Two-Weapon Fighting in PF 2.0


Rules Discussion


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Okay can someone please clear this up for me?

I've been looking all over the book and even used some good ol' ctrl+F on the PDF, looking for the phrase "two-weapon fighting", and it ONLY appears in the Archetype section for Fighter.

Apparently, nowhere in the book does it mention the actual attack penalties or how dual-wielding actually works mechanically in PF2.0. How does this work in PF2.0? Someone please point me in the right direction!

Thanks, in advance.


There's no such thing. You get no special benefit for dual wielding. The ranger, fighter, and rogue all have level 1 class feats that work with dual wielding. So if you want to dual wield take one of those feats. Hopefully theirs more support in the advanced players guide coming out next year.


citricking wrote:
There's no such thing. You get no special benefit for dual wielding. The ranger, fighter, and rogue all have level 1 class feats that work with dual wielding. So if you want to dual wield take one of those feats. Hopefully theirs more support in the advanced players guide coming out next year.

Does that mean there's no penalty like in PF1? O_o Seems weird. I'm guessing they're sticking with the standard -5 per follow-up?


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Epic Hoagie wrote:
citricking wrote:
There's no such thing. You get no special benefit for dual wielding. The ranger, fighter, and rogue all have level 1 class feats that work with dual wielding. So if you want to dual wield take one of those feats. Hopefully theirs more support in the advanced players guide coming out next year.
Does that mean there's no penalty like in PF1? O_o Seems weird. I'm guessing they're sticking with the standard -5 per follow-up?

By default, two-weapon fighting does not give you extra attacks, no. The initial advantage is in mixing and matching weapon properties.

Let's take the classic example of fighting with a longsword and a shortsword on an average turn. You use your first action to move up next to the enemy, and your second action to swing into the baddie with your longsword. For your third action you could try attacking with your longsword again, but it's probably better to attack with your shortsword instead. It's less damaging than the longsword, but it's agile property means that your secondary attack is more likely to land since you're only taking a -4 penalty rather than a -5.


Epic Hoagie wrote:
citricking wrote:
There's no such thing. You get no special benefit for dual wielding. The ranger, fighter, and rogue all have level 1 class feats that work with dual wielding. So if you want to dual wield take one of those feats. Hopefully theirs more support in the advanced players guide coming out next year.
Does that mean there's no penalty like in PF1? O_o Seems weird. I'm guessing they're sticking with the standard -5 per follow-up?

You cannot attack with the two weapons at the same time. There is no penalty because you cannot do it, at least not without the feat from the ranger.

You can carry a light weapon in your off-hand to attack with the agile trait, or maybe even get the feat that allows for more defense.


Not sure I like that -__- I'm gonna miss being a wood-chipper. But, oh well. Themz the breaks~!


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Honestly, I like they have moved away from it, because it's seriously unrealistic, generally you use a shield or something like a sword breaker in the off hand.


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Parduss wrote:
Honestly, I like they have moved away from it, because it's seriously unrealistic, generally you use a shield or something like a sword breaker in the off hand.

I mean, this isn't supposed to be realistic imho...? It's a *fantasy* RPG. Not a life sim. But everyone has their own way to play, no judgement here naturally ^u^


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There are also follow-up feats for Fighter and Ranger, and you can get some pretty sweet TWF attack routines going wielding two agile weapons.

They start relatively tame, Fighter Feat Double Slice giving two attacks for two actions, but both are at full accuracy as the two attacks don't count towards your MAP until after both have finished. But then the style expands nicely depending on what follow-ups you take.

Twin Parry lets you defend with TWF as if it's a shield.

Twin Riposte lets you counterattack someone who crit misses you while you're parrying (easy to do on a second or third attack).

Agile Grace turns your agile weapon MAP to -3/6.

I think there's a feat for an extra reaction per turn to use twin Riposte.

Two Weapon Flurry lets you get two attacks for one action (it's a Flourish so it counts for your one Flourish per round) after you've made at least one attack per round.

Twin Paragon lets you improve your parrying action economy vastly.

And I think there's one or two other options. All told the style looks pretty sweet, getting you a bit of extra attacking but also focusing on keeping your MAP down so you're landing a lot more hits, ajd giving you very respectable defenses.

Ranger handles TWF in notably different ways but is every bit as good or quite possibly even better at it. They focus more on getting in multiple blows while remaining mobile, but can also just stand and spam, while Fighters are best when they can fight in place (but still good on the move).

Twin Takedown lets you get two attacks for one action, though MAP applies normally unlike Double Slice, against your Prey. On a turn where you have to hunt prey this basically pays your action back, but on other turns it's just a free extra blow. And of course if you picked the Flurry Edge (which you probably should for TWF) then with Agile weapons your MAP goes +0/-2/-4, which us crazy low. So between the free attack and low MAP they can zip around as needed and deal reliable rapid blows.

They can also get Twin Parry and Riposte IIRC, though I forget if they get the upgrades (pretty sure they don't).

