Ridiculous Two Weapon Fighting

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chad878262
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Re: Ridiculous Two Weapon Fighting

Unread post by chad878262 »

issues with goofyess asside, I think you're better off with dual Katana's then going GreatSword/Falchion and Katana. Remember that you then need Monkey Grip and the penalties are going to be pretty bad for no real mechanical gain. Not sure if the models we have in game are the one's you're talking about in any case, but should be easy enough to just purchase a normal Greatsword, falchion and katana then check out the various models for each.
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

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Sun Wukong
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Re: Ridiculous Two Weapon Fighting

Unread post by Sun Wukong »

I would go for a strength based Two-weapon Fighting Ranger that dualwields a pair of katanas. The server has a +4 Katana with some chance to blind, so if you get a pair of those... You can blind your opponents every now and then.

Thus I would go for Ranger 30 and pick the following feats:
Level 1: Luck of Heroes
  • (+1 AC and saves)
Level 3: Able Learner
  • (Makes cross-classing into other skills easier, such as Tumble and Use Magic Device to use the before mentioned katanas)
Level 6: Exotic Weapon Proficiency
  • (You need to be able to use those Katanas)
Level 9: Oversized Two-Weapon Fighting
  • (Normally you would be fighting at -4 AB, but this feat makes it so you fight at -2 AB. You might have to re-equip weapons to ensure it is active.)
Level 12: Steadfast Determination
  • (You no longer automatically fail at the rolls of 1, if your saves beat the DC.)
Level 15: Weapon Focus (Katana)
  • (+1 AB with Katana)
Level 18: Protective Ward:
  • (+1 AC, +2 AC if you have 24 ranger levels or more.)
Level 21: Bane of Enemies
  • (+2d6 damage against favored enemies, and +2 AB)
Level 23: Epic Prowess
  • (+1 AB and required for Expose Weakness)
Level 23: Expose Weakness
  • (This lowers enemy AC and makes them bleed.)
Level 25: Great Strength
  • (+1 Strength)
Level 26:Great Strength
  • (+1 Strength)
Level 23:Great Strength
  • (+1 Strength)
Level 25:Great Strength
  • (+1 Strength)
Level 27:Great Strength
  • (+1 Strength)
Level 29:Great Strength
  • (+1 Strength)
Level 29:Great Strength
  • (+1 Strength)

As for base stats, I would go for 16 STR and at least 14 in both dexterity and wisdom.
" I am no longer here, the elves of the Sword Coast are just far too horrible... "
- Elminster, probably.
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Lockonnow
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Re: Ridiculous Two Weapon Fighting

Unread post by Lockonnow »

remember to have skills point or else it is not cool if you die
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Valefort
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Re: Ridiculous Two Weapon Fighting

Unread post by Valefort »

http://nwn2db.com/build/?294486

It doesn't need to be so ridiculously min maxed to do well ;)
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Sun Wukong
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Re: Ridiculous Two Weapon Fighting

Unread post by Sun Wukong »

Also, the thing about Katanas is that they do have differently sized weapon models in game.

For example you can have one massive katana shaped lump of steel and then perhaps one with some dragon along the blade for your off hand.

As for the suggestion I made earlier, you can swap the Weapon Focus for Northlander Hewing feat to increase your damage per hit at the cost of some off hand attacks when dual-wielding. (In addition to -2 AB AND AC.) Northlander Hewing cuts through DR.
" I am no longer here, the elves of the Sword Coast are just far too horrible... "
- Elminster, probably.
Sun Wukong
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Re: Ridiculous Two Weapon Fighting

Unread post by Sun Wukong »

Melee Rangers tend to be better off as single class rangers, or with some Frenzied Berserker mixed in.

As for Ghost-Faced Killer PRC...

It works best with something like a Fighter 12/Blackguard 3/Frenzied Berserker 5/Ghost-Faced Killer 10. Or if you want to go for two-weapon fighting: Fighter 12/Blackguard 3/Tempest 5/Ghost-Faced Killer 10.
" I am no longer here, the elves of the Sword Coast are just far too horrible... "
- Elminster, probably.
chad878262
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Re: Ridiculous Two Weapon Fighting

Unread post by chad878262 »

My favorite way to build a GFK is as a sort of Fighter/Thief hybrid type, such as:

R10/GFK10/WoD10 - Goal is to go STR based Shield Bash build. Gets Crippling Strike/Epic Precision and 8d6 sneak dice. Primary method of deliver sneak attacks is shield bash, secondary method/defense is Ghost Step. WoD gives better saves (and spell craft), Tower Shields a couple extra epic feats.

