| Umbranus |
Everything that gives flat bonuses is good with TWF, at least on paper. Because if you have more attacks there are more attacks that get this bonus.
The problem is that you normally don't get a full attack from horseback.
But if you build a cavalier who uses his horse as a combat pet instead of riding it, sure more attacks are better.
But I think I would rather try to build a cavalier who uses one weapon and as many natural attacks as possible.
For order I would look for one that gives bonuses to hit the target of your challenge. That way more of your attacks hit.
One idea would be a tengu. You have a beak attack and one claw (the second hand is holding the sword). You get your full iterative attacks + bite + claw at -2 each. All of them get full challenge bonus to damage and hit bonus from order if any.
The problem with this build is that it only deals big damage during the challenge. Without it a THF build will do more.
kaisc006
|
These tales are false lol. TWF without a Ranger means bumping Dex causing more dump stats and without a Ranger/Fighter means feat starvation. Any Cavalier focusing on TWF is terrible on horseback which is the niche of that class. A Samurai (Sword Saint) works better but lets compare stat blocks:
TWF Samurai:
Str: 18
Dex: 16
Con: 12
Int: 10
Wis: 12
Cha: 7
2HF Samurai:
Str: 18
Dex: 14
Con: 14
Int: 12
Wis: 12
Cha: 7
From better hp, skills, and feats, a 2HF Samurai has so much more to offer.
| Pendagast |
These tales are false lol. TWF without a Ranger means bumping Dex causing more dump stats and without a Ranger/Fighter means feat starvation. Any Cavalier focusing on TWF is terrible on horseback which is the niche of that class. A Samurai (Sword Saint) works better but lets compare stat blocks:
TWF Samurai:
Str: 18
Dex: 16
Con: 12
Int: 10
Wis: 12
Cha: 72HF Samurai:
Str: 18
Dex: 14
Con: 14
Int: 12
Wis: 12
Cha: 7From better hp, skills, and feats, a 2HF Samurai has so much more to offer.
except less attacks.
kaisc006
|
except less attacks.
Sure a TWF has more attacks, but far less DPR per day of adventuring. The only way a TWF build would shine is during a full-round challenge. Aside from that he's sub par at fighting.
Meanwhile a 2HF has more feats to invest for DPR/versatility/survivability and is getting a better return off Power Attack.
| cnetarian |
Pendagast wrote:except less attacks.Yes but far less DPR per day of adventuring. The only way a TWF build would shine is during a full-round challenge. Aside from that he's sub par at fighting.
two words: mounted skirmisher
in general you are right but at higher levels TWF cavalier can work. That is pretty much the pattern for TWF builds though, most work at higher level but not at lower ones.
| Avatarded |
This is going to sound insane, but have we considered that you can dump strength entirely if you have Agile Weapon Enhancement +1, and Weapon Fineness, as a Halfling Cavalier? Anyone remember 3.5 Halfling Outrider? Because this is going to look really familiar if you do.
Agile Weapon Enhancement +1: Use dexterity instead of strength for damage, works the same as if you were using str (crit mods it etc). Allows you to more effectively TWF on one stat than on two.
Weapon Fineness with the TWF feats and Dex as a Main stat allow us to round out that stat-block. Using the stat-blocks provided we can move things around a bit.
Samurai/Cavalier: Tank & Flank:
Str: 10
Dex: 18
Con: 16
Int: 12
Wis: 12
Cha: 7
Recommended Race: Halfling (+2 Dex, Small)
Halflings may seem a bit silly at first (because you'll be using a pair 1d3 kukri) but a majority of this class's damage doesn't come from your weapon size. It comes from flat bonuses that you get along the way, which is after all, the reason we are even asking about TWF. In this case, if we have the agile weapons, and the above stat blocks, a halfling will start with 20 Dexterity, and weapon fineness. That's a +5 to hit right away and +5 to damage when your weapons have "Agile". At level 3 we can start working the TWF pole for more hits.Get a bow or light crossbow, too, for those off circumstances where it'll be helpful to have someone who isn't completely incompetent with one. After-all halfling starting with 20 dex.
(*Cough* Survival Hunter *Cough Cough*)
Being small lets us take a wolf for a mount, instead of a horse, because horses have a gennerally sucky progression. Cavalir Mounts start with Light armor proficiency insteald of share spell, first level Animal companions gain an additional bonus feat of the player's choosing and you'll want to take Medium Armor Proficiency so you can get your mount a brestplate. Later, a really nice breastplate.
The Wolf pet, which is fairly beast in it's own right gets a size upgrade granting it more armor, str, and con (costs 2 dex, but animal companion gets +2str/dex at that level so it's a wash). Because it's base size doesn't go up anymore we could start working on a Mithril Breastplate (Agile) for a really nice defense and a jumping off point for upgrades.
A note about agile, it allows you to run at normal speeds (x4 instead of x3, x5 instead of x4 with run feat) and reduces climb and Jump armor check penalties. This armor is not inherently magic, as it was added as base armor in the APG.
As an aside you could also get an amulet of Mighty-Fists in a fashionable collar for your wolf, to let it bypass dr, or just bring the flaming awesome.
