Alizor |
It's odd though. The first thing I did when I read this post was open up "Orcs of Golarion". That would have been the obvious source for new 'orc-type' weapons. But nada. Disappointing, but it's a little late to grouse about it.
That's actually exactly what I did as well. Then I checked Adventurer's Armory, then Advanced Player's Guide, then Ultimate Combat. At that point I gave up.
jreyst |
4 people marked this as a favorite. |
This is one of the things that bugs me as well... saying that a race gets proficiency with all weapons with their name in the name of the weapon... and then creating weapons explicitly for members of that race but not putting the names race in the name of the weapon. Look at the Gnomes of Golarion book too.. same thing. Why not just say "Race X gets proficiency in all light smashing weapons" or "Race Y gains proficiency in all two-handed slashing weapons" or something. Would seem easier to me and wouldn't require that future designers have to remember to name their weapon after the race to make sure they're proficient with it.
Why not just say all orcs gain proficiency in all simple and martial weapons that are slashing (only, i.e. not weapons that are bludgeoning AND slashing, just those that are only slashing.)
Hulking Hurler |
10 people marked this as a favorite. |
I miss the Orc Shot-put from 3.0 -
2d6 damage, 19-20/x3 threat, 10 ft range increment
I had a GM that reskinned them as heads of fallen enemies. I started to get attached to the heads of some of the big bosses and they slowly became intelligent weapons with crazy personalities. One of them was explosive and returning, and laughed all the time. Those were the days.
eggplantman |
I remember the orcish shot-put from 3.0 as well. An OP weapon to be sure. There does need to be a few additional racial weapons.
Kind of surprising that the complete equipment didn't have some additional options. As it stands now, each race has maybe one weapon associated with it (dwarves have two). That's not really a lot to work with.
Barathos |
5 people marked this as a favorite. |
1. List all Klingon weapons.
2. Rename them and give them stats.
3. Add them to the list of orc weapons.
4. Profit.You can laugh, but when my half-orc gunslinger opens up with that orc disruptor, I'll be the one laughing last.
Bat'lethOrc Double Scimitar
KL Sanchez |
A severe thread necro, but this one made me quite literally laugh out loud. Now I have to play an orc and throw a sORCeror at an enemy for the lulz. :D
But as a Trek geek, I have to add my two cents that betleHs are actually quite powerful; I'd rate them more at d10/d10, 18-20x3, blocking, tripping, slashing, piercing, disarming. Of all the studies done with them and all the fighting styles developed, yes, you can use it as a shield, axe, sword, lance, and almost as a staff (in tripping); you even see it used to trip and disarm all the time in the shows (and all valid maneuvers). They also have the power to cleave through metals (maybe the way it was seen on the show was badly overstated, but that was for style points), with all the cutting power of heavy axes; a lot like falcatas and the like. Hell, if you want, you can even bludgeon someone to death with it like a club with the flatter edges, especially the center edge, itself useful for both blocking and disarming.
As far as martial weapons go, the kings are katanas, swords, axes, mauls (for their raw destructive power), betleHs, and meqleHs, where meqleHs have their own kinds of nastiness, cutting power, and versatility.
betleH: 1d10/1d10, 18-20x3, blocking, slashing, piercing, tripping, disarming, reach*. Heavy Two-Handed Melee Weapon.
meqleH: 1d8, 18-20x2, blocking, slashing, piercing, disarming. Light One-Handed Melee Weapon.
* In certain maneuvers, yes, you can even use a betleH as a reach weapon; it involves slashing types of swings, but you can reach out at double your arm length and hit if aimed properly. More effectively used to "lead" your enemy, however, and goad them into a false step. In game terms, it'd probably have to be "Choose Reach or Close" when making an attack action.
Imagine, though: you parry a strike, take an immediate action and disarm, then trip, then proceed to beat your enemy to death while he's prone. The game probably doesn't support it all in one turn, but you can actually do all that in less than two or three seconds in reality.
Each of them is also *begging* for a Feat that grants a +1 shield bonus to AC (+2 for the betleH). Both are *exceptional* at blocking and deflecting strikes, in some ways even better than a shield can, if only for the ability to flat-out disarm someone in the process of blocking. As a weapon, each of them is just insanely well-designed and surprisingly versatile.
This moment of geekiness brought to you by a severe lack of sleep.
graystone |
The new Melee Tactics book has the Orc Skull Ram.
Well, and some finessable Elven polearm.
It's something I guess...
