I need help with a TWF ranger for PFS


Advice

Silver Crusade

So I've got a tiefling character that was grandfathered in a long time ago with a single session of credit on it. I was going to be a bad touch cleric, but I decided to do that with a grippli boon and deliver the spells via Agile Tongue.

So I decided, since I don't have either a ranger or a two weapon fighting character for PFS, I would turn this tiefling into one.

Starting stats after racial mods are:

Str 18
Dex 14
Con 14
Int 12
Wis 14
Cha 7

I was considering using kukri as my weapons because of the crit range, but I don't know if that's the best choice. I also don't know what feats to take or when to take them other than taking the TWF feats with the ranger style feats.


Go for a mix of fighter and ranger as you need lots of feats
look at http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/coreClasses/fighter .html

Look at the Two-Weapon Warrior but also think about Weapon Master
stick with pair of light weapons early say something like a Rapier

Combat Reflexes (Combat)
Critical Focus (Combat)
Double Slice (Combat)2nd feat
Improved Critical (Combat)
Improved Two-Weapon Fighting (Combat)
Power Attack (Combat)
Two-Weapon Rend
Two-Weapon Fighting (Combat) 1st feat
Weapon Focus (Combat)
Weapon speciation

If you are using traits Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances—your starting wealth increases to 900 gp.

you now can start with two master work weapon subject to DM ok


Double Slice is another TWF feat you'll probably want ASAP. There are some tiefling-only feats you might like, Armor of the Pit, Fiend Sight or Grasping Tail. Other than that the usual will be useful - Power Attack, Iron Will etc.

Kukris are fine for TWF. So are short swords, gladiuses, hand axes or even throwing axes or starknives if you want the option of throwing weapons.

Is there anything you'd especially like to do other than kill things with two blades?


well for one thing a 7 charisma makes any type of social test you have to make literally impossible.

kukri is good for the weapons. sawtooth sabres are also good for the significantly more damage with the same range 18-20 x2. now you will need a feat for that.

why a tiefling for the flavor of it or your choice there are other races that I find better for this type of character.

Tengu is one, it will give you access to most of the sword like weapons you would want like sawtooths, wakizashi. and another thing is dex is prefered for feats requirements.

the ranger class feats won't need the dex 15 required for 2 weapon fighting but if you take anything out of the tree you will need it as a prereq.

I would suggest weapon focus whatever you decide.
2w fighting- ranger feat
double slice- 3rd lvl with 15+ dex req.
2w defence- 5th lvl with 15+ dex req.
improved 2w fighting- 6th ranger feat
2w rend- 10th lvl ranger feat

Silver Crusade

OP specified a PFS (Society) build: Rich Parents is not a legal trait for PFS.

For my PFS twf dwarf ranger, I found having quick draw early, and a ton of weapons from which to choose (hail Gorum!!) was a benefit.

Sounds like you are on the right track with 2 light weapons, and 2nd post has some good feat suggestions.

Silver Crusade

@Carick, I'm probably going to stay straight ranger. Also, it's for PFS so no Rich Parents.

@avr, Not really. I kinda want this character to just be a killer. I am probably going to choose a leopard as animal companion unless there's a ranger archetype that works particularly well for TWF. I figure out of combat I've got good perception and survival and there's always someone in PFS who can do the face thing.

@sardepon, The tiefling isn't for flavor. It's because PFS banned tieflings but this one was grandfathered in and I don't know what else to do with it that I don't already have. I don't need the best weapon, I just need a good one. I figure with kukri I can take Improved Critital at some point and have a 15-20 crit range.

