Author Topic: TWF Rogue: Optimal weapon?  (Read 15837 times)

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illy-d

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Re: TWF Rogue: Optimal weapon?
« Reply #20 on: October 23, 2011, 07:59:04 PM »
I've always felt that TWF is a trap for rogues.

First is that it requires feats, which rogues are short on. Second is that it requires a rogue to get into melee range and that never seemed like a good idea for a class that has d6 hit dice, 3/4 BAB, usually limited to light armor, and no other class abilities that really directly help in combat.

If a rogue must go into melee I feel that rogue should use a reach weapon to put a little space between him and his foe(s).

While Pathfinder doesn't eliminate these problems it does help reduce them.  Rogues for instance get a d8 for hit dice and the favoured class feature grants an extra hit point per level if you choose.  Pathfinder also gives every character a feat at every odd level - which is nice.  The 'Rogue Talents' are another source of feats or feat equivalent class features.  At level 5 my proposed character has the following feats;
-Two-weapon fighting
-Skill focus (half-elf)
-Weapon finesse (rogue talent)
-Weapon focus
-Improved Initiative (rogue talent)
-Quickdraw

Weapon Focus is also available as a Rogue talent so if anyone can suggest a different feat to take at level 3 I'm all ears as I could take Weapon Focus as a talent at level 6.

Wanted to also offer a quick thanks for all the replies so far.  There has been some good advice and lots of information to consider... 

X-Codes

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Re: TWF Rogue: Optimal weapon?
« Reply #21 on: October 23, 2011, 08:08:28 PM »
Oh, and the Flame Dagger spell is something that would be quite fun to try out on this kind of build.  You can't throw it, but your melee attacks are all touch attacks, the weapon is still treated as a dagger for feats/class abilities, and you can add your caster level to hit and damage, up to 10.
It's just CL to damage, not to hit.  For any TWFer, I'd prefer a Decastave to a Flame Dagger.  Just one spell to persist instead of two, and you still add your Strength modifier to damage.  Plus it's a Force effect, so you can hit incorporeal.  Sure, you can't add your Dex to hit, but Weapon Finesse is a bad feat tax.  Just get your 15 Dex and Gloves of the Balanced Hand and put the rest of your points into Strength instead of Dexterity.

If you want ranged attacks, look to Persist the Produce Flame spell.

Shiki

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Re: TWF Rogue: Optimal weapon?
« Reply #22 on: October 24, 2011, 08:05:54 AM »
Crescent knives.
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Lycanthromancer

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Re: TWF Rogue: Optimal weapon?
« Reply #23 on: October 24, 2011, 08:21:57 PM »
Crescent knives.
Manyfanged crescent knives. With collision.
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Jackinthegreen

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Re: TWF Rogue: Optimal weapon?
« Reply #24 on: October 24, 2011, 08:40:35 PM »
Crescent knives.
Manyfanged crescent knives. With collision.
Don't forget Kaorti Resin.

Or we could go with Manyfanged Kaorti Resin Blade Gauntlets. With collision.

Edit: Manyfang Braid Blade to further add fun?
« Last Edit: October 24, 2011, 10:29:32 PM by Jackinthegreen »

Mixster

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Re: TWF Rogue: Optimal weapon?
« Reply #25 on: October 24, 2011, 08:50:40 PM »
Kusari-Gama is actually a decent TWF weapon.
Monks are pretty much the best designed class ever.

JaronK

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