| Silvyr Meoihen |
After playing the "Ashes of Ariandel" dlc for dark souls 3 I wanted to make a dual wielding scythe build. At first I was like "man, that would cool" then realized the amount of penalties that would bring. I then decided dual wielding a scythe and a kama would be easier.
So at level 14 with 20-point buy, max rp of 14, and any book goes that's not third party, what's the best way to optimize this un-optimized build concept?
My thoughts on what the build might be like, 2 Titan Mauler/12 Fighter or 2 Titan Mauler/12 Ranger(For the two-weapon fighting style)
| Wonderstell |
Andre Roy wrote:Also you need to get exotic weapon (kama) feat to use a kama, you could just use a sickle instead which is a simple light weapon with the same stats.I knew I needed the feat, just asking for advice on how to make it viable. I want kama for the thematic of it.
Opalescent White Pyramid (Ioun Stone)
Cracked: The stone grants the wearer weapon familiarity with the keyed weapon (it is treated as a martial weapon for him). Price: 1,500 gp.
| Cuup |
I'd like some suggestions on stats, feats, and maybe magic items, I'm not used to playing a martial class, so not sure how to build one, especially when it needs str for to hit and damage and dex for two-weapon feats
This is why I think Ranger would be better than Two-Weapon Warrior Fighter. You can ignore Two-weapon fighting prereqs, including a high Dex score. So you can pump your Str, keep your Dex around 13 and Con around 14. Now you don't need to waste a feat picking up Weapon Finesse (TWF is a moderately feat-intensive build) after investing all those points into Dex, which won't help you with damage. Going Slayer might even be better than Ranger. You can get the same feats while ignoring prereqs, but you can also pick up some Rogue Talents and get Sneak Attack instead of an Animal Companion. The Fighter Archetype is nice that it lets you at mid-higher levels blur the action economy very slightly and lowers the TWF penalty, but you'll be stuck pumping your Dex to meet feats, making your Str score and damage suffer, while necessitating the Weapon Finesse feat.
This'll also make the Double Slice feat way more valuable. The Step Up and Sidestep feat chains can help you a lot with maneuverability, giving you a second 5' step per round in many situations, which will help you deal with the fact that your character doesn't want to take Move actions, as it will kill your full attacks. To that end, grab a Quick Runner's Shirt and Jaunt Boots asap. Anything that will help you move around without spending a Move action is your friend with a Two-weapon Fighting build.
I agree you'll need to take the 2 levels of Titan Mauler for the Jotun Grip ablity.
| Wonderstell |
You could also circumvent the dex-requirment with the Brawler.
A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.
At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry.
*****
You can flurry with the Kama since it is a Monk weapon, so I would probably build around the Kama being the main weapon. You could make make a PA two-handed Scythe charge, and then change to Kama when you're in range to TWF.
Possessed Hand and Hand's Autonomy would completely negate the penalties for TWF, if the feats would fit your character concept.
Sunder Blessing could be of interest if there are many divine spellcasters, and the Step Up feat line as mentioned
| Wonderstell |
Brawler 13/Fighter 1
You're dual wielding the Schythe and Kama, but you won't TWF with them both with this build. You'll be Flurrying with the Kama, with the Schythe in the other hand. Whenever it isn't your turn you'll use the Scythe two-handed for 1.5 Str while making Attack of Opportunities with the Step Up and Strike feat chain.
You can also choose to pierce your enemies with your Scythe, grappling them as a free action with the attack.
1. Possessed Hand
3. Hand's Autonomy (These two feats will negate the -2 penalty from TWF, and Autonomy can save you when you've failed a save by taking alchemical items which grants you another save)
5. Iron Will
7. Improved Iron Will
9. Step Up
11. Following Step
13. Step Up and Strike (To stop the casters from 5-foot-stepping away, and also get in an attack)
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4(5) feats from Brawler Bonus Combat Feats:
(1. IUS)
2. Combat Reflexes
5. Power Attack
8. Disruptive
11. Pin Down (To stop the casters from using withdraw)
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1 Fighter Bonus Feat
1. Perfect Strike (roll 2d20 and take the best on 13 attacks per day. Does not work with the Scythe)
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3 "feat slots" from Martial Flexibility
Choose which 3 combat feats to take depending on what you're fighting.
Literally peel the protective spells off of the Divine caster:
Combat Expertise
Improved Disarm
Sunder Blessing
Grapple with your schythe, and then Pin/Tie Up the target next round:
Improved Grapple
Greater Grapple
Hamatula Strike
+3 to Attack and +4/+7 to Damage:
Weapon Focus
Weapon Specialization/Penetrating Strike
Dedicated Adversary
Other noteworthy feats:
Spellbreaker
Deflect Arrows
Blind-Fight
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Gloves of Storing (10,000 gp): You'll want to full-round with the Kama, and then two-hand the Scythe at the end of your turn for the AoO's you'll get. This item will allow you to store/retrieve the Kama as a free action. (And changing the grip is a free action)
*
Alchemical Goods (these can be administrered by your hand, should you fail the save against such effects):
----Twitch Tonic (45 gp): Reroll save against Sleep, Paralysis and Staggered Condition with a +2 bonus once per day. Must be taken when suffering from one of these condition to allow the reroll.
----Tea, Meditation (30 gp): Reroll save against Mind-Affecting effect once per day. Must be taken when suffering from the effect.
----Smelling salts (20 gp): New saving throw against any spell or effect that rendered you unconscious or staggered. Will become conscious if dying.
*
Ioun Stones:
Cracked Opalescent White Pyramid (1,500 gp): Proficiency with the Kama.
Clear Spindle in Wayfinder (4,500 gp): Protection from possession and mental control (as protection from evil). And you don't need food or water.
Dusty Rose Prism (5,000 gp): +1 Insight bonus to AC.
Cracked Pearly White Spindle (3,400 gp): Immunity to bleed, regenerate lost limbs, and regain 1 hp per hour.
Cracked Pale Green Prism (4,000 gp): +1 Competence bonus to Attack.
Cracked Pale Green Pism #2 (4,000 gp): +1 Competence bonus to Saves.
Deep Red Sphere (8,000 gp): +2 enhancement bonus to Dexterity. (Since you'll use Combat Reflexes, you should probably raise your Dex somehow.)
*
Lucky Horseshoe (6,800 gp): +1 Luck bonus to all saves. +4 luck bonus on a single save saving throw once per day.
Before Racial ability score modifiers.
16(+2A)
14
15(+1A)
10
12
7
A=Advancement
Depending on what race you pick you might want to change the Stat Array.