How does this look?:
Indranna 12
Oni-spawn tiefling ranger 12 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder RPG Bestiary 264)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +19
--------------------
Defense
--------------------
AC 26, touch 15, flat-footed 23 (+8 armor, +2 deflection, +3 Dex, +2 natural, +1 shield)
hp 112 (12d10+36)
Fort +13, Ref +14, Will +11
Defensive Abilities evasion; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 kukri +17/+12/+7 (1d4+16/15-20) or
+2 kukri +17/+12 (1d4+12/15-20)
Special Attacks combat style (two-weapon combat), favored enemies (evil outsiders +2, humans +6, undead +2), quarry
Spell-Like Abilities (CL 12th; concentration +9)
At will—deathwatch
Ranger Spells Prepared (CL 9th; concentration +13)
3rd—instant enemy[APG], instant enemy[APG]
2nd—barkskin, barkskin, barkskin
1st—lead blades[APG], lead blades[APG], lead blades[APG]
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 14, Int 14, Wis 18, Cha 5
Base Atk +12; CMB +16; CMD 33
Feats Armor Of The Pit[ARG], Double Slice, Endurance, Improved Critical (kukri), Improved Two-weapon Fighting, Power Attack, Two-weapon Defense, Two-weapon Fighting, Two-weapon Rend, Weapon Focus (kukri)
Skills Disguise -1, Intimidate -1, Knowledge (arcana) +11, Knowledge (dungeoneering) +17, Knowledge (local) +11, Knowledge (nature) +17, Knowledge (planes) +11, Knowledge (religion) +11, Perception +19, Spellcraft +17, Survival +19; Racial Modifiers +2 Disguise, +2 Intimidate
Languages Abyssal, Common, Infernal, Orc
SQ camouflage, favored terrains (underground +4, urban +2), hunter's bond (leopard named Spot), swift tracker, track +6, wild empathy +9, woodland stride
Other Gear +3 mithral kikko armor[UC], +2 kukri, +2 kukri, belt of giant strength +4, cloak of resistance +3, headband of inspired wisdom +4, ring of protection +2, 17,134 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Favored Enemy (Humans +6) (Ex) +6 to rolls vs. Favored Enemy (Humans) foes.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Favored Terrain (Underground +4) (Ex) +4 to rolls when in Favored Terrain (Underground).
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quarry (Ex) +2 to hit and other bonuses vs. designated quarry.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +6 Add the listed bonus to survival checks made to track.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Two-Weapon Rend Deal extra 1d10+9 if you hit a foe with both main and off hand weapons.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

I'm completely unsure as to which traits to take for a character like this.


A mad idea which is kind of two weapon combat

start with Aspect of the Beast
Prerequisite: wild shape class feature, see Special.
Benefit: Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it.
~ Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small).
Special: A character that has contracted lycanthropy can take this feat without having to meet the prerequisites.
~ A ranger who selects the natural weapon combat style can take this feat without having to meet the prerequisites (even if he does not select Aspect of the Beast as a bonus feat).

And then the feats Improved Natural Attack “Claws”, Rending Claws & Eldritch Claws

this is a Primary attack so full attack bonus and full strength damage bonus less feats early pay off

Silver Crusade

@carick, I don't have Greater TWF on the current build. And Imp TWF, Double Slice, and Two Weapon Rend are the ranger style feats. Also, natural attacks don't get iteratives.


Actually a divine tracker ranger (destruction & war blessings; hello Gorum) does work well with TWF as a morale bonus to damage works well with multiple attacks, and the war blessing is versatile. That replaces the animal companion.

I'm of the opinion that a +2 weapon isn't worth it. +1 sure, and higher enhancement bonuses to beat DR, but if you've got the cash for +2 then a +1 weapon with a special property is probably better. Or a Bloodletting Kukri.


If you are set on the Animal Companion you may want Boon Companion in your build. It is a huge boon to the Companion.

If you are not set on the Companion Then Divine Tracker like AVR is a good go to Archetype as is Freebooter.

Silver Crusade

I'm not sold on the animal companion at all. I don't think I want to go divine tracker but, freebooter is definitely a possibility. This may also end up being a completely new character I make, so I may go human for the extra feat and do a double shield slamming TWF ranger.


Bigdaddyjug wrote:
I was considering using kukri as my weapons because of the crit range,

I was thinking that the way to use twin Kukris is to play a Warpriest. Warpriests substitute their Sacred Weapon Damage for the regular damage of the Weapon, so instead of 1d4 Kukri Damage, you do 1d6 SW Damage at level 1. At higher levels, it gets higher.

