Using Two Big-ish Weapons - PFS


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GM Tyrant Princess wrote:

The feat is legal. The trait is not.

If I meant the feat (or even the base option accessed by the feat), I would have called it Advanced Weapon Training.

Cool.


BadBird wrote:
Revolving Door Alternate wrote:

So what do you folks think of this as a build at 8th level?

** spoiler omitted **...

I would do something like Dual Talent Human 15/17STR, 14/16DEX, 14CON, 12INT, 14WIS, 7CHA. Add one to DEX for Improved Two-Weapon Fighting, one to STR.

Dual Enhancement probably isn't worth it; you only have a few rounds of Sacred Weapon per day, and DE burns them twice as fast.

Two-Weapon Defence is basically straight worse than just Dodge.

I rarely play a human unless I absolutely must for the concept. It just seems boring to me since that's what I am in RL. {shrug}

Hmm... I didn't realize Dual Enhancement used it up twice as fast. Guess I assumed it was getting it on both for the normal duration.

So maybe this:

Double Big:

Half-elf fighter (weapon master) 4/warpriest of Ragathiel 4 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Advanced Player's Guide 109)
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +17
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 68 (8 HD; 4d8+4d10+20)
Fort +10, Ref +6, Will +7; +4 vs. effects that cause you to lose your grip on weapons, +2 vs. enchantments, +1 bonus vs. effects targetting a Bastard sword held by you
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 impact adamantine bastard sword +10/+5 (2d8+8/19-20) or
. . +1 impact mithral bastard sword +10/+5 (2d8+8/19-20)
Special Attacks blessings 5/day (Good: holy strike, Nobility: inspiring word), channel positive energy 2/day (DC 14, 1d6), fervor 4/day (1d6), sacred weapon (1d6, +1, 4 rounds/day), weapon training
Warpriest Spells Prepared (CL 6th; concentration +8)
. . 2nd—martyr's bargain, communal protection from evil[UC]
. . 1st—bless, divine favor, gorum's armor[ISWG], liberating command[UC]
. . 0 (at will)—detect magic, guidance, light, stabilize
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 14, Int 12, Wis 14, Cha 7
Base Atk +7; CMB +9 (+11 bull rush); CMD 23 (32 vs. disarm, 32 vs. sunder)
Feats Double Slice, Exotic Weapon Proficiency (bastard sword), Improved Two-weapon Fighting, Power Attack, Sharp Senses[APG], Skill Focus (Perception), Two-weapon Fighting, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Weapon Versatility
Traits fate's favored, magical knack
Skills Climb +6, Heal +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (religion) +5, Perception +17, Ride +8, Sense Motive +12, Spellcraft +5, Survival +6, Swim +6; Racial Modifiers +4 Perception
Languages Aklo, Common, Elven
SQ elf blood, weapon guard
Other Gear +1 impact adamantine bastard sword, +1 impact mithral bastard sword, gloves of dueling[APG], 150 gp
--------------------
Special Abilities
--------------------
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fervor (1d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 1d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Weapon Guard +1: Bastard sword (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +3: Bastard sword (Ex) +3 to hit and damage with your chosen weapon.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).


Why the focus on 19DEX? You only really need 17DEX to fully take TWF (except for Greater TWF, which isn't really all that useful anyhow), and going STR-based with 17DEX means much more effective combat.

If you don't want to use Human (which I totally get), then consider something like Half-Elf: 15/17STR, 16DEX, 12CON, 12INT, 13WIS, 7CHA - use the Half-Elf Ancestral Arms ability to take bastard sword proficiency and in it's place just take Toughness to bring HP up to what they would be with 14CON. You don't need 14CON or 14WIS for saves or casting when you're a Fighter/Warpriest.

If you really want to go DEX-based you can use the Fighter's Finesse and Trained Grace Advanced Weapon Training features, which will then let you attack with DEX and add more damage. The downside to that, though, is that you're spending 3 more feats to get there, which could be spent on other cool things like Defensive Weapon Training or Armed Bravery.


Guess I was assuming that if I'm dual wielding, I would be going for Greater TWF. You don't think it is worth it?


Revolving Door Alternate wrote:
Guess I was assuming that if I'm dual wielding, I would be going for Greater TWF. You don't think it is worth it?

if you build right it is worth it but it probably won't work out in PFS


Revolving Door Alternate wrote:
BadBird wrote:
Revolving Door Alternate wrote:

So what do you folks think of this as a build at 8th level?

** spoiler omitted **...

I would do something like Dual Talent Human 15/17STR, 14/16DEX, 14CON, 12INT, 14WIS, 7CHA. Add one to DEX for Improved Two-Weapon Fighting, one to STR.

Dual Enhancement probably isn't worth it; you only have a few rounds of Sacred Weapon per day, and DE burns them twice as fast.

Two-Weapon Defence is basically straight worse than just Dodge.

I rarely play a human unless I absolutely must for the concept. It just seems boring to me since that's what I am in RL. {shrug}

That's why I don't play Tiefling.


Revolving Door Alternate wrote:
Guess I was assuming that if I'm dual wielding, I would be going for Greater TWF. You don't think it is worth it?

Greater Two-Weapon Fighting gives you one more offhand attack at a -10 penalty, which is pretty weak. Even if it hits, it's just one of 6 or 7 other attacks at that point. Furthermore, it requires BAB 11, which means it doesn't even appear until higher levels - and at higher levels, it's competing with things like Two-Weapon Rend and the critical hit feats, which are typically much better.


