Two falcatas Warrior


Advice

1 to 50 of 70 << first < prev | 1 | 2 | next > last >>
Sczarni

Hi, i want to improve my 5 level build. So any tips is wellcome, the idea is to be a Taldorian Human with two falcatas (fluff) the rest is malleable. :)

Without equipment
----------------
Korbis the strong willed
Human - Taldor
Fighter - Weapon Master (Falcata) Archetype
Chaotic Good - Cayden Cailean

STR 20 (+ 2 human + 1 level 4th)
DEX 15
CON 12
INT 10
WIS 12
CHA 7

Defender of the Society
Indomitable Faith

Lvl1 - TWF - WF(Falcata) - WE(Falcata)
Lvl2 - Double slice [Weapon Guard]
Lvl3 - Power Attack [Weapon Training]
Lvl4 - WE(Falcata)
Lvl5 - Iron will [Reliable Strike]

FOR +5 (4+1)
REF +3 (1+2)
WIL +5 (1+1+1+2)

CA: 10 + 2*(dex) + Armour + 1*(trait)
HP: 44 (10+(4*6)+10)

1 Falcata----------
Attack +5BA +5STR +1WF + 1WT = +12/PA +10
Damage 1d8 + 5STR + 2WS + 1WT = 1d8+8 (19-20x3)/PA 1d8+12

Full attack--------
Attack +12 - 4 = +8/+8 1d8+8(19-20x3)/PA +6/+6 1d8+12

Skills:
(2+1)x5=15

Climb [1]+3+5 = +9*
Swim [1]+3+5 = +9*
Ride [1]+3+2 = +6*
Survival [2]+3+1 = +6
Perception [5]+1 = +6
Profession Soldier [5]+3+1 = +9


You're forgetting the penalties for TWF, which are increased by wielding a 1 handed weapon in your off hand, instead of a light weapon.

That's a -4 penalty to both hands attacks.

Edit: Nevermind, now I see it.

With the constraints you want to give it, there's no really good way to optimize it. You're using thr weakest combat style (TWF) with two non-light weapons (further increasing penalties). Basically, you have a recipe for sucking.

I will recommend however, drop power attack and pick up double slice. Otherwise your off-hand only deals half strength damage.

Sczarni

Thanks,

I know that is not the best Build, is for fluff, just to be different with a pinch of thematic. I already have double slice, but maybe i can change Power attack for other feat.

Edit: Maybe combat reflexes or improved initiative.


Pick up an Effortless Lace for that offhand Falcata to treat it as a light weapon.


DeviousDevious wrote:
Pick up an Effortless Lace for that offhand Falcata to treat it as a light weapon.

This will help a good bit.


Is there a reason you went with Weapon Master over Two Weapon Warrior? Have you given any thought about how you are going to keep your strength and dex up to keep going with the TWF feats and damage output?


DeviousDevious wrote:
Pick up an Effortless Lace for that offhand Falcata to treat it as a light weapon.

If your GM will allow it this overly good.

I can tell you, as a GM, I strictly don't allow this. It's overpowered for what it does. It was intended to allow players in the Giantslayer Adventure Path an option to use oversized weapons, not so that every TWF can twink his character. However that is what it's become.

Verify with you GM it's availability before you count on using it.

Sczarni

DeviousDevious wrote:
Pick up an Effortless Lace for that offhand Falcata to treat it as a light weapon.

I didnt know about this item! Thanks! Its perfect! :)

Torbyne wrote:
Is there a reason you went with Weapon Master over Two Weapon Warrior? Have you given any thought about how you are going to keep your strength and dex up to keep going with the TWF feats and damage output?

Yes, because the weapon master gets Weapon training at level 3 for the falcatas and the Two weapon fighter is at level 5 but only for full attacks + others.

I think is "better" the weapon master but not the best, :/


The swashbuckler or the daring champion cavalier is better for this. They have dex to hit and damage, precise strike when moving and other tricks. The swashbuckler have improved crit from level 5 on top of weapon training and the cavalier have Challenge and lots of goodies.