At 17th level your MAP drops to 0/-1/-2, even more nuts.

At level 18 you can take a feat that lets you attack three times with EACH weapon as three actions, but at max MAP. which with Agile and Flurry Edge with Hunt Prey is... -2. Six attacks at -2, kinda nuts.

So anyway, yeah. I love how the TWF styles work and develop.

Grand Lodge

Rangers get the best TWF blender option. At low levels they can use Hunt Prey+Twinned Takedown+Strike to get 3 attacks, and every round after that against the prey you can get 4 attacks. Combine with the Flurry hunter's edge and an agile weapon and you reduce your MAPs quite a bit.

At 18th level a Ranger can get Impossible Flurry, which is three Strikes with each weapon, for a total of 6 attacks, or 7 if you're benefiting from Haste. With Hunt Prey you're doing 6 to 7 attacks all with merely a -2 penalty on your attacks.


Well I just suggest consider the main-gauche entry in the weapons table, instead of wanting more damage, disarm and parry (and this is making me realize the rapier should not have disarm), or maybe a whip in your off hand, for that disarm and trip combo.


If you just want to focus on doing damage the best offhand weapon is going to be the hatchet; shortsword is basically the same level of effectiveness, but sweep will sometimes account for a small amount of extra damage.


Pathfinder Lost Omens, Rulebook Subscriber
Arachnofiend wrote:
If you just want to focus on doing damage the best offhand weapon is going to be the hatchet; shortsword is basically the same level of effectiveness, but sweep will sometimes account for a small amount of extra damage.

Sweep: When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.

Are you sure you weren't thinking of Forceful?


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I was not. Saying that sweep "will sometimes account for a small amount of extra damage" is accurate because it's a bonus that only activates if you attack two different enemies and only makes a difference if it changes the degree of success. Forceful is a much more significant weapon trait.

Speaking of which, I wonder if there's merit in forgoing an agile offhander and dual-wielding forceful weapons. Could see an Orc Ranger with two Necksplitters being pretty good. It'd be annoying to track which necksplitter you hit with for forceful damage but I think it's still the best way to get total number of attacks on a particular weapon.


I don't think anyone's mentioned it yet, so I'm gonna try to add my thoughts, rules or otherwise.

There's no off-hand penalty anymore. A fighter who's trained all their life in fighting a sword with their right hand could lose it and fight with their left hand exactly as well.

Personally, I like to GM to expectations. If a player is a two-weapon fighter, there's no off-hand penalty. If a player is playing a bard with one sword and decides that it'd be really fun to dual-wield it with the silver axe they found in this fight against a werewolf, there's no off-hand penalty. If a player asks the question, "What's it gonna take for me to get good at using this pair of scimitars", suddenly I'll say they'll have a circumstance penalty until they've tried it out for a bit, gauge how long they expect it to take, and work it out as we go. And finally, if the tone of the game demands realism, I just outright won't let someone use an off-hand weapon without penalty unless they are specifically choosing two-weapon fighting related abilities.


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One thing to mention is things like Twin Takedown require a weapon in each hand. Most likely the same for Two Weapon Flurry and Double Slice. The main change to TWF feels like they want to dive much more into the theme and feel of it over just the mechanical difference.

The Monk is a similar example in that they are the Unarmed Strike class and each Stance changes how your Unarmed Strikes tend to work. An example being Dragon Tail Stance relies on Sweeping Kicks to mimic a tail swipe.

Personally i love the thematic flair they’ve put into both aspects. I love the fact that a TWF Ranger will feel so much different than a TWF Fighter.


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I mean, you can definately still woodchipper enemies, albeit at higher levels. Grab a Ranger, Impossible Flurry, and the Flurry Hunter tactics. Grab two sawtooth sabres.

Make six attacks at -2 each, all bur the first getting bonus damage from twin weapons.


Arachnofiend wrote:

I was not. Saying that sweep "will sometimes account for a small amount of extra damage" is accurate because it's a bonus that only activates if you attack two different enemies and only makes a difference if it changes the degree of success. Forceful is a much more significant weapon trait.

Speaking of which, I wonder if there's merit in forgoing an agile offhander and dual-wielding forceful weapons. Could see an Orc Ranger with two Necksplitters being pretty good. It'd be annoying to track which necksplitter you hit with for forceful damage but I think it's still the best way to get total number of attacks on a particular weapon.

Honestly Twin weapons would probably be much better than Forceful. You won't get any +2 damage per die attacks, but you'll have less attacks with no extra damage and it's simpler to remember.

Red Mantis Rangers rise up! XD

As a random aside, a Flurry Ranger with a Forceful Weapon just in general, not even using TWF, could be really good I think.


Edge93 wrote:
There are also follow-up feats for Fighter and Ranger, and you can get some pretty sweet TWF attack routines going wielding two agile weapons...

Great post and information Edge93! Thanks!


