Is the Dorn-dergar balanced?


Pathfinder First Edition General Discussion

Scarab Sages

I'm curious what the boards view on the Dorn-dergar is. It seems a little over powered to me. It is a reach weapon that does a 1d10 and for a single feat (the dorn-dergar mastery feat from the dwarf book) you can wield it 1 handed... this would allow you to wield 2 of them... 2h fighting with a 1d10 reach weapon seems a little over powered to me?

Does anyone else see this as OP?


Not really. It allows you an attack of opportunity, but it is not OP. If the opponent can beat your CMD you don't even get the AoO, and you have to take a 5-foot step to get far enough away so you can hit them. Of course, many melee types take step-up so they will just move with out. That means you have to move which provokes from them, and still only gets you one attack, negating TWF.


Have one set as a reach weapon, and the other as a normal weapon. Forget about TWF and burning actions to switch between normal and reach. Threaten all of it all the time.

wraithstrike wrote:
Not really. It allows you an attack of opportunity, but it is not OP. If the opponent can beat your CMD you don't even get the AoO, and you have to take a 5-foot step to get far enough away so you can hit them. Of course, many melee types take step-up so they will just move with out. That means you have to move which provokes from them, and still only gets you one attack, negating TWF.

Is there a feat that allows you to make a Combat Maneuver to avoid AoO's that I've forgotten? I know there's acrobatics, but that has too many restrictions to count on most enemies using it.

Scarab Sages

Quantum Steve wrote:

Have one set as a reach weapon, and the other as a normal weapon. Forget about TWF and burning actions to switch between normal and reach. Threaten all of it all the time.

wraithstrike wrote:
Not really. It allows you an attack of opportunity, but it is not OP. If the opponent can beat your CMD you don't even get the AoO, and you have to take a 5-foot step to get far enough away so you can hit them. Of course, many melee types take step-up so they will just move with out. That means you have to move which provokes from them, and still only gets you one attack, negating TWF.
Is there a feat that allows you to make a Combat Maneuver to avoid AoO's that I've forgotten? I know there's acrobatics, but that has too many restrictions to count on most enemies using it.

I believe he was referring to acrobatics because I can think of nothing else.

I'm still at the opinion of it's too good. It's like the chain tripper build from 3.5 once you take improved trip and greater trip


I don't think its that bad, especially given that to use it one handed, you have to burn a feat slot. You can attack, and threaten, either the squares around you, or the squares 10 feet from you, but not both, and it takes at least a move action (at least without darting viper) to change which area you can attack in. If you have both darting viper and the mastery feat, it can be nasty, but after two feats spent on it, it better be. Also, good luck finding any in a loot pile unless you're in an abandoned dwarven stronghold.


Mcarvin wrote:
I'm still at the opinion of it's too good. It's like the chain tripper build from 3.5 once you take improved trip and greater trip

No, its not. The chain tripper relied heavily on the fact that people couldnt 5ft out of your reach, the dorn dergar doesnt give this benefit.

Scarab Sages

Varthanna wrote:
Mcarvin wrote:
I'm still at the opinion of it's too good. It's like the chain tripper build from 3.5 once you take improved trip and greater trip
No, its not. The chain tripper relied heavily on the fact that people couldnt 5ft out of your reach, the dorn dergar doesnt give this benefit.

It does when you're enlarged and have 1 set to reach and 1 to non-reach....

Don't say that's an unreasonable situation either cause enlarge is awesome with reach


Quantum Steve wrote:

Have one set as a reach weapon, and the other as a normal weapon. Forget about TWF and burning actions to switch between normal and reach. Threaten all of it all the time.

wraithstrike wrote:
Not really. It allows you an attack of opportunity, but it is not OP. If the opponent can beat your CMD you don't even get the AoO, and you have to take a 5-foot step to get far enough away so you can hit them. Of course, many melee types take step-up so they will just move with out. That means you have to move which provokes from them, and still only gets you one attack, negating TWF.
Is there a feat that allows you to make a Combat Maneuver to avoid AoO's that I've forgotten? I know there's acrobatics, but that has too many restrictions to count on most enemies using it.

I was saying the enemy can use acrobatics. I was in a rush, sorry about that.

edit: I guess I should have looked the weapon up. It is awesome, but I still don't think it is overpowered. Even if they are set to different lengths you still don't suffer the attacks from both because either you are at "reach" range or you are not so the TWF is still not being used. I would rather take a AoO on the way in than take a full round attack from both. Now if you choose to go the trip route that is ok, but once you get to bigger monsters that are still quick(some outsiders) you still may be out of luck. The ones that are not summoned can just teleport within the correct range.


Mcarvin wrote:
Varthanna wrote:
Mcarvin wrote:
I'm still at the opinion of it's too good. It's like the chain tripper build from 3.5 once you take improved trip and greater trip
No, its not. The chain tripper relied heavily on the fact that people couldnt 5ft out of your reach, the dorn dergar doesnt give this benefit.

It does when you're enlarged and have 1 set to reach and 1 to non-reach....

Don't say that's an unreasonable situation either cause enlarge is awesome with reach

Given that I don't know of anyone with unlimited access to enlarge person, anyone who is enlarged is using part of either his or a fellow party member's daily resources that cannot be used at some other time or for some other situation. Also, I think you are discounting the ways wielding even one such distinct weapon is going possibly limit player options elsewhere. It's going to be hard to hide in a crowd while still being fully combat effective for one thing. Also, the liklihood of finding an magical version in most loot piles is slim to none, meaning that any upgrades will have to be done in a town large enough to support properly trained craftsman or wizards. It is certainly a powerful option, but it costs a feat to pull off, and one that has side effects outside of combat.

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