Sczarni

But the Swashbuckler can only use one Falcata, no? The other hand must be free or using a buckler for some deeds like Precise strike.

I didnt know about the Daring champion, looks great for fluff, but have the same problem with the two weapons. Thinking.


1 person marked this as a favorite.
Claxon wrote:


I can tell you, as a GM, I strictly don't allow this. It's overpowered for what it does. It was intended to allow players in the Giantslayer Adventure Path an option to use oversized weapons, not so that every TWF can twink his character. However that is what it's become.

Is this really an issue? It's not as if two weapon fighting is the strongest of fighting styles. The TWF user is already paying double for his weapons, so a cheap lace isn't going to break the economy.


Also the bump in damage is kind of miniscule, isnt it? Assuming you double up on weapon focus and improve the damage die by a step its about a +1 hit/+1.5 Damage in most cases, right?


1 person marked this as a favorite.
Torbyne wrote:
Also the bump in damage is kind of miniscule, isnt it? Assuming you double up on weapon focus and improve the damage die by a step its about a +1 hit/+1.5 Damage in most cases, right?

In general, yes, though falcata's are basically one-of-a-kind weapons as they provide better total crits than any other weapon in the game (IIRC). I'm not saying this build is overpowered or anything, just that unlike using say, longsword+longsword instead of shortsword+shortsword, the difference is a fair bit more than one point of damage, as the falcata provides an unmatched 4 points of crits (compared to a mace's 1 point, a longsword or battleaxe 2 points, or a pick or rapiers 3 points).


Daring Champion can forgo Precise Strike for TWF, since they'll still get their Challenge damage. My usual MO is to stick with one weapon until ~7ish then switch to TWF, but you could certainly start earlier.

The big advantage to using the Champion is that in any situation where you can only attack once (standard action attack, charge, AoO), Precise Strike turns back on and so those hit a bit harder than they would otherwise.

Swashbuckler is pretty gimped for it, but Champion works out fine.

Sczarni

Sounds ok, i will rebuild the character for Daring champion :)... will looks like a Iberian Gladiator fighter. :-)

Thanks!


Another thing to keep in mind that you don't necessarily need to TWF with them every round. If you're having trouble landing hits, forego the extra attacks from TWF and just do your normal allowance of attacks from BAB; holding or even attacking with the second weapon does not trigger TWF penalties unless you declare that you are using TWF rules elements to get extra attacks. You could even have the two weapons enhanced slightly different, maybe one of them as a defending weapon for an AC boost and the other strictly offensive.

Sczarni

Kazaan wrote:
Another thing to keep in mind that you don't necessarily need to TWF with them every round. If you're having trouble landing hits, forego the extra attacks from TWF and just do your normal allowance of attacks from BAB; holding or even attacking with the second weapon does not trigger TWF penalties unless you declare that you are using TWF rules elements to get extra attacks. You could even have the two weapons enhanced slightly different, maybe one of them as a defending weapon for an AC boost and the other strictly offensive.

For sure! :) But i want to take two weapon rend at some point for... spectacle. *CHOF *CHOF* ***RAF*** <<PUBLIC CHEERING>>


Melkiador wrote:
Claxon wrote:


I can tell you, as a GM, I strictly don't allow this. It's overpowered for what it does. It was intended to allow players in the Giantslayer Adventure Path an option to use oversized weapons, not so that every TWF can twink his character. However that is what it's become.
Is this really an issue? It's not as if two weapon fighting is the strongest of fighting styles. The TWF user is already paying double for his weapons, so a cheap lace isn't going to break the economy.

Yes. Fight with a light weapon like the style intends or eat the penalties.


