Multiweapon Fighting Build


Advice


Before I say anything, thank you MasterOfTheDarkTriad, DragonchessPlayer, and Dustyboy for planting the idea in my head.

The following build has the goal of achieving as many attacks per round as possible while dealing masses amounts of damage. The group already has a party buffer, but no one sees the usefulness of Enlarge Person, so that's why I took one level in cleric for the domain.

Race: Kasatha (has four arms)

Base Stats are as follows (dm rolled them out)
Str: 18
Dex: 19
Con: 16
Int: 15
Wis: 14
Cha: 13

Titan Mauler 2/Crusader of Growth (Cleric Archetype) 1/Fighter for the rest of it

1 - Multiweapon Fighting
2 - Jotungrip (Not sure where to go with the rage power. Any suggestions?)
3 - Weapon Focus (Falchion), Power Attack
4 and up - Feats and abilities focusing on granting more attacks per round and bonuses to strength and wielding a falchion

Estimated Weapons: 4 +1 Falchions

Penalties first:
Main Hand -4 (two-handed weapon with one hand and MWF fighting penalty)
Offhand -8 (as above)
Swing at level 6 -5
Swing from ITWF -9
Power Attack -2

Bonuses second:
+1 from WF(falchion)
+10 to str (enlarge person, bull strength, and rage)
+1 from +1 falchions (this is estimated. I might have a +2, but we're keeping this simple)
+5 BAB
+1 from Haste

Result:
+6/+6/+2/+2/+2/+5/+3

Damage per swing (assuming Double Slice is in there):

2d6+18 per successful hit

Any thoughts?


Lol when did I help inspire this?


What level is this figured at? Those are really low to-hit bonuses...


Well, just to state:

You have multiweapon fighing, so the base penalty for using 4 weapons (none light) would be a -4 to all attacks. You also take another -2 from using Jotungrip to wield 2 handed weapons one handed.

So, its a -6 to attack with all hands before considering anything else. Can you actually state which level your doing these calculation at because some of them still look off.

You also probably shouldn't count rage or other buffs in your normal stats unless you have items to provide them permanently. As is, you can only rage for 9 rounds a day. You're probably better off just going straight barbarian if you can convince you're GM to allow you to purchase a ring of enlarge person. With those stats he "rolled" it shouldn't be hard.


Claxon wrote:

Well, just to state:

You have multiweapon fighing, so the base penalty for using 4 weapons (none light) would be a -4 to all attacks. You also take another -2 from using Jotungrip to wield 2 handed weapons one handed.

So, its a -6 to attack with all hands before considering anything else. Can you actually state which level your doing these calculation at because some of them still look off.

You also probably shouldn't count rage or other buffs in your normal stats unless you have items to provide them permanently. As is, you can only rage for 9 rounds a day. You're probably better off just going straight barbarian if you can convince you're GM to allow you to purchase a ring of enlarge person. With those stats he "rolled" it shouldn't be hard.

I think his stats include racials, as listed.


To Claxon:

Actually, let me show you something.

Pathfinder wrote:

Multiweapon Fighting (Combat)

This multi-armed creature is skilled at making attacks with multiple weapons.

Prerequisites: Dex 13, three or more hands.

Benefit: Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands.

Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting.

Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.

There is nothing in there stating that light weapons modify the penalties of Multiweapon fighting. Therefore, the penalties are static no matter what weapon you use. -2 for your main hand and -6 for your offhand swings.

From there, Jotungrip makes the mainhand a -4 and the offhands -8.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

To MasterOfTheDarkTriad:

The modifiers were done with a level 6 simulation. All of the penalties make this build kinda sketchy to work with, but with 7 rolls with falchions, somewhere in there is an 18 which is an auto hit in my dm's games.


With a wizard in the group, I've talked with him, and that's where the haste comes into play. Then, the cleric will buff me with Bull Strength. We've worked this stuff out as far as timing my rage and their buffs go.


You're wrong nullmancer.

It says in the feat quite clearly:

Quote:
Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting.

So, the normal penalty without multiweapon fighting is -6 mainhand -10 off hands.

Multiweapon fighting

Quote:
Benefit: Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands.

So, -6+2 = -4 and -10+6= -4. Which is exactly what happens with two weapon fighting if you're not wielding light weapons. If you were wielding light weapons in all your off hands the penalties would all be only -2. The penalty for wielding something heavier than a light weapon in your off hand isn't specific to two weapon fighting or multiweapon fighting. Multiweapon fighting works exactly in all ways as two weapon fighting except you can use it with more than two hands.

Apply Jotungrip it's -6 for all attacks (assuming you're not wielding light weapons).

Edit: I just realized where you're making your error, you see the -2 and -6 and are misreading it. These are what you reduce the penalties by. Not what you are setting the penalties to.


