Two weapon fighting help!


Pathfinder First Edition General Discussion


Thinking about making a human fighter for a new campaign coming up, starting at lvl 5. I wanted this character to focus on fighting with two rapiers, obviously two weapon fighting feat is a must, and i was also going to take improved two weapon fighting. Just wanted to hear some thoughts on some other feats i should pick up to make this character deadly! Any ideas?


1)
Human Feat: Weapon Focus Rapier
Bonus Feat: Weapon Finesse
Level Feat: Fencing Grace

2)
Bonus Feat: Two Weapon Fighting

3)
Level Feat: Two Weapon Grace

4)
Bonus Feat: Weapon Specialization

5)
Level Feat: Iron Will


You're going to want these Advanced Weapon Training choices:

Quote:
Effortless Dual-Wielding (Ex) The fighter treats all one-handed weapons that belong to the associated weapon group as though they were light weapons when determining his penalties on attack rolls for fighting with two weapons. Source PPC:BotB
Quote:
Trained Grace (Ex) When the fighter uses Weapon Finesse to make a melee attack with a weapon, using his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls. The fighter must have Weapon Finesse in order to choose this option.

Two Weapon Grace and Fencing Grace will be useful in the short term, but it will actually be worse in the long run than using Trained Grace. It's basically true as soon as your able to afford Gloves of Dueling.

Good thing you can retrain feats though, and you should.

Also you should take:

Quote:
Armed Bravery (Ex) The fighter applies his bonus from bravery to Will saving throws. In addition, the DC of Intimidate checks to demoralize him increases by an amount equal to twice his bonus from bravery. The fighter must have the bravery class feature in order to select this option.

Much better than Iron Will.

Other than that, basic feats like Weapon Focus, greater WF, Weapon Spec, Greater Weapon Spec, Power Attack, etc are all useful.

For stats definitely keep you strength and dex up, though focus on dex more. If you use point buy:
STR: 16 DEX: 18 (+2 race) CON: 12 INT: 11 WIS: 10 CHA: 7

Something along these lines will do well, though that is only a 19 point buy instead of 20.


Rapiers are finnesable, but they're still one handed weapons so you're still taking a larger penalty unless you have the item that's going to make it count as a light weapon.


I would go for Effortless Dual Wielding and Sacred Weapon Damage, personally. That's assuming the OP doesn't choose an archetype that trades away weapon training.

1)
Human Feat: Weapon Focus Rapier
Bonus Feat: Weapon Finesse
Level Feat: Fencing Grace

2)
Bonus Feat: Two Weapon Fighting

3)
Level Feat: Two Weapon Grace

4)
Bonus Feat: Weapon Specialization

5)
Level Feat: Iron Will

6)
Bonus Feat: Improved TWF

7)
Level Feat: Improved Iron Will

8)
Bonus Feat: Greater Weapon Focus

9)
Level Feat: Improved Critical

10)
Bonus Feat: Lunge

11)
Level Feat: Two Weapon Rend

12)
Bonus Feat: Greater Weapon Specialization

That is a super generic TWF build relying on feats, not magical enchanments... Agile and Keen make some of the feats unnecessary if you want to rely on enchanments not feats.


Keaton Stizz wrote:
Thinking about making a human fighter for a new campaign coming up, starting at lvl 5. I wanted this character to focus on fighting with two rapiers, obviously two weapon fighting feat is a must, and i was also going to take improved two weapon fighting. Just wanted to hear some thoughts on some other feats i should pick up to make this character deadly! Any ideas?

Don't go rapier, use kukri. You don't want to use a one-handed weapon in your off hand.

You'll eventually want focused weapon and trained grace.

Focused Weapon lets you use warpriest weapon damage progression.
Trained Grace doubles the damage from your Weapon Training bonus if you use DEX to hit and STR to damage.

Player from my last AP ended with

Spoiler:

Female catfolk fighter 17
CN Medium humanoid (catfolk)
Init +14; Senses low-light vision; Perception +23
--------------------
Defense
--------------------
AC 40, touch 19, flat-footed 35 (+18 armor, +3 deflection, +5 Dex, +1 insight, +3 natural)
hp 157 (17d10+51)
Fort +16, Ref +20, Will +15 (+4 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (average)
Melee +4 adamantine kukri +29/+24/+19/+14 (2d6+37/15-20) or
. . +4 adamantine kukri +29/+24 (2d6+32/15-20)
Special Attacks weapon trainings (fighter's reflexes, light blades +6, trained grace, focused weapon)
--------------------
Statistics
--------------------
Str 24, Dex 20, Con 14, Int 14, Wis 10, Cha 10
Base Atk +17; CMB +19; CMD 43 (47 vs. disarm, 47 vs. sunder, 44 vs. trip)
Feats Advanced Armor Training, Advanced Weapon Training, Advanced Weapon Training, Critical Focus, Critical Mastery, Double Slice, Greater Weapon Focus (kukri), Greater Weapon Specialization (kukri), Improved Critical (kukri), Improved Two-weapon Fighting, Iron Will, Power Attack, Sickening Critical, Staggering Critical, Two-weapon Fighting, Weapon Finesse, Weapon Focus (kukri), Weapon Specialization (kukri)
Traits reactionary, seeker
Skills Acrobatics +9, Climb +10, Diplomacy +17, Fly +8, Intimidate +4, Knowledge (dungeoneering) +10, Knowledge (geography) +3, Knowledge (religion) +19, Perception +23, Ride +8, Stealth +6, Survival +6, Swim +10; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common, Thassilonian, Varisian
SQ armor training 4, cat's luck, nimble faller[ARG]
Combat Gear animal totem tattoo (eagle), oil of bless weapon (5), potion of cure light wounds (5), potion of enlarge person (5), potion of protection from evil, potion of rage; Other Gear black dragonhide full plate, +4 adamantine kukri, +4 adamantine kukri, amulet of natural armor +3, belt of physical might +4 (Str, Dex), clear spindle ioun stone, cloak of resistance +4, cracked dusty rose prism ioun stone, dusty rose prism ioun stone, gloves of dueling[APG], handy haversack, ring of protection +3, shifter's headband (+4 int)[UE], wayfinder of infinite doorways, 2,942 gp
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armed Bravery (+4/+8) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Specialization +4 (Full plate) (Ex) Increase armor bonus of chosen armor.
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Critical Focus +4 to confirm critical hits.
Critical Mastery (2 Critical feats) Apply extra Critical feats to a critical hit rather than one.
Fighter's Reflexes (Weapon Training [Blades, Light] +6) (Ex) While not denied Dex bonus to AC, add training bonus to Reflex saves.
Fly (30 feet, Average) You can fly!
Focused Weapon (Weapon Training [Blades, Light] +6, Kukri) (Ex) Can deal damage as per Sacred Weapon class feature with chosen weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nimble Faller Always land on feet after a fall.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Sickening Critical Critical hit sickens target.
Staggering Critical (DC 27) Critical hit staggers target
Trained Grace (Weapon Training [Blades, Light] +6) (Ex) When using Weapon Finesse, double training bonus on damage rolls.
Trained Initiative (Weapon Training [Blades, Light] +6) (Ex) Wielding weapon from chosen group, add training bonus to initiative checks.
Weapon Training (Blades, Light) +6 (Ex) +6 Attack, Damage, CMB, CMD with Light Blades


wraithstrike wrote:
Rapiers are finnesable, but they're still one handed weapons so you're still taking a larger penalty unless you have the item that's going to make it count as a light weapon.

Yoooo I fux with it, thanks for the help.

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