? (Check the rules... )

No, whew. Please don't do that to me.

Two handed Keen Kukri fighting is to be all the rage now. Then you double the benefits of all those weapon feats.

You certainly can. As you were able to in 3.5. You just take an additional -2 on attack rolls with both hands. But as you wrote, it's not worth it since the kukri is a much better choice. You are now able to make Power Attacks with light weapons, so a high level fighter whould be able to deal lots of damage with both weapons.

Even a fighter6 with a strength of 14 would deal 1d4+9 with his on-hand and 1d4+6 with his off-hand.
The main problems with TWF fighters are the increased cost of enchanting two weapons and weak standard attacks. In 3.5, they also had the problem of damage reduction, but penetrating strike and greater penetrating strike minimize that problem at higher levels.
And why not take Improved Critical (kukri) as a feat, those magic kukris are already expensive enough.

Grand Lodge

Mirror, Mirror wrote:
But what about the two-handed fighters?

Not to be offensive, but what about them?

Two-handed was plenty fine in 3.5, often mentioned as the only real melee option. I've seen damage on an unoptimized barbarian get to 76 on one hit. The fighting style didn't really need any extra feats thanks to Power Attack giving more damage for it.

I'm not sure it needed to be hit with the nerf bat, but extra goodies weren't necessary as they were with sword and board and two weapon fighting.


Dennis da Ogre wrote:

Did someone change the scimitar so now you can use 2? (Check the rules... )

You always have been. You just take more penalties. Try TWF with Dwarven Axes or Bastard Swords! With WF and GWF, you make up a lot of the difference.


TriOmegaZero wrote:

Not to be offensive, but what about them?

Two-handed was plenty fine in 3.5, often mentioned as the only real melee option. I've seen damage on an unoptimized barbarian get to 76 on one hit. The fighting style didn't really need any extra feats thanks to Power Attack giving more damage for it.

I'm not sure it needed to be hit with the nerf bat, but extra goodies weren't necessary as they were with sword and board and two weapon fighting.

No offense taken.

THF was good in 3.5, but it's kind of sparse in PFRPG. The fighter is better off with multiple attacks, preferably with high-crit weapons.

The Paladin could TWF, but may want a horse, instead, calling for the Mounted combat chain.

The Ranger...ok the Barb. Well, PA is better, now, and there are little or no THF feats (though vital strike is still a good low-level option). But I would still rather S&B or TWF because of the more options. And more feats means you really want more options.

Devastating I thought was a good feat, since it limited the attacks to one crit. Yes, that was uber for the scythe, but so what? It's only one attack...

But, then again, I thought they should have kept Vital Strike the same from the Beta. It moves from being a must-take to a if-I-can-afford.


You could try doing what I did MirrorMirror, house-rule Vital Strike into two feats. Vital Strike and Improved Vital Strike.

Vital Strike: As present, grants additional weapon damage, goes up every time you gain an iterative (Basically a single feat is the whole chain)

Improved Vital Strike (requires Vital Strike): When using a full attack action, you may give up as many of your iterative (successive attacks at -5 from the previous one) attacks as desired, adding the weapon damage only to each damage roll taken this turn, Attacks of Opportunity included.
(Pretty much as the Beta, except all the feats rolled into one just like Vital Strike)

Improved Vital Strike is a pretty spiffy tactic for two-handed fighters (any fighter really, but among the fighter class two-handers benefit most), giving them alot of options after they've closed with a target. Assume a level 13 hasted fighter, with a +6 str bonus wielding a greatsword making a full attack. (lets assume his greatsword is +1 shocking frost and both apply, and his sword is GMW up to +3)

Relevant feats: Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Power Attack

They could

A: Make a normal full attack, piling on strength, magic, etc damage to each attack.

B: Full attack dropping the last attack to add an extra 2d6 to each hit (AoO's included) but giving up the magic and str and various other boni of the last blow

C: Full attack for just two hits at full BAB where they are nearly guaranteed to hit, for an extra 4d6 per hit. (However here again they're missing out on magic and str for each shot.)

And here are the damage Calculations, average damage assumes all hit.

Without Power Attack

A: +27(2d6+16+2d6)+27(2d6+16+2d6)+22(2d6+16+2d6)+17(2d6+16+2d6)Average Damage: 120

B: +27(4d6+16+2d6)+27(4d6+16+2d6)+22(4d6+16+2d6)Average Damage 111

C: +27(6d6+16+2d6)+27(6d6+16+2d6)Average Damage 88

If we add power attack the numbers get a little more interesting. (PA for a char with 12-15 BAB costs 4 attack bonus and adds 12 damage for a 2 handed weapon)

A: +23(2d6+28+2d6)+23(2d6+28+2d6)+18(2d6+28+2d6)+13(2d6+28+2d6)Average Damage: 168

B: +23(4d6+28+2d6)+23(4d6+28+2d6)+18(4d6+28+2d6)Average Damage 147

C: +23(6d6+27+2d6)+23(6d6+27+2d6)Average Damage 110

In other words, while at first thought one might favor going all out on Improved Vital Strike with power attack (and in an AoO build this very well could be the best tactic, thank you Lunge feat lol), in general your choice is really a matter of the target's AC.

Lower AC's where the full attack is more likely to penetrate means go for your full attack, it will deal more damage, especially you beat it's DR. (speaking of which, if you can't beat it's DR and it's packing a good chunk, that's another good time to use the strongest Improved Vital strike available.)

Sorry for the massive post and all the math, but I thought I should throw that out there. (Just a note for the calculations I did assume that the greatsword was also in the fighter's best weapon training group)


Pathfinder Adventure Subscriber
Jadeite wrote:


2: Improved Sunder
3: Great Cleave
4: Weapon Specialization (greatsword)
5: Dodge
6: Vital Strike

There are always feat options that can go in nice directions but there are a tone of feats based off the Two-weapon fighting ability and a few for the sword and board gang. How many are there for players who want to specialize in two-handers?

Also most of the players will be wanting two-handers will be barbarians who won't have access to the juicy fighter-only feats. Besides, Weapon specialization has always been the most powerful when used with two weapon fighters. Matched short swords are my favorite.


Devastating Blow was goofy because it made farming tools better weapons than, well, weapons.
Overhand Chop and Backswing were awesome, though. I'm keeping them for sure.


Kirth Gersen wrote:

Devastating Blow was goofy because it made farming tools better weapons than, well, weapons.

Overhand Chop and Backswing were awesome, though. I'm keeping them for sure.

I thought those were great, too. I'm guessing Paizo decided they were a little too "must-have" for the two-handed fighters. There was some talk about that being a problem.

Now, though, it looks like lunge would be a must-have, so I dunno. I'm still looking at the feats and how they work and interact now.

Overall, though, there are lots of choices that can work well for the big-weapon folks, so all is not lost. Nothing says "hello" like a power-attacking greataxe in your face! =)

I'm interested to see what kinds of builds the fighter-folks will be coming up with. I still don't have it all absorbed, yet.


Hilariously, I just got off a board where the PF haters were dismissing TWF as a "feat-waster".

Which made me stare. I mean, I've never had a fighter build, TWF, THF, or shield, that I couldn't wrap up in 14 levels. what are these people doing with their feats, eating them?

RPG Superstar 2010 Top 32

Basically, the feat for two-handed weapons is Power Attack.

Any tactic which grants extra attacks (including Cleave and Whirlwind) also continues to favor two-handed weapons.

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