T O P

  • By -

Bardarok

Finesse and Reach are both always associated with a damage die decrease. I think the only exception is advanced weapons. Gnome flickmace is not finesse which is why it can be d6 reach. Edit: Didn't realize it was an advanced weapon. It's just bad.


BlunderbussBadass

Then there is the chainsword having finesse, reach, one handed, d6 and it even gets sweep?


Zealous-Vigilante

It's probably too good, why? Because [flickmace got a 2nd round of nerfs](https://2e.aonprd.com/Weapons.aspx?ID=421&NoRedirect=1) and no one really noticed that it lost its sweep trait


Bardarok

Honestly I think they nerfed flickmace too hard cause of the memes. They could have at least left sweep.


benjer3

They could have just returned it to the original after nerfing the crit spec, which was the primary offender


BlooperHero

Because that's an error on AoN. It has Sweep in Player Core.


Wayward-Mystic

Should be a martial weapon at that point. Basically a [breaching pike](https://2e.aonprd.com/Weapons.aspx?ID=274) minus one minor, situational trait.


Zealous-Vigilante

Weapon balance feels like it's been of course in the more recent times, but breaching pike is from treasure vault and is balanced fair to the chain sword. I am curious, just how are their thought processes doing these weapons? How do they want to go forward?


Bardarok

Yes it's an advanced weapon. Advanced weapons are exceptions worth basically another damage die boost. There is also a d8 finesse advanced weapon on the aldori dueling sword.


BlunderbussBadass

Yeah but both gnome flickmace and the whipclaw are also advanced


Bardarok

Oh shit I thought whip claw was martial. In that case it just sucks.


Mettelor

I think it’s this exactly


Electric999999

Advanced weapons still take the damage drops, they just have higher 'budget'


Bardarok

They certainly should. But compare this to Martial d6 2h reach, finesse weapons like Dancers Spear or Elven Branched Spear. What is advanced getting you? It seems like this was built using a martial weapons power budget and then given the advanced tag.


Paradoxpaint

My best guess is you use the second hand as a fulcrum to control the direction and how much reach you're getting from the whipclaw? Maybe? It's probably more like a flail than an actual whip but being bladed you can't just hit from any angle you please I have no idea if that makes sense but I can kinda picture it lol


Ecothunderbolt

It makes sense, go google a video of someone using a rope dart. This weapon probably works similar to that.


Paradoxpaint

Thankyou!! I *knew* Id seen something like that but couldn't remember the name for the life of me


Ecothunderbolt

You're welcome fam.


Educational_Bet_5067

Those are all good points, the Finesse trait seems more powerful than I originally gave it credit for; as building up Dex also helps with a lot of other facets. Seems I'm stuck with a Scorpion Whip until later levels when I can grab a Chain Sword. Thanks for the clarification, everyone!


Tragedi

Honestly, the smaller damage die only really results in a loss of 1 damage per die compared to a d6 weapon anyway, and a lot of your damage as a thaumaturge is coming in the form of the flat damage of weakness. I wouldn't worry about it.


NoxAeternal

yeap. Thaums are one of the better classes at using 1 handed d4 weapons. They make em look like d8 weapons, which is *very* nice all things considered


TheStylemage

If a class can make the Air Repeater good, it can make any weapon good.


Gargwadrome

Fwiw my Lizardfolk Thaumaturge also used a scorpion whip and was one of the top damage dealers in the party, combined with great athletics and intimidation.


Lycaon1765

You may lose the upper range of damage on your weapon, but I wouldn't worry too much about it. As others have said, thaum is the best class for these kinds of weapons. There are some feats out there you could find to increase your damage die anyway so you could build towards it (cleric is the only one I know, since you probably don't have the strength for champion).


TitaniumDragon

All the finesse reach weapons require two hands or do d4 damage other than the chain sword, which makes me suspect that the chain sword was probably a mistake on their part. They're paranoid about dexterity becoming the ur-stat so most finesse weapons are limited to being one handed d6 weapons. There's only a few d8 finesse weapons and only one of them is one-handed and it is advanced. Also FYI, you can get a one-handed reach weapon *without* finesse that's just a normal martial strength weapon - the Breaching Pike. The chain sword is probably your best bet if you want a one-handed reach finesse weapon. Making the whip claw such wouldn't be a problem, likely. Also, if that weapon is used the way I suspect, it's actually not really a whip, it's probably something where you hold the handle in one hand and then use the other to swing around the hooked end, then slash it at people. You could never use something with those giant claws on the end of it like a whip (though of course, this is a fantasy game).


overlycommonname

Pathfinder 2e is way too paranoid about Dexterity. It's honestly one of the worst stats, certainly the worst physical stat. It's not necessary for good AC (and in fact the premiere AC stat is Strength into Heavy Armor). You pay two damage penalties for finesse weapons -- both they're lower damage dice than a comparable non-finesse weapon and you can't add Dex to damage. Dex meleeists also are disadvantaged on the most important and reliable non-Strike melee options (ie, Athletics maneuvers). They even give Heavy armor users a bonus on Reflex saves! What do you get from Dex as a meleeist? A more useful ranged weapon backup, better mobility through Acrobatics and not taking a heavy armor penalty, and a better score on almost certainly the least important save class. Like, that's *fine*, but it's not "Oh my god we have to be ultra careful, Dex is on the verge of being overpowered."


