Weapon design questions


Rules Questions


So I was building a custom weapon for a character I'm building for an upcoming game. For anyone wishing to see the weapon, Ink-eyes from Magic the Gathering is the inspiration, and the polearm with a chain is the weapon.

Now down to the question, how does building a double weapon work? Do you total your points for a "single" weapon, and split the points between ends, or do you tally points for each and build each end and call it a double weapon?

The idea is a 1h halberd, the opposite end being a flail with trip. With a single total this doesn't seem possible, but with two design point totals it shouldnt be an issue. So how does this work?


Side question in regards to this, if you select finesse for this, assuming a single total of points, does finesse apply to both ends?

If so, and if you are to play unchained rogue, does finesse training apply dex to damage on both ends with a single weapon proficiency?


I think you only use the one pool of points to design it, even if a double weapon. Though Ink-Eyes is wielding it with another weapon, so I don't know if double is absolutely neccesary.

Judging from the art, I'd say:
1d8/1d4 ×2 slashing, piercing, double, finesse, reach, trip 54 gp
Exotic (6 DP), two-handed (+3), Additional DP ×3 (+3), Additional Damage Type (-1), Finesse (-3), Improved Damage ×4 (-4), reach (-1), trip (-3).

I'd argue that weapon features apply to the weapon itself, not to seperate pieces of it. Every feat and class ability I can think of that needs a specific weapon doesn't differentiate on the ends of a double weapon. Only time I know of that the rules actually make a distinction between the ends is when enchanting them.


Rylden wrote:

So I was building a custom weapon for a character I'm building for an upcoming game. For anyone wishing to see the weapon, Ink-eyes from Magic the Gathering is the inspiration, and the polearm with a chain is the weapon.

Now down to the question, how does building a double weapon work? Do you total your points for a "single" weapon, and split the points between ends, or do you tally points for each and build each end and call it a double weapon?

The idea is a 1h halberd, the opposite end being a flail with trip. With a single total this doesn't seem possible, but with two design point totals it shouldnt be an issue. So how does this work?

you pay the price for the listed item in the book or follow the crafting rules and make a lot of rolls.

So... if it's just got two heads you pay for each head... so a double headed heavy mace would cost 2*heavy mace cost. Just realize you've gone beyond the standard rules so you'll need GM approval in your home game (unless you ARE the GM).
The points system is probably an optional method.... what book is it in?

1 handed halberd (like) and 1 handed flail? The halberd being 2 handed is gonna lose damage die as it shrinks, probably to 1d6 when done (something standard).


Yeah, the flavor of the character is she can fight with the sword, and the double weapon, using either the polearm side as needed or swapping to the flail end to trip. Are you able to take extra design points 3 times, I can't seem to pull up the rules on my phone. If you can't I guess you could go additional damage 3 times and have the damage 1d6/1d4 or drop the reach feature.


Weapon Masters Handbook. They're also on d20pfsrd.

You can take Additional DP once for a light weapon, twice for a one-handed or ranged weapon, or three times for a two-handed weapon.

If it's only a one-handed halberd with the flail added, then just do:
1d8 slashing ×2 finesse, reach, trip 38 gp
Exotic (6), one-handed (+2), Additional DP (+2), Finesse (-3), reach (-1), trip (-3), Improved Damage ×3 (-3)

Since it's one handed, just dual-wield it with a short sword/wakizashi for the off hand attack. Sure, the polearm has the chain added, but it doesn't need to be a double weapon. Just say you're using the chain whenever you make a trip attack.

Though all trip does is let you avoid counter-trips, it doesn't actually make it easier to do.


That actually looks great, my initial idea was no reach, and an increase on crit multiplier. I've never built a character that used a reach weapon, and given I plan to climb on my opponents with vexing dodger unchained rogue I'm unsure an actual reach weapon would work well. On the other hand, while on my opponent if his ally comes to help being able to stab at them from atop my perch with a reach weapon is nice.


That would be something to see. I kinda want to see a small Vexing Dodger climbing on everything in sight now.

Though my advice would be to swap the trip feature for Improved Crit Multiplier, Improved Threat Range, or something like distracting (+2 bonus to feint). Trip is the weakest weapon property in the game. At least brace gives a bonus on the rare occasion you use it. And it always confuses new players that sunder weapons give a bonus, disarm weapons give a bonus, but trip weapons don't.


Yeah, ratfolk vexing dodger unchained rogue is where my builds going, looking for advice to optimize within the advice boards. Mainly here to figure out how this weird mechanic for custom. Weapons works. I'm liking the weapon you've designed and feel it'll fit well.


What are you using to swap Dex for Str when climbing?

Since it's Unchained Rogue, two-handed double weapon would get Dex to damage easier if you went TWF, my final suggestion would be:

1d10/1d6 piercing or slashing, finesse, reach
Exotic (6), Two-handed (+3), Additional DP ×3 (+3), Additional Damage Type ×2 (-2), Improved Damage ×4 (-4), Improved Damage ×2 (-2), Finesse (-3), reach (-1)

Since trip is really iffy as a benefit, you can still trip with the weapon if it doesn't have trip, I'd use those points to kick the damage up.

This lets you TWF and have Dex to damage on both attacks as soon as possible, and you can still use it to trip when needed.


Unsure of how to move climb to dex. Also if the weapon is 2h are we assuming it's a double weapon, and using it one handed? Just trying to have the custom built weapon 100% in mind when presenting this build to my GM. I assume so, seeing twf is brought up, and my original thought was to twf while holding a double weapon in 1h


Hmm, right. Can't climb without a free hand, can you? Guess just making it a single weapon is the thing to do. I forgot about the climbing part.


Also, sorry seems I skipped over your question, Dex to Climb is available to characters who are small, or smaller. (Bestiary pg. 131)

Edit:
Seems Im incorrect. that would be Tiny sized or smaller.


If you could find something that allowed Dex to Climb, you wouldn't need Strength for anything. Not sure if it exists though.


May not be able to go about Dex to climb, but rogue talent into Ninja trick, Wall climber gives a climb speed of 20 on non-perfectly smooth surfaces, which I assume most opponents wont be classified as. Might even squeeze a +8 climb out of that for having a natural climb speed.

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