What this means is that the pet stays viable for being your dedicated flanking partner as you progress. It could be considered expensive trying to gear the pet in addition to yourself so that's a decision you'd have to make on your own.
As for mounted combat there is really only improved charges that suggests you need to use it. You could simply use your mount as an armored flanking partner. Someone who you can always count on to give you a flanking bonus.
As a cavilir you gain some sweet options for the party without loosing everything of melee value. Outflank, for example, does not say it replaces the standard flanking bonus, so it would be +4 (feat bonus) in addition to the +2 for the flanking you and your pet (who is also your ally) will be regularly doing. You can spread this love to everyone, pet included, in 30 feet of you with your tactician ability.
There are also some party-friendly archetypes that don't cost you your ability to 'hit it in the face a lot' that you may want to look into as well as they benefit you as a part of the party, and the rest of the party as a whole.
Couple of noteworthy spells, Alter Self (Small) and Cat's Grace if buy the wands, then a wizard/sorcerer/bard will generally use them on you on your behalf.
Having Alter-self (small) cast on you increases your dex (+2) without actually changing your size (and optionally you can keep your appearance). Before someone complains at this, the text says "When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type." And there is a Paizo dev clarification that says you can. So, any humanoid, yourself included.
This is a polimorph effect (+2) and would stack with Cat's Grace Enhancement (+4) effect both are obtainable fairly early on.
Source Links
Armoring Creatures:
http://www.d20pfsrd.com/equipment---final/armor#TOC-Armor-for-Unusual-Creat ures
Amulet of Mighty-Fists:
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amule t-of-mighty-fists
Agile Weapon Enhancement +1:
http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abil ities/agile
Breastplate (Agile) [non-magic]:
http://www.d20pfsrd.com/equipment---final/armor
http://www.d20pfsrd.com/equipment---final/armor/agile-half-plate
Animal Companions:
http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions
Wolf Specifically:
http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#wolf
Alter Self:
http://paizo.com/pathfinderRPG/prd/spells/alterSelf.html
Cat's Grace:
http://paizo.com/pathfinderRPG/prd/spells/catSGrace.html
kaisc006
|
two words: mounted skirmisher
Any build that takes 14 levels to "work" doesn't work. Around that time game balance becomes broken anyways and rarely do campaigns stretch that far.
I whipped up a matchup between a 2HF Samurai vs. 2WF Samurai. Both builds chose the Ronin Order ability because its level 2 bonus is invaluable and order abilities that provide attack bonuses are too circumstantial. Here are the builds:
Str 24 (16, +2 race, +2 level, +4 Belt)
Dex 14
Con 14
Int 12
Wis 12
Cha 7
AC: 1 more than TWF due to Dodge
HP: 10 more than TWF due to Con
Fort Save: 1 more than TWF due to Con
Ref Save: 2 less than TWF due to COn
Will Save: 3 more than TWF due to Wis
Chosen feats/abilities:
lvl 1 Samurai: Weapon Focus (Katana), Power Attack
lvl 2 Samurai: Order (Ronin)
lvl 3 Samurai: Furious Focus
lvl 4 Samurai:
lvl 5 Samurai: Weapon Spec. (Katana)
lvl 6 Samurai: Dodge
lvl 7 Samurai: Iron Will
lvl 8 Samurai:
lvl 9 Samurai: Improved Critical (Katana)
lvl 10 Samurai:
Assumed Gear: +3 Katana, Belt of Str +4,
Attacks
Single Attack: +21 (+10 Bab, +7 Str, +3 Enh, +1 WF, -0 PA)
Single Damage: 1d8 +24 (+10 Str, +3 Enh, +2 WS, +9 PA)
Single Attack DPR: 32.063
Single Attack w/Challenge DPR: 43.313
Full Attack: +21/13 (+10 Bab, +7 Str, +3 Enh, +1 WF, -0/-3 PA)
Full Damage: 1d8 +24
Full Attack DPR: 49.876
Full Attack w/Challenge DPR: 67.376
Str 22 (16, +2 race, +4 Belt)
Dex 18 (+2 level)
Con 12
Int 10
Wis 12
Cha 7
Chosen feats/abilities:
lvl 1 Samurai: Two-Weapon Fighting, Weapon Focus (wakizashi)
lvl 2 Samurai: Order (Ronin)
lvl 3 Samurai: Power Attack
lvl 4 Samurai:
lvl 5 Samurai: Weapon Spec. (Wakizashi)
lvl 6 Samurai: Improved Two Weapon Fighting
lvl 7 Samurai: Double Slice
lvl 8 Samurai:
lvl 9 Samurai: Improved Critical (wakizashi)
lvl 10 Samurai:
Assumed Gear: +2 wakizashi, +2 wakizashi, Belt of Str +4
Attacks:
Single Attack: +16 (+10 Bab, +6 Str, +2 Enh, +1 WF, -3 PA)
Single Damage: 1d6 +16 (+6 Str,+2 Enh, +2 WS, +6 PA)
Single Attack DPR: 15.844
Single Attack w/Challenge: 23.969
Full Attack: +14/+14/+9/+9(+10 Bab, +6 Str, +2 Enh, +1 WF, -2 TWF, -3 PA)
Full Damage: 1d6 +16 (main hand) and 1d6 +13 (off hand)
Full Attack DPR: 38.251
Full Attack w/Challenge DPR: 59.501
In Conclusion:
Two-Handed Samurai
Single Attack DPR/Single Attack Challenge DPR: 32.063 / 43.313
Full Attack DPR/Full Attack Challenge DPR: 49.876 / 67.376
Two-Weapon Fighting Samurai
Singe Attack DPR/Single Attack Challenge DPR: 15.844 / 23.969
Full Attack DPR/Full Attack Challenge DPR: 38.251 / 59.501
A 2HF Samurai wins in every aspect (damage, skills, AC, HP, saves) with the exception of Reflex Saves. This myth is busted.
