Two-Weapon Fighting with a Two-Handed Weapon / IUS?


Rules Questions

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Have I got this right:

You can make your first attack and all iterative attacks with any limb that you like when making unarmed strikes, but the offhand attack is always literally a punch with the other hand.

The Exchange

1 person marked this as FAQ candidate.

Here's the quote from Mark Moreland

Quote:
Armor spikes are treated as light weapons for the purpose of threatening adjacent squares. Light weapons require the use of limbs, so you would only be able to make attacks with them if you have a free hand. Thus, wielding a two-handed reach weapon would negate your ability to "wield" (and thus threaten with) armor spikes. This isn't necessarily clear in the rules, but I just discussed it with Jason, and we're both on the same page about the intent.

I don't have time to pull all the other quotes.

But essentially, look at multiweapon fighting - in the bestiary. this is a current rule, where they say one hand is primary, all others are offhand.

I would suggest you also look at:

1). The section on armor spikes - which gives you restrictions on what other weapons you may use.
2). The fact that you have to have a feat to use a dom duergar two hadned and twf.
3) The wording of TWF Rend.
4) Pathfinder expanded the definition of off hand weapons so that the class of weapon includes weapons that do not require a hand to wield. However they have not changed the definition of primary weapon again confirmed in the bestiary ruling.
5. The fact that there ARE 2handed weapons that you can use to TWF with. Each of them classes as a 1h and and off hand. Why create an entire class of weapons if you can TWF with any weapon?
6. "You can fight with a weapon wielded in each of your hands."
7. [b] Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Notice the key phrases: primary hand. Two weapons.
8. There are a variety of other posts that indicate primary and off hand are not vestigial terms - they are terms with meaning. For example the Aug 31 FAQ.

Liberty's Edge

cp wrote:

Here's the quote from Mark Moreland

Quote:
Armor spikes are treated as light weapons for the purpose of threatening adjacent squares. Light weapons require the use of limbs, so you would only be able to make attacks with them if you have a free hand. Thus, wielding a two-handed reach weapon would negate your ability to "wield" (and thus threaten with) armor spikes. This isn't necessarily clear in the rules, but I just discussed it with Jason, and we're both on the same page about the intent.

I don't have time to pull all the other quotes.

But essentially, look at multiweapon fighting - in the bestiary. this is a current rule, where they say one hand is primary, all others are offhand.

I would suggest you also look at:

1). The section on armor spikes - which gives you restrictions on what other weapons you may use.
2). The fact that you have to have a feat to use a dom duergar two hadned and twf.
3) The wording of TWF Rend.
4) Pathfinder expanded the definition of off hand weapons so that the class of weapon includes weapons that do not require a hand to wield. However they have not changed the definition of primary weapon again confirmed in the bestiary ruling.
5. The fact that there ARE 2handed weapons that you can use to TWF with. Each of them classes as a 1h and and off hand. Why create an entire class of weapons if you can TWF with any weapon?
6. "You can fight with a weapon wielded in each of your hands."
7. [b] Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Notice the key phrases: primary hand. Two weapons.
8. There are a variety of other posts that indicate primary and off hand are not vestigial terms - they are terms with meaning. For example the Aug 31 FAQ.

0. Mark, to my knowledge, only works on non-core stuff (which get a bit of wiggle room). Taking his second-hand word of Jason's opinion is a stretch, especially for an issue that is so easily miscommunicated.

1. The only restrictions the armor spike gives is that you cannot use it as though you had a third arm (i.e., no more attacks than the normal two-weapon fighting progression you possess). It explicitly notes it can be both a regular and off-hand attack, despite not being in a hand.
2. Care to cite this weapon? I am unfamiliar with it and it does not appear to be listed anywhere that I can find (google only returns 2 results on a search for that exact phrase).
3. This is because the term "hand" is a legacy term. Replace with "primary weapon" and "secondary weapon" and it simplifies it a lot.
4. I'm not even sure what you're saying here. Many weapons that do not require a hand can be main-handed, look at armor spikes for example.
5. Yes, these have a special property: They count as one weapon for the purposes of feats while giving one-hander damage at the light-weapon penalties and allowing you to wield as a single two-handed attack if you desire (but explicitly not while using it as a TWFing weapon). This in no way detracts from your ability to use two SEPARATE weapons in TWFing, they're a special case where you can use ONE weapon in TWFing.
6. Flavor text. Get over it. It usually matches the most common usage of the ability rather than what the rules actually intend.
7. Yes, two weapons. Weapon A: Kick. Weapon B: Sword. And again, "hand" is legacy as evidenced by the list of weapons that do not require a hand. (The double weapons are the exception to the "two weapons" rule, as is unarmed strike since you have almost a dozen different ways to deliver it's effectively that many different weapons, but the "no more attacks" rule prevents you from going over what a TWFing progression allows you.)
8. Care to link that FAQ? Several others have already stated they have searched for anything in the FAQs that might have been relevant and I do not wish to repeat that work. The closest I could find in a quick search was a post REMOVING the restriction that kept shield bash as an off-hand only thing, saying that it was only intended to describe the normal usage not the only usage (which backs up my assertion that the flavor text is superfluous).

Dark Archive

Aelryinth wrote:

You're being willfully obtuse. I said nothing about damage. I said effectiveness.

Take two martial artists. Let one use his hands, AND EVERYTHING ELSE; Let the other one NOT be able to use his hands.

I think you will very quickly see what I'm talking about in terms of effectiveness. The first guy doesn't have to fear your hands, so he's going to be able to defend himself more easily against your attacks. Your hands are your best weapon, and you don't have them.

Thus, a TH penalty, because it's much easier to defend against someone who can't use their hands then someone who can. In short, you're down two options from me, I can do everything you can, and more. That's never a good condition to be in.

==Aelryinth

Should a fighter with a shield and a sword take a constant -2 penalty because he COULD use his shield to bash?


Really, why do people make 1d3+ half str mod. sound overpowered?

Dark Archive

Nemitri wrote:
Really, why do people make 1d3+ half str mod. sound overpowered?