BadBird wrote:
Revolving Door Alternate wrote:
Guess I was assuming that if I'm dual wielding, I would be going for Greater TWF. You don't think it is worth it?
Greater Two-Weapon Fighting gives you one more offhand attack at a -10 penalty, which is pretty weak. Even if it hits, it's just one of 6 or 7 other attacks at that point. Furthermore, it requires BAB 11, which means it doesn't even appear until higher levels - and at higher levels, it's competing with things like Two-Weapon Rend and the critical hit feats, which are typically much better.

as a fighter they generally have enough feats to get all the things you mentioned but the real determining factor for weather or not its worth it is if your character has enough stats to be able to A) take the feat and B) off set the penalty by a decent margin which can be done with a good point buy and having many options open to the character but neither of those are really offered in PFS so its generally not worth it


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Gisher wrote:
Revolving Door Alternate wrote:
BadBird wrote:
Revolving Door Alternate wrote:

So what do you folks think of this as a build at 8th level?

** spoiler omitted **...

I would do something like Dual Talent Human 15/17STR, 14/16DEX, 14CON, 12INT, 14WIS, 7CHA. Add one to DEX for Improved Two-Weapon Fighting, one to STR.

Dual Enhancement probably isn't worth it; you only have a few rounds of Sacred Weapon per day, and DE burns them twice as fast.

Two-Weapon Defence is basically straight worse than just Dodge.

I rarely play a human unless I absolutely must for the concept. It just seems boring to me since that's what I am in RL. {shrug}
That's why I don't play Tiefling.

<_<

I see what you did there....

Shadow Lodge

Revolving Door Alternate wrote:

So what do you folks think of this as a build at 8th level?

+1 impact adamantine bastard sword, +1 impact mithral bastard sword, gloves of dueling...

Impact is a +2 bonus, and you're mathematically better off with a straight +3 weapon.

Scarab Sages 4/5

You're also not going to have enough wealth at 8th level in PFS for all three of those items. 19,035 for the adamantine sword, 19,035 for the mithral sword, and 15,000 for the gloves is 53,000 gold. You'll have earned somewhere around 40,000 gold total by the start of 8th level, and 54,000 total by the start of 9th, which means no money left for armor, consumables, or anything else. Sir Thugsalot is probably correct in thinking that you were assuming Impact was only a +1. Even with +2 weapons and the gloves, you're looking at 38,000 gold of your 40,000 gold at 8th. So something will probably have to wait.

Incidentally, Silversheen is much more affordable than Mithral, if you want a weapon to overcome Silver. +750gp instead of 500gp/pound. But even that I don't think is worth it.

Shadow Lodge

Watch out! There's an inebriated guy swinging a bastard sword!

(Because playing a charming drunkard who worships, and is rewarded by, the Empyreal lord of vengeance is just too much win.)

~ ~ ~

STR+19 (all bumps)
DEX:14
CON:14 (17,15,14,14,10,07 array)
INT:07
WIS:14
CHA:12 (because I like UMD)

Accelerated Drinker, Honored Fist of the Society
00 BA saves FT RF WI
01 01 figh1 06 04 04 [weapon master:bastard sword], Power Attack, Cleave
02 01 cler1 08 04 06 [crusader:Ragathiel:Good(Azata:Elysium’s Call)][WF:bastard sword]
03 01 monk1 10 06 08 [Drunken Master][Monk of the Lotus][Qinggong][Dodge], Crusader's Flurry
04 02 monk2 11 07 09 [evasion][Combat Reflexes], STR>20
05 03 monk3 11 07 09 [move+10][Drunken Ki], Deadly Aim
06 04 monk4 12 08 10 [Ki pool][slow fall:20][AC+1]
07 05 figh2 13 08 10 [Weapon Guard][Weapon Specialization:Bastard Sword], Extra Ki
08 06 figh3 13 09 11 [Weapon Training:Bastard Sword], STR>21
09 07 Bloo1 15 09 11 [Celestial][move+10], Extra Rage
10 08 figh4 16 09 11 [retrain:Cleave>>Vital Strike][Improved Critical:Bastardsword]

* 1st: Four-mirror armored beat-stick with a bardiche smackin' around.
* 2nd: Elysium’s Call is a very nice unsuck ability. Get Weapon Focus.
* 3rd: Flurrying with a bastard sword. Stunning Fist swapped for Touch of Serenity.
* 4th: Buy DEX belt and start swigging potions of Enlarge Person.
* 5th: Drunken Master gains temporary Ki now. And ouch! Those shurikens *hurt!
* 6th: Ki floodgates open; don't forget the extra one granted by trait.
* 7th: Finishing up Weapon Master...
* 8th: ...and immediately buy Gloves of Dueling.
* 9th: Upgrade the sword time: +1/Furious/Fortuitous
* 10th The pain train has pulled in to the station.

(Bloodrager can be started as early as 7th if you'd rather rage before getting WT+gloves.

~ ~ ~

Equipment: +1/Furious/Fortuitous Bastard Sword, Gloves of Dueling, Boots of Speed, Ring of Foe Focus, Bracers of Armor +2

~ ~ ~

So, how does this qualify as "Using Two Big-Ish Weapons"? -- Well, it's easy: You have one really fantastic magic sword, and a second one which is a cheap Xian non-masterwork knock-off. You drop the second one and Power Attack two-handed with the first one. You get as many attacks as the TWFers, so why put money into more than you need?

~ ~ ~

(Postscript: Don't let anybody try to talk you into that markedly inferior munchkin-trap known as "unchained" monk which seductively teases you with full BAB until you realize that you can only Ki attack with unarmed strikes.)

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