| Avatarded |
Stat distribution of your two handed guy makes me sad. By splitting stat focus you effectivly handycap him right away.
My TWF build starts with 20 dex, and gains +6 by the time you can use level 2 wands. Damage is dext based because of Agile Weapon enhanement. At level 3 to 4, the raw starting power of the TWF shames your 2HW. I don't mean to be insulting, it's just a fact that 20 > 16, or 26 > 22 assuming you got the bulls strength wand and used a medium base creature with medium alter self.
2d3+10 > 1d10+3. 2d3+16 > 1d10+8. et cetera and so on.
It is not unreasonable to have 200 to 400 plat by level 3 for the weapon enhancements, costing half that at 5 if you get a crafter in the party.
By the time your level 2 wands run out you should have the belt for dex.
kaisc006
|
I don't mean to be insulting, it's just a fact that 20 > 16, and 26 > 22 assuming you got the bulls strength wand and used a medium base creature with medium alter self.
Consumables(wands, potions, poisons, ect.) and crafting are not used when calculating DPR. If you disagree with my match up that's fine but please post your Finesse DPR build with calcualted DPR.
| Avatarded |
That's why I included them seperately and offered a comparible solution for your strength build.
It is also why I was using the pre-race-bonus statblocks you provided.
At level 1 with those stat blocks, a halfling would start with 20 dexterity. Even if you had a 20 strength human, we're looking at the same damage and hit bonuses but only being applied once at start, and TWF still wins out in that comparision (as they'd start in the same place, str and a half vs Dex + half Dex) and it's 2d3 vs 1d10 at that point. As the levels progress, TWF adds even more hits on the Two-hander.
The halfling could continue to dump level ups into dex, as it is the only stat required to do attack and damage with the above listed Agile weapon enhancement as you included +weapon enhancements in your damage comparision. Having a single stat focus, for both hit and damage, thus renders other stats completly unmentionable.
A high singular-focus build will always do more damage than a split focus build.
kaisc006
|
A high singular-focus build will always do more damage than a split focus build.
Just like a Str focus build will always do more damage than Dex. The reason I ask for your complete build with DPR is because it's the only way to prove a point. The problem with finesse builds is it requires one more feat to an already feat starved build and I believe won't dish out as much DPR as you think.
| Avatarded |
Some things not yet considered by the PRD you're sugesting.
1: My build is a Cavalier, not a samurai.
2: The pet, and how it is used, is as much a part of the build as anything else. On that note comparing a horse to a wolf is a joke*. Just as full round flanking does not compare to single attack at the end of a charge (for the animal as neither have pounce).
3: The Cavalier has weapon proficiences the Samurai just outright doesn't, this gives flexibility in both emergancies and general planning.
3a: Martial Weapon prof. gives us the mighty Kukri, which has a higher crit range than Wakazashi (exotic short-sword).
3b: Situational factors such as Disarm, or Sunder. A Samurai trying to use any non-samurai weapons would be completely hosed. A Cavalier is momentairily set back but can use another weapon.
*Though they don't start with it, Wolves can be traned with their remaining natural weapons (weapon proficiency: Claws), and can be given Rend as a feat, raising their full round to up to 4 claws, a bite, a rend, and a trip attempt. Horses use hooves with which you can not rend, they also do not get trips with their bite. The level 7 horse also has 18 base strength to the Wolf's 21.
| Azaelas Fayth |
TWF Cavaliers/Samurai are more or less only using their mount for transit and as a Combat Buddy.
I have a TWF Cavalier who used the Standard Bearer Archetype. Is it powerful? Yes. Is it optimal? No. Is it fun and Feasible? Yes.
In the end, It is better suited for RAS as is nearly every TWF build. It is do-able in a PBS but requires a pretty hefty amount of skill, planning ahead, and frugal gold spending.
kaisc006
|
1: My build is a Cavalier, not a samurai.
A TWF Samurai will be optimal over a TWF Cavalier due to access to fighter feats and less mounted focus. You're TWF for instance cannot get weapon spec., greater weapon focus, or greater weapon spec. for example.
2: The pet, and how it is used, is as much a part of the build as anything else. On that note comparing a horse to a wolf is a joke*.