Come on man, that could be up to six damage per hit right there!


Nemitri wrote:
Really, why do people make 1d3+ half str mod. sound overpowered?

Because they are scared because you just scattered there "sense of reality". Same reason Warlock's at will weak laser blast was considered in the begginning overpowered.

The very idea of at will magic could be balanced hurt them. Eventually the dust settled and people got over it. But for a while there was much gnashing of teeth.


If you can kick someone with 1d4+1/2 strengthusing TWF rules you can kick them with your foot for 1d3+1/2 strength using TWF rules.


Meh. Things start to look cheesy when you give someone the greenlight to be able to do stuff like that. Not necessarily broken cheese, but still kinda cheesy.

Here's an alternate idea, and I dare say mine is cooler: If you have the Quickdraw feat, you can draw and equip a Quickdraw Shield as a free action, and you can unequip and stow it as a free action as well.

So, how about if I start two-weapon fighting with a greatsword and a shield-bash from my quickdraw shield? Confused? Lemme explain, step by step.

1) Start by "main-handing" my greatsword as I swing it two-handed.
2) Free action to take my left hand off the greatsword.
3) Free action to draw and equip my quickdraw shield.
4) "Off-hand" shield bash.
5) Free action to put the quickdraw shield away.
6) Free action to put my left hand back on the greatsword, holding it two-handed again.
7) Repeat from step one for the next iterative TWF attacks.

It technically works, and isn't really broken. But it sure sounds cheesy doesn't it? Well, if you allow greatsword + unarmed strike, then I will join your home games with my new "sword and really fast board" fighter.

Edit -- I guess technically the left hand is being repeated, so that would probably be the failing point.

The Exchange

StabbittyDoom wrote:
cp wrote:

Here's the quote from Mark Moreland

Quote:
Armor spikes are treated as light weapons for the purpose of threatening adjacent squares. Light weapons require the use of limbs, so you would only be able to make attacks with them if you have a free hand. Thus, wielding a two-handed reach weapon would negate your ability to "wield" (and thus threaten with) armor spikes. This isn't necessarily clear in the rules, but I just discussed it with Jason, and we're both on the same page about the intent.

Sigh.

0: Except that Jason chimed in shortly thereafter, and had the opportunity to repudiate and did not. Said they would revisit the issue of AoO's - but said *nothing* about handedness.

1). From the section on armor spikes:
"You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa."

The OP's idea is to attack with a 2h weapon, and to be able to make additional TWF attacks with armor spikes.

Ignore, for the moment that he is using both his primary and an off-hands in the attack. Ignore for the moment that we do not know what penalties to apply to a weapon that use both hands in a TWF attack.
(Primary penalties - off hand penalties, both? average? who knows?)

The OP scenario is using his "off hand" to make an attack with the 2h sword.

Armor spikes specifically says that you *can not* use armor spikes once you've made an off hand attack with another weapon.

2). http://www.d20pfsrd.com/feats/combat-feats/dorn-dergar-master-combat

Without the feat requires two hands to wield. With the feat you can weild it one handed.

The pre-requisite is TWF.

The whole POINT of this feat is to allow you to use the weapon to fight TWF.

If you believe that you can TWF with ANY 2h weapon - this entire feat is pointless. In fact its worse than pointless - as it imposes a long delay on changing reach.

Also significant is the fact that it is made as part of the TWF feat tree. IE - we will let you TWF with this ONE 2h weapon, if you burn a feat AND pay the feat tax of already TWFing.

Again, which the OP is trying to get for free.

3) You continue to opine that "primary" and offhand are legacy terms which we can substitute any meaning we wish, without any FAQ or ruling that backs this up.

I have continued to show that THIS IS NOT CORRECT. Pathfinder has consistently used the terms primary hand and offhand, and the meanings are well defined.

The wording in question for TW Rend is

Quote:

Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.

Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.

Lets see - how many ways does this contradict your theory.

a). Specifically says both of your weapons. (not one). Identifying that, yes, two weapon fighting means fighting with two weapons.
b). Specifically says "with both your primary hand and your off-hand weapon". Ie that you have a primary hand weapon and an offhand weapon.'

4. Please read this point carefully. There is no question that there are a category of weapons that fit into the category of 'off-hand' weapons that are not wielded in hand. Toe spikes, armor spikes, glabrezu beards, double weapons, monks unarmed strikes. For example.

The fact that they are "off-hand" weapons affects a number of things - for example the application of strength damage.

The category of being an off hand weapon, however, is necessary but not sufficient to be used for TWFing.

You also must abide by all the prescriptions of TWFing. Now a purists ruling would be that you must TWF with a weapon in each hand. (According to the description).

However you could also TWF with a longsword, (shield in off hand) and armor spikes. Your attack would be longsword primary, and armor spikes off-hand.

5. Exactly. Double weapons are the ONLY class of 2h weapon you can gain the benefits of the TWF chain with, at least without a feat.

The fact that they count as one weapon for the purpose of feats is a red herring - and irrelevent. You could TWF with shortswords and it still be tightly feat focused.

Again, there is *no* ruling, no example in Paizo authored mods, no FAQ that says you may TWF with a (non double) 2hw.

6. Well you have amazing powers of mind reading when you can discern the intent ABSENT ANY RULES OR FLAVOR TEXT TO SUPPORT YOUR INTERPRETATION. I happen to think the words mean what they say.
"You can fight with a weapon wielded in each of your hands."

7. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Notice the key phrases: primary hand. Two weapons.

Again, you keep saying that primary hand has no meaning absent ANY EVIDENCE. I point to the bestiary multiweapon fighting where it clearly states: primary hand, again with all other hands being off-hand.

Hell man - it even changes the core rules for natural weapons / iteratives - with the developers CONFIRMING the bestiary rules take precedence over the core rulebook, saying that they become treated like TWF rules.

The developers said that Jason was struggling with the rules up until the last moments (core). You'd think that if they were going to confirm the bestiary rules - they might want them to actually mean what they say!

