Weapons weapons weapons


Pathfinder First Edition General Discussion


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So my gm just killed my alchemist with lava (prick) lol. So I'm making a bear-barian. My gm is totally pro 3rd party and I'm still undecided what weapon I want to use. All I know is I want it to be 2handed. I'm mostly just curious what interested or cool, fun weapons you've run into. Or completely overpowered weapons. Or large and ridiculous. Really, I'm fond of large and ridiculous.


Greatsword and falchion are popular choices.


Falchion is probably the best option, but I recommend the Earth Breaker because it's a friggin hammer.

Of course, if you're really looking for ridiculous, what you need is a BATTLE LADDER. There is nothing in this game more ridiculous than that.


Battle ladder! Nice, I'd never heard of that before. That's what I'm looking for. I know the popular choices, I'm looking for interesting.


Nodachi is a better overall choice than Falchion; counting as 2 types of DR, higher damage dice (which scales better when sized larger), Brace property, and easier to max out (since it's one dice base), and has a higher maximum, it's clear which one is better. The only downside to Nodachi is most GMs won't allow because it's an Eastern Weapon. (Not a problem for this player though.)

Greatsword is nice because it has good average and maximum damage, decent critical ratio, and is most common to find among loot to upgrade from or sell (and technically sells the best too). Earth Breaker is its Bludgeoning counterpart (though instead of 19/X2, it's X3).

Of course, using unorthodox objects, such as the Battle Ladder, can lead to other ones; for example, a giant cooking pot would be equally ridiculous and big, and would be easier to use. Plus, you could cook something in it, causing it to heat up, then start using it during battle and deal Fire damage on a few attacks in the first rounds of combat.

**EDIT**

A couple other ridiculous weapons would be you carrying corpses on your back and flailing them at your enemies, or empty drinking bottles/tankards as throwing weapons.


Thunder and Fang Feat, let's you wield an Earthbreaker and a Klar. It's a bit feat heavy though.


Ah, I see. Then I suggest the bardiche or heavy flail.


I like that thunder and fang thing. Very cool. I like how you think Darksol


If you want ridiculous get a Sawblade Glaive, otherwise known as a chainsaw.


Darksol the Painbringer wrote:
Nodachi is a better overall choice than Falchion; counting as 2 types of DR, higher damage dice (which scales better when sized larger), Brace property, and easier to max out (since it's one dice base), and has a higher maximum, it's clear which one is better. The only downside to Nodachi is most GMs won't allow because it's an Eastern Weapon. (Not a problem for this player though.)

Don't forget its also a giant Frikkin' Katana!


Kingthorn wrote:
So my gm just killed my alchemist with lava (prick) lol. So I'm making a bear-barian. My gm is totally pro 3rd party and I'm still undecided what weapon I want to use. All I know is I want it to be 2handed. I'm mostly just curious what interested or cool, fun weapons you've run into. Or completely overpowered weapons. Or large and ridiculous. Really, I'm fond of large and ridiculous.

If you are pro-3rd party, Dragon Mech has weapons, get a Chattersword (chainsaw sword):

The chattersword is a greatsword that looks and acts like a chainsword from WH40k. It deals normal greatsword damage, for for the next ten rounds if the victim of a blow tries to do anything strenuous he has to make a Fort save to avoid an additional 1d3 damage from the wounds ripping open.

Would be simpler to just make it bleed 1, but eh.


Okay, this one is a bit broken.

4 Winds Gaming. Paths of Power.

Simple Weapon. Goldentag. Medium. 2h. 2d6 bashing with a crit range of 18-20.


Ummm, the godentag is a simple weapon too, lol. That's wonderful. I especially love all the chainsaw ideas. These are all awesome.


well its really not that effective but..
there's a magic item that extends to 10ft.
use it as a club, then extend to use as a blunt spear.
Go sorta gambit on their butt

Or, just use enemies as weapon

Shadow Lodge

Tetsubo

Battle Ladder[can't be said too many times]

Piston Maul

Also, if you are looking for something ridiculous to do, take Weapon Versatility feat and you can cut people with quarterstaffs, poke holes in them with tetsubos, and give them concussions with rapiers.