You do have a point about using a wolf to fight with you and am curious about how its DPR will look. But a Samurai could have a wolf as well.
3: The Cavalier has weapon proficiences the Samurai just outright doesn't.
Samurai have more weapon proficiency than Cavaliers. They are proficient with martial weapons and the exotic katana and wakizashi
4: Kukri have a higher crit range than Wakazashi.
They both have the same crit range. And it is 15-20 not 16-20.
5: Situational factors such as Disarm or Sunder
Any build that focuses in one weapon will be hindered by these but they are situational and rare. The key to optimization is preparring yourself for things you can control (damage output>saves>=AC) rather than prepping for minor cases such as disarms.
But once again I'll ask for a build. Not "I have 26 Dex" ect. You must post a full build like my above ones or anything you say is arbitrary.
| AndIMustMask |
AndIMustMask wrote:11thPendagast wrote:two weapon warrior and mobile fighter address this, 14the level is a long time to wait for mounted skirmisher, but it is pretty cooldoesn't the mobile fighter only 'address' that at 15th level?
ah, my mistake. didn't have the srd on-hand. carry on then.
3a: Martial Weapon prof. gives us the mighty Kukri, which has a higher crit range than Wakazashi (exotic short-sword).
er, what?
www.d20pfsrd.com/equipment---final/weapons
http://www.d20pfsrd.com/equipment---final/weapons/eastern-weapons
(i'm sure you can ctrl-f and find them)
kukri: 1d4 (medium), 18-20x2 crit, 2lbs, slashing
wakizashi: 1d6 (medium), 18-20x2 crit, 2lbs, piercing or slashing, deadly property.
seems the wakizashi's a tad mightier. also, same crit range.
| Avatarded |
The size restrictions still apply to the picking of a mount, A medium sized samurai could not start with a wolf. All small races take a racial penalty to their strength which is not optimal for Strength built characters.
As for a full build, what you've got for feats is pretty standard. The hardest part of the TWF character is generally the first 4 levels, and that's as far as I plan them usually. Up to level 7 with pets involved when I am sugesting viability to another player.
For a level 7 build we're looking at what I would consider fairly obvious, assuming we go again with samurai (they have the same pet stipulations)
Base Character:
Start with:
Tank & Flank
Str: 10
Dex: 18
Con: 16
Int: 12
Wis: 12
Cha: 07
Apply Hafling, or Goblin where avaiable (Assuming you can't get negative charisma'd to death).
All on level attributes to Dexterity.
Goblin Cavalier - Knight Errant
Race Attribute Modifier -2 Str, +4 Dex, -2 Cha
Size Modifiers:
+1 Ac, +1 Attack, -1 CMB & CMD, +4 stealth
Skilled +4 to Stealth (on top of small sized) +4 to Ride
For Flavor: Lawful Evil, Black Daimio of The Chain Forger (Goblin Deity of War and Slavery)
Tank & Flank
Str: 08
Dex: 22 (23 @4, 24@8, 28@8 w/ +4 belt)
Con: 16
Int: 12
Wis: 12
Cha: 05
Feats:
1: Weapon Finesse,
1: Tactician - Precise Strike (teamwork)
3: Two Weapon Fighting
5: Piranha Strike
6: Improved Two Weapon Fighting
7: Hammer the Gap
Wolf Pet:
Str: 13
Dex: 15
Con: 15
Int: 2
Wis: 12
Cha: 6
Natural Armor +2
Size Up at 7:
+8 Str, -2 Dex, +4 con, +2 Natural Armor
Level 7 Companion Bonuses:
+2 Str +2 Dex +4 Natural Armor, +1 Ability score (at 4th level)
Starting Stats:
Str: 23 (27 [23+4] Saddle as belt)
Dex: 15
Con: 19
Int: 3*
Wis: 12
Cha: 6
Natural Armor +8 (stacks with equipt armor such as breastplate)
Feats
Rebuild: Scent is replaced for Medium Armor Proficiency.
1: Weapon Proficiency: (Claws)
2-4: Power Attack
5-7: Rending Claws
*A creature with 3 or more intelligence, is considered intelligent for the purpose of learning languages (1 minimum even though they can't speak they can understand) and being able to be reasoned with. An int 3 creature no longer requires handle animal checks to get it into combat and can learn a routine if prompted enough times. (Get behind him and eat'em!) If your GM does not require handle animal checks to manipulate your animal companion, place the level up point into strength.
First thing you may notice is this is still a Cavilier, I felt that the combination of Team Percise Strike (Teamwork) and Hammer the Gap more than made up for the lack of weapon focus and weapon specialization, which together, take up a great number of feats themselves. Specifically, because I feel that the extra 1d6 damage a strike (which doesn't have the same requirements to perform as Sneak Attack) should count as my damage regardless of which team member in 30 feet actually issue the damage, as it is damage coming from my class features. Outside the context of self, and pet, this number becomes arbitrary however.
Sufficive to say, Pet starts with 3 attacks, and I start with 2, so that's an extra 5d6 if they all hit.
