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what are the rules for double weapons ? like dire mace, 2-ended swords etc. I like the look of the 2-ended sword cause it's like darth maul from SW-Ep1. what are the rules though reguarding penalties and feats ? someone said ambidextrous and 2-weapons fighting dont help ?
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The advantage of double weapons? Both blades do the same damage, so it is like using two of the same medium sized weapon (for example, the two-bladed sword does 1d8/1d8 with critical range of 19-20/x2, so it is like dual-wielding two longswords). However, because they are connected together, the off-hand weapon is automatically considered a light weapon, resulting in lower penalties. For example, if you have Ambidexterity and Two Weapon Fighting and dual-wield two longswords, you get -4 penalty to-hit with each weapon. However, if you use a two-bladed sword, the penalty is only -2 to-hit with each weapon (since the off-hand weapon is considered light). The disadvantage is having to use a feat to take Exotic Weapon Proficiency, while the regular warrior types (and all elves) are already proficient with the longsword. However, if you wish to be a Darth Maul-like dual wielder, go right ahead! My recommendation is to play as a human fighter, and take the following feats at the levels listed: 1st: Two Weapon Fighting, Ambidexterity, Exotic Weapon Proficiency (weapon of choice) 2nd: Weapon Focus (weapon of choice); you are more likely to find magical versions of a weapon in chests when you have a weapon focus :D 3rd: Power Attack (helps in bashing chests + sets you up to take Cleave) 4th: Weapon Specialization (weapon of choice) 6th: Cleave + one other feat of your choice (you get 2 at this level) 8th: Improved Critical (weapon of choice) 9th: Improved Two Weapon Fighting (weapon of choice) If you play as a fighter of another race, you will take Exotic Weapon Proficiency at 2nd, Weapon Focus at 3rd, then probably take Weapon Specialization at 4th, then Power Attack and Cleave at 6th (though you might want Power Attack at 4th, then take Weapon Specialization at 6th, depending on your chest-opening ability). The feats at 8th and 9th would be the same. Hope this helps! |
AFAIK, the quarterstaff does not count as a double weapon. It doesn't say it is on the property screen. This is probably because pure wizards can use the staff at first level, and it would be rough to give a wizard a -6 to hit with a staff.
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Dual weidling rocks on rangers !
Why ? Not only do you get the additional feats. But YOu get ranger spells. Like Bulls Strength (adds a d4+1 str, lasts all day, so thats minimum +1 to hit and +1 damage right there to cancel out any penalties.) And Cats Grace (adds d4+1 dex, so +1 to your ac, minimum, lasts all day, to balance out that you're wearing lighter armor) And don't forget the fact that you're getting an extra attack in per round more than balances out the 2 or 3 or 4 points your ac goes down. Especially if you're racking up that strength. The extra attack, after all, hits at the same chances as your first attack, it's not 5pts back like all other additional attacks. (edit) Hmmm...I think I just remembered...paladins get bulls strength and rangers get cats grace...oops..ignore that...only mages get both.... Well...some potions for emergancies can balance out a lot... [ 04-23-2003, 09:57 PM: Message edited by: koconnor100 ] |
Im rather embarassed to ask, but, where do you see how many attacks you do per round?
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never mind. i figured it out. sheesh, my ranger swings 5 times in a round dealing around 15-25 damage per hit!
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Ah yes, there is nothing more fun than swinging sharp objects around like a mother@#!?&^% maniac...hell, that should be my sig!
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