All around fighting machine

Perfectly aware of that, Rangerjohn.

However, I was operating from the assumption that the PC in question wouldn't be wearing the heaviest armors out there while using any form of 2WF. Even if you're using a sword & board 2WF, you're still depending on dex more than armor- especially if the PC was a ranger: he'd be wearing Lt armor to maximize his combat style and dex bonus.
 

log in or register to remove this ad

Drawmack said:
Could I get some thoughts on the pros and cons of Bastard Sword specialization versus Great Sword Specialization?

With Bastard Sword, you can use it one- or two-handed, if you put a feat into it. You can also take a level of Exotic Weapon Master from Complete Warrior and take the trick that lets you add 2x Str to your attacks when using it two-handed (instead of 1.5x as normal). You can also use a shield if you prefer, which would help with AC. It's also usable with combat styles from Complete Warrior, if you want to put the feats into those.

With Greatsword, you're using it two-handed all the time, with no option for one-handing it, but you're not using a feat on it, and feats, even for fighters, are precious things.

Both are common random treasure drops; assuming the DM rolls for random treasure, they actually have an equal chance of coming up. The greatsword's more expensive, so if you're starting at 1st level, it may be a bit harder to afford that and good armor. Stylistically, the bastard sword has a bit of an edge, since you can pretend it's a katana. Then again, big huge swords are cool. The greatsword has an edge in damage of 1.5 points (2d6 averages to 7, d10 averages to 5.5), which is significant.

Both will return equal benefits on WF, WS, IC, and PC feats applied to them, since those apply equally (+1 to hit, +2 to damage, +2 to crit range, and +4 to confirm crits).

Basically, I think that the bastard sword is more for characters who want to be some sort of weapon mastery type. You can get more benefits out of it, but you have to put some effort into it. The greatsword is much simpler, though; aside from the above feats, you won't need to spend anything else to wring capability out of it.

If you want a bit of flavor, you can take one of the weapons from Complete Warrior, like the Maul or Dire Pick, which are bastard versions of hammers and regular picks, and quite nifty. However, if the DM rolls treasure randomly from the DMG, they won't drop. At all.

I rather like the Greatspear from CW; it just looks cool, and you might be able to convince the DM that you can have it do slashing damage as well as piercing (just look at how long that blade is! It has to be sharp!). The lowly halberd is pretty nifty, too, if you anticipate being charged a lot and if you want to try and trip people, and doesn't suck up a feat.

Brad
 
Last edited:

To dovetail off of Cignus_pfaccari's post, I might consider taking a Hvy Flail for the same reasons I chose a Lt flail in post#10 of this thread- namely decent damage (1d10 19-20x2 B) + disarms + trips = FUN!

Of course, to get full use of it, you need both the Expertise and Power Attack Feat trees...
 


Still, Dastanas are horribly... strange. They simply don't fit to the normal armour system.

Wilderness adventure is it? Then I'd go in any case for Rapid Shot.

Edit: Oops, didn't see the second page of the thread ;)
Greatsword vs. Bastard sword. Well. Most things are obvious. The bastard sword is useable one-handed with all benefits (shield or TWF possible) and disadvantages (1.5 points less damage, worse for Power Attack, costs a feat).

Big bastard sword advantage is the versatility as mentioned above to be able to use it in two hands as well. In this case, the feat cost is the only disadvantage, 1.5 more or less damage doesn't matter too much if you use Power Attack a lot, have high strength and magical bonuses.

In case you have access to the Exotic Weapon Master Prestige class, the bastard sword wins in damage regards when wielded in two hands.
 
Last edited:

Drawmack said:
thank you all so for, you've given me a lot to chew over. As for the other characters we've got a bard and a cleric. I'm not allowed to play magic users cause the DM thinks I cheat with the spells - Just cause once I cast make water inside someone's head.

You cant do this
You didnt cheat
Your DM just doesnt understand the rules.