I think Mobile fighter is better option then weapon master for a two weapon fighter build, and also better then the two weapon warrior also.

you get to move and full attack -1 attack roll (mini pounce) at level 11, also while you don't have weapon training it, trade off ability that does the same function, Leaping Attack, but can be used with all weapons, even bows for when you need to make ranged attacks vs those flying bad guys, all you have to do is take a 5ft step and you get bonus to hit and damage. you keep armor training one and two so you can still have full speed while in heavy armor and get dex increase, combine with sash of war champion to decrease AC check penalty further and increase max dex more. better AC and more damage and more flexibility to situations you may run into by not focusing on one weapon.

I find all re roll ability rather weak Reliable Strike and your limited to the number of times you can do it. it better just to increase static stats and make it to the point you don't ever have to use it. When you can hit on rolls of 2 through 5, do you really need a reroll? save your re-roll and swift/intimidate action for other things like reoll save or suck roll or that will save you are going to be lacking in.

Weapon Guard: blah (human favored class bonus and pick these two if they are that important to you and raise it to point your basically immune to it) if you don' already find away to be immune to it. CMD is one of the easiest things to raise. dodge bonus, rings of protection, insight bonus from ioun stones, most bonus that effect your ac also effect your CMD.

Mirror Move is wasted ability how often do you run into bad guys with the weapon you have chosen (unless you have natural attacks as your choice).

Deadly Critical is ok, but odds are note likely to use it much even with high critical weapon, unless you are having a hot dice night and even then you may not even need to use it.

Critical Specialist by the time you get this it is blah. +4 to low dc for effects that most creatures are immune to or already have super high save to.

Unstoppable Strike - even more blah, by the time you get this odds are you can hit almost any creature on roll of 2 or 5 any way so touch ac really not all that different anyway, needing a 2 to hit is the same as needing a 2 to hit. it is a stranded action only, so one hit that is it at highest Attack bonus, full attacking is better and you should have +5 weapon with a +1 ability mod at that point anyway, meaning DR is none issues also. Dr 5/- is better even at this level.

early access to weapon training is the only good thing about the weapon master. but then again it only applies to one weapon. instead of entire group of weapon or all weapons like the mobile fighter leap attack.


Claxon wrote:
Melkiador wrote:
Claxon wrote:


I can tell you, as a GM, I strictly don't allow this. It's overpowered for what it does. It was intended to allow players in the Giantslayer Adventure Path an option to use oversized weapons, not so that every TWF can twink his character. However that is what it's become.
Is this really an issue? It's not as if two weapon fighting is the strongest of fighting styles. The TWF user is already paying double for his weapons, so a cheap lace isn't going to break the economy.
Yes. Fight with a light weapon like the style intends or eat the penalties.

You didn't really answer the question. Why is this an issue? Sure, "the style" gives extra penalty for using two one-handed weapons. The lace removes that penalty. The item is not overpowered, because TWF is still weaker than just using a two-hander.

Seriously, try making two fighters. Let one two-hand his falcata. The second, a TWF will need two falcata's, and at least one effortless lace, and a ton of feats, and a full round action to be effective, and a high dex to get the two weapon fighting feats, etc..

Of course, I was never a big fan of the extra heavy penalties for one-handers anyway. You can probably find more examples of using two one-handers in fiction than using one-hand and light. It's an iconic fighting style that could use a little more support.


TWF is actually mechanically the strongest style, barring a ton of natural attacks.

The issue is supporting it-- it doubles your gold costs and is, without hoops, two attribute dependent. But if you can jump those hoops and rock it on a class with high static damage bonuses, like the Slayer or Cavalier, it will outdamage two-handed fighting any day of the week.

The Exchange

Kestral287: Have you ever met a Core Barbarian?


1 person marked this as a favorite.

Does the Effortless Lace really do anything to help this?

Effortless Lace wrote:

When wrapped around the grip of a one-handed piercing or slashing melee weapon for 24 hours, the ribbon's magic permanently merges with the weapon, reducing the attack roll penalty incurred by a wielder who is smaller than the weapon's intended wielder by 2 (to a minimum penalty of 0).

If the weapon is wielded by a creature whose size matches that of the weapon's intended wielder, the weapon is treated as a light melee weapon when determining whether it can be used with Weapon Finesse, as well as with any feat, spell, or special weapon ability that can be used in conjunction with light weapons.

