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There is a boarding pike in the first skull and shackles AP volume that is an amazing weapon. Reach is very important in a pirate game to get Attacks of opportunity and attacks across from ship to ship. That seemed to help more than anything.

Doggan |

Nodachi would probably be best explained in a pirate campaign. Your captain saw some different form of ship, with strange banners and markings. In the looting, you found that odd weapon and learned how to use it.
As far as which weapon, I guess that depends on what you want to do. Do you want reach? Something to support combat maneuvers? Do you want to go crit fishing? Whichever one of those has your strongest yes can really direct your answer as to which weapon to use.

MeatForTheGrinder |

You can rationalize anything if you really want to do so. It's easy enough to say that he was given a nodachi on his travels.
Typically, pirates use sabers and flint lock pistols. I always liked this idea, since it would allow your guy to fight like a ship at sea: start with a cannon barrage at range, then close ranks and out blades!
Since you are asking about a 2h weapon guy though, I am seeing a hulking brute of a pirate with a huge weapon. If you have a feat to blow on it, I'd opt for picking up Catch Off-guard to remove the -4 for improvised weapon penalty and then wield a ship's anchor as a weapon (how cool is that!?) which I would probably have deal damage as a greatclub or earthbreaker.

ezrider23 |

Falchion is my vote. Damage comes from strenght. Those criticals are really nice with improved critical.
Nodachi might be a little better. 1d10 p/s 2-hander with brace and 18-20/x2 crit range. A tab better at the high end for damage average damage may come out the same or better for the Falchion. I'm no mathy guy.

Xander_21 |

Count Duck wrote:Falchion is my vote. Damage comes from strenght. Those criticals are really nice with improved critical.Nodachi might be a little better. 1d10 p/s 2-hander with brace and 18-20/x2 crit range. A tab better at the high end for damage average damage may come out the same or better for the Falchion. I'm no mathy guy.
That was my thought as well in terms of the Nodachi. It has the same crit range as a falchion, except it does 1d10 instead of 2d4.
The bardiche came to mind in terms of the reach. I wasn't sure how valuable reach was in a pirate campaign setting. And the crit range is viable, 19-20 to start & with either keen or improved crit feat it increases to 17-20. The boarding pike looked interesting but it's crit range & damage output is lower than the bardiche.
Spiked chain is interesting, but I don't really have an interest in disarming or tripping. But thanks for the feedback! I appreciate it!

Wiggz |

In a pirate campaign, which 2H weapon would you say would be best to use. Right now the best choices that I see are the greatsword, falchion, nodachi, bardiche, & heavy flail.
I'd ultimately like to use the nodachi, but how do I fit that kind of weapon that originates from the Far East?
If you're thinking of running a Dwarf, I love the flavor of the Dorn-Dergar...

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If you're thinking of running a Dwarf, I love the flavor of the Dorn-Dergar...
Totally agree with this. Mechanically, the Dorn-Dergar can be reach when you need it, which is flexible. That's nice. It also has cool options for TWF.
If you are a dwarf (and why would anyone not choose dwarf? They rock!) then also consider the Dwarven Longhammer! In terms of math, it has the same average damage as a greatsword, (lower crit range balanced out by higher crit multiplier) and it has reach.

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In a pirate themed campaign, what would be more optimal? A weapon that crits more or a weapon w/ reach?
Just my opinion, but I think reach is the way to go here. You will get attacks of opportunity against approaching enemies, increasing your effectiveness much more than a slightly higher crit range.
The only reason I can see for choosing crit range over reach is if you plan to heavily invest in critical feats.

ezrider23 |

You could go for the Fauchard 14 gp 1d8 1d10 18-20/×2 — 10 lbs. S reach, trip.
You get yourself a nice package in one weapon. Being able to trip with reach during ship born combat could be neat. Dodge,mobility and combat reflexes could fit thematically with a pirate pc. Great DMG and High Crit. The downfall is it's an exotic weapon so you need to burn a feat.
Really depends on what you see your pirate as. Quick and agile or more of a Big weapon Stand and Bang type. So many options to choose from in fighting styles.

