One Million Weapon Guy


Pathfinder First Edition General Discussion


I just saw the item, Scabbard of many blades and it got me thinking how cool it would be to play a character that has a sword for every occasion. A rust monster appears? I'll use my Ironwood Longsword. A skeleton appears? I'll use my... hammer I guess... I think you're stating to see the issue.

it seems to me that the system rewards sticking to one weapon and just getting a version of that one weapon that does more and more damage as you level up.

this made me think about classes like the fighter with his all martial weapon proficiency. and all armour proficiency etc. whats the point in being able to have axes to all these different kinds of armour and weapons when the game encourages you to pick one and stick with it.

do you think there is anyway you can have a character who has a sword for every occasion and an armour for every situation and still make a character thats functional? just seems like a character concept thats dead in the water.

Scarab Sages

It can work great if you are using inherent bonuses instead of magic weapons. But if you are forced to shell out most of your WBL on multiple magic weapons at high level it becomes too expensive to take the golf bag approach.


Yeah, if you're using automatic bonus progression then it really is possible to carry multiple weapons and not really lose any efficiency at what you do because of changing weapons. This is because you can attune the new weapon and effectively swap your enhancement bonuses over to the new weapon.

Outside of that...no it doesn't work. Leaving behind your +5 greatsword to use that +1 nodachi is a big mistake.

Sovereign Court

The only even semi-viable method I can think of (without auto bonus progression) is getting an Allying body wrap of mighty strikes and each turn allocate its bonus to whatever weapon you're wielding.

Still terrible for fighters because of how their class abilities/feats dedicate them to a single weapon - but most other classes just need to avoid taking Weapon Focus. Also costs considerably more than enchanting a single weapon (1.5x as much & +1 enchantment higher) - but it seems halfway viable. It does give you a bit of versatility - if you were planning to be a switch-hitter it's about the same price as enchanting 2 weapons.

Scarab Sages

Charon's Little Helper wrote:


Still terrible for fighters because of how their class abilities/feats dedicate them to a single weapon - but most other classes just need to avoid taking Weapon Focus.

Weapon Specialist Advanced Weapon Training allows you to apply weapon specific feats such as focus and specialization to all weapons in your weapon training group.


The widest range I can find for that feat is the swashbuckler fighter archetype which has light blades, heavy blades, and crossbows allowing you to essentially sword/board dagger fight or shoot


If you're using 3pp, you sure can. Psychic Armory Soulknife.

There's also the Transformative weapon property, which applied to a Bastard Sword would give you access to all one and two-handed forms (and light forms through size reduction).


Imbicatus wrote:
Charon's Little Helper wrote:


Still terrible for fighters because of how their class abilities/feats dedicate them to a single weapon - but most other classes just need to avoid taking Weapon Focus.
Weapon Specialist Advanced Weapon Training allows you to apply weapon specific feats such as focus and specialization to all weapons in your weapon training group.

True, although playing a Magus allows you to use your arcana with whatever weapon you pull out (with its daily limit). Or play a slayer because studied target doesn't care about the weapon you hold. Or a barbarian with rage for the same reason. Ranger with instant enemy, but that's late and costs a spell.

Slayer might be the best for this I think.


The term for that is golf-bagging, and yes you can do it!

Cost wise the best method it to get masterwork versions of all the weapons you want and always have a wand of magic weapon handy.

Price wise you come out way ahead and can invest in other gear.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

More of a "ten weapon guy" and very high level, but I actually have a dwarf ranger 16/fighter (phalanx soldier) 4 statted up (at 15-point buy). He's rather focused on dragon-/giant-slaying, tripping, and thrown weapons, but pretty versatile.

