"Orc" Weapons?


Rules Questions

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Grand Lodge

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?

Shadow Lodge RPG Superstar Season 9 Top 8

My d20pfsrd search fu only turns up the double axe. :(

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

As far as I know, it's only the Orc Double Axe... but there might be others that I'm not thinking of.


As far as I know, the orc double axe is the only one.

I'm guessing that it was written that way so that new "orc" weapons could be introduced in future releases without having to errata the core rulebook.

The Exchange

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.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber
Doug Miles wrote:
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.

Sovereign Court

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Orc weapon is weapon that smashes, slashes or stabs. Most orc use axe. Some use two axe. Some use pigsticker. Some use rocks. Puny Pie-zoh man not tell Vrank what orc weapon is. Vrank say all weapon is orc weapon.


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Pathfinder Rulebook Subscriber

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.)


Vrank, Son of Vrank wrote:
Orc weapon is weapon that smashes, slashes or stabs. Most orc use axe. Some use two axe. Some use pigsticker. Some use rocks. Puny Pie-zoh man not tell Vrank what orc weapon is. Vrank say all weapon is orc weapon.

This post made me smile.

The Exchange

Me use Scythe. Not typical orc weapon, maybe? But I got used to it on cruddy farm. Also, having symbol of Death makes for scared enemies. Me like.

The Exchange

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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.


Depending on what your GM thinks he/she could put in Orcish swords and bows if he/she wanted.


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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.


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.


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This is clearly the most broken racial ability in the game. Are the enemies up close? Bash them with the sORCerer. Far away? Throw the Druid's pet pORCupine. Playing with 3.5 material allowed? March down to the Abyss and equip ORCus. Sci-fi crossover? Use the fORCe.


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Shadowborn wrote:

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

1d8/1d8, 20/x2, S, double, blocking


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Then they made Orc Weapon Expertise, upping the number of things with the line "weapon that has “orc” in its name" to two, and the number of "Orc" weapons remains at one. Good times.


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torches


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Yes, one of the coolest feat in all of Paizo and all but unusable because the only weapon it applies to sux. And still everybody just yells and screams because of slashing grace not working as they want.


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.

Liberty's Edge

Be nice if there were 5 or 6 unique race weapons included in the race guide.


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Shar Tahl wrote:
Be nice if there were 5 or 6 unique race weapons included in the race guide.

Or a side-note that some of the existing weapons count as racial ones like the kestros sort of did for halflings.

Grand Lodge

The new Melee Tactics book has the Orc Skull Ram.

Well, and some finessable Elven polearm.


blackbloodtroll wrote:

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.


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The Orc Skull Ram is a character weapon.


Finally! A second orc weapon.


Owen KC Stephens wrote:
The Orc Skull Ram is a character weapon.

Thanks! I actually found a little blurb about it after I asked. Sounds like a large pole strapped to a person. I'll be curious to see the exact stats.


I'm imagining a log with some handles, am I in the ballpark?


Vardatch (from the Midnight campaign setting). Best Orc weapon ever.

One handed exotic (martial for orcs), 1d12, x2 crit, slashing or bludgeoning (one side is serrated, the other blunt)

Think of the Uruk-hai swords from Lord of the Rings and you'll have a pretty good idea of what they look like.

Grand Lodge

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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: Reach

This 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.


Sounds nice.
perfect weapon for an anti-caster melee build.
Half-orc with orc weapon expertise (disrupter) untouchable primalist arcane bloodrager with superstitious.


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.

Grand Lodge

Well, Orcs and Half-Orcs would treat it as a Martial Weapon.

Grand Lodge

Also, it works with this feat.


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.


Ah! I thought under orc weapon expertise you meant the traing with orc weapons a half orc gets.

That clears things up, thank you.


blackbloodtroll wrote:

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: Reach

This 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]

Grand Lodge

Outside of the Elven Branched Spear, the others are not that great.

Still, a finessable reach weapon is nothing to scoff at.


KL Sanchez wrote:
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.


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.


There was the orc shotput from the arms and equipment guide, not a very good weapon.


I know UE didn't even have the dwarven longhammer and longaxes. I like the idea of them.

But ... even with that, a longhammer is kind'a similar. Why do the cool-sounding weapons end up with such crappy stats?


What Cronk do is take weapon from other place no one else use and make Cronk's. Orc Carrikal...'nuff said.


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KL Sanchez wrote:
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.


Brox Varr'Uk wrote:

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


There's an Orc ram released somewhat recently, so now there are two orc weapons.


Chess Pwn wrote:
There's an Orc ram released somewhat recently, so now there are two orc weapons.

Yep. Two orc weapons. The entire horde has to share them.


Three if you include the torch.

Liberty's Edge

Pathfinder Lost Omens, Rulebook Subscriber

Everybody with me now....

Ha...

Ha....

Ha......


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What about sorcerers, scorching rays, force effects, and orchids?

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