18-20 Crit Range Greatsword? Op Yay or Nay.


Homebrew and House Rules


In 3.5 there was a two hnded exotic greatsword known as the Jovar. It had a 18-20 crit range. In 3.5 they were fine but Pathfinder has buffed power attack and added other feat support that makes things like Falcions very nasty as the Jovar is a 2d6 Falcion instead of 2d4 or an average of 2 more damage for a feat. I'm leading towards falcions being a bit to good with various feats like power attack, furious focus and even vital strike which adds 1d12 or 2d6 damage as a general rule with geatsword, great axes and similar weapons.

The obvious build of course is improved critial or keen Jovars. One can have the effect of course using a Falcion but theres something appealiong about 2d6 even if the average damage is only 2 more which makes it a better feat than weapon specialisation as it has no prerequisites and EWP:Jovar can be taken at level 1.

One of my 3.5 races however had weapon familiarity with this weapon and the falcata which counts as this races weapons familiarity. I've ported it over to PF but no one has taken said race yet. Its other stats are.

+2 int, +2 strength or Wisdom, -2 con
3 times per day they can add 1d6 to an attack roll, attribute/skill check or saving throw.
+2 knowlede arcana.

IMC most demi human races have a floating 2nd stat (+2 dex, +2 con or cha for example).

Initially I banned the Jovar but have ported it as the race would make a great Magus but as I understand it dervish dance scimitar seems to be a no brainer for that build.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

The dice damage on crit weapons isn't important into mid-levels, the modifier to damage is. It wouldn't be over powered, was there isn't much of a boost in damage from damage dice alone.

Grand Lodge

The exotic weapon is fine. It is just as much a waste of a feat as all the other exotic weapons honestly (at least 3 average damage is needed to be in line with the one exotic weapon that is worth the feat for DPR...the falcata...and that is for one handed...for two, it should be 4-5).

The race I am not so sure about. Most races do have a +2 net gain...but you don't see a race getting +2 to two stats getting to choose. They are set. And a variable bonus to a roll? Even if I considered getting an average of +3 to a save/check/attack 3 times per day as a balanced racial ability (which I do not)...the mechanics is just messy.


The floating attribute thing was adapted from 4th ed and to partly break the dominance of humans in PF games.

The Exchange

the weapon is fine, the race is just bad.


Zardnaar wrote:
The floating attribute thing was adapted from 4th ed and to partly break the dominance of humans in PF games.

I don't think you need it. If humans dominate, it's because of the extra feat and skill ranks, not because of the floating attribute bonus.

(In my PFS experience, we usually have a token human at the table, so I haven't run into a dominance problem.)


I use the floating attribute in my setting for non-human races, as well. It works just fine.

However, if the race listed has the complete stats you use, I direct you here. It's a decent enough system for constructing homebrew races, despite the glaring inconsistencies.


It sounds like genetic instability. Does each member look different?


Goth Guru wrote:
It sounds like genetic instability. Does each member look different?

I'm not trying to sound snarky, even though I know this does: as they're not identical generic clones anymore than humans are, there is variance in their appearance.

I'm not sure if we're on the same page as to the meaning of "floating attribute" for character creation, as your comment doesn't provide much information to go on. However, if a floating attribute choice sounds unstable for non-humans, a human with a floating modifier to any stat at character creation must represent a race on the verge of a catastrophic failure.

Grand Lodge

Da'ath wrote:
Goth Guru wrote:
It sounds like genetic instability. Does each member look different?

I'm not trying to sound snarky, even though I know this does: as they're not identical generic clones anymore than humans are, there is variance in their appearance.

I'm not sure if we're on the same page as to the meaning of "floating attribute" for character creation, as your comment doesn't provide much information to go on. However, if a floating attribute choice sounds unstable for non-humans, a human with a floating modifier to any stat at character creation must represent a race on the verge of a catastrophic failure.

You mean we aren't? :P


Lol I don't mind floating attributes- they are just more narrowly defined than say humans.

All Elves are dextrous, some are smarter or more wise than other Elve. All Dwarves are tough, others are stronger or wiser etc.


After the basic die rolling or point buy, non humans get some pluses and minuses based on their racial charateristics. Mutants get pluses and minuses based on their mutations. When they were born alive and healthy they were out of danger, but they don't look like even near relatives.
I was just wondering if they were going to have skin, hair, and eyes any color of the rainbow.

I think only the ones with bonus strength will be able to handle the special greatsword. Is it like, hyperdense?

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