Advice On a Solid Two Weapon Warrior Build


Advice

Sczarni

Hello everbody long time troller Second time poster.

My buddy is Remaking Red hand of Doom Campaign to fitt Patherfinder.
Here a little background.

Red Hand of Doom

Growing up in Elsir Vale is not always the most exciting place. It is nice to be thought of as royalty but that gets old fast. Sure there were the occasional skirmishes with the orc tribes to the north in the Wyrmsmoke Mountains but the Lion Guard and Dennovar Blades always dealt with it and sent them scampering back. But now something more sinister rises, tension mounts in the vale as rumors of a combined force of orcs, hobgoblins and worse run rampart. This might be it, this might be the action you have been waiting for to prove yourself. But are you ready to face the Red Hand of Doom?

Background

In this module you will be playing a member (either by joining or being born into) a High House or Guild House. Thought of as semi royalty in the area, both types of houses carry with them power and prestige.

Classes Available
You may play any of the following Classes: Fighter, Cleric, Wizard, Sorcerer, Alchemist, Oracle, Paladin, Bard, Rogue, Ranger, Monk, Druid, Cavalier, Inquisitor, or Magus.

For Divine Classes you will be part of the Church of the Twin Sisters (Iomede & Serenrae).

For both Arcane & Divine casters we will be using the Spell Matrix Mana system - http://www.dragonarmyone.com/Home/index/fantasy-house-rules/character-creat ion2/magic option

You may choose human, half-elf, dwarf, halfling, Warforged (Ironborn), Shifter, or Changeling,

For more information on Character Creation please see my page at http://www.dragonarmyone.com/Home/index/fantasy-house-rules/character-creat ion2

You may also find information on the Pathfinder Reference Site http://www.d20pfsrd.com

In addition, because your character will be part of a High House or Guild House your will be awarded at first level the following:

300gp Starting cash

Knowledge History, Geography , Local and Nobility are all class skills

Bonus +2 Skill points

In addition you may also choose one of the following:

Bonus Feat at 1st level and a bonus trait at first level

or

Either one magic weapon of +1 Value, or one magic armor of +1 value, or one wondrous item of 2000gp value or less

And last you must choose a Guild House or High House to be a part of though your class may limit your choices. Each House offers contacts you can use for favors or information. You may also gain a bonus feat, bonus skills or bonus traits. As you level additional advantages will become available to you from each particular house.

This is te House I picked.

House Bristeir
This house is run by a group of 5 retired adventurers known as the Dennovar Blades. Currently they are taking in trainees, and will school anyone for the right price. Rumor suggest that the Leader Ysidel, has been very lavish with his spending over the past few years and the house is now having some money trouble. Gain one additional bonus feat.
If you join this house you must be a Fighter, Ranger, Magus, Oracle, Rogue.

If it's useful, here is my PC: (+2 skills, +1 Trait, +2 Feats Campaign)

Fighter (Two Weapon Warrior), Human , Level 1
STR: 18 (19 16th, 20 20th)
DEX: 17 (18 4th, 19 8th)
CON: 12
INT: 13
WIS: 9 (10 12th)
CHA: 8

AC: 16 (3 light armor, 3 Dex)
HP: 22 (Double 1st lvl Max, there after only half max. Campagin.)
Weapon: Dual Scimitars (+1/+1 1d6+4/1d6+2 18-20/x2)
Single Scimitar (+5 1d6+4 18-20/x2)
Chakram (+4 1d8+4 x2 30ft.)

Feats:
Two Weapon Fighting
Combat Expertise
Quick draw
Improved Disarm
Step Up

Ability:
Arcobatics: 4
Knowledge (Local): 5
Swim: 8
Survival: 3
Climb: 8
Intimidate: 3

Lvl/Feats/Specials (After 1st lvl)

2nd: Weapon Focus (Scimitar), Bravery +1
3rd: Defensive Flurry +1, Double Slice
4th: Weapon Specialization (Scimitar)
5th: Twin Blades +1, Following Step
6th: Bravery +2, Improved Two Weapon Fighting
7th: Breakguard, Defensive Flurry +2
8th: Improved Critical (Scimitar)
9th: Greater Wapon Focus (Scimitar), Twin Blades +2, Double Strike
10th: Bravery +3, Combat Refexes,
11th: Greater Two Weapon Fighting, Improved Balance (-1/-1), Defensive Flurry +3
12th: Two Weapon Rend
13th: Greater Weapon Specialization (Scimitar) Twin Blades +3, Equal Opportunity
14th: Bravery +4, Pin Down
15th: Penetrating Strike, Perfect Balance (0/0), Defensive Flurry +4
16th: Critical Focus
17th: Bleeding Critical, Twin Bldes +4, Deft Double Strike
18th: Bravery +5, Staggering Critical,
19th: Critical Mastery, Deadly Defense, Defensive Flurry +5
20th: Stunning Critical, Weapon Mastery (Scimitar)

I would Like to some how fit Fleet, Step up & Strike, Dodge, Two Weapon Defense but I need help


First off, your will save sucks. I played a two-weapon warrior from 1-12 with a wis 10 and at least once a session I pretty much had to sit out because I was caught in some kind of spell.

I'd recommend half elf or dwarf. If Half elf, get the dual minded alt racial ability. If Dwarf, pick up the steel soul feat. Either way, grab the trait Indomitable Faith (or another trait that grants +1 to will saves), and pick up Iron Will and possibly Improved Iron Will as soon as you can.


Pathfinder Adventure Path Subscriber

Are you set on dual-wielding? My opinion is that if your fighter picked up a greatsword he may be better off.

For example let's say both fighters have to move to get into position:
TWF: +5 vs. AC, 1d6+4. (scimitar)
2HF: +5 vs. AC, 2d6+6 (greatsword)

Now both fighters are next to their foe. Damage on a full attack:
TWF +1/+1 vs. AC, 2d6+6
2HF: +5 vs. AC, 2d6+6

Assuming both fighters drop their foe...if they both have to move again to fight another...you're back to 1d6+4. While the 2HF is doing full damage, every time, whether he has to move or not.

Other items I'd consider looking at or planning for:
Your will save is too low, you will be unhappy quite often.
Your reflex save is low, how do you plan to offset area spells and affects?
What happens when you don't get full attacks?
What do you plan to do during non-combat encounters?
What is the DM's view on wealth? As a TWF you will be spending twice as much as everyone else on weapons.
With that many bonus feats I'd strongly consider a ranged build...and pick up Iron Will early.

Sczarni

So +2 to will saves is going to make or brake me?

Look at what he can do at 20th compared to 2HF......

Non Magical
Scimitar Att

31/31/26/26/21/21/16, 7d6+13, 1d10 TWR, 0-143dam 15-20/x3 crit 399 dam

What about Step Up, Following step, step up & strike, pin down, Lunge , Fleet


If you don't go with the Iron Will feat you're going to want either a teammate to give you some sort of Will save buff or get a cloak of resistance +4 to help with will saves. Really just anything you can think of.

Once you hit 11 or 12 it doesn't matter if your twf or thf they're both excellent, it just takes twf longer to "get there". Given the extra feats you received @ first level TWF is a great choice.

/high five

Sczarni

Thank you guys for they feed back.

Here's my group

Paladin

Sorcerer

Witch

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