Is Two Better Than One


Advice

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I am creating a 3rd lvl TWF fighter that uses Warhammers as his main weapons. But I have been thinking of changing his weapons to Light Maces instead. But they get a 1d6 for damage. and Warhammers get 1d8. My question on this is; is a two point difference really that big of a deal since I have a str 16 which gives me +3 on damage

My other question is should I carry four main weapons. Two are masterwork silver and two are masterwork cold iron or should I just carry one silver and one cold iron masterwork silver. My reasoning for having two of silver and two of cold iron is that both weapons can get past dr. Where if I just had only one silver and one cold iron on ly one of the weapons would get past dr. I haven't played a Fighter in awhile so im not sure. Thanks for the help.


Typically these forums advise against TWF in general. In your case, absolutely switch to light weapons.

As for the golf bag thing, it's fine. That said, you don't face a lot at low levels with significant DR, but that is not to say they won't show up.


Warhammers are a definite no, the -4 penalty from using a one-handed weapon in the off-hand is just too prohibitive. Light maces are pretty bad for TWF too, since you really want something that will take advantage of the extra chances to crit.


Generally for the odd situation where DR comes up early you can make do with one weapon; just enjoy not having the -2 attack penalty for once and attack with the one weapon that works. You might carry non-masterwork (to save money) backup weapons if you have something important which relies on TWF.

Sovereign Court

Light maces are rather poor TWF weapons as they have a weak crit and no extra inherent bonuses. If you really want bludgeoning TWF weapons - use a pair of heavy shields. :P

Scarab Sages

Two-weapon fighters eventually gain the ability to ignore twf penalties, so the warhammer thing isn't bad. I'd advise against it, however, until you can get past that horrid -4 penalty. Just stick with your light weapons, or one-handed/light combo until you get to the requisite level.

If you're worried about DR, I'd rather you just pick a single two-handed weapon to help cover those situations. It's cheaper, and makes it so that you aren't carrying multiple copies of the exact same weapon.


For hammers or maces, you might ask if your GM will allow you to commission a special weapon where the head is actually made of two separate pieces -- one silver and one cold iron -- mounted onto the same end of the haft in such a way that they act as a normal version of the weapon but can bypass either DR simply by rotating your grip rather than having to switch to a different weapon.


If you're really looking for some diversity of options, consider the warhammer as the primary and a short sword in the off-hand. Then you not only have bludgeoning but also one piercing (for differing DR issues). Consider getting a kukri as a second off-hand weapon so you can swing the slashing too. Then, both secondary weapons are better crit generators than the primary as well.

If materials are that big an issue for you, think about one in cold iron, one in mithral (when you can afford it because it doesn't lose the damage alchemical silver does), and one adamantine (for those pesky golems and constructs).

Just 3 weapons - lots of bases covered.


Rather than worry about different weapon damage types, just take Weapon Focus in hammer or mace and pick up the weapon versatility feat:

Weapon Versatility (Combat)
You can use your favored weapons in unconventional ways.
Prerequisite(s): Weapon Focus, base attack bonus +1
Benefit(s): When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon's normal damage type or another damage type as a swift action.
If your base attack bonus is +5 or higher, using this feat is a free action instead.


Damon Griffin wrote:
For hammers or maces, you might ask if your GM will allow you to commission a special weapon where the head is actually made of two separate pieces -- one silver and one cold iron -- mounted onto the same end of the haft in such a way that they act as a normal version of the weapon but can bypass either DR simply by rotating your grip rather than having to switch to a different weapon.
SRD
Special Materials wrote:
Weapons, armor and some other items can sometimes be crafted using materials that possess innate special properties. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

Proposed weapon won't work.

PF expects you to rely on bonuses to damage, not the damage die, of the weapon. The average damage of 1d6 vs. 1d8 is only +1. The general advice is to improve hit chance is better than damage. Also, if you have the option to two-hand the weapon you usually use two of, the loss of a second attack can be offset by the removal of the penalty and a 1.5*Strength to damage instead of 1.0*.

Special material is better on ammo than on weapons. You get 50 ammo in special material for the price of one weapon. Since you should always have a ranged weapon, you need ammo anyway. If you know you need X, then you can prep X, otherwise, have some of each.

Weapons of +3 or better, bypass DR/material.

/cevah

Scarab Sages

Cevah wrote:

Special material is better on ammo than on weapons. You get 50 ammo in special material for the price of one weapon. Since you should always have a ranged weapon, you need ammo anyway.

I suggest looking at the Weapon Blanch options which are great for Ammo. One thing to mention is that if you're fighting a lot of constructs Adamantine Arrows are pretty important, Adamantine Blanched arrows are not.

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