Once an effortless lace's abilities have been conveyed to a weapon, the ribbon must remain attached to the weapon or its effects end immediately, its magic is permanently lost, and it is reduced to worthless cloth. Effects that would dispel the magic of the weapon or cause the weapon to gain the broken condition (such as sundering) destroy the ribbon as well.

Two-weapon fighting as a fighting style is not a feat (the feat only reduces penalties and has no mention of light weapons,) nor is it a spell or special weapon ability.

So, the Effortless Lace allows you to use Weapon Finesse with the falcata, but doesn't reduce the attack penalty for two-wielding them.


Effortless Lace effectively makes the weapon light for how it interacts with TWF feat. A light weapon in the off hands means you only suffer a -2 instead of a -4 penalty.

And I agree with Kestral. TWF is better than two handing, but you need a method of adding big static damage modifiers to it. Slayer and Ranger (once you have Instant Enemy) are very good at this. TWF usually fails to be as good as a two handed weapon because of the split dex/strength requirements and the need to enchant two weapons. With the right abilities like Favored Enemy/Studied Enemy/Smite it becomes incredibly deadly. Far outstripping what a two-hander can do. But it's not good for every class. Or even most classes. There are a few who it can be really good for though.

Now, with the proper selections you can be a completely dex dependent TWF which helps substantially.


Covert Operator wrote:
Kestral287: Have you ever met a Core Barbarian?

I have.

I've ran their numbers clear to level 20 too.

I've also run the numbers of a Daring Champion clear to level 20.

From 11 on, the Champion beat the Barbarian in damage.

It was feat-intensive and gold-intensive, but the Barbarian can't do a lot to leverage the made-up feats for pure offense so that's not a huge change.

I actually find it hilarious how many times "But Barbarian!" gets brought up whenever I mention TWF's numbers. Barbarians are stupidly good and deliver lots of damage, and I'll freely say that they're the strongest pure martial, but they're not the most damaging. I'll have to try the numbers against a Slayer one of these days and see if lacking the ability to crit Sneak Attack brings them back down, but my money is that they're batting for third.

Heck... before you bring in the second weapon.

THF Barbarian gets +4 to hit and +6 damage off his class abilities. Straight Cavalier gets +5 to hit and +20 damage off his class abilities.

Dial it back to 11th; +3 to hit and +4.5 to damage versus +3 to hit and +11 to damage.

6th? +2 to hit and +3 to damage versus +2 to hit and +6 to damage.

Barbarians have never been damage kings when everybody's sitting their full attacking. It's all the other stuff they can do-- Spell Sunder, Pounce, in-class flight-- that makes them as strong as they are.


It's really that the barbarian is going to charge pounce from enemy to enemy and one shot them.

Every melee characters moves into position and gets a single attack. The barbarian pounces in and finishes them off, because Pathfinder teaches us to always focus fire. At least that's what I always did. Between a pouncing barbarian's full damage, and a single attack from another character, it was usually sufficient to kill any creature.

He might not hit the absolute hardest, but will deal more damage over the entire combat than pretty much anyone because his damage doesn't drop while moving.

It is also important to note the Daring Champion Cavalier only beats on the barbarian when both challenge and precise strike are active. Precise strike can be negated with concealment, and challenge is a fairly limited resource (although as a daring champion chain challenge really allows you to go crazy).


kestral287 wrote:

TWF is actually mechanically the strongest style, barring a ton of natural attacks.

The issue is supporting it-- it doubles your gold costs and is, without hoops, two attribute dependent. But if you can jump those hoops and rock it on a class with high static damage bonuses, like the Slayer or Cavalier, it will outdamage two-handed fighting any day of the week.

Can you show me the build?

Aren't those hoops a pretty big deal? It reminds me of that thread where the DM gave way too much gold and so a player made a super golem that outperformed the entire team.


kestral287 wrote:

TWF is actually mechanically the strongest style, barring a ton of natural attacks.