Bigdaddyjug wrote:
I'm probably going to stay straight ranger.

Okay, so take a 2nd look at Natural Attacks.

Bigdaddyjug wrote:
Also, natural attacks don't get iteratives.

No, not technically, but if you want a Full Attack with lots and lots of Attacks, Natural Attacks is a very good way to go.

If you are a Tiefling with Claws, you get 2 Claw Attacks.

Get a Ring of Ratfangs, and you get a Bite Attack.

Get a Helm of the Mammoth Lord, and you get a Gore Attack.

Take a level in White Haired Witch, and you get a Hair Attack.

Take a level in Warpriest, and all the Natural Attacks you take Weapon Focus for do Sacred Weapon Damage, 1d6 at level 1. Take 5 levels in Warpriest so they do 1d8, then take Improved Natural Attack, and your Claws will do 2d6. Take 1 level in Warpriest. Acquire a Wand of Strong Jaw, and all your Natural Attacks will do 2d6.

Another cool thing to do with a Tiefling would be to take Moonlight Stalker and Nightmare Fist Feats. Between the 2, you get +2 Attack, and +4 Damage. They are meant to function inside your Magical Darkness and with your Unarmed Strikes, although Moonlight Stalker works when you have Concealment, such as from a Smoke Bomb. Sadly, the Maw or Claw Racial Trait comes at the cost of Darkness, so you can't have both. So, if you wanted to do Nightmare Fist and Moonlight Stalker, you should do it with Unarmed Strikes. Moonlight Stalker Feint lets you Feint as a Swift Action, awesome if you want to do Sneak Attack Damage, but you can't do Sneak Attack Damage if your victim also has Concealment, such as from a Smoke Bomb. You could take Improved Blind Fighting, early if you also take Blinded Blade Style. You might also consider just dipping a level in Arcanist. You'll get Dimensional Slide. You can use a Wand of Blur. You can use those Ranged Touch Attack Cantrips that would go just swell with the Ninja Vanishing Trick. Maybe you could also get a Wand of Scorching Ray.

It's a complicated build, though.

Silver Crusade

Ha, Scott. You're in both my threads. I think this TWF ranger is going to end up being the double shield user. And probably human.


Bigdaddyjug wrote:
I'm not sold on the animal companion at all. I don't think I want to go divine tracker but, freebooter is definitely a possibility. This may also end up being a completely new character I make, so I may go human for the extra feat and do a double shield slamming TWF ranger.

I do like the Sword and Board option. And if you are playing with your son's Ranger you posted about then you will for sure have him and his AC to flank with on a regular. You could look at the slayer class to benefit from Sneak Attack damage. The Slayer class can do fine without SA being online.

I think the Freebooter is still a good Ranger archetype so it should still be on the table. Giving Freebooter's Bane to the entire team is a very nice Support ability for a frontline fighter type.

Sword and Board has my vote. It is a very fun style to play. I love Shield Slam, Bashing Finish, and Shield Master. It is a really nice Feat line.

Silver Crusade

My goal is to play my tengu gunslinger with my son's ranger. The background is that my gunslinger is his ranger's dad and is ashamed because his own son did not follow the way of the gun, instead choosing a bow. My character will also go around calling his by his "tengu" name rather than the "western" name he chose for himself.

My tengu gunslinger is Karasu, "crow" in Japanese, and insists on call my son's ranger Suzume, or "sparrow".

Edit: Damn, just realized I don't own the book for Freebooter. I guess I'll just have to go Infiltrator.

