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Volomon
2010-09-01, 06:22 PM
Ok so I need a TWF with Ranged Attack that can deal some nice damage.

The party right now at level 1 (I like to plan out progression) is:

Draconic Gnome: Savage Bard, Druid, Fochlucan Lyrist, Rogue, Sublime Chord
Whisper Gnome: Conjurer, MageoftheArcane, Master Specialist, Archmage

So what is a good third to round out this group? I need build/feats.

Glimbur
2010-09-01, 08:36 PM
TWF + Ranged to me says rogue dual wielding acid flasks. This is too expensive to be feasible at level 1, so use daggers instead.

Alternately, which part of your concept are you more attached to? Ranged is as easy as Scout(C Adv) + Ranger + Swift Hunter(feat, C Scoundrel). TWF is typically a rogue but a warblade (tome of battle) with lots of tiger claw can do it as well.

Looking at the group you have, I'd suggest a crusader from Tome of Battle. You have arcane might and a partial divine caster, so beatstick is probably more important to include than twf ranged combat.

flabort
2010-09-01, 08:45 PM
light crossbows, and something to make reloading them a breeze. As in, something that doesn't require two hands to do.

One person crafted (custom magic) holsters that auto reloaded the crossbows when they were put away, and used quick draw to make it so that reloading both was just a series of FREE actions. paid a lot for them, I'm sure, but it was worth it.

fryplink
2010-09-01, 09:00 PM
Is there a race with 4 arms? A deal like the arrow demon? I hear about these grafts from one of the books of evil something of somewhat, is your answer there? Those are for bows? maybe thrown weapons?

Volos
2010-09-01, 09:01 PM
Clubs do not cost anything, and they have a range of 10ft. You can toss them all day and never run out.

flabort
2010-09-01, 09:16 PM
chess club.. thrown
bike club... tossed
DnD club... hurled
hacker's club... flung
halo club... also thrown
board of executives... flying
book club... in transit
kniting club... thrown as well....

I've run out of clubs! you were wrong!

arguskos
2010-09-01, 09:18 PM
Is there a race with 4 arms? A deal like the arrow demon? I hear about these grafts from one of the books of evil something of somewhat, is your answer there? Those are for bows? maybe thrown weapons?
Yeah, there are four armed races, but only one of the two I know of is relevant here, and that race is the Thri-Kreen, from the Expanded Psionic Handbook. A fine race, though better for Multi-Weapon Fighting with thrown weapons, probably.

FMArthur
2010-09-01, 09:25 PM
It's feat intensive, but Hand Crossbows are awesome at ranged TWFing. Awesome flavor-wise. You're best off using a thrower build, in terms of sheer numbers, but hand crossbow specialists are super fun.

You need a Spare Hand (MiC, 12000gp) to reload, and it's best to take Hand Crossbow Focus from DotU to combine Weapon Focus and Rapid Reload into one feat. Ninja is surprisingly good for such a build, since they get the proficiency for free, have built-in bonus damage in Sudden Strike, and an easy way to get invisible to trigger it. taking Martial Study: Cloak of Shadows at level 6 gives you a free pseudo-Ghost Step 1/encounter, improving your longevity.

See if you can convince your DM to let TWF give you ITWF/GTWF when you qualify - it's such a wearing feat tax for TWF builds.

Zaq
2010-09-01, 09:34 PM
I seem to recall that a Soulbow can fire mind arrows from both hands using the TWF action, but I'm not 100% certain about that. Plus, that won't come online for a few levels (though I guess there's always daggers and flasks until then).

gorfnab
2010-09-01, 11:17 PM
Strongheart Halfling
1. Rogue - Point Blank Shot, Precise Shot
2. Swashbuckler - B: Weapon Finesse
3. Rogue - Craven
4. Rogue - Penetrating Strike ACF (DS)
5. Swashbuckler
6. Swashbuckler - Two Weapon Fighting
7. Fighter - Targeteer (DragMag 310) - Vital Aim
8. Fighter - Targeteer (DragMag 310) - Far Shot
9. Swordsage - B: Weapon Focus: Shadow Hand, Shadow Blade
10. Swordsage - Assassin's Stance
11. Master Thrower - B: Quick Draw
12. Master Thrower - Improved Two Weapon Fighting
13. Master Thrower
14. Master Thrower - B: Snatch Arrows
15. Master Thrower - B: Improved Critical, Greater Two Weapon Fighting
16. Invisible Blade
17. Invisible Blade
18. Invisible Blade - Rapid Shot
19. Invisible Blade
20. Invisible Blade

7 melee attacks per round or 16 daggers thrown per round with palm throw. Dex and Int mod to damage on both ranged and melee attacks. 7d6+20 sneak attack damage with daggers. Halfling Rogue racial substitution from RotW will net you +1d6 sneak attack on ranged attacks but -1d6 sneak attack on melee attacks. Pick up a Rogue's Vest from MIC for an additional +1d6 sneak attack. Flaws should net you room for Dead Eye (DragMag #304) and Improved Precise Shot after some rearranging.