And they do.

Reread my section #4 to explain what off hand means. Reread Mark's quote. Man, there is a direct quote from a developer saying you're *wrong*.

8. You have the correct FAQ and the correct entry - you're just not understanding it.

As for overpowered - it absolutely is not. The question asked was does the RAW allow this, not whether there are any concerns with balance.

No balance issues exist. But essentially everyone will have armor spikes or gauntlet spikes or shield spikes to get the AoO - so it does seem kind of cheesy.


Kazejin wrote:

Meh. Things start to look cheesy when you give someone the greenlight to be able to do stuff like that. Not necessarily broken cheese, but still kinda cheesy.

Here's an alternate idea, and I dare say mine is cooler: If you have the Quickdraw feat, you can draw and equip a Quickdraw Shield as a free action, and you can unequip and stow it as a free action as well.

So, how about if I start two-weapon fighting with a greatsword and a shield-bash from my quickdraw shield? Confused? Lemme explain, step by step.

1) Start by "main-handing" my greatsword as I swing it two-handed.
2) Free action to take my left hand off the greatsword.
3) Free action to draw and equip my quickdraw shield.
4) "Off-hand" shield bash.
5) Free action to put the quickdraw shield away.
6) Free action to put my left hand back on the greatsword, holding it two-handed again.
7) Repeat from step one for the next iterative TWF attacks.

It technically works, and isn't really broken. But it sure sounds cheesy doesn't it? Well, if you allow greatsword + unarmed strike, then I will join your home games with my new "sword and really fast board" fighter.

Edit -- I guess technically the left hand is being repeated, so that would probably be the failing point.

This assumes that people are arguing that you should be able to wield your knees, elbows, head or legs in your left hand while wielding a two-handed weapon. I think people are making the assumption that your limbs don't have to be wielded to use them for offhand attacks.

RPG Superstar 2012 Top 16

Mergy wrote:
Aelryinth wrote:

You're being willfully obtuse. I said nothing about damage. I said effectiveness.

Take two martial artists. Let one use his hands, AND EVERYTHING ELSE; Let the other one NOT be able to use his hands.

I think you will very quickly see what I'm talking about in terms of effectiveness. The first guy doesn't have to fear your hands, so he's going to be able to defend himself more easily against your attacks. Your hands are your best weapon, and you don't have them.

Thus, a TH penalty, because it's much easier to defend against someone who can't use their hands then someone who can. In short, you're down two options from me, I can do everything you can, and more. That's never a good condition to be in.

==Aelryinth

Should a fighter with a shield and a sword take a constant -2 penalty because he COULD use his shield to bash?

That's another straw man.

The instant he preps the shield to attack with it, he's got the -2 of a TWF. That's already in the rules.

Ditto IUS.

A shield bash is using the shield...exactly what it's designed to do.
IUS w. no hands is NOT using the whole body...i.e. NOT what IUS is supposed to do.

And note I DID say that's how I'd rule it, not that it was the rules.

===============

As for that numbskull comment from Black Bard on having a weapon in your hands...actually, 'melee weapon' is usually trumped by 'firearm', so you're wrong in your completely off-center example, also. Eesh.

In case you hadn't noticed, the Greatsword DOES do more dmg then the IUS strike. Duh. But we're talking about the IUS, not what the hands are doing. So, take the straw man outside, please.

===============
I'd also like to point out that's a very bad DPR example above. What you're basically saying is that you pick up 18 pts of damage for giving up 6 or 8 feats...but then you don't add in the 8 feats to solve the problem to the Fighter with no IUS. Surely there is SOMETHING he could take to up his damage marginally!

For instance, he could use a bastard sword two handed on his attack, one hand it at the end of his turn, pick up the Crane Style tree. Now he gets a free AoO, highest chance, every round, deflects an attack for free, and he can buy off the defensive fighting penalty with feats, so he picks up +5 AC. Kinda blows the IUS combo out of the water.

Just an example.

===Aelryinth

==Aelryinth

Liberty's Edge

@CP: It's obvious to me you're not going to budge on the point that the use of the term "hand" isn't literal, so I'm just going to give up convincing you here. Have fun making your monks throw their foot at the bad guys to kick.

The Exchange

StabbittyDoom wrote:
@CP: It's obvious to me you're not going to budge on the point that the use of the term "hand" isn't literal, so I'm just going to give up convincing you here. Have fun making your monks throw their foot at the bad guys to kick.

You obviously haven't read a single thing I post.

Time and time again I have said that Pathfinder (like 3.5 before it) uses off-hand to describe weapons that are not wielded in a hand.

We agree completely on that point - so to continue repeating it just reinforces the fact that you are not making an effort to understand the argument.

Dark Archive

cp wrote:
StabbittyDoom wrote:
@CP: It's obvious to me you're not going to budge on the point that the use of the term "hand" isn't literal, so I'm just going to give up convincing you here. Have fun making your monks throw their foot at the bad guys to kick.

You obviously haven't read a single thing I post.

Time and time again I have said that Pathfinder (like 3.5 before it) uses off-hand to describe weapons that are not wielded in a hand.

We agree completely on that point - so to continue repeating it just reinforces the fact that you are not making an effort to understand the argument.

So you're saying that a character can use TWF with a two-handed weapon and unarmed strike, because the unarmed strike can likewise be wielded not in a hand?


Mergy wrote:


So you're saying that a character can use TWF with a two-handed weapon and unarmed strike, because the unarmed strike can likewise be wielded not in a hand?

I think I understand what he's saying. You can use TWF with a weapon that is not wielded in a hand as long as it can only be not wielded in a hand, but if you have a weapon that can be wielded in a hand it must be wielded in a hand if you want to TWF with it but only as long as it doesn't allow you to use a 2H weapon while TWFing.

The Exchange

You obtain the benefits of the TWF feat when you use:

A). A weapon in your primary hand & and an off hand weapon.
B). A double weapon - which affords you the opportunity to TWF or not at your election. If so it counts the same as A.