The issue is supporting it-- it doubles your gold costs and is, without hoops, two attribute dependent. But if you can jump those hoops and rock it on a class with high static damage bonuses, like the Slayer or Cavalier, it will outdamage two-handed fighting any day of the week.

Bahahahaha! Good one.

Oh wait, you're serious.

BAHAHAHAHAHAHAHAHAHA!


The THF is better than TWF thing is a bit old guys with stuff like dex to damage and daring champ It is not as clear as it used to be. There is still good reasons for going THF but if damage is all there are now THF options that is better. So look at the numbers or belive somebody that did it instead of behaving like last years Wisdom is still wise.


Cap. Darling wrote:
The THF is better than TWF thing is a bit old guys with stuff like dex to damage and daring champ It is not as clear as it used to be. There is still good reasons for going THF but if damage is all there are now THF options that is better. So look at the numbers or belive somebody that did it instead of behaving like last years Wisdom is still wise.

That's why I want to see the build. The problem with dex-to-damage is that you have to pay for it. Either with gold or with feats. The non-dex-to-damage guy is therefore going to have more gold and feats. Unless you are an unchained rogue, but he didn't mention those.


Claxon wrote:
Effortless Lace effectively makes the weapon light for how it interacts with TWF feat. A light weapon in the off hands means you only suffer a -2 instead of a -4 penalty.

The TWF feat says zero about light weapons. While it's true that a light weapon in the off hand only takes a -2, Effortless Lace does not make the weapon light, it is merely treated as light for a number of specific purposes. TWF is not one of those purposes.

Upon further research, this has been discussed before: RAI is that Effortless Lace reduces TWF penalties, RAW is that it doesn't.


A lot of people who go Crit Fishing with 2 weapons use 2 wakizashis. Both light weapons that do 1d6, but with a threat range of 18-20. The reduced damage would be offset by taking those Crit Focus feats like Stunning Crit and Deafening Crit and such.


Torbyne wrote:
Is there a reason you went with Weapon Master over Two Weapon Warrior? Have you given any thought about how you are going to keep your strength and dex up to keep going with the TWF feats and damage output?

The weapon master has more damage potential during full round attacks which is where TWF works best anyway. As for dex you only need to get it up high enough to qualify for the feats you want. Otherwise strength should have priority, unless someone is using a dex based build.


1 person marked this as a favorite.

TWF has always been better at pure damage than THF if you can get all the gold/feats/class abilities you need to support it.

THF's big advantage has always been doing very solid damage without needing a ton of feats, synergistic class abilities, or paying for two different weapons. While the TWF is still working down their feat chain, the THF is free to grab whatever other feats they want. Plus there are other little bonuses like better standard action attacks and being better vs. DR.


RumpinRufus wrote:
Claxon wrote:
Effortless Lace effectively makes the weapon light for how it interacts with TWF feat. A light weapon in the off hands means you only suffer a -2 instead of a -4 penalty.

The TWF feat says zero about light weapons. While it's true that a light weapon in the off hand only takes a -2, Effortless Lace does not make the weapon light, it is merely treated as light for a number of specific purposes. TWF is not one of those purposes.

Upon further research, this has been discussed before: RAI is that Effortless Lace reduces TWF penalties, RAW is that it doesn't.

The lace treats a weapon as a light weapon.

PER RAW a light weapon in your off-hand takes a lesser penalty than a one-handed weapon.

The rule is in the TWF rules in the combat chapter.

PRD wrote:
First, if your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Second, the Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.

The off-hand weapon being light drops the penalties by two. The TWF feat drop off-hand penalty by another 6 so instead of -10 you are dropped to a -8 for using a light weapon in the off-hand. Then with the feat taking 6 more from the penalty you end up at -2 with the TWF feat.


Also the effortless lace say " as well as with any feat, spell, or special weapon ability that can be used in conjunction with light weapons."

The combat chapter shows how light weapons and twf(the feat) interact. The feat not repeating the information is a nonfactor unless you can prove feats must repeat information that is already mentioned.