I was playing around with concepts and his equipment selection is: mithral prismatic plate, mithral wyrmslayer's shield, ring of protection +4, adamantine dwarven thrower, dragon's doom, +3 cunning huntsman hooked lance, spirit blade, summoner's sorrow, sun blade, four javelins of lightning, gauntlets of the weaponmaster (holds all ten weapons; he actually didn't take Quick Draw to instead pick up the entire the Goblin Cleaver/Orc Hewer/Giant Killer feat chain), gravewatch pendant (will cast barkskin on self), greater belt of mighty hurling, handy haversack, headband of aerial agility (Wis) +4, howling helm, ioun stone (deep red sphere), juggernaut's pauldrons, ring of force fangs, treasure hunter's goggles, tremor boots (will cast longstrider on self), vambraces of the genie (shaitan), vest of the vengeful tracker, voidfrost robe (also has resist energy if needed). He has five ranks in each of the following Knowledge skills to get the full benefit out of the cunning weapon ability on the hooked lance: Arcana, Dungeoneering, Local, Nature, Planes, and Religion. Favored enemies +6 dragon, +4 humanoid (giant), +2 outsider (evil), +2 undead.

Uses the dragon's doom against dragons, the dwarven thrower against constructs and giants (or as a ranged option), the spirit blade against incorporeal opponents or to cast dispel magic, the summoner's sorrow against outsiders or summoned/illusionary creatures, the sun blade against undead (or evil creatures and/or to penetrate DR X/good), the +3 cunning huntsman hooked lance against just about everything else, and the javelins of lightning as an area attack. Essentially, the character is ready to fight just about anything.


Well...warpriest and magus seems to be the ones to go with. With their ability to give their weapons enhancement bonuses and all.

Probably not as good as using the one big weapon (need to waste resources and time powering up a mundane item), but it works.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

An occultist with the conjuration and transmutation implement schools, as well as the Conjure Implement* focus power (and possibly Philosopher's Touch), could work pretty well for calling up weapons (10 min/level) and enhancing them (with the base focus power of Legacy Weapon, 1 min/level) to suit specific opponents.

*- Transmutation implements are "Belt, boots, sandals, vest, weapon." (emphasis mine)

Dark Archive

Not too difficult, really. All you need is a friendly caser with Greater Magic Weapon. Make sure to collect a few 3rd level Pearls of Power if they (or you, if you pick the right class!) to refresh their spell slot. Wizards LOVE allies who bring their own pearls.


Well, as far as equipment's concerned, if you've got the cash, grab Transformative weapons. 10k gold each, and it only covers one weapon size (so transformative greataxe is great to turn into a lucerne hammer but not a dagger or a warhammer), but there you go. Additional fun for changing mid-melee.


Demon domain, FCB for extra daily uses.

Scarab Sages

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Every fighter should always have at least one slashing, one bludgeoning, and one piercing weapon, as well as one light weapon, one reach weapon and one ranged weapon. Some of those can be combined for multiple effects in one weapon.

My current favorite combo is Longsword (slashing), Light Flail (bludgeon, disarm, trip), Guisarme (slashing, reach, trip), composite bow (piercing, ranged) and a dagger (light, piercing).

And really, everyone should have a dagger.


Qaianna wrote:
Well, as far as equipment's concerned, if you've got the cash, grab Transformative weapons. 10k gold each, and it only covers one weapon size (so transformative greataxe is great to turn into a lucerne hammer but not a dagger or a warhammer), but there you go. Additional fun for changing mid-melee.

Even better is the new Greater Transformative special property from Inner Sea Intrigue. For 15,000 gp your weapon can transform into any other type of weapon (although there are some special rules regarding double weapons).

If you only want to use slashing and piercing weapons, the cheapest option is a Bladed Belt.


Ok. This idea is going to take some explaining, so bear with me.

I've been considering ways to get more weapon flexibility by using the Ancestral Weapon Mastery feat. If you are already proficient with the weapons on your Weapon Familiarity racial trait, then the feat grants you Weapon Focus with one of them. But with 10 minutes of practice you can shift Weapon Focus between those weapons. So I've been looking into feats that apply to any weapon that has Weapon Focus.

