2 weapon fighting

Dannyal - There is something on this here as well. Combined with Power Attack (2D for 1AB with THW), TWH is way way WAY better than TWF.


Joeluma - Wrong. The DMG clearly states that the next size up from 3d6 is 4d6 (pg28 DMG).
 

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Caeleddin said:
Joeluma - Wrong. The DMG clearly states that the next size up from 3d6 is 4d6 (pg28 DMG).

Yes, but the next size up from a Large 3d6 is a Huge 4d6, which makes for a Gargantuan 6d6... like he said :)

-Hyp.
 

Hyp - No. What he is saying is for a HG to use a d12 base item two sizes larger in two hands. That is 4d6 damage at -2 to-hit.


This is a guy that tried to come up with a build to try and get a Retributive Strike effect every round, using every loophole he can find. He also admits to coming up as many broken munchkin builds as he can. I am not optimistic about his "maths".
 

For 2 weapon rogue positioning... Bullrush.

Team up with a strong fighter PC or cohort. Have them bullrush the target into a convenient flanking position for your full rogue sneak attack goodness... It's not always going to work, but when it does it's not pretty. :D
 

I don't think getting in/out of flanks will be a hard thing. I think the hardest thing is deciding if I want to go 2 sho swo for imagry, or rapier (wielded 2 handed) and armor spikes (no one in our group has ever had spikes...)
 

As a player in campaigns with Rogues, I have seen the overconfident Rogue Tumble into battle, sneak attack and kill someone, and promptly get tarred by the target's buddies. It is a much harder proposition than you may think.


As a DM, I take inordinate pleasure in tarring the overconfident Rogue that Tumbles into the middle of an enemy formation.

Trust me. Your AC will NOT save you if 2 or 3 guys get off 2 hits each on you that round. A level 20 Rogue has, on average, 70 hps. Add 60 for Con, and you have 130 hps. A CR 16 monster will get through that in 2 seconds flat, let alone 6....
 

That's why you don't tumble into the formation, you tumble beside it...

The only quazi decent thing the party has going for it, is that we're pretty good at spliting up the mobs. (Maybe because they're trying to decide who the stupidest PC is and get confused so they each take a different) But either way, I typically pull one, the fighter pulls one, and the ranger does. If there's 5 mobs, that makes 3 thats split from the group and the other 2 to do, whatever. Then I tumble around to the fighter/ranger whichever closer, and get a quick round on it before the other mob can move to get me. I never stay at the same mob for more than a round or 2 if I can help it. It's like a prolonged spring attack... without the feat :P
 

Ok, if you pull one each, and then you Tumble out to SA one of the other ones, that means you can't use your full attack. You only get one SA. You don't need TWF to do that.

If the monster survives, it will smack you for doing it the most grevious bodily harm the next turn (if it has already moved). Your ORIGINAL target will beat on you this round and the next. If you stick around to do the full attack SA, it is a) overkill on the one you already SA'd, and b) you get tarred by a full attack from your original target.
 

hmm... good points...

I will come up with something. My goal is to sit in the head seat of every town we stay in. Got to be crafty politically, so why not in combat as well.

Maybe a wand of invisibility if everything doesn't already have TS, det. inv., etc
 


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