A weapon in your primary hand *means* that it is a weapon allowed to be wielded one handed - usually a 1h or light weapon. (See the definition of wielding).

Additionally per the bestiary and comment natural weapons & monk strikes etc may be treated as weapons.

Grand Lodge

A player can two weapon fight with a blade boot and armor spikes, all while holding a greatsword. In fact, the player does not even have to have arms, an amputee pc who two weapon fights. It is all about choosing to gain an extra attack, with a penalty. As long as we can drop the "hands" issue of the two weapon fighting rules, we can move on and produce something viable.

The Exchange

blackbloodtroll wrote:
A player can two weapon fight with a blade boot and armor spikes, all while holding a greatsword. In fact, the player does not even have to have arms, an amputee pc who two weapon fights. It is all about choosing to gain an extra attack, with a penalty. As long as we can drop the "hands" issue of the two weapon fighting rules, we can move on and produce something viable.

Well, purely by the rules, he cannot. However, personally, I think it is a reasonable extrapolation to say one 'limb' becomes primary.

So, agreed, so long as the primary weapon were a boot blade and off hand were armor spikes I would agree in principle that he could gain the benefits of TWF.

However it is a bit of a slippery slope. Is it then OK to make a bite the primary weapon? Where is the differentiation between Multi-attack and multi-weapon fighting?

Should a character using boot blades on ice roll to fall? Have penalties to attack?

It is not at all as cut and dried as you would like to make it. For example - horses (light) are not terribly proficient at fighting with their feet. Despite having no primary attack, the hooves are treated as secondary.

Previous versions of dnd applied penalties for kicking; wouldn't surprise me if the rules for humanoids didn't have that buried somewhere.


cp wrote:
However it is a bit of a slippery slope. Is it then OK to make a bite the primary weapon? Where is the differentiation between Multi-attack and multi-weapon fighting?
Quote:

Unarmed Attacks

Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except for the following:

Attacks of Opportunity: Attacking unarmed provokes an attack of opportunity from the character you attack, provided she is armed. The attack of opportunity comes before your attack. An unarmed attack does not provoke attacks of opportunity from other foes, nor does it provoke an attack of opportunity from an unarmed foe.

An unarmed character can't take attacks of opportunity (but see "Armed" Unarmed Attacks, below).

"Armed" Unarmed Attacks: Sometimes a character's or creature's unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks).

Note that being armed counts for both offense and defense (the character can make attacks of opportunity).

Unarmed Strike Damage: An unarmed strike from a Medium character deals 1d3 points of bludgeoning damage (plus your Strength modifier, as normal). A Small character's unarmed strike deals 1d2 points of bludgeoning damage, while a Large character's unarmed strike deals 1d4 points of bludgeoning damage. All damage from unarmed strikes is nonlethal damage. Unarmed strikes count as shed light (for purposes of two-weapon attack penalties and so on).

Dealing Lethal Damage: You can specify that your unarmed strike will deal lethal damage before you make your attack roll, but you take a –4 penalty on your attack roll. If you have the Improved Unarmed Strike feat, you can deal lethal damage with an unarmed strike without taking a penalty on the attack roll.

Quote:

Natural Attacks

Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks). If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack.

Some natural attacks are denoted as secondary natural attacks, such as tails and wings. Attacks with secondary natural attacks are made using your base attack bonus minus 5. These attacks deal an amount of damage depending on their type, but you only add half your Strength modifier on damage rolls.

You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. In addition, all of your attacks made with melee weapons and unarmed strikes are made as if you were two-weapon fighting. Your natural attacks are treated as light, off-hand weapons for determining the penalty to your other attacks. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.

Grand Lodge

Two weapon fighting and natural attacks are apples and oranges. A naga could two weapon fight with an unarmed strike and armor spikes, so the primary limb thing makes no sense. Primary and secondary attacks is what it is about, even though two weapon fighting refers to hands. Dropping the word hand, and replacing it with the word attack makes the whole thing make sense to those unable to look beyond the fluff.


cp wrote:


Should a character using boot blades on ice roll to fall? Have penalties to attack?

This is rediculous. Does a character roll to fall *ever* when kicking? No. Does a character that has foot talons or claws roll to slip? No. Does PF even take this into account? No. Not even when standing in a puddle of Grease.

The rules state all characters are proficient with Unarmed Strike and they all can make a punch, headbutt or kick attack. Therefore you should not, purely by the rules, invoke any penalties on PCs that TWF with a kick.

Can you use a kick as an off-hand even though it isn't in your hand? Of course.

There are no secondary unarmed strikes. Please stick to the rules, you say you're an advocate for them.

There are creatures (and Dragon Disciples) that treat a Bite as a primary attack.

The Exchange

Stynkk wrote:
cp wrote:


Should a character using boot blades on ice roll to fall? Have penalties to attack?
This is rediculous. Does a character roll to fall *ever* when kicking? No. Does a character that has foot talons or claws roll to slip? No. Does PF even take this into account? No. Not even when standing in a puddle of Grease.

For the record, I don't think you get I wasn't advocating having to roll to fall.

I was saying "once you change the rules for what seems reasonable to you, it might go to places like rolling to fall."

As for there are no "secondary unarmed strikes" - there are also no secondary armed strikes. The terms are primary and off-hand. Unarmed strikes are treated as light weapons.

Quote:
Unarmed strikes count as shed light (for purposes of two-weapon attack penalties and so on).

As for Dragon disciples and others treating a bite as primary - I agree. For which they have paid the feat tax. They've met the requirements of the class, so they get the benefits thereof which may well include bite as primary.

The issue is with people that want the bite to be primary without paying the feat tax.
Ie., the progression goes like this:
I should be able to TWF with any limb.
Therefore I should be able to use a bite as my primary.

You have just removed (some of) the incentive to be a dragon disciple.

Grand Lodge

Are basing some of your opinion on the rules of natural attacks based on what is written in the core? The bestiary is the correct write up. Natural attack rules and two weapon fighting rules are two different things. Off-hand attacks do not require hands, there is no need to hold your foot to kick. As stated, you do not even need hands to two weapon fight.