Feats

There are a few feat options that I've been considering. All of these combinations require Weapon Focus but thanks to Ancestral Weapon Mastery there is no need to take Weapon Focus in all of those weapons individually.

(1) Weapon Versatility will let you deal P, S, or B damage with any of those weapons.

(2) Stage Combatant will let you deal non-lethal damage (or no damage) with any of these weapons. (Great if it is a melee weapon and you have Enforcer.)

(3) Dazzling Display and many of it's subsequent feats (Shatter Defenses, Gory Finish, Disheartening Display, and Violent Display) will work with any of those weapons.

I've been working on a half-elf Occultist that uses a Bladed Belt to switch between a rapier, a longsword, an Elven curve blade, and an Elven branched spear for reach - using Weapon Versatility and Stage Combatant to deal S, P, B, or non-lethal damage (for Enforcer) as desired. The character can use different combat modes depending one whether the campaign or group make-up calls for the extra defense of sword and board, the high damage of an Elven curve blade, or the reach of the Elven branched spear. But for a Fighter, I would look at Dwarves rather than Elves.

Dwarven Weapon Familiarity
Dwarves who have proficiency with all martial weapons get a crazy variety of weapons that include light, one-handed, two-handed non-reach, two-handed reach, and even one thrown weapon: Battleaxe, Dwarven Boulder Helm, Dwarven Dorn-Dergar, Dwarven Double Waraxe, Dwarven Longaxe, Dwarven Longhammer, Dwarven Maulaxe, Dwarven Waraxe, Heavy Pick, and Warhammer.

For a Dwarven Fighter, the best news is that six of these weapons fall into the Axes Fighter Weapon Group.

Axes
* Dwarven Maulaxe (exotic, light, 1d4, 1d6, x3, 10 ft, B or S)
* Battleaxe (martial, one-handed, 1d6, 1d8, x3, S)
* Dwarven Waraxe (exotic, one-handed, 1d8, 1d10, x3, S)
* Dwarven Double Waraxe (exotic, one-handed, 1d8, 1d10, x3, S)
* Heavy Pick (martial, one-handed, 1d4, 1d6, x4, P)
* Dwarven Longaxe (exotic, two-handed, 1d10, 1d12, x3, S, reach)

This set includes B, P, and S weapons so Martial Versatility probably isn't required. It has a light thrown weapon, a reach weapon, and plenty of one-handed options. Ancestral Weapon Mastery can be used to 'transfer' a Stage Combatant/Enforcer combo or a Dazzling Display chain between any of these weapons. Meanwhile all of them benefit from Weapon Training and from Advanced Weapon Training options that are applied to the Axes Fighter Weapon Group. You could accomplish the same thing using the Weapon Specialist Advanced Weapon Training option that Imbicatus mentioned, but it would cost more resources and only apply to one Fighter Weapon Group.

The Hammers Fighter Weapon Group also has a bit of flexibility with a light thrown weapon, a one-handed weapon, and a two-handed reach weapon.

Hammers
* Dwarven Maulaxe (exotic, light, 1d4, 1d6, x3, 10 ft, B or S)
* Warhammer (martial, one-handed, 1d6, 1d8, x3, B)
* Dwarven Longhammer (exotic, two-handed, 1d10, 2d6, x3, B, reach)

It isn't as good as the Axes group, but it isn't horrible.

I know that this isn't a traditional approach, but I'm enjoying building my Occultist and thought I'd just throw it out there.


lemeres wrote:

Well...warpriest and magus seems to be the ones to go with. With their ability to give their weapons enhancement bonuses and all.

Probably not as good as using the one big weapon (need to waste resources and time powering up a mundane item), but it works.

As Dragonchess Player mentioned, the Occultist can get Legacy Weapon to enhance their weapons. Warrior Spirit Advanced Weapon Training (from Magic Tactics Toolbox) lets Fighters do the same. The advantage that these two have over the Magus and Warpriest is that they can add any special ability that they can afford rather than being limited to a few choices. And there are sooooo many cool options now.


