Help need an off hand


Advice


Hey guys i am playing a CMB two-weapon fighter and i need help with my off hand. I am using 2 flails one of which is a +1 Dueling light flail that cost me 8308gp. Now im having trouble finding a enchant for my off hand weapon i only have 3k gp to spend on this weapon any idead would be greatly appreciated.

Grand Lodge

Depends.

Post your build, and then we can move from there.


Two flails?

Penalties.

Penalties everywhere.

Grand Lodge

There is no "Light Flail" by the way.

There is the Flail, a martial one-handed melee weapon,

the Heavy Flail, a martial two-handed melee weapon,

the Dire Flail, an exotic two-handed melee double weapon,

and the Flailpole, an exotic two-handed melee reach weapon.

Scarab Sages

He could be using a small flail, that would be considered 'light' but also having a -2 penalty for being incorrect size... not sure if that is a win or not.


battle poi, bladed scarf, chain spear, dire flail, double chained kama, flail, flying blade, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip are all flails...


blackbloodtroll wrote:

There is no "Light Flail" by the way.

There is the Flail, a martial one-handed melee weapon,

the Heavy Flail, a martial two-handed melee weapon,

the Dire Flail, an exotic two-handed melee double weapon,

and the Flailpole, an exotic two-handed melee reach weapon.

PRD wrote:
A few weapons had their names altered to be consistent with how other weapons are named; for example: "flail" and "heavy flail," are now called "light flail" and "heavy flail."

From Ultimate Equipment. What used to be the Flail in the CRB is now the Light Flail as of UE to be consistent in naming. It's still a one-handed martial weapon, though so, unless he's actually using the Two-Weapon Warrior archetype, he's gonna be eating -4/-4 penalties unless he's using a medium light flail + small light flail in which case he only suffers a net -2/-4 penalty.


I am a two weapon fighter
str-20
dex-16
con-17
int-14
wis-16
cha-14

Feats:
armor proficient(Light-heavy)
Break Guard
Combat expertise
Fury's fall
greater disarm
Improved disarm
improve trip
Martial and simple weapon proficiency
(tower)Shield proficient
two-weapon fighting/defense

AC-20 (+1 Vital guard mithral chain shirt, +1 amulet of natural armor)
CMB-12 (16 disarm 17 trip)
CMD- 24 (26v. Disarm and trip)

+1 Dueling light flail +10 1d8+6
+1 Light flail +8 1d8 +3

I am making this character a CMB based fighter so my next feat i am taking is greater trip which allows AoO when i trip them


He could possibly dual wield light flails as a two-weapon warrior archetype for fighter, but that requires a level 11 ability to pull off effectively (where the archetype allows you to either have less penalties for normal TWF or TWF with two one handed weapons without extra penalties)

Personally, I am usually peeved if I can't get the basics of my style down by level 3. Do you want to spend half of your character's levels either facing harsh penalties or having some other weapon in the off hand? More than half really, since most campaigns do not reach level 20.


In our campaigns the most common BAB is 3/4. Many "front liners" are Clerics, Oracles, Magi, with the choice of Full BAB characters often being rare.... so when the occasional FULL BAB character chooses to dual wield say Twin Dwarf Axes? (with a -4/-4) it's usually not noticed too much (yes I often modify certain ridiculous AC's)
Normally we don't have the FULL BAB classes dot he min/max thing which would unbalance our style of play (the guy would never miss otherwise...)

there is also ye old "oversized two weapon fighting feat" which obviously inst PF.

Personally, I've never understood why fighting with a longsword and a short sword is easier and more accurate than fighting with say...two rapiers.

It's a dumb core rule I think.

Edit: also consider that weapon focus, great focus and weapon specialization ALL apply to both weapons in each hand, instead of spending feats separately for both. Thereby offsetting or completely nullifying those 'horrible' penalties.


since scorpion whip is still in the "flails" category, and this were my character, I'd keep the main hand a flail, and since Im a fighter, and benefit from such things as having weapon categories....
(weapon training.... totally under used... I think this should extend to other classes....ie the barbarian, cavalier, ranger, magus etc shouldnt get ALL martial weapons... but have to choose weapon categories, but also be able to spend a feat to get access to weapon training 1, 2, 3)

spending the feat on scorpion whip lets you still use weapon training, and adds the opportunity to gobble up some of those cool whip master feats which can tie in really well to your cmb fighter.


ok but how does this relate to my question about an off hand weapon enchant for 3k gold


If you're a Human (or count as one ie. H-Elf), you can take the Martial Versatility feat which lets you apply one "specific weapon" feat (ie. Weapon Focus, Improved Critical, etc) and spread the benefit over all weapons in that fighter weapon category (ie. taking Martial Versatility for Weapon Focus (Light Flail) will give the +1 attack bonus to all weapons in the Flails weapon group). Martial Mastery does the same thing, but for all feats (so you'd get the benefit for Weapon Focus, Improved Crit, Weapon Spec, etc).

How it relates is that which weapon you decide to go with may or may not have an impact on what enhancements would be best to place on it.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Considering the 3,000 gp budget, the choice is pretty simple, really.

+1 light flail. 2,308 gp.

Get another 6,000 gp and we can start talking about what else to put on it.

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