TWF Fighter...Mobile Fighter vs Two Weapon Warrior


Advice


Half Orc
Str 18
Dex 16
Con 14
Int 9
Wis 10
Cha 7

Two Weapon Fighting
Weapon Focus: Kukri
Equipment 2x Kukri

I know this is pretty early on but I'm rusty on the martial classes (been doing a lot of experimenting with the arcane classes lately and loving it but wanted to return back to the class I first used in Pathfinder).

My main question is would a Mobile Fighter or the Two Weapon Warrior fbe better suited for a TWF build? I've read through the various guides and tried to pass off Kukris as 'close' weapons to my GM so I could be a Brawler with em but he wouldn't have any of it. So while I do enjoy the idea of the mobile fighter I'm kind of curious about the idea of going TWW. It seems like it's more suited for those fighters who ant to be dual wielding bastard swords or scimitars.

So what are your opinions?


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My pick is actually Weapon Master.


hilariously mobile fighter doesn't start being remotely "mobile" (compared to other fighters) until 11th level--though the bonus to attacking while moving at 5th helps, you lose weapon training for it, which hurts.

two-weapon fighter is nice with the various bonuses to defence and attack, and weapon master's early weapon training helps mitigate the TWF penalties earlier on.


Weapon damage die type really doesn't make much difference

D4 to d6 is +1 dmg
D6 to d8 is +1 dmg
And so on

Going from two short swords to two bastard swords is worse thrn being able to take gloves of dueling.


Dawnflower Dervish is the best TWF archtype - in my opinion at least.


TWW is the better choice, since you will eventually have no penalties for TWF, and you can use matching weapons on top of it.

Mobile Fighter has its strengths and weaknesses (better Bravery feature, somewhat weaker Weapon Training feature, limited but still available Armor Training), but none of it really pertains to TWF like the TWW is designed to do.

Dawnflower Dervish is the same way; it might be very effective with certain weapons, but it's ultimately not really impacting TWF like the TWW does.

Just like how a Two-Handed Fighter archetype focuses on Two-Handed Weapons, the Two Weapon Warrior archetype focuses on two weapons, and allows for the same weapons (as well as one-handed weapons).


They're two very different kinds of fighters. TWF archetype is about getting into position and staying there; it's more defensive in nature. Once you're established, you sit there and full-attack and maybe set up a Combat Patrol since you can make AoOs with both weapons and the Combat Patrol movement can help you re-position yourself to lay on a full-attack the following round. By contrast, Mobile Fighter is all about getting in quickly and skirmishing. But, ultimately, both are going to be out-done by a good Weapon Master.


By the way, brawler is also an amazing choice. Far better than TWF-archtype in my opinion.


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I prefer mobile fighter. It give you better AC and a better "bravery", and the pseudo-weapon training also works with ranged weapon (you can not always go melee).


Having loads of fun with my tww, I did a 2 lv dip into titan mauler barbarian for jotungrip, so I can duel wield two handed weapons. feats like step up to help reposition when needed. Juggernaught pauldrons to cast enlarge person on myself at will as often as I want. Havent decided whether or not I want cloud or storm giant hide armor yet but that is a ways away still.


Wasum wrote:
By the way, brawler is also an amazing choice. Far better than TWF-archtype in my opinion.

Yeah, too bad he couldn't trick his GM to get kukris as close weapons. Still, the cestus is nice, with the stats of a dagger and always being armed. Based upon the wording of the cestus description, you might also be able to use the hand for other weapons.


TWW will let you use both your weapons at standard action attacks earlier than any other archetype. This is the best thing you can do for your DPS, expecially if you consider feats like Two-Weapon Rend. Just make sure you have a way to "lock-down" your opponent. Generally the best choices are trip at low lvls, dazing assault at mid lvls and critical feats like staggering and stunning critical at higher lvls.


My inclination is actually no archetype. And switch the kukris for an orcish double axe.

That gets you better AC at any time you didn't just full attack and proper weapon training that works with duelist's gloves. By using a double weapon you get two handed attacks of opportunity and standard action attacks and charges, giving the benefits of doublestrike and equal opportunity from level 1.


Thanks for all of the replies so far guys. To answer some questions.

1: I know that the double axe is great choice for TWF but I wanna stick with the Kukris due to the great crit chance and for the flavor of being a knife wielding monster similar to Riddick

2: My main concern with Weapon Master (Kukri) or TWW is that early game I won't have much lockdown ability (With INT 9 I can't grab Combat Expertise and without that Improved Trip there isn't much i can do to guarantee that the target won't be moving away.

3: I am actually considering the vanilla fighter as well Atarlost but for a slightly different purpose. The main problem faced by TWF builds is if the enemy is mobile and has reliable disengage. I figure one way to alleviate this is take Light Blades as my first weapon group and simply keep 2 braces of throwing knives on my character and grab Quickdraw. If for some reason the enemy walks away I simply draw/ throw however many knives I can currently attack with and toss them their way. The damage will be reduced compared to the Kukris but it won't slow me down and I'll still have a reliable means to put the hurt one them. This is just an idea mind you, and one I'm sure that a rogue (Knifemaster if I'm right?) could probably do better.


Go Ranger and use a wolf for tripping.


Why throw dagger instead of pulling out a longbow with quickdraw? You will have a decent dex anyway if you go with a TWF build. You could also try to find a way to get pounce or go with Dragon style to charge over difficult terrain. Or course that opens you up to a full attack from them.

What book are bracers of throwing knives in and are they a magical item?

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