R10/GFK8/BG4/A8 - gets 13d6 sneak dice, epic precision and HiPS. BAB 25 so misses the 6th/12th APR as well as missing out on Ghost Sight (get a wand of true seeing). Best built as a PTWF build with Epic Precision.

R11/IB5/GFK10/GT4 - 11d6 sneak dice, epic precision and Feint. Guild Thief helps by gaining a feat (have to take stealthy, but get a bonus feat at 2 and 4), making up for the stiff requirements of IB and GFK (CE, Feint, TWF, WF, Improved Initiative, Power Attack, Stealthy). As a Human, you have 10 total feats (with bonus feats from GT) leaving you with 3 so you can grab ITWF/GTWF and still have one left. No HiPS and saves won't be great so UMD and Ghost Step are relied upon heavily for defense against casters.

R16/GFK10/BG4 - 12d6 sneak dice, 26 BAB. EDM build for going against crit immunes where you only get 1/2 sneak damage. Feint for landing sneak attacks. Can also go R10/GFK10/BG10, gets 1 less sneak dice and loses Rogue bonus feats at 13/16 though. I would use those bonus feats for improved evasion and a bonus epic feat.

I don't use GFK for Frightful Attack, that's just a gravy feat (doesn't work against mind immunity). However, especially with an EDM build it has good synergy thanks to higher CHA. The Ghost Step at 8/day is enough for some protection against spell casters or to stack sneak damage when Feint or shield bashing doesn't work.
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

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Sun Wukong
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Re: Ridiculous Two Weapon Fighting

Unread post by Sun Wukong »

Hmn... Any comments on this possible build:

Rogue 10/Wilderness Stalker 7/Shadowdancer 3/Ghost-Faced Killer 10?

(10d6 Sneak Attack Dice.)

Or Rogue 12/Wilderness Stalker 8/Ghost-Faced Killer 10 if you are less into sneaking.
" I am no longer here, the elves of the Sword Coast are just far too horrible... "
- Elminster, probably.
chad878262
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Re: Ridiculous Two Weapon Fighting

Unread post by chad878262 »

Sun Wukong wrote:Hmn... Any comments on this possible build:

Rogue 10/Wilderness Stalker 7/Shadowdancer 3/Ghost-Faced Killer 10?
This works well and I do love me some Camouflage from WS7. Plays similar to the suggested Blackguard build (R10/GFK8/BG4/A8), but gains True sight at the expense of death attack and fewer sneak dice. On a PTWF, Epic Precision sneak attack based build I prefer to get as close to 14d6 sneak dice as possible as I have found that is the 'magic number' that will let you have a good chance of taking down Epic Caster mobs in the first flurry out of stealth. At 10d6 you are unlikely to do so, even if you were to use haste to get a 5th sneak attack out of stealth. You will occasionally be able to do it, but only when you roll really well for damage. That said it would still be an effective build with a lot of QoL benefit with HiPS, Camouflage and Swift Tracker. Some players might prefer the QoL over having 'more powa'
DancingDevil wrote:Alright so next questions in the same subject, what about the hunter kit? It sounds fun but not sure what the "trap related feats" are.
Hunter Kit is great (IMO) if you want to do any of several things:
1. If you want to take less than ~25 levels of Ranger and thus your spells become dispellable, such as R21/A9. Since CL will only be 25 with PSC you could chose to go Hunter to have decent traps instead, especially if you don't have room to take PSC in your feats.
2. If you want to be a Trapper from an RP perspective.
3. If you want to have both TWF and Archery. You can select the TWF combat style and you still get Rapid Shot and Manyshot from Hunter kit (though you do need to take Improved Rapid Shot if you want it.)
4. If you want extra Favored Enemies to stack up damage on just about anything you can run in to. Hunter 30 ends up with 9 Favored enemies vs. 7 from regular ranger (I think, somebody correct me if you play a Hunter and it's more). This is important since you can pretty much cover anything in PvE and even select a couple PvP choices (or vice versa). 2d6 (Bane of Enemies) + 9 is pretty sweet... The bonus to Listen, Spot and Taunt is pretty sweet as well.
BGtSCC Wiki wrote:Hunter Trapping
Prerequisites: Hunter 2

Specifics: A hunter can lay down an improvised trap once every turn. A trap does 1d6 piercing damage for every ranger level, with a reflex save to halve the damage. The reflex save is 10, +1 for every five hunter levels, and +1 for every five ranks in the craft trap skill. The number of traps a hunter can have active at the same time is one for every 10 ranger levels. The maximum number is four, the first trap being granted at level one, the second at level 10, and so on. Higher level hunters gain a progressing cooldown reduction and so are able to lay traps more quickly. At levels 6, 10 and 14 ten seconds are deducted. And from 14 onwards the cooldown is reduced by one round for every four levels, finally reaching one round at level 30.