Generally speaking, I don't like getting power-attack, in this case Piranha Strike earlier than 9, and that's when I'd get Piranha Strike. Just making you aware that it exists for fineness builds.
As this is my character, I take rend instead, since it also benifits from Hammer the Gap.
Early on the Accuracy is that important to me than Power Attack damage which is hit or miss. Though it is there for later.
For those not keeping score at home, the weapons are a pair of +1 Agile, Keen Kukris. (total +3)
The Wakizashi is clearly listed as a shortsword in the ninja discription, and it is listed nowhere on the weapon list (Searching for Wak yields no results). It is effectivly a short sword (1d6 19-20/x2) and not a kukri (1d4 18-20/x2). Searching the site yields it's item discription, where it is called a short blade, but not it's actual stats.
| AndIMustMask |
The Wakizashi is clearly listed as a shortsword in the ninja discription, and it is listed nowhere on the weapon list (Searching for Wak yields no results). It is effectivly a short sword (1d6 19-20/x2) and not a kukri (1d4 18-20/x2). Searching the site yields it's item discription, where it is called a short blade, but not it's actual stats.
that is exactly why i have that funny little link to the eastern weapons directly below the first, but perhaps i should have clarified more:
kukri stats can be found in the regular weapon link, while the wakizashi can be found in the eastern weapons link. so sorry.
| Avatarded |
Ah, so it is, my mistake. The difference between Small Waki (1d4) and Kukri (1d3) (playing a dex heavy small race) is nearly negligable for the build.
I prefer not using hard to obtain weapons, which most GMs would agree that exotic weapons (in terms of being eastern) are hard to obtain, especially exotic weapons (again in terms of being eastern) requiring Exotic Weapon Proficiency feat (my build is not Samurai and does not gain the free proficiency).
| AndIMustMask |
i understand completely, my whole beef was that you compared the wakizashi to a shortsword (though you had a source for that), and said a kukri had a higher crit range.
kaisc006 already addressed that both classes have the same basic proficiencies in everything (actually the samurai has more, but you get the point).
| Avatarded |
I was thinking more of Human Sword Saint with a Halfling Cohort.
If I was doing it with a Human (picking up the Wolf at 7 with GM permission) My halfling cohort would be a Disable/Pickpocket type rogue with Pass for Human. We'd make a Trio of it. Like, Little Read Ridinghood, the Huntsman, and the big bad wolf.
kaisc006
|
Str: 10
Dex: 18
Con: 16
Int: 12
Wis: 12
Cha: 07
I started to crunch numbers for you then realized this is a wrong point buy. We're working with a 20 BP and you have 26 here:
Str: 10 (0 points)
Dex: 18 (16 points)
Con: 16 (10 points)
Int: 12 (2 points)
Wis: 12 (2 points)
Cha: 07 (-4 points)
At first I thought this was your BP but then you later apply the Goblin Stat changes. Please put up a proper BP for your goblin then I'll crunch.
Also, with your wolf you can't take weapon proficieny (claw) and suddenly gain secondary attacks. You're stuck with only bite.
| Avatarded |
I am generally not aforded the option of a Point Buy system, thus I merely took the stats you previously provided for the TWF Samurai and re-ordered them. If they don't make sense to you, I can't account for that as I myself did not come up with them. The cited post has no reference to any miscilanious additions to the base stats and implies that the stats represented are for level one characters. As no race was referenced I am forced to assume it had not yet been determined, and the racial modifications had not been applied, else it would have been stated.
Spoiler:These tales are false lol. TWF without a Ranger means bumping Dex causing more dump stats and without a Ranger/Fighter means feat starvation. Any Cavalier focusing on TWF is terrible on horseback which is the niche of that class. A Samurai (Sword Saint) works better but lets compare stat blocks:TWF Samurai:
Str: 18
Dex: 16
Con: 12
Int: 10
Wis: 12
Cha: 72HF Samurai:
Str: 18
Dex: 14
Con: 14
Int: 12
Wis: 12
Cha: 7From better hp, skills, and feats, a 2HF Samurai has so much more to offer.
For the purpose of detailing this progression, I assumed the stats you were addressing were as they were represented and utilized them accordingly. In referencing a counter sugestion I noted that 'even if you were human, and applying a +2 strength...' to indicate a comperable comparision with racial modifiers.
I fail to see how the BP could work for your original post, and not mine, under these listed circimstances.
Claws:
They're not secondary attacks, they're primary, just as a horse's secondary hooves magically become primary once they're wartrained, because the wolf is combat trained with them that's what weapon proficiency means.
That's why it takes a feat, because they were previously unfamilier with using them in combat (like improved unarmed strike) but thanks to the training they are now familier with them.
In fact, a wolf could attack with them untrained, exactly under the same rules of Unarmed Strikes, and provoking Attacks of Opertunity is exactly why they dont.
As for natural attacks themselves:
The Companion Chart is not unlike the Eidolon Chart. Note that, the Eidolon is the only monster in the entire Paizo repertoire that Paizo thought to give a chart of natural attacks to. They are also the only creature originally designed to spontaniously become proficient with other means of natural attacks outside the reference of the Animal Companion's Weapon Training with their own Natural Weapons.