PRD wrote:

Two-Weapon Fighting

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

This issue is that, in the Benefits section of the TWF feat, it mentions nothing about whether or not the off-hand weapon is light. The only thing TWF does is reduce your primary hand attack penalty by 2 and the off-hand penalty by 6. The statement saying that you get an additional reduction of 2 if your off-hand is light is not part of any feat, spell, or special weapon ability. To illustrate, Effortless Lace would make a Longsword work with Piranha Strike, but would not allow you to use Slight of Hand to hide a Longsword on your body. Rumpin is pointing out that it's entirely probable, based on how Effortless Lace is written, that you cannot use it to reduce TWF penalties because that portion of the rules is not related to a feat (you can TWF without the TWF feat).


You can't use effortless lace in PFS anyway so the RAW doesn't matter as much as the RAI.

Sczarni

So this is the characater changed... the problem is that not have enough feats :(. I took a 1 fighter level dip for a feat. Mmm maybe for two weapons this is not the best build and take a lot of levels to enjoy it.. at level 1 is only +2 attack 1d8 with one Falcata and the Challenge is very limited (at least in a single combat can work for every enemy with the order of the flame and chaining a lot of free challenge (at the cost of AC))

Human
Cavalier Daring champion Order of the Flame/ Fighter
Order of the flame

STR 10
DEX 20 (+1 lvl 4th + 2 human)
CON 12
INT 10
WIS 10
CHA 14

Reckless
Indomitable Faith

1.Cav1 - WF(Falcata) - WE(Falcata) [Champions Finesse, Teamwork feats (not idea what to take), Challenge 1/day]
2.Fig1 - Slashing Grace
3.Cav2 - TWF [Foolhardy Rush]
4.Cav3 - [Nimble]
5.Cav4 - Double slice [Panache and deeds, Challenge 2/day]

FOR +7 (4+2+1)
REF +7 (1+1+5)
WIL +2 (1+1)

AC: 10 + 5 (dex) + Armour + 1 (nimble)
HP: 43 (10+(4*6)+9)

1 Falcata----------
Attack +5BA +5DEX + 1WF = +11
Damage 1d8 + 5DEX = 1d8+5 (19-20x3)

Full attack--------
Attack +11 - 4 = +7/+7 1d8+5(19-20x3)

Skills:
(4+1)x4+(2+1)= 23

Climb [1]+3 = +4*
Swim [1]+3 = +4*
Ride [1]+3+5 = +9*
Survival [1]+3 = +4
Perception [5] = +5
Profession Gladiator [4]+3 = +7
Intimidate [5]+3+2 = +10
Acrobatics [5]+5+3+1 = +14*


wraithstrike wrote:

Also the effortless lace say " as well as with any feat, spell, or special weapon ability that can be used in conjunction with light weapons."

The combat chapter shows how light weapons and twf(the feat) interact. The feat not repeating the information is a nonfactor unless you can prove feats must repeat information that is already mentioned.

I don't really agree. The penalty to having a non-light off-hand weapon is not a feat. It's not a spell. It's not a special weapon ability.

So why would it benefit from the effortless lace? To me, it's like saying that the monks' "For the purpose of these attacks, the monk's base attack bonus is equal to his monk level" also applies to his CMD because both are mentioned in the combat chapter.

RAW the effortless lace does not make it a light weapon. It is treated as a light weapon for determining whether it can be used with:
Weapon Finesse
Feats that can be used with light weapons
Spells that can be used with light weapons
Special weapon abilities that can be used with light weapons

And that's it. Fighting with two weapons is not a feat. And even if it was (or the effortless lace's description included "Rule" in the list of things affected, the lace only applies to determining whether you can use it, not what modifiers you use.

So to me that's a big and obvious no-no, two times over.


Yeah, Feats and Challenges are issues. As I said-- that's why my Daring Champion setups don't get into TWF until level 7-9.

Doomed Hero wrote:
kestral287 wrote:

TWF is actually mechanically the strongest style, barring a ton of natural attacks.