Thank you, Clax, for catching me on that. Also, forgot that a +5 bab doesnt give the extra swing, so this would be more like level 7 when I get +6 bab and the additional smack.

In that case, it would be more like this...

+5 BAB
+10 to 18 str (enlarge person, bull strength, and rage) translating to a +9 to attack
+1 from WF(falchion)
+1 from +1 falchions (this is estimated. I might have a +2, but we're keeping this simple)
+1 from Haste
total: +17 to swing

-6/-6/-6/-6 = first four swings
-6 = additional swing from haste
-7 = ITWF
-7 = +6 bab swing unlocked
-2 on each from Power Attack
total: -8/-8/-8/-8/-8/-9/-9

Adjusted Total: +9/+9/+9/+9/+9/+8/+8

Correct me if I'm wrong. Also, noticing it might not be a good idea to go two levels for jotungrip. In that case, a dex/crit build might be better for maximizing damage on the Kasatha. What are your thoughts on that.


I didn't go over your calculaitons with a fine tooth comb, but your iterative attack and the attack granted by improved two weapon fighting are calculated incorrect. Each iterative attack is at a -5 compared to the previous, same for ITWF and GTWF.

So I think you would have 5 attacks (4 from arms 1 from haste) at +9, then two more at +4.

Jotungrip gives you a bit more damage on average, but consider that a large falchion (becauase you're enlarged) will deal 2d6, but a scimitar deals 1d8. Average damage is 7 versus 4.5. However, those extra 2.5 pts of damage costs you 2 to hit. Meaning you're less likely to hit.

Because we shouldn't examine these things in a vacuum, lets look at come reasonable enemies for you to fight. I looked at CR 6 creatures, which are reasonable enemies for a CR 7 party (4 7th level characters). They had an AC around 20 or 21. Your first 4 attacks need at least an 11 to hit, but likely a 12. Meaning you attacks have only a 45% chance of success. And thats with the rest of the party being able to buff you by casting enlarge person, and bull strength, and you having rage. Thats a lot of buffs to get that there. So you party will either spend their first round buffing you, or you're going to be in even worse shape to hit.

*You only have so many rounds of rage, and can only enlarge yourself (which last for 1 round) 5 times per day. That only 5 rounds of being enlarged that you can do yourself.

So yeah, I wouldn't recommend taking jotungrip for this build. Barbarian Cleric or Fighter Cleric could work well because you will get the bonuses to build from each class rather than getting just a little from several. If your GM will let you have a Ring of Enlarge Person drop Cleric all together and go either straight fighter or straight barbarian.

Actually, you should go Two Weapon Warrior. Not sure how to resolve the differences between two hands and four hands that will be brought up, but even if it isn't in your favor you'll still be better off with the TWW archetype than probably anything else in the game. Plus, you eventually get to count one handed weapons as light for the purpose of two weapon fighting which would reduce the penalty to -2 for all hands.


Haha, I think we've come across something. I looked into ways of replacing the damage modifier from strength to dexterity, and found Dervish Dance. Scimitars would synergize beautifully what with their 18-20 crit, and here's a light weapon version of power attack, Piranha Strike

Although, Dervish Dance says it activates when using a scimitar in one hand. Does that mean I have to only use one scimitar total, or does that mean I can use scimitars in all of my hands and the dex would still apply?


More barbarian instead of fighter for beast totem pounce.


Nevermind, forgot to read the last bit of the feat. Any other suggestions?


Personally I would just good either full fighter or barbarian. Fighter gives you 24/7 fighting ability to attack with consistency. While Barbarian have Rage that makes you the strongest fighter in the team for limited amount of turns. Mixing both means you get to go Rage for less turns and have less bonus. Means you can do neither of their job enough. You won't be able to shine in boss fight like barbarian, while can not with stand countless of ghouls in a bottle neck where your team would be safe. Also in most game, fighter's class ability stack with most bonus from most magical items. Means if you give him enough powerful magic items, he will be the most effective grinding machine that can kill things for long duration while most of your team mates are out of spells or class skills to use.


Well, I could go barbarian and focus on strength, but that would lower my chance to hit, so I could go fighter with a dex build, but then it won't be till level 7 or so when I get agile enchants basically cutting my damage in half. Could I go a mix of rogue and fighter to balance it out, or would that be a bad idea?


I would say go barbarian. You will have lower chance to hit, but you will deal more damage when you crit. You are using Falchion, so you don't have to worry about to hit. You just want to make sure you get to roll as many time per round for attack as possible, this will give you higher chance to crit. Don't even go rogue as it will give you less Rage. Personally I would not even take the Cleric level as you will get Titanic Rage at level 14. But you can always retrain later. You should just aim to improve your crit range and str so when you crit, it will be deadly.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Multiweapon Fighting Build All Messageboards

Want to post a reply? Sign in.