Frosty
2010-09-01, 11:35 PM
Arent you missing the Whisperknife PrC?

Andion Isurand
2010-09-01, 11:37 PM
You could also delve into Psychic Warrior to gain access to the Telekinetic Boomerang power (RotW) so you can dribble a single weapon for each throwing hand.

gorfnab
2010-09-02, 12:09 AM
Arent you missing the Whisperknife PrC?
I guess you could put that in there if you really needed the Defensive Throw feature (like if your DM is somehow fond of throwing large swarms of enemies at you thus making it so you can't take a 5ft step to not be threatened). It's really only good for 3 levels just for that feature. If you trade say 1 level of Fighter (it gives you Rapid Shot as a bonus feat anyways) and maybe 2 levels of Invisible Blade you could sneak it in there.

Aotrs Commander
2010-09-02, 07:08 AM
We've had some measure of success with pure fighters or fighter/rangers with daggers.

As a pure (human) fighter: (very loose build)

1: Point-Blank Shot, Precise Shot, Rapid Shot
2: Weapon Focus (Dagger)
3: Far Shot
4: Weapon Specialisation (Dagger)
6: Two-Weapon Fighting, Quick Draw
8: Ranged Weapon Mastery (Piercing)
9: Improved Two Weapon Fighting
10: Greater Weapon Focus (Dagger)
12: Greater Two Weapon Fighting, Greater Weapon Specialisation (Dagger)

It's a fairly effective build. Get some Gauntlets of Extended Range (from MiC, doubles range increment of ranged weapons), and you get a range of (10' +20' (Ranged Weapon Mastery) tripled, giving you 50' or 90' depending on whether you want to treat Ranged Weapon Mastery's increase. (As written, it says it increases the range increment by +20', so I ruled that meant it's 30' x 3 = 90').

At 12th level, with Dex 20 rapid-shot and TWF, you're doing +17/+17/+17/+12/+12/+7/+7 (plus weapon enchancement) and +6 to damage, which is not bad, actually.

(Our own builds benefit from fighters getting a feat every level, which allows them to reach this point a bit faster, and also from getting full Str to the off-hand. Among other things, it allowed the fighter to get Manyshot and thus Improved Rapid Shot and also Improved Critical by this point).

PrGo
2010-09-02, 11:03 AM
Add the Insectile template to your build, for a +2 LA that can be easily bought off, change your TWF feats into MWF and voila! You've gotten yourself a whole bunch of additional attacks :smallbiggrin:

Badgercloak
2010-09-02, 01:07 PM
Here's a magical solution.

Storing: A storing weapon must be a missile launching ranged weapon i.e. sling, crossbow, or bow. A weapon with this enhancement can store up to 50 projectiles in an extadimensional space tied to the weapons launching mechanism. The user need only fit the projectile to be stored into the weapon and concentrate to store the projectile, a standard action. Calling forth a projectile to be fired is a free action. Crossbows enchanted with this magic need not be manually loaded in the heat of battle, the user may use all of his attacks with a full-round action. Followed by standard text about putting an extedimensional space in another extradimensional space.
CL: 9th, Prerequisite: Craft magic arms and Armor, Leomunds secret chest; Market price: +1. Source: Pocket Magica from Green Ronin.

For over the topness add in Double crossbows. :smallbiggrin:

Hope that helps.

FMArthur
2010-09-02, 05:06 PM
Here's a magical solution.

Storing: A storing weapon must be a missile launching ranged weapon i.e. sling, crossbow, or bow. A weapon with this enhancement can store up to 50 projectiles in an extadimensional space tied to the weapons launching mechanism. The user need only fit the projectile to be stored into the weapon and concentrate to store the projectile, a standard action. Calling forth a projectile to be fired is a free action. Crossbows enchanted with this magic need not be manually loaded in the heat of battle, the user may use all of his attacks with a full-round action. Followed by standard text about putting an extedimensional space in another extradimensional space.
CL: 9th, Prerequisite: Craft magic arms and Armor, Leomunds secret chest; Market price: +1. Source: Pocket Magica from Green Ronin.

For over the topness add in Double crossbows. :smallbiggrin:

Hope that helps.

Double Crossbows don't add extra attacks into your normal attack routine, they have their own special action to fire both. Not very useful IMO.

A +1 weapon enhancement on two weapons will make the weapons cost 12000 more gold total than ordinary +1 magic weapons, and makes further enhancement even more expensive. The Spare Hand costs 12000gp, doesn't even need you to enhance your weapons, and doesn't increase the price of later weapon enhancements.

Snake-Aes
2010-09-02, 06:17 PM
Girallon's blessing!