In all the beastiary rule books, the topic of leveling monsters with natural attacks is never once discussed in reference to spontainously gaining an attack type, not even hinted at. In fact, the monster creation information also implies that the monsters made are for player destruction and do not gain levels themselves, there is no reference to further improvements on the created creature as it gains experience.
Natural Weapon Proficiency, like Improved Unarmed fighting proficiency, does not rely on your body spontaniously evolving more dangerous parts, but working with what you've got, and no one will disagree that wolves have claws. Further, Weapon Proficiency, like Improved Unarmed, makes your attacks lethal, and well trained, which is the qualificiations of a Primary attack. Even though they aren't known for using them as other animals are.
Thankfully however, there is already precident for (dozens in fact) when a creature spontaniously sprouts natural weapons, and how to handle it. Generally following the monster rules of "dump every natural attack in at once at highest BAB."
Example 1 When players get natural weapons.
Natural Attacks Summary:
Now I for one, feel more comfortable when referencing a leveling (growing or evolving if you prefer) monster, to use the Eidolon's base natural attacks, and limiting the creature to an appropriate quantity for it's level, assuming the creature has an equal number of natural weapons to accomidate. As the very deffinition of gaining experience is the same as evolving: to grow from experiences, adapt to circimstances, and change for survival.
The fact is that a monster is known to use every natural weapon they are trained in from the get-go, where as secondary weapons are not unlike the untrained penalty (-4 for people because we generally know what end to point the dangerous part). This is why Warhorse goes from Primary Bite, and two Secondary hooves, to two Primary hooves and a primary bite after training. Training that, mind you, did not take up a feat slot as our "Monsterous Improved Unarmed Strike" does.
What anything to the contrary is sugesting is that some creatures simply will have more attacks a round, regardless of how many weapons they are proficient with, just because they recieved a few days training and they happen to be a certain species.
This is laughably unballanced a concept for a creature that levels especially when we're referencing that the two creatures in question have the same exact BAB.
Further an equal level animal companion and Eidolon will have the same BAB regardless of selected evolutions, this would sugest the Natural Attacks per level rule of Eidolon is Universal for leveling monsters.
kaisc006
|
I'm going to refrain from crunching at this moment. I could go ahead and build the goblin for you, but would rather have you give me proper BP stats to avoid any further debate. You don't understand the BP system. My stats are including the Human +2 racial bonus.
TWF Samurai:
Str: 16 (10 points) +2 for race becomes 18
Dex: 16 (10 points)
Con: 12 (2 points)
Int: 10 (0 points)
Wis: 12 (2 points)
Cha: 7 (+4 points)
In addition, you're using things that aren't RAW. You cannot simply take weapon proficiency (claws) and suddenly gain a natural attack. Sure if you want to homebrew and the GM approves it's ok. But if you're going to debate something on the boards you must use RAW.
| Avatarded |
In addition, you're using things that aren't RAW. You cannot simply take weapon proficiency (claws) and suddenly gain a natural attack.
Actually, I do understand the BP system, and assumed that you were not using it because you completly failed to identify any of the steps you had taken. As for my Build, con can be reduced by 4 attribute points (the required 6bp) and have no visible impact on the build itself.
Str: 10 (0 points)
Dex: 18 (16 points)
Con: 12 (2 points)
Int: 12 (2 points)
Wis: 12 (2 points)
Cha: 07 (-4 points)
Further, if you want to address the raw exculsivly. Please explain to me how Player Characters can do exactly this and gain several natural attacks, and why Monsters can not.
I am all for using the Raw to justify my stance, and to point to sources when they exist. I am also for pointing out when Paizo completly bumble-fudeged something.
kaisc006
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Further, if you want to address the raw exculsivly. Please explain to me how Player Characters can do exactly this and gain several natural attacks, and why Monsters can not.
A character does not select weapon proficiency (bite). There are specific feats, such as tusked, that allow this.
Unarmed Attacks are not Natural Attacks. They are considered light weapons. See Unarmed Attacks. A key phrase here is "Unarmed Strikes do not count as natural weapons".
| Avatarded |
There is not, not a weapon proficiency for claws.
For every weapon that a player character can use but is not trained in by their class, they can take a weapon proficiency for said weapon. Commonly there are weapon groups, but there is also exotic weapon proficiencies for weapons they may posess but not be trained in.
"Unarmed weapons" are any part of the body (headbutt, knee to the gut, etc), such is the padded foot of a dog. By virtue of the claw being un-trained it is indistinguishable from the remainder of the body, and is simply a feature like the snout or haunch. Though still exists as a damaging portion of the body when trained (as with large cats and human's fingernails [see witch class]).
If the animal possessed sufficent intelligence (as mine does) to overcome the base animal instinct, it could perform an unarmed strike on it's own accord, such as with it's haunch (jumping off a crate and butt slamming someone) or heel-kick someone like a mule.
These unarm strikes would be exactly the same as the player unarmed strikes by virtue of meeting the same qualifications and requirements. They'd be light weapons capibile of being TWFed such as boxing or pawing and at a -4 penalty, provoking AoOs.
