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Two Weapon Fighters
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<blockquote data-quote="Rozman" data-source="post: 1113818" data-attributes="member: 13363"><p>Dodge isn't all that hot by itself, but you'll of course notice the effects more at low levels where +1 still means a lot.</p><p></p><p>I'm not a huge fan of Combat Reflexes unless it's part of a larger chain. Assuming you're using the Core books only the chain's not all that hot unless you're using a spiked chain/ guisarme and go for tripping with reach. My critter generally avoid AoO when they can, unless there's pressing need to get past someone.</p><p></p><p>Mobility in and of itself is good for helping you survive the trip in against those pesky critters with reach. Depends on how mobile you want to be.</p><p></p><p>It also leads to Spring Attack, but that won't be too hot for your character. You don't provoke an AoO for moving through your target's threatened area, but you must move both before and after attacking, precluding a Full Attack (and therefore TWF.)</p><p></p><p>Basically, you get your normal movement max, so maybe walk 10', smack the baddy once, then walk back 20'. Nice hit-and-run tactic if you've got the space, but not the best behavior in a tank, and it sounds like your party is looking for a meat-shield to stand out in front <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>You might want to go with a 3rd level of Ranger to get at Endurance, depending on whether you want to be up or down at -1hp. Either on your feet, or no longer a target for the badguy. Depends on how much you trust you party to promptly heal you <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>You also get a feat or stat increase every level up through level 9, so you always feel like you've accomplished something <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>1- Ranger- Improved Initiative, Weapon Finesse</p><p>2- Ranger- TWF (free)</p><p>3- Ranger- Endurance (free)</p><p> - Diehard</p><p>4- Fighter- Two-Weapon Defense</p><p> - Stat increase: +Dex</p><p>5- Fighter- Weapon Focus (machete)</p><p>6- Fighter- Improved TWF</p><p>7- Fighter- Weapon Specialization (machete)</p><p>8- Fighter- Stat increase + Dex</p><p>9- Fighter- Improved Critical (machete)</p><p> - Combat Expertise/ Power Attack, whichever you prefer.</p><p></p><p>This leaves Greater TWF, Greater Weapon Focus and Greater weapon Specialization at levels 11, 13 and 15, and whatever at 12. Maybe Iron Will to improve your woeful Will save <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>You could go Improved Disarm, but you're at -4 when using a light weapon. Not good enough to merit giving up an attack most of the time.</p></blockquote><p></p>
[QUOTE="Rozman, post: 1113818, member: 13363"] Dodge isn't all that hot by itself, but you'll of course notice the effects more at low levels where +1 still means a lot. I'm not a huge fan of Combat Reflexes unless it's part of a larger chain. Assuming you're using the Core books only the chain's not all that hot unless you're using a spiked chain/ guisarme and go for tripping with reach. My critter generally avoid AoO when they can, unless there's pressing need to get past someone. Mobility in and of itself is good for helping you survive the trip in against those pesky critters with reach. Depends on how mobile you want to be. It also leads to Spring Attack, but that won't be too hot for your character. You don't provoke an AoO for moving through your target's threatened area, but you must move both before and after attacking, precluding a Full Attack (and therefore TWF.) Basically, you get your normal movement max, so maybe walk 10', smack the baddy once, then walk back 20'. Nice hit-and-run tactic if you've got the space, but not the best behavior in a tank, and it sounds like your party is looking for a meat-shield to stand out in front :) You might want to go with a 3rd level of Ranger to get at Endurance, depending on whether you want to be up or down at -1hp. Either on your feet, or no longer a target for the badguy. Depends on how much you trust you party to promptly heal you :) You also get a feat or stat increase every level up through level 9, so you always feel like you've accomplished something :) 1- Ranger- Improved Initiative, Weapon Finesse 2- Ranger- TWF (free) 3- Ranger- Endurance (free) - Diehard 4- Fighter- Two-Weapon Defense - Stat increase: +Dex 5- Fighter- Weapon Focus (machete) 6- Fighter- Improved TWF 7- Fighter- Weapon Specialization (machete) 8- Fighter- Stat increase + Dex 9- Fighter- Improved Critical (machete) - Combat Expertise/ Power Attack, whichever you prefer. This leaves Greater TWF, Greater Weapon Focus and Greater weapon Specialization at levels 11, 13 and 15, and whatever at 12. Maybe Iron Will to improve your woeful Will save :) You could go Improved Disarm, but you're at -4 when using a light weapon. Not good enough to merit giving up an attack most of the time. [/QUOTE]
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