Is the ram a character weapon because that sounds like a siege weapon. A finessable Elven polearm sounds pretty sweet.
EDIT: I see that racial weapons from it are:
Gnome Pincher
Halfling Rope-Shot
Elven Branched Spear
Orc Skull Ram
Don't have any other info though.
blackbloodtroll |
1 person marked this as a favorite. |
More like this:
Orc Skull Ram
Two-Handed Exotic Weapon
Cost: 15 gp Damage: 1d10 ×3 Weight: 20 lbs. Type: B Special: ReachThis weapon consists of a wooden log with a shoulder strap to carry some of the weight. The name comes from the orc tradition of making the ram’s head out of a large skull. On a successful critical hit with a skull ram, you can attempt a combat maneuver check to bull rush your opponent as a free action.
LoneKnave |
How?
You are pushing the caster away on a crit if you bullrush. If anything, it's worse than just grabbing a spear (which has the same reach and is simple not exotic).
Nevermind that you only have 5% chance of that ability ever coming up.
God, I hate weapons like this. It doesn't even get a bonus for breaking down doors or something.
Just a Guess |
The disrupter option of the orc weapon expertise gives +3 to concentration checks within your threatened area. Add that to the +2 from the 1st level arcane bloodrager bloodline and later the +4 from the disruptive feat.
So at 1st level enemies have +5 to cast defensively, from level 6 on it is +9.
It is just a proper two-handed weapon, not like the damn double-axe. And it sounds/looks cool.
graystone |
More like this:
Melee Tactics Toolbox wrote:Orc Skull Ram
Two-Handed Exotic Weapon
Cost: 15 gp Damage: 1d10 ×3 Weight: 20 lbs. Type: B Special: ReachThis weapon consists of a wooden log with a shoulder strap to carry some of the weight. The name comes from the orc tradition of making the ram’s head out of a large skull. On a successful critical hit with a skull ram, you can attempt a combat maneuver check to bull rush your opponent as a free action.
Any chance you can give us a look at the other racial weapons? [Gnome Pincher, Halfling Rope-Shot, Elven Branched Spear]
NikolaiJuno |
But as a Trek geek, I have to add my two cents that betleHs are actually quite powerful; I'd rate them more at d10/d10, 18-20x3, blocking, tripping, slashing, piercing, disarming. Of all the studies done with them and all the fighting styles developed, yes, you can use it as a shield, axe, sword, lance, and almost as a staff (in tripping); you even see it used to trip and disarm all the time in the shows (and all valid maneuvers). They also have the power to cleave through metals (maybe the way it was seen on the show was badly overstated, but that was for style points), with all the cutting power of heavy axes; a lot like falcatas and the like. Hell, if you want, you can even bludgeon someone to death with it like a club with the flatter edges, especially the center edge, itself useful for both blocking and disarming.
A weapon does not need the trip or disarm abilities to allow you to trip or disarm with them, all melee weapons can.
KenderKin |
It's in the races descriptions....
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
lemeres |
3 people marked this as a favorite. |
But as a Trek geek, I have to add my two cents that betleHs are actually quite powerful; I'd rate them more at d10/d10, 18-20x3, blocking, tripping, slashing, piercing, disarming.
"Klingon smiths spend years working on a single bethaerbefrashs and fold it up to a million times to produce the finest blades known to mankind."
From how I understand the balance for weapon system (based on half remembered comments from devs), the difference between simple, martial, and exotic weapons comes from a point system. Each category gets different points- simple 1, martial 2, exotic 3. These points can be used to improve stats, or add special properties.
Your suggestion is... 7 points (high crit range-2, larger crit modifier-1, double 1, blocking-1, tripping-1, disarming-1). So I doubt it is appropriate.
And it isn't like real weapons couldn't do a lot of the things you said. The longsword is more than just a kinda heavy chopping weapon- in real practice, it was more of a lever for grappling adn then stabbing in the eye holes. But this system is representational and devoted more to movie tropes than anything.
Commenting on a near ancient post, but someone else was the one to renecro this thread. Just thought I would react to...this.
HalcyonDaze |
Does anybody know of a list of "Orc" Weapons? Or is it just the Orc Double Axe?
Has anybody come across any special weapons in their adventures that randomly had the "orc" tag on weapon that are generally not listed as such?
My DM ruled it that the weapons an Orc or Half-Orc get from their racial Weapon Familiarity counted for this feat, which at least brought the total applicable weapons up to three: falchion, great axe, and Orc double axe. I also was not able to find any others