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Something I didn't see mentioned here is that Double Slice has the "Press" trait. This means it can't be used until you've already done an attack this turn. This means that both attacks will be at -5 (or -4 for agile).


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Rycke wrote:
Something I didn't see mentioned here is that Double Slice has the "Press" trait. This means it can't be used until you've already done an attack this turn. This means that both attacks will be at -5 (or -4 for agile).

Double Slice doesn't have the Press trait, actually. It might have had it in the playtest, but it doesn't now.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If you want to TWF just go Ranger imho.

Hunter's Edge (Flurry) + Twin Takedown? I'm getting 4 strikes a round at L2 at -0/-2/-4/-4 :D


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Pathfinder Roleplaying Game Superscriber

Yeah, Rangers are absolute DPS machines if they want to be.

Although I do appreciate that there is a fair bit of support for single-shot crossbow builds also; Rangers have arguably the highest reliable single-hit damage in the game and it requires them to use a crossbow or other Reload weapon.

Just with a relatively trivial amount of optimization, a Ranger with a heavy crossbow using Perfect Shot can do 4d12+2 (crossbow ace) + 3d8 (precision) + 3d6 (elemental) = ninety-two damage with a single shot.

Dark Archive

I’ve noted this before on a few other places, but I haven’t found two weapon fighting to be very fun, at least as a rogue. It takes too many actions to start dual wielding and use the feat associated with it. In addition, there is the extra cost of weapons, whether magical or with additional runes. And for rogues, there are no other dual wielding feats without multiclassing, and the best ones are unavailable. That aside, building for any other style with a rogue works far, far better and seems more enjoyable, at least so far.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Rogues don't really benefit from TWF tbh, though they can multi-class into Fighter or Ranger to get some additional support for the playstyle.


Edge93 wrote:
Arachnofiend wrote:

I was not. Saying that sweep "will sometimes account for a small amount of extra damage" is accurate because it's a bonus that only activates if you attack two different enemies and only makes a difference if it changes the degree of success. Forceful is a much more significant weapon trait.

Speaking of which, I wonder if there's merit in forgoing an agile offhander and dual-wielding forceful weapons. Could see an Orc Ranger with two Necksplitters being pretty good. It'd be annoying to track which necksplitter you hit with for forceful damage but I think it's still the best way to get total number of attacks on a particular weapon.

Honestly Twin weapons would probably be much better than Forceful. You won't get any +2 damage per die attacks, but you'll have less attacks with no extra damage and it's simpler to remember.

Red Mantis Rangers rise up! XD

As a random aside, a Flurry Ranger with a Forceful Weapon just in general, not even using TWF, could be really good I think.

I realized hours after making that post that just one Necksplitter and not bothering with TWF is probably the better route to go and would itself be quite viable. You're right that Twin weapons will be the best choice for a non-agile TWF'er, though currently the only twin weapon in the game is only easily accessible to a Human. That will change at the end of the month with the release of the Lost Omens World Guide, naturally.


Pathfinder Adventure Path Subscriber
MaxAstro wrote:

Yeah, Rangers are absolute DPS machines if they want to be.

Although I do appreciate that there is a fair bit of support for single-shot crossbow builds also; Rangers have arguably the highest reliable single-hit damage in the game and it requires them to use a crossbow or other Reload weapon.

Just with a relatively trivial amount of optimization, a Ranger with a heavy crossbow using Perfect Shot can do 4d12+2 (crossbow ace) + 3d8 (precision) + 3d6 (elemental) = ninety-two damage with a single shot.

Would this not also work with a melee build? With up to 6 attacks?


MaxAstro's build is using Crossbow Ace, which is another +2 to damage that other weapons aren't going to have access to. I'm not sure how it compares in overall DPR to a more standard build but with the right single attack actions it may be very effective (Hunter's Aim goes a long way to make this work on its own).


Rerednaw wrote:
MaxAstro wrote:

Yeah, Rangers are absolute DPS machines if they want to be.

Although I do appreciate that there is a fair bit of support for single-shot crossbow builds also; Rangers have arguably the highest reliable single-hit damage in the game and it requires them to use a crossbow or other Reload weapon.

Just with a relatively trivial amount of optimization, a Ranger with a heavy crossbow using Perfect Shot can do 4d12+2 (crossbow ace) + 3d8 (precision) + 3d6 (elemental) = ninety-two damage with a single shot.

Would this not also work with a melee build? With up to 6 attacks?

A TWF Ranger can probably get comparable damage, but will be picking different options. Probably even more damage, to compensate for the additional action cost and the probability of damage resistance.

The Precision Hunter's Edge (that +3d8 damage) only applies once per round, for example. As does Crossbow Ace (which increases the Heavy Crossbow to d12s).

The 6-attack build is probably taking the Flurry Edge instead, and a multitude of different feats.


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Pretty disappointing actually. :(

If you wanna TWF, you be a Ranger or a Fighter (or a sad Rogue who wishes they were better).
If you wanna TWF as a Barbarian, a Champion, or anything else really... well, too bad, no support.

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