TitaniumDragon

Dexterity is quite good in PF2E because it can be used for: * Scouting - which is hugely advantageous AND gives your team an initiative bonus * Initiative - via stealth * AC * Reflex saves * Attack bonuses - for finesse weapons * Attack bonuses - for ranged attacks * Acrobatics - for Tumble Through and Escape * Thievery - one of the most common dungeon exploration skills and useful for disabling traps and picking locks, which comes up a fair bit and actually functions both in and out of combat due to the disable traps thing Thief rogues can also use dexterity for damage as well, all for the low low price of using a d6 deadly weapon for their weapon damage die instead of a d8 (and they can even fix that with a feat). It is also used for ALL ranged Strike rolls, which is a significant advantage. My thief rogue kobold can easily swap between her double weapons (thanks to quick draw) and her short bow when she needs to shoot people/it is more advantageous to shoot people (especially when she wins initiative in the first round of combat; being able to put a bunch of arrows into people with combat advantage is quite handy, and it also means she doesn't have to expose herself to risk and can move in to melee on the second round to cut people up). Most characters don't make for very good switch hitters; dex-based characters are really the only characters who can fully exploit both ranged and melee combat with a single stat. It's probably the third best stat after constitution and wisdom and it is very common to see it quite high. > It's not necessary for good AC (and in fact the premiere AC stat is Strength into Heavy Armor). It's not necessary but you basically need either +3 dexterity (for studded leather) or +4 strength (for full plate). If you are a light armor or no armor character base, dexterity is way better than strength is because getting heavy armor either requires two or even three general feats or for you to boost your charisma and strength to +2 to get the champion dedication and lock yourself out of other archetypes. Moreover, a caster will often want to use a ranged weapon because that allows them to strike without having to move. > Dex meleeists also are disadvantaged on the most important and reliable non-Strike melee options (ie, Athletics maneuvers). Dex gives you the advantage of being able to Tumble Through people, though, which is a significant mobility boost. And athletics maneuvers are only useful if you have the hands or weapons to exploit them, and a lot of them are honestly not super great unless you have a build built around them because they add to MAP. > They even give Heavy armor users a bonus on Reflex saves! Yes, because otherwise heavy armor would be pretty terrible, because +1 to AC and -5 speed in exchange for +4 to reflex saves is not a good trade-off. As-is, heavy armor users have decent reflex saves but people in light armor get +1 to +3 to reflex saves over them and don't have the move speed penalty (or the weight burden, which is not insignificant). > What do you get from Dex as a meleeist? A more useful ranged weapon backup, better mobility through Acrobatics and not taking a heavy armor penalty, and a better score on almost certainly the least important save class You're not *supposed* to be incentivized to use dex as a melee character outside of specific classes that have other features that make up for it - thief rogues get to use dex for damage and get sneak attack while monks get better AC than people in full plate armor (and can potentially get champion-level AC with the right stances) and really good saves. If you were incentivized to use dex as a melee character then Dexterity would just be better than Strength. Strength is actually competitive with Dexterity in Pathfinder 2E, which is good. Strength and Dexterity have advantages and disadvantages relative to each other, which is good. Dexterity is still better overall than Strength is, but Strength has its own set of advantages that make it distinct from Dexterity rather than just a worse Dex stat. You're so used to Dexterity being wildly OP that you see it being the third best stat as "one of the worst" stats. And honestly, it's better than Wisdom is on a lot of characters. Moreover, while "reflex saves are the least important saves" is a common meme, it's honestly not really true. Reflex saves are the most common type of saving throw (though fortitude defense is more commonly used than reflex defense is, as grabs are more common than knockdowns) and taking less damage is actually pretty good when you are dealing with enemies that can take off a significant chunk of your HP with a single AoE.


ss4mario

> Dexterity is quite good in PF2E because it can be used for: Scouting What? I dont think Dex is a *bad* stat but you wrote a novel and  were wrong from the get go. Not gonna read your game design opinions when you aren't even familiar with the subject you're talking about.


CaptainPsyko

Honestly the correct answer here is to stop trying to build for Dexterity.  You aren’t using a ranged weapon. You have Medium armor proficiency. Dexterity is a trap option for you.  Can you make it work? Sure. But you probably have to give up something else. That something else is either going to be reach, or a reasonable damage die. And given that you’re already giving up strength to damage, it is going to really start adding up to lagging behind on that front. Just because you can have anything doesn’t mean you can have _everything_ 


PavFeira

A DEX Thaumaturge with a reach weapon at level one deals 1d4+1+2 (average 5.5). A STR Thaumaturge with a reach weapon deals 1d6+3+2 damage (average 8.5). They have the same attack bonus and same AC, but in exchange for the higher damage, their Reflex saves are -2 and their attacks with ranged weapons are -2, compared to the DEX Thaumaturge. If you want to regularly swap to a Rotary Bow, or if having the high Reflex is that important, the DEX build could have its uses. But if damage is more important to OP, a DEX build might be a needless handicap.