The Exchange

blackbloodtroll wrote:
Are basing some of your opinion on the rules of natural attacks based on what is written in the core? The bestiary is the correct write up. Natural attack rules and two weapon fighting rules are two different things. Off-hand attacks do not require hands, there is no need to hold your foot to kick. As stated, you do not even need hands to two weapon fight.

If you read my lengthy posts above, you see that I have quoted the bestiary as the authoritative rules source several times.

The strictest interpretation of the RAW was that "when you fight with a weapon in each hand". However, the developers then agreed that you do not need an off hand weapon in hand - you may use armor spikes, for example.

The developers have not stated that you do not need a weapon in your primary hand.

Now, personally, I agree with you that it is not a bridge too far to allow characters to TWF with unarmed strikes kicks, head butts, what have you - that its a reasonable extension. So are armor boots. But that part is merely opinion.

However, the idea that a (non-double) weapon wielded in two hands can be TWF'd is also only opinion, and for me its a bridge too far. The devs have set up a lot of game rules on the basic structure of either a 1h / light or a light/light combination.

Double weapons. Primary/offhand weapons. Feat Text - not only of TWF, and Improved TWF and TWRend. DornDuergar mastery. All support that the idea of 1h/light or l/l.

I do see the developers moving toward paragraph 3, when they made new rules in the bestiary (as noted before). But I don't see any movement toward paragraph 4.


Slippery slope is a logical fallacy.

Liberty's Edge

StabbittyDoom wrote:


3. Yes, they can TWF a greatsword + IUS, but it's quite sub-optimal. They need good Str to take advantage of the two-handing, and good Dex to take TWFing. In both short and long term the character is better off just using the sword and keeping IUS as a backup, reallocating the points that would have been spent on dex into getting more str.

A ranger with the TWF combat style could pump STR and make good use of the attacks.

Liberty's Edge

Okay, seriously, stop quoting flavor text as evidence! That is above the feat's mechanical description for a reason: it's just there to make the feat sound cooler. Nothing in either the benefit or normal section, or the full Two-Weapon Fighting section of the combat chapter says that the primary hand or off-hand must actually be a hand, and several OTHER sources directly say it does not.

Make other arguments all you want, but the moment you pull in flavor text as a major piece of evidence you lose all credibility.

Liberty's Edge

Nipin wrote:
StabbittyDoom wrote:


3. Yes, they can TWF a greatsword + IUS, but it's quite sub-optimal. They need good Str to take advantage of the two-handing, and good Dex to take TWFing. In both short and long term the character is better off just using the sword and keeping IUS as a backup, reallocating the points that would have been spent on dex into getting more str.
A ranger with the TWF combat style could pump STR and make good use of the attacks.

Yeah, but being extra dangerous when TWFing is basically a TWF Ranger's class feature. This just means they can spend an extra feat to have a sub-optimal secondary weapon in exchange for a more optimal primary. Good trade? Depends. I'd rather do a dual-kukri ranger for critical goodness, but some might prefer investing more heavily into a big weapon and just getting what they can from unarmed strike. The only way I can see that being useful is if they take IUS instead of double-slice (if they couldn't fit it in). With either feat they go from 1.5* str total to 2.0* str total, but with IUS they have a crappy critical on the 0.5* one. If they take both, they still have a crappy critical but now it's 1.0* and might match up better with dual kukris.

Either way, not overpowering enough to worry about IMO.

The Exchange

StabbittyDoom wrote:

Okay, seriously, stop quoting flavor text as evidence! That is above the feat's mechanical description for a reason: it's just there to make the feat sound cooler. Nothing in either the benefit or normal section, or the full Two-Weapon Fighting section of the combat chapter says that the primary hand or off-hand must actually be a hand, and several OTHER sources directly say it does not.

Make other arguments all you want, but the moment you pull in flavor text as a major piece of evidence you lose all credibility.

Stabbity, I dont' know where you get that its only flavor text. I know that for a spell, all parts of a spell are authoritative, (text, title, and stat block, and there were rules saying which took precedence.

But that really wasn't my reason to write back: "several OTHER sources directly say it (primary hand) does not."

Could you provide these sources, where they directly say that the primary hand attack when TWFing does not have to be? In 17 pages of twf discussions I have yet to see any such quotes, let alone several.

The Exchange

StabbittyDoom wrote:


Either way, not overpowering enough to worry about IMO.

The real utility of TWF comes from being able to land effects, not from hp damage.

So take something like:

Monk 2, R2, Fighter x. Be a half elf. Run around in shadow projection form(hours / level) (with the alternate racial ability you count as a mage for activating a wand).

Feral Combat training
TWF, ITWF, etc.
Flurry of blows.

Feral lets you Flurry with natural weapons. Shadows have strength drain as natural weapons.

Boost your dex; add weapon focus: natural weapons, finesse

You'll be hitting even with the flurry and twf penalties (which aren't much for light/light.

So instead of 6/1 around 7th level - you'll be doing something like what...five attacks - six with haste? With a 20 dex you are likely to hit 3/4 of them - or 14 points of str dmg. Even if you don't kill him.. you're going to nerf him to the point of irrelevence. At that point its likely he can't move do to his encumbrance - and besides having -7 to hit from strength loss - probably another -4 or more to encumbrance


cp wrote:


The real utility of TWF comes from being able to land effects, not from hp damage.

Monk 2, R2, Fighter x. Be a half elf. Run around in shadow projection form(hours / level) (with the alternate racial ability you count as a mage for activating a wand).

Feral Combat training
TWF, ITWF, etc.
Flurry of blows.

1. Flurry and TWF don't stack.

2. Feral Combat Training can only be taken once and only applies to one natural attack form.

Result: You're getting two more attacks (claws) in your Flurry than a normal monk.

The better choice is just to TWF where you get all your natural attacks, but lose out on the BAB boost and other stuff from flurry.