Pathfinder Rulebook Subscriber

Check out the Armorist from Drop Dead Studio's Spheres of Power. They can summon any weapon or armor they've seen (exotic weapons take some time to study first) and can add magic enhancements as they summon them. They have a few pieces of "bonded items" which are easier to summon and have larger bonuses, but otherwise you have plenty of versatility.

Silver Crusade

Qaianna wrote:
Well, as far as equipment's concerned, if you've got the cash, grab Transformative weapons. 10k gold each, and it only covers one weapon size (so transformative greataxe is great to turn into a lucerne hammer but not a dagger or a warhammer), but there you go. Additional fun for changing mid-melee.

Actually, I can do one better. Make it a +1 transformative bastard sword. Spend 12335 gp, and it will transform into any one-handed or two-handed weapon, because technically a bastard sword qualifies as both.


Val'bryn2 wrote:
Qaianna wrote:
Well, as far as equipment's concerned, if you've got the cash, grab Transformative weapons. 10k gold each, and it only covers one weapon size (so transformative greataxe is great to turn into a lucerne hammer but not a dagger or a warhammer), but there you go. Additional fun for changing mid-melee.
Actually, I can do one better. Make it a +1 transformative bastard sword. Spend 12335 gp, and it will transform into any one-handed or two-handed weapon, because technically a bastard sword qualifies as both.

I'd have to shoot that down. Bastard swords are one-handed exotic weapons. You can two-hand them like any other two-handed weapon, and they have a special property that lets the all-martial-weapon crowd swing them proficiently, but otherwise they're just big longswords.


Val'bryn2 wrote:
Qaianna wrote:
Well, as far as equipment's concerned, if you've got the cash, grab Transformative weapons. 10k gold each, and it only covers one weapon size (so transformative greataxe is great to turn into a lucerne hammer but not a dagger or a warhammer), but there you go. Additional fun for changing mid-melee.
Actually, I can do one better. Make it a +1 transformative bastard sword. Spend 12335 gp, and it will transform into any one-handed or two-handed weapon, because technically a bastard sword qualifies as both.

Nope. Technically it's an exotic one-handed weapon with special rules saying you can wield it in two-hands as a martial weapon if you don't have exotic weapon proficiency. At no point is it actually a two-handed weapon.

That basically the same as saying, "Well when I use a longsword in two hands it's a two-handed weapon so I can transform this into any two-handed weapon." That just doesn't work.

Silver Crusade

Respectfully disagree, because you can take both martial weapon proficiency, in which it's a two-handed weapon, and exotic weapon proficiency, in which it's a one-handed. You don't need a different proficiency to be able to use a longsword one or two handed, therefore, it qualifies by technicality.


Owning a bladed belt will be a cool replacement for all your sharps (daggers, knives, spears, long swords, two handed swords and others). It shouldn't be too big a leap for the GM to allow a player to upgrade it to +1, +2, etc for standard prices or maybe a premium.


Val'bryn2 wrote:
Respectfully disagree, because you can take both martial weapon proficiency, in which it's a two-handed weapon, and exotic weapon proficiency, in which it's a one-handed. You don't need a different proficiency to be able to use a longsword one or two handed, therefore, it qualifies by technicality.

Actually, no, there is no martial weapon proficiency for bastard sword. It's a one-handed exotic. And your example with a longsword doesn't work well either. Plus otherwise there's no real difference between one-handers (can use two-handed) and two-handers (must use two-handed).


Wolfsnap wrote:
And really, everyone should have a dagger.

And a sling, too?


Talk with your GM if in a homegame.

Having multiple magic weapons might break WBL big time, but it does not really break the power limit that WBL was made to bestow. If he is nice he drops multiple powerful swords for you.


