
Redblade8 |

Hey,
As may have been evident from the subject line, I've got the idea to make a half-orc character (assume fighter, I guess) that uses the necksplitter as his weapon of choice (this isn't for a specific game, I'm just noodling around with ideas in my head). Looking at the weapon, it's got the Forceful and Sweep traits. Anyone yet devoted any thought to how one might leverage that to best effect?
Later

Tweezer |
I remember someone mentioning a high level Ranger with the “impossible flurry” (the feat that let’s you do 6 strikes at max MAP against a single target) and Dual wielding necksplitters would be able to strike an enemy with +0/+0/+1/+1/+2/+2 added to their normal damage.
Don’t know if that’s the kind of thing you’re looking for?

Kyrone |

Exacting Strike from fighter and their superior weapon proficiency might be what you are looking for.
The superior weapon proficiency let you take advantage of Forceful by managing to hit more often while Exacting Strike let you take advantage of sweep by not increasing the Multi Attack Penalty when you miss.
And fighter gives cool stuff for weapons that you use in one hand.

Valestrix |
Giant Instinct Barbarian with the size boosting feats, giants lunge and whirlwind strike would work pretty well with it too. Sweep will give you a bonus to your attack roll on a lot of targets, plus the forceful boost, and with extended melee reach due to your size, you have a lot of potential targets.
You could also achieve that as a fighter if you acquire another method to enlarge yourself, though you do still have less reach cause you can't get Giant's Lunge.

Edge93 |
I remember someone mentioning a high level Ranger with the “impossible flurry” (the feat that let’s you do 6 strikes at max MAP against a single target) and Dual wielding necksplitters would be able to strike an enemy with +0/+0/+1/+1/+2/+2 added to their normal damage.
Don’t know if that’s the kind of thing you’re looking for?
Note, that's 0/0/1/1/2/2 per damage die, and you would have 3 or 4 dice then. But that's super high level. Also, since Necksplitters aren't Agile those strikes all take -4 accuracy, which is harsher than the -2 for Agile.
As for a Fighter with Necksplitter, you'll generally want to stray away from any Fighter moves that use 2 actions, since you're focused on multiple attacks per turn for Forceful. Including Swipe, which synergizes well with Sweep, but doesn't work well with Forceful.
But going free-hand with stuff like Snagging Strike and Combat Grab is great since they're 1 action attacks with nice effects. Or go sword-and-board.

Arachnofiend |
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I made a build back in the playtest for this exact purpose. It's not quite as good because Certain Strike got nerfed (I choose to believe it was nerfed because of this specific build) but it should still be very effective if you're looking to chop and chop some more.

shroudb |
Imo, the peculiarity of Forceful is that the more strikes you make, the better they become.
Ranger is the best on leveraging multiple strikes, because his Flurry Edge actually outpaces the initial higher proficiency of the fighter, plus, he's the easiest to make the "most" attacks out of his weapons due to the double strike for 1 action feats.

Xenocrat |

Imo, the peculiarity of Forceful is that the more strikes you make, the better they become.
Ranger is the best on leveraging multiple strikes, because his Flurry Edge actually outpaces the initial higher proficiency of the fighter, plus, he's the easiest to make the "most" attacks out of his weapons due to the double strike for 1 action feats.
So what you're saying is that dual wielding scimitar rangers are the uber build????

shroudb |
shroudb wrote:Imo, the peculiarity of Forceful is that the more strikes you make, the better they become.
Ranger is the best on leveraging multiple strikes, because his Flurry Edge actually outpaces the initial higher proficiency of the fighter, plus, he's the easiest to make the "most" attacks out of his weapons due to the double strike for 1 action feats.
So what you're saying is that dual wielding scimitar rangers are the uber build????
only if they have a panther figu...
oh god... the horror!make it stoooooooop!
but no, seriously now, that's not what I'm saying.
I'm saying that if your core idea is to eek out the most out of Forceful trait, you should probably go Ranger.
Now, if that in itself is good enough, I don't know, i stopped doing dpr calculations for pf2 during somewhere in the middle of the playtest.

Castilliano |

I think which class is or isn't better will vary by level as well as encounter setup, not to mention party composition & tactics.
Trying to prioritize Forceful favors the Ranger even though Hunt Prey eats up some actions. But Sweep favors the Fighter because it works poorly with Hunt Prey.
When emphasizing one weapon (or weapon group more precisely), I prefer the Fighter, especially since you can bulk up in Full Plate and boost elsewhere. The Ranger is using Hunt Prey essentially to catch up to the Fighter, and then only w/ MAP.
Ranger: Hunt-(Flurry Edge), move, two swings (+0/-3)
Fighter: Move, Double Slice for two swings (+2/+0)
(The Fighter's numbers are due to higher proficiency compared to the Ranger.)
Ranger w/ Hunt Prey active: two swings (+0/-3), two more actions for two more swings at -6 each (which can vary from blah vs. high AC foes to awesome vs. meaty types.)
Fighter gets +2/+0/-8, which is a much better set vs. high AC types.
Fighter might be better using that 3rd action elsewhere, like on an Intimidate.
So you can see how swingy it can be depending on how much movement or how often enemies drop (maybe every round!).
The Fighter's AoE is a big advantage too when guarding squishies though Rangers can get a limited version at 4th.
Also, once Weapon Specialization kicks in, the Fighter gets a higher bonus due to a higher proficiency. This about matches the Ranger's extra damage for getting Forceful more often.
That all said, I'd recommend going with a shield!
The damage mitigation is tremendous!
Cheers