But let's get back on topic, you need all that and an extra 24,000 gold for the wand which costs more than your character's average wealth - until level 8 where it is a mere 72% of it. So you've sunk your character's entire wealth budget into this one item, for the first 10 levels of your game, must be fun to be your GM.

For the record, you're stating that the real danger with TWF is having access to more attacks and not the damage?

So, why are you taking issue with a two handed fighter having a kick attack? They are not likely to have a Wand of Shadow Projection.

Liberty's Edge

cp wrote:
StabbittyDoom wrote:


Either way, not overpowering enough to worry about IMO.

The real utility of TWF comes from being able to land effects, not from hp damage.

So take something like:

Monk 2, R2, Fighter x. Be a half elf. Run around in shadow projection form(hours / level) (with the alternate racial ability you count as a mage for activating a wand).

Feral Combat training
TWF, ITWF, etc.
Flurry of blows.

Feral lets you Flurry with natural weapons. Shadows have strength drain as natural weapons.

Boost your dex; add weapon focus: natural weapons, finesse

You'll be hitting even with the flurry and twf penalties (which aren't much for light/light.

So instead of 6/1 around 7th level - you'll be doing something like what...five attacks - six with haste? With a 20 dex you are likely to hit 3/4 of them - or 14 points of str dmg. Even if you don't kill him.. you're going to nerf him to the point of irrelevence. At that point its likely he can't move do to his encumbrance - and besides having -7 to hit from strength loss - probably another -4 or more to encumbrance

Alright, look, that build you posted is illegal for a few reasons. One: It uses a wand that cannot possibly be afforded before 7th level by normal rules. Two: You cannot use TWFing with flurry because flurry IS TWFing. Three: Even if you could, the shadow only has one natural weapon, meaning you don't have two weapons to fight with (flurry bypasses this). In the end you have 2 attacks (3 at 6th level, 4 with haste) that do 1d6 strength damage. In the mean-time the enemy cleric has begun commanding you because you're undead type, or possibly bursting positive energy to heal the damage your companions are dealing while killing you. Sure, the tactic somewhat deadly, but has nothing to do with the rest of the discussion because these are special attacks that cannot be combined with normal TWFing for extra doses of the effect. If they could, they'd work with a manufactured weapon and already plan for TWFing. This discussion is only about people using a *particular* version of TWFing over others that has the distinction of contributing 0.5*str more damage with the penalty of requiring an extra feat and forcing one of your weapons to have a crappy critical.

For the flavor-text thing: Last I checked, feats have flavor text. It's the text after the name of the feat and before the Benefits/Prerequisites/Normal sections. The fact it's just flavor text should also be evident in the fact that what the text says for TWFing is stuff you can do without the feat (albeit with major penalties, but you can still do it). This does not mean that without the feat you can't fight with two weapons, it just means that this is what the feat is describing as its flavor.

d20pfsrd, for example, has this text in italics above the other parts of the feat: http://www.d20pfsrd.com/feats/combat-feats/two-weapon-fighting-combat

If you look through other feats you'll see lots of "this is irrelevant to the rules" text like this. Some feats are closer than others for the match-up between the flavor and the rules, but generally come close.

TL;DR - Irrelevant and illegal build. In the case of feats, if it isn't after the Pre-requisites/Benefit/Normal/Special headings, it isn't a rule.


Stynkk wrote:
cp wrote:


Should a character using boot blades on ice roll to fall? Have penalties to attack?

This is rediculous. Does a character roll to fall *ever* when kicking? No. Does a character that has foot talons or claws roll to slip? No. Does PF even take this into account? No. Not even when standing in a puddle of Grease.

The rules state all characters are proficient with Unarmed Strike and they all can make a punch, headbutt or kick attack. Therefore you should not, purely by the rules, invoke any penalties on PCs that TWF with a kick.

Can you use a kick as an off-hand even though it isn't in your hand? Of course.

There are no secondary unarmed strikes. Please stick to the rules, you say you're an advocate for them.

There are creatures (and Dragon Disciples) that treat a Bite as a primary attack.

I think an appropriate question should actually be, does a player who uses shield bash lose his shield armor bonus? If so it sets a precedence for losing a bonus or armor to gain the extra attack.

Also.....

Chuck Norris.


Mogart wrote:

I think an appropriate question should actually be, does a player who uses shield bash lose his shield armor bonus? If so it sets a precedence for losing a bonus or armor to gain the extra attack.

I'm not sure why this would be an appropriate question, but the answer is yes. A player that shield bashes loses their shield bonus.

PRD - Feats - Improved Shield Bash wrote:

Improved Shield Bash(Combat)

You can protect yourself with your shield, even if you use it to attack.

Prerequisite: Shield Proficiency.

Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

Normal: Without this feat, a character that performs a shield bash loses the shield's shield bonus to AC until his next turn (see Equipment).

Unfortunately, I don't see the connection between the current discussion and shield bash. You're already losing -6 and -8 from your attack roll for using Two Weapon Fighting to generate an extra attack. (this is reduced to a minimum of -2 and -2 with the Two Weapon Fighting feat)

The Exchange

Stynkk wrote:
So, why are you taking issue with a two handed fighter having a kick attack? They are not likely to have a Wand of Shadow Projection.

Hey Stynkk. Like I said (often) if the question was asked if it was a balance problem the answer is no. Have fun.


cp wrote:
Hey Stynkk. Like I said (often) if the question was asked if it was a balance problem the answer is no. Have fun.

So you have no issue with balance or damage or with the definition of off-hand. You seem to take issue with the fact that this fighting style is not prevalent in PF adventures. However, in PF the size of the "primary" weapon has no bearing on TWF, the higher penalties are associated with the size of the off-handed or "secondary" weapon.

What is your issue then? Do you view this as a cheap way of gaining more attacks?

To be clear: the dev statblocks can be in error, they're human. Up until recently they had long advocated the use of Spring Attack and Vital Strike which impossible in the rules structure they've created - one cannot take a Standard Action while Spring Attacking.

It was because of the questions brought forward by the community that this was discovered to be an impossible combination.