Val'bryn2 wrote:
Respectfully disagree, because you can take both martial weapon proficiency, in which it's a two-handed weapon, and exotic weapon proficiency, in which it's a one-handed. You don't need a different proficiency to be able to use a longsword one or two handed, therefore, it qualifies by technicality.

While I appreciate your respectful disagreement, it doesn't make you any less incorrect.

Go look at the equipment table. The bastard is clearly listed as a one-handed exotic weapon. It has special rules that let you use it two-handed as a martial weapon, if you don't have the exotic weapon proficiency. But that doesn't make it a two-handed weapon.

There's been a lot of discussion over the years about what category the bastard sword falls into, and the end result is one-handed weapon.

Silver Crusade

Claxon wrote:
Val'bryn2 wrote:
Respectfully disagree, because you can take both martial weapon proficiency, in which it's a two-handed weapon, and exotic weapon proficiency, in which it's a one-handed. You don't need a different proficiency to be able to use a longsword one or two handed, therefore, it qualifies by technicality.

While I appreciate your respectful disagreement, it doesn't make you any less incorrect.

Go look at the equipment table. The bastard is clearly listed as a one-handed exotic weapon. It has special rules that let you use it two-handed as a martial weapon, if you don't have the exotic weapon proficiency. But that doesn't make it a two-handed weapon.

There's been a lot of discussion over the years about what category the bastard sword falls into, and the end result is one-handed weapon.

It's generally a one-handed exotic, yes, but if I can wield it two handed AS A DIFFERENT CLASSIFICATION OF WEAPON, what exactly means it's not considered both types, depending on how you use it. I'ld guess they put it only as an exotic weapon instead of including it twice for space reasons, not because of the rule, which clearly says it's both. After all, text trumps table.

Silver Crusade

Val'bryn2 wrote:
Claxon wrote:
Val'bryn2 wrote:
Respectfully disagree, because you can take both martial weapon proficiency, in which it's a two-handed weapon, and exotic weapon proficiency, in which it's a one-handed. You don't need a different proficiency to be able to use a longsword one or two handed, therefore, it qualifies by technicality.

While I appreciate your respectful disagreement, it doesn't make you any less incorrect.

Go look at the equipment table. The bastard is clearly listed as a one-handed exotic weapon. It has special rules that let you use it two-handed as a martial weapon, if you don't have the exotic weapon proficiency. But that doesn't make it a two-handed weapon.

There's been a lot of discussion over the years about what category the bastard sword falls into, and the end result is one-handed weapon.

It's generally a one-handed exotic, yes, but if I can wield it two handed AS A DIFFERENT CLASSIFICATION OF WEAPON, what exactly means it's not considered both types, depending on how you use it. I'ld guess they put it only as an exotic weapon instead of including it twice for space reasons, not because of the rule, which clearly says it's both. After all, text trumps table.

This has been answered in the FaQ.

FaQ wrote:

Bastard Sword: Is this a one-handed weapon or a two-handed weapon?

A bastard sword is a one-handed weapon (although for some rules it blurs the line between a one-handed and a two-handed weapon).

The physical properties of a bastard sword are that of a one-handed weapon. For example, its hardness, hit points, ability to be crafted out of special materials, category for using the Craft skill, effect of alchemical silver, and so on, are all that of a one-handed weapon.

For class abilities, feats, and other rule elements that vary based on or specifically depend on wielding a one-handed weapon, a two-handed weapon, or a one-handed weapon with two hands, the bastard sword counts as however many hands you are using to wield it.

For example, if you are wielding it one-handed (which normally requires the Exotic Weapon Proficiency feat), it is treated as a one-handed weapon; Power Attack only gets the one-handed bonus, you cannot use Pushing Assault or Shield of Swings (which require a two-handed weapon), and so on.

