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<blockquote data-quote="Stalker0" data-source="post: 8092324" data-attributes="member: 5889"><p><strong>Mr THE Left</strong></p><p>(After criticizing the lack of TWF options with the maneuvers, I tried to put my money where my mouth is and see if that was simply wrong)</p><p></p><p>A true man of mystery, almost nothing is known about Mr THE Left. He's a showman, a businessman, and wooer of woman. No one really knows if that is his actual name, or if its simply what everyone calls him.</p><p></p><p>But one thing is known, he will always offer you a smile. And if he pulls out his beloved shortsword into his right hand, you know your in for a fun duel. But if he slides his trusted knife into his left....you are going to die.</p><p></p><p>One man that met his end at the edge of Mr THE Left's blade, asked him a peculiar question as the life faded from his eyes... "why a dagger, not a shortsword or something longer?" Mr THE Left returned the question with a warm smile, simple stating "the longer the blade the more the blood stains".</p><p></p><p><strong>Power Highlights</strong></p><p><em>Heavily Skilled</em></p><p>Has 6 skills, two of them change to an 8 on a roll of 2-7</p><p>Gains Minor Advantage on Insight</p><p></p><p><em>Master of TWF</em></p><p>Will often have +1d6 damage on 3 attacks</p><p>Can disarm creatures up to 3 times in a round.</p><p></p><p></p><p></p><p>Human 10th level Fighter</p><p>Heritage Gift: Inexorable Focus (Arcana, History)</p><p>Culture: Cosmopolitan (gain Prestidigitation, can hide armor and weapons, Arcana, Deception)</p><p>Background: Guild Artisan (+1 Int, +1 Dex, Persuasion, History, Artisan's Tools)</p><p>Paragon: Evasion Action (+10 speed, no difficult terrain on a dash, no OA from targets you hit)</p><p>Skills: Acrobatics, Insight, Arcana, History, Deception, Persuasion</p><p>Feat: Dex +2, Dex +2</p><p>**Edit: Originally had dual wielder, but I realized that another +2 dex is just flat out better.</p><p></p><p>Str: 8, Dex: 20, Con: 12, Int: 12, Wis: 12, Cha: 14</p><p>**I'll note that the lack of the straight up stats from core does hurt here. Its -1 point, but more important, because you often got +2 to a stat, its effectively worth 2 point buy points, which definitely stings.</p><p></p><p>Fighter</p><p>Style: TWF</p><p>Steely Mein: Closed Helm (his smile is eternal, and his poker face perfection)</p><p>Martial Lore: Arms Merchant (not his main business, but he indulges from time to time)</p><p>Indomitable</p><p>Reputation: Mysterious (who is this guy?)</p><p>Knacks: Extreme Leap, Burst of Strength (a slender man that sometimes demonstrates strength well beyond what his frame would entail)</p><p></p><p>Maneuvers (10 exertion, 4 3rd, 3 2nd or lower)</p><p>Techniques: Unending Wheel, Tempered Iron, Mist and Shade, Mirror's Glint</p><p></p><p>Dangerous Signature</p><p>Disarming Assault (Technique) - Each attack can disarm opponent</p><p>**Note: Having now looked directly at Disarming Assault vs Disarming Counter... DA is just way better. It doesn't burn a reaction, and you get a disarm chance with every attack, and you can disarm shields....yes it uses a different save but I feel DA is going to come up much more often.</p><p></p><p>Parry (Reaction) - Reduce damage by 4d6.</p><p>Striding Swing (Technique) - Move 15 feet, attacks gain minor advantage against me, I gain +1d4 damage on attacks.</p><p>Feinting Assault (Technique) - Deception vs Insight to +1d6 damage on all attacks.</p><p>Defy Magic (Reaction) - Magic Attack within 30 feet forces Con save DC 17 or attack is negated</p><p>Intuitive Combat Stance (Stance) - Minor advantage on Insight, +2 to passive insight</p><p></p><p>My Verdict: Though it was much harder to find good manuevers for this guy, it was doable. There are enough Technique type abilities that can work on your bonus attack. Abilities like Disarming Assault are quite good for a TWF player. I don't think this closes the gap but it does narrow it.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8092324, member: 5889"] [B]Mr THE Left[/B] (After criticizing the lack of TWF options with the maneuvers, I tried to put my money where my mouth is and see if that was simply wrong) A true man of mystery, almost nothing is known about Mr THE Left. He's a showman, a businessman, and wooer of woman. No one really knows if that is his actual name, or if its simply what everyone calls him. But one thing is known, he will always offer you a smile. And if he pulls out his beloved shortsword into his right hand, you know your in for a fun duel. But if he slides his trusted knife into his left....you are going to die. One man that met his end at the edge of Mr THE Left's blade, asked him a peculiar question as the life faded from his eyes... "why a dagger, not a shortsword or something longer?" Mr THE Left returned the question with a warm smile, simple stating "the longer the blade the more the blood stains". [B]Power Highlights[/B] [I]Heavily Skilled[/I] Has 6 skills, two of them change to an 8 on a roll of 2-7 Gains Minor Advantage on Insight [I]Master of TWF[/I] Will often have +1d6 damage on 3 attacks Can disarm creatures up to 3 times in a round. Human 10th level Fighter Heritage Gift: Inexorable Focus (Arcana, History) Culture: Cosmopolitan (gain Prestidigitation, can hide armor and weapons, Arcana, Deception) Background: Guild Artisan (+1 Int, +1 Dex, Persuasion, History, Artisan's Tools) Paragon: Evasion Action (+10 speed, no difficult terrain on a dash, no OA from targets you hit) Skills: Acrobatics, Insight, Arcana, History, Deception, Persuasion Feat: Dex +2, Dex +2 **Edit: Originally had dual wielder, but I realized that another +2 dex is just flat out better. Str: 8, Dex: 20, Con: 12, Int: 12, Wis: 12, Cha: 14 **I'll note that the lack of the straight up stats from core does hurt here. Its -1 point, but more important, because you often got +2 to a stat, its effectively worth 2 point buy points, which definitely stings. Fighter Style: TWF Steely Mein: Closed Helm (his smile is eternal, and his poker face perfection) Martial Lore: Arms Merchant (not his main business, but he indulges from time to time) Indomitable Reputation: Mysterious (who is this guy?) Knacks: Extreme Leap, Burst of Strength (a slender man that sometimes demonstrates strength well beyond what his frame would entail) Maneuvers (10 exertion, 4 3rd, 3 2nd or lower) Techniques: Unending Wheel, Tempered Iron, Mist and Shade, Mirror's Glint Dangerous Signature Disarming Assault (Technique) - Each attack can disarm opponent **Note: Having now looked directly at Disarming Assault vs Disarming Counter... DA is just way better. It doesn't burn a reaction, and you get a disarm chance with every attack, and you can disarm shields....yes it uses a different save but I feel DA is going to come up much more often. Parry (Reaction) - Reduce damage by 4d6. Striding Swing (Technique) - Move 15 feet, attacks gain minor advantage against me, I gain +1d4 damage on attacks. Feinting Assault (Technique) - Deception vs Insight to +1d6 damage on all attacks. Defy Magic (Reaction) - Magic Attack within 30 feet forces Con save DC 17 or attack is negated Intuitive Combat Stance (Stance) - Minor advantage on Insight, +2 to passive insight My Verdict: Though it was much harder to find good manuevers for this guy, it was doable. There are enough Technique type abilities that can work on your bonus attack. Abilities like Disarming Assault are quite good for a TWF player. I don't think this closes the gap but it does narrow it. [/QUOTE]
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