Redblade8 |

I made a build back in the playtest for this exact purpose. It's not quite as good because Certain Strike got nerfed (I choose to believe it was nerfed because of this specific build) but it should still be very effective if you're looking to chop and chop some more.
That is, in fact, the sugar that Papa likes! Thanks so much for sharing, Arachnofiend.
In response to Mergy's comment at the end of your thread, yeah, they can use a scimitar, but then they're not using a necksplitter. If you call that living...
Really, thanks a ton.
EDIT: I meant to ask, what did Certain Strike do in playtest?

shroudb |
Arachnofiend wrote:I made a build back in the playtest for this exact purpose. It's not quite as good because Certain Strike got nerfed (I choose to believe it was nerfed because of this specific build) but it should still be very effective if you're looking to chop and chop some more.That is, in fact, the sugar that Papa likes! Thanks so much for sharing, Arachnofiend.
In response to Mergy's comment at the end of your thread, yeah, they can use a scimitar, but then they're not using a necksplitter. If you call that living...
Really, thanks a ton.
EDIT: I meant to ask, what did Certain Strike do in playtest?
minimum damage on a miss.
basically every high drp build was using it since you got to add every modifier and even got 1 for every elemental rune (alongside them triggering weaknesses and etc)

Redblade8 |

Hmm, so the difference in effect between versions is [n] damage per Failure, where n=the number of damage dice?
EDIT: also in looking over Arachnofiend's build, it seems Improved Combat Grab is no longer a thing. I'll have to look over the Fighter list and see if anything calls out to be a replacement.

shroudb |
Hmm, so the difference in effect between versions is [n] damage per Failure, where n=the number of damage dice?
EDIT: also in looking over Arachnofiend's build, it seems Improved Combat Grab is no longer a thing. I'll have to look over the Fighter list and see if anything calls out to be a replacement.
it was a big deal in playtest since most of the damage was from number of dices actually.
there wasn't anything like the current specialisation and the number of dices were 6 with a +5 weapon, adding property runes, that was 9 dices of damage, or "minimum 9+Str+circumstance"

Arachnofiend |

Fortunately, not getting minimum dice damage isn't as big of a deal as it could have been because half of your damage dice have been replaced with weapon specialization.
RE: Improved Combat Grab, what was once ICG is now just Combat Grab and Combat Grab is now Snagging Strike; essentially they just separated the feats so that you aren't immediately replacing your 1st level choice with a moderately improved version of the same feat. I think what I'd recommend is to just take Sudden Charge at 1, or to take Exacting Strike and retrain out to a different feat once Certain Strike comes online.

Edge93 |
Redblade8 wrote:Hmm, so the difference in effect between versions is [n] damage per Failure, where n=the number of damage dice?
EDIT: also in looking over Arachnofiend's build, it seems Improved Combat Grab is no longer a thing. I'll have to look over the Fighter list and see if anything calls out to be a replacement.
it was a big deal in playtest since most of the damage was from number of dices actually.
there wasn't anything like the current specialisation and the number of dices were 6 with a +5 weapon, adding property runes, that was 9 dices of damage, or "minimum 9+Str+circumstance"
And it added the bonus damage from Forceful or similar traits as well in the Playtest, which could get really broken and as said is likely why they nerfed it in the way they did. XD

Debelinho |

forceful doesn't play that well with 2w fighting...you have to use same wpn on repeated strikes for it to work properly
and there are no foreceful+agile weapons...just plenty forceful+sweep
for max dmg, falchion is best...but glaive has reach and deadly...and with lunge gives you 15' reach so you can tripple strike more often...and swipe+sweep are +1 attack on both strikes
for free hand or shield - necksplitter

Redblade8 |

I reckon with this advice you'll be the neck-splittenest, spine-cleavenest, vertebrae-partenest orc this side of the Mana Wastes!
Now if only the CRB sold ten gallon hats...
I suppose after that's settled, the only real question left is, duster or poncho?
"You tell 'em I'm comin, and all Nine Hells are comin' with me!"
:D

Debelinho |

One more question for those who might be following along.
For a half-orc fighter to get access to a necksplitter, do you think Orc Weapon Expertise is must-have to up your proficiency with the weapon, or will the fighter's native proficiency with advanced weapons suffice?
take the feat for sure....+2 attack for an ancestry feat...