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You may also want to check in with your GM about which books are allowed. The Dwarven Dorn-Dergar, Dwarven Longhammer, and Fauchard come from the books Dwarves of Golarion, Advanced Race Guide, and Classic Horrors Revisited, respectively.
Being able to trip with reach during ship born combat could be neat.
I think that any weapon can be used to trip, and weapons with the 'trip' property just mean you can drop the weapon if your trip attempt fails by 10 or more (instead of falling prone). Here's a link: Trip
This makes me lean towards the Dwarven Longhammer over the Fauchard. Th fauchard costs a feat, and does less damage (on average) than the Dwarven Longhammer. At high levels, once you get Improved Critical or a Keen weapon, the Fauchard will start doing slightly more damage, if you have large bonuses to damage.
Just my opinion, but I'd go Dwarven Longhammer, unless you want to invest heavily in crit stuff. Then (and only then) the Fauchard would be pretty effective and cool.
Oh, and the Dwarven Longhammer is also... Dwarven! Man, dwarves are so cool.

ezrider23 |

You may also want to check in with your GM about which books are allowed. The Dwarven Dorn-Dergar, Dwarven Longhammer, and Fauchard come from the books Dwarves of Golarion, Advanced Race Guide, and Classic Horrors Revisited, respectively.
ezrider23 wrote:Being able to trip with reach during ship born combat could be neat.I think that any weapon can be used to trip, and weapons with the 'trip' property just mean you can drop the weapon if your trip attempt fails by 10 or more (instead of falling prone). Here's a link: Trip
This makes me lean towards the Dwarven Longhammer over the Fauchard. Th fauchard costs a feat, and does less damage (on average) than the Dwarven Longhammer. At high levels, once you get Improved Critical or a Keen weapon, the Fauchard will start doing slightly more damage, if you have large bonuses to damage.
Just my opinion, but I'd go Dwarven Longhammer, unless you want to invest heavily in crit stuff. Then (and only then) the Fauchard would be pretty effective and cool.
Oh, and the Dwarven Longhammer is also... Dwarven! Man, dwarves are so cool.
Thanks for that. Still trying to get the hang of the system.

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ezrider23 wrote:Count Duck wrote:Falchion is my vote. Damage comes from strenght. Those criticals are really nice with improved critical.Nodachi might be a little better. 1d10 p/s 2-hander with brace and 18-20/x2 crit range. A tab better at the high end for damage average damage may come out the same or better for the Falchion. I'm no mathy guy.That was my thought as well in terms of the Nodachi. It has the same crit range as a falchion, except it does 1d10 instead of 2d4.
The bardiche came to mind in terms of the reach. I wasn't sure how valuable reach was in a pirate campaign setting. And the crit range is viable, 19-20 to start & with either keen or improved crit feat it increases to 17-20. The boarding pike looked interesting but it's crit range & damage output is lower than the bardiche.
Spiked chain is interesting, but I don't really have an interest in disarming or tripping. But thanks for the feedback! I appreciate it!
I'm assuming this will be a fighter or some archetype of fighter.
When you get to the point where you hit on a 2+ (and that will happen somewhere around level 8), the nodachi will be the highest DPR weapon. The bardiche will be approximately .5 DPR behind and the falchion will be another .1 DPR behind the bardiche. This is assuming the weapons have the exact same enhancement bonuses and all are Keen or you have Improved Critical feat.

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Good choice on the Longhammer.
The Nodachi has good damage, but no reach. If you play in a bubble with no attacks of opportunity and everyone starts next to each other, then the Nodachi does the most damage. However, the OP's question was about a real game, specifically a pirate campaign. Reach will be awesome here.
For a dwarf, going with the Fauchard is spending a 1st level feat to...
1) Do less average damage for the ~8 levels until you can get Improved Critical or Keen
2) Get slightly more average damage at higher levels... when, for example, 0.5 more damage per attack is not a significant portion of enemy hp at that point.
3) Gain the Trip quality, which just allows you to drop your weapon instead of falling prone in the event that you fail your trip CMB check by 10 or more.
Unless this dwarf wants to go all out with cool critical feats, the Longhammer is the way to go.

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Is this the sort of campaign where you'll be able to commission magic items (or in which the GM custom-tailors the weapons found to the party)? Because then an exotic presents all kinds of mechanical advantages. If, on the other hand, your GM's approach is to "let the dice decide" on random magic weapon generation, you may be better off focusing on a very common two-handed weapon such as the greatsword or longspear, because the odds of finding one with a nice enchantment are somewhat higher than they are for, say, a bec de corbin.