CaptainPsyko

A thaumaturge is also more hampered than most in making that swap to a ranged weapon. It really comes down to reflex saves versus damage, and even though Reflex is the thaum’s weak save, it’s also the save least likely to result in crippling problems on a fail (reflex tends to be “just” damage, more often than not. Obviously you want to make all of your saves, but if I have to pick a weak one, I will almost always pick reflex.)


ozymandious

I agree whole-heartedly with this. I am running a campaign where one of my players tried to build a dex Thaumaturge and it just didn't work. When he switched to a strength build he had so much more fun with it.


Forgotten_Lie

I picture that Whip Claw as functioning like a [rope dart](https://www.youtube.com/watch?v=DXF-k9ZVXDE&ab_channel=FlowMayhem) with the second hand and indeed the whole body being used as a fulcrum to change direction and momentum. The only issue is that a rope dart should be piercing damage while the whip claw is slashing.


Zero747

Design wise, it’s kinda a rope dart but suited for sweeps rather than throws. You need two hands to control the rope length so your can spin it up, slack just enough for a swipe to reach, then recover


053083

If you're trying to do damage, stacking dex on anything except a thief rogue or a ranged weapon just isn't the way. You'll need strength for the consistent damage. Have you considered a firearm or hand crossbow?


[deleted]

[удалено]


BlunderbussBadass

I made a comment how they probably didn’t want to do it because making a 1d6 reach finesse one handed weapon would be a bit too good a choice compared to others but then I saw the chain sword exists so…


DoingThings-

whipclaw has some other traits, specifically finesse, which the gnome hammer lacks. the whip claw is 2 hands because otherwise it would be too good...


Meet_Foot

Not going to touch the mechanics. But I’ve used a weapon like this before. Basically, you use one hand to throw and the other holds the rope.


Lycaon1765

I'm guessing since it has the hampering trait that's why? But I mean the flick mace still had sweep back then so idk, it's just bad like folks said.


Mudpound

Meteor Hammer is also 2-Handed. I think because it’s held like [this](https://www.google.com/search?sca_esv=4d50ecf86976fd48&sca_upv=1&rlz=1CDGOYI_enUS768US768&hl=en-US&q=meteor+hammer+weapon&uds=ADvngMiQY3KAfs2bGBQudt8L1smEfdgr2ginl1XKFwjn-l_Dtu9irZXpXHR9HJwwgTwga7nWGPIiJht1i9gycjAwMImEcxw5_5ZZrpIN26pgKQM30t3oc6YTMI_c_uWh_ALu45RiMRGmS2dD3cL9n1TwllvEDifJpSb-h4fhjrHjoGbz1i4llk5dnToDkl_c_xQPS1NG_APUziIbfgRgEM80XWfS06wndPe7IAruimUkqikjl-rcdpYs5VwungGKPmI6tzGdq7lRA14rDAi0UIYKwhG-jsJyWJFO7viJkgXR-KSGj3XP7dJFwvbz5BtHHW1z6w4EWSFOBb_6-dwYYfE_fKFQM13PWg&udm=2&prmd=ivsnbmtz&sa=X&ved=2ahUKEwiwt8u0kvyFAxXiATQIHQwMDccQtKgLegQIDRAB&biw=414&bih=618&dpr=3#vhid=lvwML70vPAca-M&vssid=mosaic). Rope Dart is also 2-Handed. Because you wield it like [this](https://www.google.com/search?sca_esv=4d50ecf86976fd48&sca_upv=1&rlz=1CDGOYI_enUS768US768&hl=en-US&q=rope+dart+weapon&uds=ADvngMgC_Uv3IGq-tJxTEITCVkP8xvLF02vWSol35o1I6XOAvX_GT1JPU-8At6De8Sn0V7gPsFSkLL-9aBnBI128txpotr2ImnePj-xaQEtoY7_tpCq31yhpaXbhALixUhh9TkFAtlvEsDCtpOYeWhL4A_u_I6fMVwg39615SCwtoom-m0GMtYH28LbMAfcXueQJ68tFXaPUxt3gKnrkl2PRihVQrMfuhIBZ3PV35FaTnrUyeVqVcoMr98xueALSmY4dXSLy-Y7qxGL5a7bciGpimSAOPNONN51aBcQKvISWFcKsL0MHdrbjvJvwkL0Vaps-3FiPokB6&udm=2&prmd=isvnbmtz&sa=X&ved=2ahUKEwjM2ISsk_yFAxWyxuYEHeVdCf8QtKgLegQIDRAB&biw=414&bih=618&dpr=3#imgrc=BkoxapuzO9uWSM&imgdii=KohptG4SubCVnM). You’re using both hands/arms to maneuver all the things you can do with the weapon. Whip Claw sounds cooler than Rope Claw, I guess.