The issue is supporting it-- it doubles your gold costs and is, without hoops, two attribute dependent. But if you can jump those hoops and rock it on a class with high static damage bonuses, like the Slayer or Cavalier, it will outdamage two-handed fighting any day of the week.

Bahahahaha! Good one.

Oh wait, you're serious.

BAHAHAHAHAHAHAHAHAHA!

Yup. And unlike your laughter I've done the math.

It's not going to beat AM BARBARIAN on a Leadership-provided Synethesist Cohort (presumably; that math I haven't run), but when you take the absolutely b*&~~+&! feat out, yes.

I'll even run it for you again if you want to pitch a Barbarian build. ^.^

Claxon wrote:
It is also important to note the Daring Champion Cavalier only beats on the barbarian when both challenge and precise strike are active. Precise strike can be negated with concealment, and challenge is a fairly limited resource (although as a daring champion chain challenge really allows you to go crazy).

Meh. TWFing Champion doesn't get Precise Strike except on AoOs and Standard Attacks. Challenges yes. This is why Chain Challenge is so critical.

Melkiador wrote:
kestral287 wrote:

TWF is actually mechanically the strongest style, barring a ton of natural attacks.

The issue is supporting it-- it doubles your gold costs and is, without hoops, two attribute dependent. But if you can jump those hoops and rock it on a class with high static damage bonuses, like the Slayer or Cavalier, it will outdamage two-handed fighting any day of the week.

Can you show me the build?

Aren't those hoops a pretty big deal? It reminds me of that thread where the DM gave way too much gold and so a player made a super golem that outperformed the entire team.

The hoops are a big deal, yes. I didn't say it was easy.

When I'm in a more convenient setting (which won't be for ~12 hours, fair warning) I'll dig it up. It's somewhere back in my posts though (probably in a couple iterations). You want the full 1-20 setup? I don't think I've ever posted that but I can rebuild it easily enough.

Melkiador wrote:
Cap. Darling wrote:
The THF is better than TWF thing is a bit old guys with stuff like dex to damage and daring champ It is not as clear as it used to be. There is still good reasons for going THF but if damage is all there are now THF options that is better. So look at the numbers or belive somebody that did it instead of behaving like last years Wisdom is still wise.
That's why I want to see the build. The problem with dex-to-damage is that you have to pay for it. Either with gold or with feats. The non-dex-to-damage guy is therefore going to have more gold and feats. Unless you are an unchained rogue, but he didn't mention those.

Screw the Unchained Rogue. TWF Scimitars with Effortless Lace; under a GM that didn't allow the blatant RAI (read as: quote from the guy who wrote it) to work I'd switch to Sawtooth Sabres.

Yes, you pay for it in feats-- but the Barbarian doesn't have a whole lot of ways to leverage his feats for raw damage. The Barbarian will have better utility, more in-combat options, and is the superior character overall. But when the monster steps up to each of them, the Cavalier will hit harder.


kestral287 wrote:
Yup. And unlike your laughter I've done the math.

(this one's for you Wraithstrike)The problem with the math is that it assumes everyone is always going to get full attacks. Full attacks are not the norm. They happen much more rarely than standard attacks. Even if you're in position to make a full attack, the baddie will die before you complete it, and unless you have another baddie within a 5' step, you're done.

You did mention classes with a large static bonus, so maybe that's enough to bring it up, but I tend to doubt it.

After thinking about it some, if you could find a way to TWF and Pounce, that would be huge... In my experience I had a Barbarian that who used 3 natural attacks, but even with pounce I found I generally got better results using a falchion. So I don't know, but I would be interested in seeing the build.


You can stop at any level you want. Pick your best breakpoint if you want. My builds usually don't go above 12 as I rarely get to play above that level.


Jodokai wrote:
kestral287 wrote:
Yup. And unlike your laughter I've done the math.
(this one's for you Wraithstrike)The problem with the math is that it assumes everyone is always going to get full attacks. Full attacks are not the norm. They happen much more rarely than standard attacks. Even if you're in position to make a full attack, the baddie will die before you complete it, and unless you have another baddie within a 5' step, you're done.

