Gnome: Small, no bonus to Dexterity, and none of the Gnome's racial abilities add anything useful for the Two-Weapon Warrior. I also recently added a page explaining my which you may find helpful. With Improved Critical you threaten on 20% of attacks, and the triple damage is fantastic. This ability is replaced by almost every Fighter archetype. When Two Weapon Fighting, you get your normal full attack, which depends on your Base Attack Bonus, but they all take the appropriate. All in all, it's been a massive improvement to the system and my players love it. The trick is to do other things with the extra attacks.
It was shocking how often he hit. If you want to stay with Flame Warden, you could make something that's okay. This gives you an extra use of the flaming weapon when you get it, and a headband of wisdom will expand that. You also ran out of feats you lack Imp. Dervish 5 gives you 3 dances per day, which kinda sucks since it's the only thing going on for you; I'd always go at least Dervish 9. It significantly buffs martials and makes certain builds viable at lower levels.
Half-Orc: Darkvision and a flexible ability bonus are always nice. That means the barbarian can now get access to his preferred build a few levels earlier - whatever it may be. It's worse at dealing damage, though still semi-viable there. These feats are the core of any archery build, for a fighter or not. I will use the color coding scheme which has become common among Pathfinder build handbooks. To distinguish it, these items will have this notice. Medium size is nice because you can permanently reduce yourself to Small size for another free +2 to Dexterity, but small size won't ruin you.
You can build similar fighters with crossbows or in some campaigns, firearms , though archery requires far fewer feats. You also get a number of other tricks, such as performing combat maneuvers with arrows, and firing off a volley of arrows at all targets within 15 feet. I'm fairly certain it only applies to full attacks, yet this quote doesn't specify, meaning it could possibly apply to standard attacks too. A Level 20 Rogue with all three feats and a bunch of Shurikens gets 6 attacks. Fighter Class Features Hit Points: d10 hit points like nearly every other front-line class.
Normal Without this , a character can only get a single attack with an off-hand weapon or two attacks with an off-hand weapon if he or she has , or three attacks with an off-hand weapon if he or she has. It merges multiple feats into a single one, and sometimes just completely gets rid of other feats. As you probably noticed, the penalties are a tad severe hence why you always fight with a light weapon and a one-handed weapon ; the idea is to max your accuracy and find a good thing that could benefit from multiple strikes sneak attacks, wounding, greater wounding, ability damage, etc. Proficiencies: All armor and shields, include Tower shields, and martial weapons. Using the attacks to make trip attempts should work too. It might be worthwhile to wait until patch 1. Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
When you only get one measly attack per round, you really need it to be the best damn attack you can have, i. Any attacks of opportunity you make are at your normal attack bonus. Benefit The character can make as many attacks with his or her off-hand weapon as with his or her primary weapon, using the same. No, you get your full iterative attack with your main weapon. For more, check out my. If well placed, he spreaded havoc.
The only downside is that Falcata are exotic, but the Fighter has plenty of feats to throw around, and since they don't work with Weapon Finesse you need both Strength and Dexterity to make them work. Plus, i get the sneak attack and all kinds of bonuses from being a fighter. It's available very early, which makes it a great choice to retrain at level 12 or 16. The Two-Weapon Warrior depends heavily on Dexterity, so your Reflex saves may match or exceed your Fortitude saves depending on your build. Rangers don't get a lot of spell casts and the caster level progression is delayed for them. The Weapon Focus line is more important for you than it is for other fighters.
I made the build and tested on unfair up to Oleg's not really a test of a level 20 character, but it let me try out a few of the abilities. This archetype has a number of similarities to cavaliers namely in gaining a banner ability. Lets pretend I get a full round attack. Temporary Note: Paizo has recently. You trade 2 in attack bonus and few feats for larger damage per round, even without sneak attacks. But take it as a starting point.
Wait until you have at least Improved Two-Weapon Fighting so that the bonus is worthwile. Make use of your Dodge and Mobility feats to soak up attacks of opportunity for your team mates if you can. Though they depend more on full attacks to keep their damage flowing, their many bonuses from Weapon Specialization and weapon training can really add up to a lot over time. If you see any page that contains material and does not show this license statement, please contact an so that this license statement can be added. Assuming you're not being sarcastic, the difference is that A the barbarian and martial adepts get dual-wielding at 1st level while that build takes until 13th, and B the barbarian and martial adepts don't need any particular feats to work. Feats that everyone should have but still you have to spend your precious feats to get. Improved balance diminishes the appeal of light qweapons considerably, but if you don't want to spend a feat on exotic weapon proficiency kukri is the way to go.