If you are wielding it with two hands (whether or not you have the Exotic Weapon Proficiency to wield it with one hand), it is treated as a two-handed weapon; Power Attack gets the increased damage bonus, you can use Pushing Assault or Shield of Swings (which require a two-handed weapon), and so on.

An unusual case of the handedness rule is an ability that allows you to treat a two-handed weapon as a one-handed weapon. For example, the titan mauler's jotungrip (which allows you to wield a two-handed weapon with one hand) allows you to wield a bastard sword in one hand even without the Exotic Weapon Proficiency, and (as the ability states) treats it as a one-handed weapon, therefore it is treated as a one-handed weapon for other effects.


Val'bryn2 wrote:
Claxon wrote:
Val'bryn2 wrote:
Respectfully disagree, because you can take both martial weapon proficiency, in which it's a two-handed weapon, and exotic weapon proficiency, in which it's a one-handed. You don't need a different proficiency to be able to use a longsword one or two handed, therefore, it qualifies by technicality.

While I appreciate your respectful disagreement, it doesn't make you any less incorrect.

Go look at the equipment table. The bastard is clearly listed as a one-handed exotic weapon. It has special rules that let you use it two-handed as a martial weapon, if you don't have the exotic weapon proficiency. But that doesn't make it a two-handed weapon.

There's been a lot of discussion over the years about what category the bastard sword falls into, and the end result is one-handed weapon.

It's generally a one-handed exotic, yes, but if I can wield it two handed AS A DIFFERENT CLASSIFICATION OF WEAPON, what exactly means it's not considered both types, depending on how you use it. I'ld guess they put it only as an exotic weapon instead of including it twice for space reasons, not because of the rule, which clearly says it's both. After all, text trumps table.

You're argument is literally the same as saying because you can use a longsword in two-hands that it is a two-handed weapon. Which isn't true. I already mentioned this before.

For how a bastard sword will work with the transformative property it is a one-handed weapon only.


the MAIN problem with switching weapons about is when do you know to do this?
Knowledge skills are required to know things such as DR and weaknesses.
So you rely on your party wizard, arcanist, investigator, or skill monkey to tell you what weapon to use.

Otherwise this is the old golf bag of weapons with a caddy that hands you the right item or ejects it into your hand on command (Unseen Servant).

you should have from going up levels;
masterwork cold iron main or backup weapon from mid first level.
your adamantine or mithral baby that gets all your love(gold) {main weapon}.
a light {gladius or dagger} masterwork obsidian weapon.
ranged weapon... ammo get the material, usually cold iron or durable MW cold iron. Blanches applied...
maybe a pair of darkwood or greenwood tonfas.
maybe a masterwork cold iron lucern hammer or glaive-guisarme.


Deadalready wrote:
Owning a bladed belt will be a cool replacement for all your sharps (daggers, knives, spears, long swords, two handed swords and others). It shouldn't be too big a leap for the GM to allow a player to upgrade it to +1, +2, etc for standard prices or maybe a premium.

No leap needed. It specifically states that you can upgrade it.

Bladed Belt wrote:
Furthermore, the belt can be enchanted like a piercing and slashing melee weapon, using the cost of the belt as the cost of the masterwork item.

So no need for houserules with premium pricing.


Claxon wrote:

...

For how a bastard sword will work with the transformative property it is a one-handed weapon only.

I agree. It would only be able to change into other one-handed weapons. I'd spend the extra 5,000 gp for the Greater Transformative property so this wouldn't be an issue.

Silver Crusade

Claxon wrote:

You're argument is literally the same as saying because you can use a longsword in two-hands that it is a two-handed weapon. Which isn't true. I already mentioned this before.

For how a bastard sword will work with the transformative property it is a one-handed weapon only.

No, my argument is that because how many weapons you wield it in changes if it's considered martial or exotic, it counts as both. The FAQ may say differently, but we've all seen areas where the FAQ gives an answer that seems nonsensical, or that directly contradicts what the rule says. You run it the way you want to, I'll run it the way I want to.

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