Yup. Which I've stated a couple times now in this thread. And even reinforced that myself; what makes the Champion better than other TWF classes is that they can deliver bonus damage on their non-TWF swings.

The Barbarian is the stronger martial for a lot of reasons, including Pounce (and the most consistent Pounce, since it's the only straight martial I know of who can get Pounce and Flight purely in-class).

But to reiterate-- I'm not trying to argue that the TWF Daring Champion is an overall superior build to the Barbarian. Quite the opposite; the Barbarian is a far better character.

But the Barbarian has never had the highest pure numbers. Heck-- even the Fighter will have better numbers, as with Gloves of Dueling they're +6/+6 in the endgame to the Barbarian's +4/+6. From as soon as the Fighter can get the Gloves they can outdamage straight Barbarians. But Barbarians are better martials because they have dramatically more options; maybe an archer Fighter is a relative standup in actual battlefield conditions but a melee Fighter sure isn't. Same thing for the Champion.

Jodokai wrote:
After thinking about it some, if you could find a way to TWF and Pounce, that would be huge... In my experience I had a Barbarian that who used 3 natural attacks, but even with pounce I found I generally got better results using a falchion. So I don't know, but I would be interested in seeing the build.

TWF+Pounce isn't all that impossible. Swashbuckler 1/Urban Barbarian X (or even just Urban Barbarian, honestly), Unchained Barbarian taking Beast Totem (I think they can still do that? Could be wrong though; I don't have that sidebar in front of me), straight Cavalier at a high enough level to take Mounted Skirmisher, or a Slayer who dipped Horizon Walker long enough to take the Dervish Dance line.

Tricky, but not impossible.

Or just use Unchained's action economy, but that's cheating.

Melkiador wrote:
You can stop at any level you want. Pick your best breakpoint if you want. My builds usually don't go above 12 as I rarely get to play above that level.

Awesome, I can work with that. Probably 11th then, maybe an extension to 20 if I'm feel it. It operates best at the high levels; I think 11+ was when I saw the takeover from Barbarian at my last running of the numbers (though that was before the Dex to Damage FAQ; it might be a little later now).

20 point buy, standard WBL, all that fun stuff I take it?


That would be nice for the PFS people.


Is Pounce even required in a world where Quick Runner's Shirts exist?


RumpinRufus wrote:
Is Pounce even required in a world where Quick Runner's Shirts exist?

Well since quick runner's shirts are once per day that's only once per fight at most. Also not all campaigns allow that item, PFS and home games that feel if PFS bans it they should too.


RumpinRufus wrote:
Is Pounce even required in a world where Quick Runner's Shirts exist?

Perhaps not required, but strong. Quick Runner's Shirt, even if you swap them out, is once per encounter. I know that I've certainly had occasions where I wanted to get to move between targets more than once per encounter, and that I've had target that were more than 30' away.

A lot comes down to tactics too. A team that can throw lots of debuffs/crowd control would be less inclined to have their martial want to go charging in; they want to set the battlefield up. Quick Runner's Shirt-- or even nothing-- is far more palatable in that scenario. A team of pure damage-dealers, not so much, since they'll want to end things quickly.


Chess Pwn wrote:
RumpinRufus wrote:
Is Pounce even required in a world where Quick Runner's Shirts exist?
Well since quick runner's shirts are once per day that's only once per fight at most. Also not all campaigns allow that item, PFS and home games that feel if PFS bans it they should too.

PFS banned QRS? I must be out of the loop, when did that happen?


Another "pounce Substitute" though Very Late game (19th level Devastating blow) is the two handed weapon fighter using a x4 weapon (testubo or naginata works nicely). Move to person and get effectively a guaranteed crit. At 20th level it is a x5 multiplier.

1 to 50 of 70 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Two falcatas Warrior All Messageboards

Want to post a reply? Sign in.