Use: Selected
https://wiki.bgtscc.net/index.php?title=Hunter
DancingDevil wrote:And if i do go ranger, what are the recommended favored enemies?
On the surface Orc and Goblinoid are pretty good for early to mid levels and as for Orc even in the early epics. Undead is probably the best with regard to having area's in just about every level range. Giants is fantastic from about ~15 and up. Other good ones are Monstrous Humanoids, Outsiders, Dragons, Abominations, and Elementals (others can correct if I forgot any).

I always select Undead, Outsiders and Giants on my Rangers. The others depend, but in general I don't PvP much at all, so my builds mostly focus on PvE.
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

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Sun Wukong
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Re: Ridiculous Two Weapon Fighting

Unread post by Sun Wukong »

On the Surface these three are what I usually end up taking regardless of the build:

Giants. You can never go wrong with Giants because it covers Trolls, Ogres, and Giants. These are basically what you will most likely end up grinding from your mid to epic levels.

Dragons include Wyverns and Dragons. The Wyverns south of Beregost spawn fast and the map allows you to run in circles and really clock in those kills. While Dragons guard the Ice Giant Fortress and are often some of the bigger boss monsters on this server.

Undead are nasty because undead come with that DR. Hence, I usually just pick Undead to get the extra damage to push through their DR.

The rest can be just about anything.

Orcs should help you against some mobs, and to PvP Maecius if you happen to run into his gnome raised half-orc.

Outsiders is a choice that helps you against some bosses and most higher level mob summons.

I think Gnolls are monstrous humanoids, so it is handy for Gnoll cave and Reaching Woods was it?

Elementals pop up here and there, and can come with DR, so once again the favored enemy helps.

Elves, on surface it is mostly PVP, but you got some elf mobs in the underdark. RP and PvP.

And so on...
" I am no longer here, the elves of the Sword Coast are just far too horrible... "
- Elminster, probably.
Sun Wukong
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Re: Ridiculous Two Weapon Fighting

Unread post by Sun Wukong »

As for Hunter Traps... It will be like planting regular traps. You look at the minimap for brown blips, you lay your traps and then lure your pray to the traps. It can make combat more interesting for you, and different mob types require different approaches. For example ranged mobs best fall prey to traps if you flee behind a corner.

But the fact is... usually it is faster to just kill the mobs as you encounter them.

Also, the loss of the spell book does hamper your animal companion greatly. The natural progression of it with the two feats will result in something that can tank a few hits for you, but it would be much stronger and better with the spell book.

Thus... With the Hunter Kit, you are almost always better off with it if you plan to multiclass heavily. For example you could go for an elven Ranger (Hunter) 11/Assassin 9/Arcane Archer 7/Elemental Archer 3.
" I am no longer here, the elves of the Sword Coast are just far too horrible... "
- Elminster, probably.
chad878262
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Re: Ridiculous Two Weapon Fighting

Unread post by chad878262 »

Hunter 11 traps only do 38.5 damage on a failed save and DC will be lower then full ranger... I would suggest R21/A9 for higher damage traps with better dcs. Kind of a good bounty hunter archetype.
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

Tarent's Wands and Elixirs

A Wand Crafter's guide to using wands
Sun Wukong
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Re: Ridiculous Two Weapon Fighting

Unread post by Sun Wukong »

The traps can be seen as something little extra. The hunter kit does give those two extra favored enemies and free ranged feats.
" I am no longer here, the elves of the Sword Coast are just far too horrible... "
- Elminster, probably.
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metaquad4
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Re: Ridiculous Two Weapon Fighting

Unread post by metaquad4 »

If you want a silly two-handing build:

http://nwn2db.com/build/?210693
aka aplethoraof (on discord too)
blacksoft
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Re: Ridiculous Two Weapon Fighting

Unread post by blacksoft »

What about something like this?

http://nwn2db.com/build/?301990


Which large weapon is really good on the server? I chose Falchion on the build above.

Also, went for Dervish instead of Weapon Master for better ac, utility, skills, and saves and since has damage against crit immune.
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