Edit #2:

Here is a sword and board ranger I'm working on:
Shieldy McShieldface
Human (Ulfen) ranger (infiltrator, urban ranger) 1 (Pathfinder RPG Advanced Player's Guide 125, 129)
NG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee light shield bash +2 (1d3+1) or
longsword +2 (1d8+3/19-20)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 13, Int 12, Wis 14, Cha 7
Base Atk +1; CMB +4; CMD 16
Feats Improved Shield Bash, Two-weapon Fighting
Skills Disable Device +3, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nature) +2, Knowledge (religion) +2, Perception +6, Spellcraft +5, Survival +6
Languages Common, Skald, Varisian
SQ track +1, wild empathy -1
Other Gear chain shirt, light steel shield, longsword, 26 gp
--------------------
Special Abilities
--------------------
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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A few of the basic TWF weapon choices for rangers:

Twin Light weapons- probably kukri
-advantages- it allows you to use weapon focus to cover up TWF penalties, and it can have a great crit range (also plays nice with improved critical).
-disadvantage- when you have to make a standard action attack, you are weaker than a two hander.

Double weapons
-Something that rangers are uniquely suited for, since they are str based TWF.
-advantage- you cans switch between TWF adn two handed as needed. You have much nicer standard action attacks. Maybe grab hurtful+cornugon smash for a great couple of attacks after a move. You can also still take weapon focus for covering up TWF penalties.
-disadvantage- they are usually poorer weapons. Many have bad crit ranges compared to just grabbing two light weapons.

Sword plus gauntlet type weapon
-Advantages- you can put the gauntlet (or cestus) hand on your sword to two hand when needed. Similar to double weapons. You can pair a scimitar (similar to kukri) with cestus (similar to dagger; still acceptible).
-Disadvantage- does not play well with specific feats like weapon focus.

Sword and Board
-advantages- great AC. Some light shields can be pulled out and put up fairly easily, allowing you to two hand your main weapon.
Disadvantage- the weapon focus problem. Also, shields may need extra support to be good.

Big Board and cestus
-similar idea to the sword plus cestus, but you are using a heavy shield as your one handed weapon.
-Advantages- Two handing option, and great AC.
-disadvantages- Weapon focus, need for extra support. You also feel rather silly going with a shield as your main weapon.

Brawler Dip.
-the brawler class is weird.... It has a flurry that is expressly TWF, and can be upgraded with TWF feats. So even after two levels, you can then just take ranger feats for Improved TWF to continue to upgrade it.
-Advantage- this flurry allows you two main advantages- you can TWF using only a single weapon (which saves you on cost- you can save the money to upgrade the one weapon much higher) and you can Two hand with it EVEN WHILE DOING TWF. You don't get extra str from a two handed flurry, but power attack still gives x1.5 on every hit. So that is basically x3 power attack across both 'hands', compared to the x1.5 of normal TWF.
-Disadvantages- You have to dip into another class. Also, you can only flurry with certain weapons (monk and close weapons). Not as bad since you have martial weapons. So the typical options are either a heavy shield (for AC) or a Sansetsukon (a weird staff/nunchuck thing that has 1d10, 19-20/x2. Basically just a little below a greatsword, but it is also bludgeoning, which is good for DR).

Sczarni

avr wrote:

Double Slice is another TWF feat you'll probably want ASAP. There are some tiefling-only feats you might like, Armor of the Pit, Fiend Sight or Grasping Tail. Other than that the usual will be useful - Power Attack, Iron Will etc.

Kukris are fine for TWF. So are short swords, gladiuses, hand axes or even throwing axes or starknives if you want the option of throwing weapons.

Is disagree on double slice. It's only a very small damage boost.

That said, kukris are fine indeed. The crits are juicy enough to just ignore other weapon imo.

Sczarni

avr wrote:

Double Slice is another TWF feat you'll probably want ASAP. There are some tiefling-only feats you might like, Armor of the Pit, Fiend Sight or Grasping Tail. Other than that the usual will be useful - Power Attack, Iron Will etc.

Kukris are fine for TWF. So are short swords, gladiuses, hand axes or even throwing axes or starknives if you want the option of throwing weapons.

Is disagree on double slice. It's only a very small damage boost.

That said, kukris are fine indeed. The crits are juicy enough to just ignore other weapons imo.

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