The Exchange

StabbittyDoom wrote:
Alright, look, that build you posted is illegal for a few reasons. One: It uses a wand that cannot possibly be afforded before 7th level by normal rules. Two: You cannot use TWFing with flurry because flurry IS TWFing. Three: Even if you could, the shadow only has one natural weapon, meaning you don't have two weapons to fight with (flurry bypasses this). In the end you have 2 attacks (3 at 6th level, 4 with haste) that do 1d6 strength damage. In the mean-time the enemy cleric has begun commanding you because you're undead type, or possibly bursting positive energy to heal the damage your companions are dealing while killing you. Sure, the tactic somewhat deadly, but has nothing to do with the rest of the discussion because these are special attacks that cannot be combined with normal TWFing for extra doses of the effect. If they could, they'd work with a manufactured weapon and...

It was off the cuff - but it looks to me like you can get two attacks from iteration, one from TWF, one from ITWF, and one for haste which is 5 attacks. So, ignore the haste. A regular fighter makes 2 iteratives. the TWF fighter is going to make 4. And because of the twf - is going to kill you.

The point is that for TWFing its never the direct hitpoint damage you have to look at -- its edge case balance issues - like str dmg.

As for the rest of it - Good luck commanding me as a monk. Especially since I can easily use str as a dump stat. Good luck on the bursting too. 4d6 (avg 14(save for 7)) vs 75-ish hp.

As for "they cannot be combined with normal TWFing attacks" I dont' really know what your saying. Regarding only having one natural weapon - it doesn't matter. Monks can use the same hand 5 times - or a foot, an elbow, and feral lets them use their natural weapon.

As for the money issue. Ok - whatever level you want. But personally its WAY easy to be way over money in PFS. The mods are joke easy.

The Exchange

Stynkk wrote:


So you have no issue with balance or damage or with the definition of off-hand.

Correct.

Quote:


However, in PF the size of the "primary" weapon has no bearing on TWF, the higher penalties are associated with the size of the off-handed or "secondary" weapon.

There's the rub. Let me quote it again

Quote:
Thus, wielding a two-handed reach weapon would negate your ability to "wield" armor spikes. This isn't necessarily clear in the rules, but I just discussed it with Jason, and we're both on the same page about the intent.

You may ONLY gain TWF benefits when the weapon you wield in your primary hand is 1h or light.

Quote:
What is your issue then? Do you view this as a cheap way of gaining more attacks?

I actually don't care if its cheap, if legit, I would applaud your cleverness. I may not let you play it in my home campaign (for balance reasons) but in a PFS campaign if everyone is having fun: Bravo.

To me its just a question of
a). What do the rules actually say.
b). I think that allowing this brand of cheese spoils versimilitude a bit - it encourages archers to wear spiked gloves (which they never did)
and 2h reach fighters (and wizards) to have armor spikes or gauntlets or...
c) Finally I think its important to try to build a common understanding of the rules.

Like giving your example.. why you can't spring and vital. Why you can't spell cast and charge. Why the attack at the end of a charge is NOT equivalent to a move and an attack action.

Liberty's Edge

cp wrote:
StabbittyDoom wrote:
Alright, look, that build you posted is illegal for a few reasons. One: It uses a wand that cannot possibly be afforded before 7th level by normal rules. Two: You cannot use TWFing with flurry because flurry IS TWFing. Three: Even if you could, the shadow only has one natural weapon, meaning you don't have two weapons to fight with (flurry bypasses this). In the end you have 2 attacks (3 at 6th level, 4 with haste) that do 1d6 strength damage. In the mean-time the enemy cleric has begun commanding you because you're undead type, or possibly bursting positive energy to heal the damage your companions are dealing while killing you. Sure, the tactic somewhat deadly, but has nothing to do with the rest of the discussion because these are special attacks that cannot be combined with normal TWFing for extra doses of the effect. If they could, they'd work with a manufactured weapon and...

It was off the cuff - but it looks to me like you can get two attacks from iteration, one from TWF, one from ITWF, and one for haste which is 5 attacks. So, ignore the haste. A regular fighter makes 2 iteratives. the TWF fighter is going to make 4. And because of the twf - is going to kill you.

The point is that for TWFing its never the direct hitpoint damage you have to look at -- its edge case balance issues - like str dmg.

As for the rest of it - Good luck commanding me as a monk. Especially since I can easily use str as a dump stat. Good luck on the bursting too. 4d6 (avg 14(save for 7)) vs 75-ish hp.

As for "they cannot be combined with normal TWFing attacks" I dont' really know what your saying. Regarding only having one natural weapon - it doesn't matter. Monks can use the same hand 5 times - or a foot, an elbow, and feral lets them use their natural weapon.

As for the money issue. Ok - whatever level you want. But personally its WAY easy to be way over money in PFS. The mods are joke easy.

I'm saying a couple things:

1) You cannot TWF that one natural attack. You can flurry it, but not TWF it. This still allows you 3 attacks (with haste) at levels 1-5 and 4 at level 6-7 (again with haste), and so on (assuming pure monk here). However, TWFing it would not be possible for two reason. One being that it's a natural attack (and those can't be used with iterative attacks, which is what TWFing is), and two being that even if it was usable with iterative it's only one weapon and you need two to use TWFing. Note that flurrying with a natural attack is an extremely unusual exception to the rule that a natural attack can only be used once per round.

2) This is irrelevant to the original discussion of "Can you use TWFing with a two-hander and unarmed strike." It doesn't matter if combing oddball effects of the natural attacks other things comes into play, because if they can be used with TWFing then it was already calculated for and will be usable with any TWFing combo, 2-hander involved or not.


cp wrote:


To me its just a question of
a). What do the rules actually say.
b). I think that allowing this brand of cheese spoils versimilitude a bit - it encourages archers to wear spiked gloves (which they never did)
and 2h reach fighters (and wizards) to have armor spikes or gauntlets or...
c) Finally I think its important to try to build a common understanding of the rules.

