| Blueluck |
Armor spikes are #1 in my book. They can't be disarmed, they're hard to sunder, they don't take up a hand to carry or wield, and they take no time to draw. If you're dressed, your armed.
Sling. It's free, weightless, and very easily concealed. Ammunition is free (or cheap) and also very easily concealed. It's a simple weapon that has 50' range, and it's outstanding for finishing off enemies you can't get close to.
Club. Free, and it has the same combat stats as a heavy mace except for 1 point of damage and the fact that it can be thrown. It weighs 3 lbs in stead of 8, and can be used by a wizard. Also, it's good to have some bashing damage on hand.
Muser
|
Slings are a simple weapon warrior's best friend. I'll always have a sling over a crossbow, any day, erry day. Making the Craft check to produce bullets is so very easy too and casting them takes almost no time since they are so cheap.
Javelins are a great thing too. The first few levels they can get outright nasty in the hands of barbarians and alchemists, who'll buff their Strength sky high and one-shot stuff without moving an inch. Then pick the javelins up after the fight to be reused.
And I've got another vote for a dagger. Easy to conceal, light and so ubiqutous that you'll be able to pick a masterwork one from any a townee you might meet. Gut monsters from the inside, get them in cold iron and gut even more monsters. Throw the thing at an escaping kobold's back and then draw another, since they are so cheap. Love them.
Longspear is another one that springs to mind. Just about anyone can use them, they have that loving reach and can do a nasty critical once in a while. And since they are piercing weapons, underwater action doesn't hinder their use!
| jhpace1 |
I'll add a +1 to Blueluck's post about armor spikes, which I just found out about and have yet to use in a game.
The progression of dagger for most players who use them is thus: Dagger, Masterwork Dagger, Silvered/Cold Iron Dagger, +1 Dagger, Returning +1 Dagger.
There's a Pathfinder Adventure Path kind enough to give the lowbie players a +1 Returning Dagger at 3-4th level. So the GMs are aware of the 10-foot-rule for players to overcome.
| Cartigan |
I'll add a +1 to Blueluck's post about armor spikes, which I just found out about and have yet to use in a game.
The progression of dagger for most players who use them is thus: Dagger, Masterwork Dagger, Silvered/Cold Iron Dagger, +1 Dagger, Returning +1 Dagger.
There's a Pathfinder Adventure Path kind enough to give the lowbie players a +1 Returning Dagger at 3-4th level. So the GMs are aware of the 10-foot-rule for players to overcome.
I think that was Rise of the Runelords. You got a +1 Returning Trident fairly low level in Age of Worms too.
Cutlass
|
I'll second daggers and morningstars. For those characters that have the proficiency for them, I also like handaxes. I don't like throwing axes as much as there are better things to throw, such as chakram.
Good old fashioned lamp oil can also come in handy as well. Cheaper than alchemist's fire and has more than one use. Don;t have to worry as much about the vials breaking in your pack ;-).
| Ravingdork |
My vote goes to javelin and spiked gauntlet. The javelin for the same reasons noted by Muser mentioned, and the spiked gauntlets for many of the same reasons as armor spikes (which are slightly inferior because you have to have martial weapon proficiency).