Double Weapon or TWF combos...

Lalato

Adventurer
Hi gang...
I'm building a TWF Ranger/PsyWar... any thoughts on what I should use as a weapon(s)?

A Kusari-gama was suggested in another forum, but I'm not sure that my DM will allow it because we're not playing in an Asian style setting.

Thanks for any suggestions...
--sam
 

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Nice try... :D

Here's a little more info...

S 15, D 18, C 15, I 12, W 15, C 14

Ranger 2, PsyWar 1... I haven't decided on feats yet (I'm open to suggestions)... and my DM is using what is currently known about the 3.5 Ranger. :)

--sam
 

Quarterstaff - plentiful and stylish, happens to work nicely in 3.5 for a TWF Ranger. Don't let the d6s scare you, its the most un-assuming weapon in the book (just ask Gandalf :))!

Longsword (or bastard sword) and Fist - since youre picking up psywar levels I think this combination could really work. The sword is your primary weapon, wield it 2-h for standard action attacks (AoO, charges, etc). When you want to bust a cap, shift the sword to 1 hand and start going crazy with the fist. Even if youre only delivering 1d4 points of damage, you can get the damage up there with psywar powers that imbue your fist, feats that pump unarmed damage, etc etc. Plus, woe to the opponent who thinks youre done when your sword gets disarmed or sundered...

Twin Flails - An underused and underestimated weapon. Become the master trip/disarmer with either a dire flail or 2 lt flails. Pick up feats related to tripping and disarming...

Well, those are my thoughts. Whatever you do, have fun!

Technik
 
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With your superior dexterity, you might do well to dual wield shortswords, handaxes (for fewer but more devastating criticals), or throwing axes (if you don't care about criticals but prefer the flexibility of being able to throw them without penalty). That would give you a +1 to +2 advantage on attack bonus. The focus on dexterity may also yield a better AC.

The weakness of that strategy would be the inability to use power attack and the requirement to spend a feat on weapon finesse.

You could also choose to dual wield a quarterstaff or spend a feat on a doublesword. The quarterstaff would have a slight critical disadvantage vis a vis the paired weapon strategy. The doublesword would have a damage advantage.

The double weapon strategy will allow the use of power attack (including the favorable 3.5 two handed weapon power attack) and will yield more damage on partial attacks. Using strength as your main stat will also yield higher damage after you put a few points into it. (And an 18 dex is really better than you'll be able to take advantage of for AC if you choose to wear armor (mithral chain shirt max dex is +6 which is only +4 gloves) so your AC will porbably be the same by mid to high levels).

Either way you do it, you'll definitely want to take weapon specialization (PsyWar 6 bonus).

You may also want to use psy-warrior bonus feats and/or normal feats for your TWF feats. (Which would mean taking the ranger style as archery--which would work well for the dual throwing axe character but would also give flexibility to any build). As a multiclass ranger, it will take a long time for you to get to the level where you'd get bonus TWF feats--probably too long for any of the builds other than the double weapon ones which will be much better in non-full attacks.
 

Technik4 said:
Longsword (or bastard sword) and Fist - since youre picking up psywar levels I think this combination could really work. The sword is your primary weapon, wield it 2-h for standard action attacks (AoO, charges, etc). When you want to bust a cap, shift the sword to 1 hand and start going crazy with the fist. Even if youre only delivering 1d4 points of damage, you can get the damage up there with psywar powers that imbue your fist, feats that pump unarmed damage, etc etc. Plus, woe to the opponent who thinks youre done when your sword gets disarmed or sundered...
No no no! Use a greatsword and or reach weapon + Bite of the Wolf/Tiger. All of the benifits of a two handead weapon and two weapon fighting. You can also use armor spikes at low levels before you get your bite power.

EDIT: Though taking a dwarven waraxe or bastard sword, thus giving you the option of a shield when you need it is a strong choice, as well...
 
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I've been pummeled with a dizzying array of choices.

I should note that we're playing in what amounts to a pre-release version of Mindshadows (a forthcoming setting from Green Ronin). It's mythical India that's heavily psionic. Very cool setting... and I can't wait for the books to come out so I can buy them. :)

I had considered the two flail route... and the argument for it is very convincing... especially in light of the fact that the setting includes the Binnol, a small flail weapon that does 1d8... a bit overpowered for a small weapon? I don't know, but you can't argue with dual small weapons doing 1d8.

There are a few other weapons in the setting, but most of them are similar to others found in the PHB...

The other interesting ones are...

Goliah... a curved sword with an extra small blade on the hilt. It can be used as a double weapon.

Madu... is a type of shield with blades curving out of it. It can do 1d6 piercing damage

As for the other suggestions... please keep them coming. I started playing 3e last December after a long hiatus from gaming so something that may seem obvious to you probably blow right past me. Thanks... :)

--sam
 

I'm surprised there are no axes or even polearms with butt spikes, which would make a fine 1d8/1d6 double weapon. A polearm double weapon might be interesting, one end has reach and the other does not... heh.

I find the gyrspike pretty ludicrous. I think it must have been invented by someone who's never seen a sword being used :)
 

Kingdoms of Kalamar has the Malakhbar, a hobgoblin weapon of choice. Double weapon with bludgeoning 1d10 head and slashing blade for 1d8... crit *2/*3.
 

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