Majere
 

cignus_pfaccari said:
I rather like the Greatspear from CW; it just looks cool, and you might be able to convince the DM that you can have it do slashing damage as well as piercing (just look at how long that blade is! It has to be sharp!). The lowly halberd is pretty nifty, too, if you anticipate being charged a lot and if you want to try and trip people, and doesn't suck up a feat.

Brad
Halberd: Take that spinning halberd style from CW, gives you one additional attack with TWF, you'll cause bludgeoning, slashing and piercing damage with one weapon and get a +1 dodge bonus. ;)
 

Note: if you do end up wanting to, as a human, spend a feat on exotic weap. bastard sword, then I suggest you go for a dwarf instead, as in 3.5 they effectively get the exotic weap. dwarven war ax feat. Then all of a sudden you trade movement (not a big deal -- in heavy armour you are no slower than a human), some chr (oh well) and 1 skill point per level for ALL that juicy Dwarf goodness (darkvision, better saves (including vs. spells, like charm, fear, etc. that people say you should take iron will for), combat bonuses vs. some monsters, etc.). Plus more con (more hp)!

Plus, I think dwarven war ax is a bit better than bastard sword anyhow. When you go the improved crit or keen route, you might run against creatures that you could miss on a 17 or 18, but hit on 19 or 20. In that case, your imp. crit. or keen in bastard sword is wasted in those instances. But d. war ax gets the bump from 20 to 19. Ok, it won't come up much, but it is a slight advantage.
 

32 point buy

STR 16
DEX 14
CON 16
INT 10
WIS 10
CHA 10

Race: Dwarf (Darkvision, +2 save vs. poison/spells/spell-like effects, +2 CON, -2 CHA, speed 20', Stonecunning, Weapon Familiarity, Stability, +1 to attack orcs and goblinoids, +4 dodge AC vs. giants, +2 Appraise/Craft stonework and metalwork, favored class: Fighter)
Alignment: Any Lawful
Weapon: Greatsword or Dwarven Waraxe and Heavy Shield for defense
Armor: Studded Leather or Chain Shirt at 1st level, from 2nd Chainmail, then Full Plate when you can afford it

Code:
Levels              BAB    Saves    Class Features
------              --- ----------- --------------
 1 Ranger            +1  +2/ +2/ +0 Track, Favored Enemy (Goblinoid), Wild Empathy, Toughness
 2 Fighter           +2  +4/ +2/ +0 Weapon Focus (Greatsword)
 3 Fighter           +3  +5/ +2/ +0 Dodge, Power Attack
 4 Ranger            +4  +6/ +3/ +0 Rapid Shot (only works in Light or No Armor)
 5 Fighter           +5  +6/ +4/ +1 -
 6 Fighter           +6  +7/ +4/ +1 Weapon Specialization (Greatsword)
 7 Ranger            +7  +7/ +4/ +2 Endurance
 8 Dwarven Defender  +8  +9/ +4/ +4 +1 AC, Defensive Stance 1/day
 9 Dwarven Defender  +9 +10/ +4/ +5 Uncanny Dodge, Cleave
10 Dwarven Defender +10 +10/ +5/ +5 Defensive Stance 2/day
11 Dwarven Defender +11 +11/ +5/ +6 +1 AC, Trap Sense +1
12 Dwarven Defender +12 +11/ +5/ +6 Defensive Stance 3/day, Improved Critical (Greatsword)
13 Dwarven Defender +13 +12/ +6/ +7 Damage Reduction 3/-, Improved Uncanny Dodge
14 Dwarven Defender +14 +12/ +6/ +7 +1 AC, Defensive Stance 4/day
15 Dwarven Defender +15 +13/ +6/ +8 Mobile Defense, Trap Sense +2, Improved Initiative
16 Dwarven Defender +16 +13/ +6/ +8 Defensive Stance 5/day
17 Dwarven Defender +17 +14/ +7/ +9 +1 AC, Damage Reduction 6/-
Early on your character has Track and will be useful in an outdoor setting.

Put all ability increases into STR.
 
Last edited:


Remove ads

Top