The animal instinct prevents this as it would cause an attack of opertunity against the performing creature and it knows it. The fact that you can Handle Animal into a situation where it knows it can get hurt, means you can do exactly that for other similar situations.
Exactly the same as how a long finger-nailed witch can take a feat to grant her 2 natural claw attacks.
kaisc006
|
"Unarmed weapons" are any part of the body (headbutt, knee to the gut, etc), such is the padded foot of a dog.
Technically, if your wolf boosted its intelligence to 3, you could get improved unarmed strike. However that does not mean two natural attacks. You simply have an unarmed strike. At 10th level, you would only get one unarmed strike at +6 BAB because animal companions do not gain additional attacks based on BAB. Since you already have multiattack, there's no point in taking it.
| Avatarded |
I have given my input, and like always, there is some tiny little thing, completly imovable by reason, that no one is willing to do their own research on, that I have already beat to death in great detail.
I am now done with this thread. There will be enough for the OP to read, and take to his GM when he comes back anyway.
We have, through the course of discussion verified that, regardless of the concensus on 'natural attacks' that both the TWF Cavalier, and the TWF Samurai are completly viable, and have perks worth considering.
That's enough for me.
| Umbranus |
In Conclusion:
Two-Handed Samurai
Single Attack DPR/Single Attack Challenge DPR: 32.063 / 43.313
Full Attack DPR/Full Attack Challenge DPR: 49.876 / 67.376Two-Weapon Fighting Samurai
Singe Attack DPR/Single Attack Challenge DPR: 15.844 / 23.969
Full Attack DPR/Full Attack Challenge DPR: 38.251 / 59.501A 2HF Samurai wins in every aspect (damage, skills, AC, HP, saves) with the exception of Reflex Saves. This myth is busted.
To come back to my previous point that the best way for a cavalier (or samurai) to ad damage is doing it via natural attacks not TWF.
If you just add a bite (gained via adopted trait) to your 2HF Samurai he looses nothing (except the trait) but gets a bite at +12 to hit dealing 1d3+13 damage on a challenge. (without PA)If you don't like the adoted trait you can be a half-orc or take racial heriatge (half-orc) instead. In the long run you only have to sacrifice dodge for it.
I'm not that good at calculating DPR but I guess it should go up a few points.
| hustonj |
My Jade Regent character is an all-Dex build Two-Weapon Warrior Archetype Fighter dual-wielding +1 Agile Wakizashi. We've made Level 12 so far.
He's doing 6 attacks a round at +23/+23/+18/+18/+13/+13 (+12 BAB, +7 Dex [belt included], +1 Weapon, +2 WF Feats, +1 Improved Balance, -2 TWF, +2 Twin Blades) for 1D6+14 (+7 Dex, +1 Weapon, +4 WS Feats, +2 Twin Blades) with a threat of 15+.
When he is limited to a Standard Action, he still attacks at +21/+21 (loses Twin Blades) for 1D6+12 and a threat of 15+. The Archetype trades having constant access to the weapon group bonuses for eventually negating the TWF penalty and allowing the use of BOTH weapons for AoOs and Standard Action attacks. For PFS play, none of those bonuses will be available enough for the trade to be a positive one.
The people who demand that Str is mandatory for a combat build always use Str-based builds and Str-based tactics to prove their point. Ignoring Dex-based builds and Dex-based tactics doesn't make being Dex-based bad, it just means you won't let go of your existing paradigm.
Yes, the Synthesist Summoner outperforms my character in damage dealt. That has to do with him using an aberration-based build with as many natural attacks as I get total, also having an iterative weapon attack, and having a primary attack attribute score 10 higher than mine . . ..
kaisc006
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My Jade Regent character is an all-Dex build Two-Weapon Warrior Archetype Fighter dual-wielding +1 Agile Wakizashi.
TWW is a totally different beast and one that makes TWF manageable. My main problem with Dex builds is they are useless unless you have Agile Weapons. I play mainly PFS and would hate to go through over half my career without two +1 agile weapons.
Also, a 12th level Fighter (Two-Handed) would only have three attacks but with his first attack would pump out 2d4 +32(+12 Str, +4 WS, +2 WT, +12 PA, +3 Ench) and the other two 2d4 +36 (due to backhanded swing) with a 15-20 crit as well. You can land more possible crits and utilize critical feats, but he will do more DPR. Why do fancy tricks when you can just kill something?
And btw this is nothing against your character it sounds like you have a well built TWW. Just with optimization, it is very difficult for TWF to pull ahead of 2HF.
If you just add a bite (gained via adopted trait) to your 2HF Samurai he looses nothing (except the trait) but gets a bite at +12 to hit dealing 1d3+13 damage on a challenge. (without PA)
The adopted trait doesn't give you bite. This is a common misperception. Adopted allows you access to race traits not racial traits. Race traits are found HERE while racial traits are those within the race's description (such as the half-orc's toothy).