Like giving your example.. why you can't spring and vital. Why you can't spell cast and charge. Why the attack at the end of a charge is NOT equivalent to a move and an attack action.

a) The core rules do not account in their descriptions for odd weapons such as Armor Spikes, Blade Boots, Headbutts, Kicks and Barbarzu (sp?) Beards. These do not fit into the "hand" centric rules of TWF. Going by strictly RAW, a character would never be able to TWF with any of those weapons.

Luckily, each of these has specific rules text that discuss their impact and use in their employment as off-handed weapons.

a1 - Rebuttal & continuation) there is nothing firm - for or against - this style in the rules. 2H weapons with an offhand could be considered an "unlikely" scenario with the most general weapon configuration being present in the rules description for TWF.

I have a hard time believing that using a Longsword (1h) + Kick is totally legitimate for TWF, but placing the extra hand (which was not on a "limb in use") on the Longsword invalidates the fighting style.

b) Archers have more options to wear spiked gloves. In fact, they could take Quickdraw or Improved Unarmed Strike or wear Armor Spikes to threaten. Archers did not usually wear spiked gloves but they usually did have secondary melee weapons. They didn't have to worry about heavy armor or melee capability as they were usually a part of a greater military unit. I'm sure if the real world was like pathfinder (with AoOs) then every archer would have some way of threatening.

Why wouldn't everyone desire a way to threaten enemies around you? It's like saying why wouldn't every character want to improve their armor or saving throws or attributes? The more capable the character, the more likely is the outcome of survival.

c) We very much agree on getting to the bottom of this, but aside from Paizo's reluctance to incorporate this style in their adventures, I don't see much that would invalidate the combat style.


While I think taking an off-hand IUS attack with a 2-handed weapon would not be game breaking it does lead to a slippery slope.

The very first thing I thought after reading this thread was "If I can get a IUS while using both hands on a 2-handed weapon, why can't I take an IUS while wielding two weapons?" now I have three attacks and only spent 1 extra feat over 2WF. Then when I get I2WF I now have 6 attacks. And 9 with G2WF. That's up to 11 attacks a round at 16 if hasted. 12 if I'm a razortusk half-Orc. Obviously this is not RAW, but it's a very short leap from allowing 2-handed weapon and IUS to 2-weapon and IUS.

Liberty's Edge

Diskordant wrote:

While I think taking an off-hand IUS attack with a 2-handed weapon would not be game breaking it does lead to a slippery slope.

The very first thing I thought after reading this thread was "If I can get a IUS while using both hands on a 2-handed weapon, why can't I take an IUS while wielding two weapons?" now I have three attacks and only spent 1 extra feat over 2WF. Then when I get I2WF I now have 6 attacks. And 9 with G2WF. That's up to 11 attacks a round at 16 if hasted. 12 if I'm a razortusk half-Orc. Obviously this is not RAW, but it's a very short leap from allowing 2-handed weapon and IUS to 2-weapon and IUS.

Psst: The two-weapon fighting feats are the only way to get extra attacks from wielding extra weapons, and they only allow 1 extra one for each primary attack you normally receive (to a limit of 3 at the final feat). That means 7 attacks (8 with haste). Done. Over. Doesn't matter if you can wield 1000 weapons, you get 7 attacks.

(Multi-weapon fighting feat notwithstanding, but that's a monster feat requiring 3+ arms so it's safe to ignore.)


While I agree, it doesn't make sense that someone can use 2 hands on one weapon and still kick and I can't use 2 hands on 2 weapons and still kick. I'm just pointing out that that's not a far step.

Liberty's Edge

Diskordant wrote:
While I agree, it doesn't make sense that someone can use 2 hands on one weapon and still kick and I can't use 2 hands on 2 weapons and still kick. I'm just pointing out that that's not a far step.

You CAN use two hands on two weapons and still kick, you just won't get more attacks for it.

For example, a character with ITWF would have something like a +6/+6/+1/+1 to attack. They could take one +6 and one +1 with the weapon in their right hand, one +6 with the weapon in their left, and the last +1 with their kick. They got to use all three weapons in one full-round attack action, they just didn't get extra attacks for weapons beyond the second.

EDIT: The entire point of TWFing is to get one set of extra attacks on the condition that the additional attack be done with a different weapon/limb than the attack you normally have at that BAB level. The OP's question involved an unusual combination of two weapons, but a legal one nonetheless.


Diskordant wrote:
While I agree, it doesn't make sense that someone can use 2 hands on one weapon and still kick and I can't use 2 hands on 2 weapons and still kick. I'm just pointing out that that's not a far step.

The point is you're still using only TWO weapons. The amount of hands is irrelevant.


Use a greatsword and describe your attack as punching the dude or smacking him with the pommel or headbutting him or however else you want. You don't need to take five feats to describe punchin' a dude in the midst of your normal attack. If people give you flak over it then ask them what killed their imagination.

Edit: I dunno what or why the rest of you are arguing I just solved the problem like that.

Lantern Lodge

darn, i wanted to use the following three weapon combo with a rogue or a ninja.

Spring Loaded Wrist Dagger (Think Assassin's Creed)

Wakazashi

Kick

and make 9 whole sneak attacks, 10 with haste.

Shadow Lodge

ProfessorCirno wrote:
Edit: I dunno what or why the rest of you are arguing I just solved the problem like that.

I thought the point of the thread was the player wanting to get extra attacks from the TWF feats, and the OP wasn't sure if it was rules-legal.


Im not sure how my point is not getting across. So I'll try one more time.

I agree that the rules explicitly state you cannot attack with two weapons and a kick with just two-weapon fighting and IUS unless you either describe it that way or you use regular attacks from high BAB to use the kick

However if you tell your group that Steve will be using a greatsword in two hands and kicking using IUS, and Dave is going to have 2 claw attacks and kick twice using IUS, don't be surprised when George says he wants to attack with two weapons and IUS and doesn't see how it's any different then what thier doing because of some finicky statement about hands in the Bestiary, when things like the boot dagger exist.

Again I agree no 2weapons and IUS for 3 attacks at highest BAB -2.

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