But if you're a half-orc, absolutely you should gain a bite.
| hustonj |
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hustonj wrote:My Jade Regent character is an all-Dex build Two-Weapon Warrior Archetype Fighter dual-wielding +1 Agile Wakizashi.TWW is a totally different beast and one that makes TWF manageable. My main problem with Dex builds is they are useless unless you have Agile Weapons. I play mainly PFS and would hate to go through over half my career without two +1 agile weapons.
Also, a 12th level Fighter (Two-Handed) would only have three attacks but with his first attack would pump out 2d4 +32(+12 Str, +4 WS, +2 WT, +12 PA, +3 Ench) and the other two 2d4 +36 (due to backhanded swing) with a 15-20 crit as well. You can land more possible crits and utilize critical feats, but he will do more DPR. Why do fancy tricks when you can just kill something?
And btw this is nothing against your character it sounds like you have a well built TWW. Just with optimization, it is very difficult for TWF to pull ahead of 2HF.
You ignore the difference on a Standard attack, and go for a +3 weapon instead of adding 2 different energy types. The first is self-serving in this discussion, as you refuse to acknowledge the point where all typical combatant builds are inherently weak but the TWW has a unique advantage. You are also ignoring the attack penalty paid for using Power Attack. It is not insignificant. The second is just a poor choice, I think. Hardwiring a +2 attack & damage instead of giving up the +2 to hit for +2D6 damage which can directly bypass DR (or be ignored sometimes due to immunities). As a rule, the energy dice are better for damage output.
Oh, and the Critical Feats start stacking next level. Every crit can impose 2D6 cumulative bleed? That is actually my SECOND choice. Cumulative duration of an inability for my opposition to take full round actions is far more powerful in most combats. Few opponents are built to be most effective in a standard action . . ..
I also play a flail-weapon-group-based fighter whose schtick is to prevent the opposition from doing harm. Somebody else can kill them. He'll buy them whatever time they require to make it happen.
If all you think fighters are for is the race to zero, you have chosen to pretend that you're playing a main-stream barbarian. Nothing wrong with that if you enjoy it, right up until you start telling people they are wrong not to play the game the way you want to play it. At that point, you're wrong.
The Fighter is designed to excel in combat through having the most OPTIONS and the most opportunity to adapt to a variety of circumstances. Any overly-focused build can be great within it's own lane, but Fighters are supposed to work on the entire highway, not just one lane.
| Pharmalade |
There are other advantages to TWF on a cavalier. Not least of which is Tactician, which makes Precise Strikes a grand way to up damage in lower levels and you're rogue will love you with everyone now incentivised to flank. Take outflank at 9th and you get a bonus to hit.
There are order abilities that up your ability to hit. Order of the Cockatrice gets a +2 morale bonus while fighting an intimidated opponent, and can use their bonus Dazzling Display as a standard action (vs the normal full round). This is my top pick for a TWF Cav, especially if going beast rider since you get another boost to damage if you fight your challenge alone, without a flank buddy.
Order of the Shield gets a nice boost to hit if your challenger gets a hit in on your buddies. This boost scales with level. It is less good with a beast rider as their second level ability doesn't work with medium armor.
Order of the Seal gives you a free maneuver on a full attack, and trips give bonuses to hit. Otherwise the order is uninteresting.
Order of the Swords is better for charging, but as long as you intend to stay mounted you get to-hit bonuses.
For a TWFer, take the Beast Master archetype and level into the Dinonychus/Velociraptor. Your teamwork feats become all the better, and you can ride your pouncey companion into battle and then dismount and move into flank rather than attacking. (Should be legit, the mounted combat rules are not well worded.) Take Pack Attack along with your ensmartened mount and any hit your mount makes while you ride it gives it a free five foot step (on the first hit) allowing for easier flanking.
I assume you're a Halfling given their applicable bonuses and favourable small size.
I wouldn't go beyond Improved TWF really.
kaisc006
|
You ignore the difference on a Standard attack, and go for a +3 weapon instead of adding 2 different energy types.
+1 attack and damage yields greater DPR than 1d6 energy. As for Power Attack, the penalty is far more significant to a TWF than a 2HF. And standard actions, the 2HF is still doing higher DPR with only one attack and he's been doing it since level 1.
Oh, and the Critical Feats start stacking next level. Every crit can impose 2D6 cumulative bleed?
Bleed is cool, but why make something bleed when you deal enough damage it dies?
And you mention versatility... A 2HF is more versatile than a TWW because he has more feats to spend.
| hustonj |
But when every argument you make supporting the build is that nothing can beat it and nothing has to change because what you've got is perfect, versatility is NOT one of your selling points.
When you spend all your effort telling people that they have to build and play their characters the way that you tell them to, you are attempting to be a dictator, and need to be stopped.
Playing a table-top RPG is NOT about the numbers. It is about social interaction and entertainment. Frequently, efforts to make the numbers "better" sideline and attempt to ignore the parts of a table-top RPG which have kept it a distinct form of entertainment over the bast 30+ years.
Quit telling people how they have to build characters and how they should play characters. Help people come up with (or expand) ideas that they will enjoy, not ones that you will enjoy or that you think are acceptable.