Ah but a battle ladder is a Gnomish weapon, perhaps not suitable for a bear-barian. And thus, I suggest, the Ogre hook. All the badassness of a pirate's hook hand, in an two handed weapon, with a d12 damage die and a x3 critical. Perfect for the barbarian from the Shoanti tribe

Dark Archive

I am very fond of both the meteor hammer and the dwarven dorn-dergar. Both are exotic weapons but I feel the ability to use these at either reach or adjacent on a turn by turn basis is what makes them and the original 3.5 spiked chains the only weapons worth spending a feat for.

Since the gm is 3pp friendly, ask about useing the 3.spiked chain(funny to think of D&D as 3pp). Even without the weapon finesse and trip stuff, it is worth a feat just for the option to swing both adjacent and/or reach each turn. By the way, before someone complains about trip locking. That was not cheesy, that was cheating! You cannot trip someone while they are already prone, provoking to stand up. The AOO happens when they are still om the floor. Again, even with the arguably weaker PF versions of imp/greater trip, the exotic weapon feat is still worth it to threaten both reach AMD adjacent simultaneously. No need to even bother spending the feats for combat expertise and the trip feats.

Don't worry about the 2d4x2 dam/crit. Threatening so many squares simultaneously is worth it. Especially if you add combat reflexes.

I still love the 3.5 spike chain despite what I am about to say, but come to think of it, on a barbarian with pounce, you will lose out on some AoO because they could then just 5' step to avoid an AoO. Still worth it. Make the next one who walks up to you eat the AoO, provided you are not just 5' from that one also.

Really nice to avoid a caster just 5' to cast, with both adjacent and reach simultaneously threatened, you force them to cast on the defensive. Or take the 3.5 feat mage slayer and prevent them from casting defensively at all! Warning, I think mage slayer was printed twice with one printing adding that the caster knows they cannot cast defensively and the feat also lowers the feat owners own caster levels by 4 I think. Less appealing for a multiclass pc but still awesome for a martial.

Grand Lodge

Ok, so nobody has suggested it yet, but have you seen the Rage Power Body Bludgeon? Grapple an enemy. They ARE your weapon.

Also, I remember a 3.5 3pp PrC where you could throw halflings.


Darksol the Painbringer wrote:


**EDIT**

A couple other ridiculous weapons would be you carrying corpses on your back and flailing them at your enemies, or empty drinking bottles/tankards as throwing weapons.

While not mentioning the feat, It WAS mentioned.

EDIT: Rage power, my bad.


Kiinyan wrote:

Ok, so nobody has suggested it yet, but have you seen the Rage Power Body Bludgeon? Grapple an enemy. They ARE your weapon.

Also, I remember a 3.5 3pp PrC where you could throw halflings.

Body Bludgeon isn't half as awesome as it should be. You can only wield enemies that are smaller than you; great if you're against a swarm of Goblins but not really something you can build around.

Definitely qualifies for Rule of Cool and worthy of a homebrew buff.


Pathfinder Lost Omens, Rulebook Subscriber

If the DM is 3.5 friendly, grab the (exotic) Minotaur Greathammer. 1d12, 19-20/x4 B. Weighs 30lbs Medium and has no listed price.

Dark Archive

That Minotaur hammer is indeed cool but I think it had some errata or it is stated differently between the Minotaur stat block and the weapon sidebar. Also take note weather the blue Minotaur in that book is large or medium. Make sure you grab the right size weapon for your PC.bthough some people like taking the -2 for wielding an oversized weapon for extra damage.


http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/belt- bladed bladed belt means you can enchant a belt and wield whatever slashing or piercing weapon you desire at the moment (does not seem to specify size or reach, so could be a tiny war razor or a huge greatsword).

Dwarven longaxe/longhammer are also fun for reach 1d12 x3 /2d6 x3, though they are exotic martial weapons (unless you are a dwarf), but the description makes them really special "These heavy-headed bludgeons are often carved or cast with monstrous faces or drilled with tiny holes to create a menacing whistling as they are swung through the air." Fun if a Barbarian is swinging around a moaning axe or hammer, pair this with a maul axe for bloody fun.

Maybe you could go spiked armor, cestus, and a harpoon (ranged grapple that includes rope). Throw multiple harpoons to keep your foes from running away from you.

And if none of that is to your liking, pick up throw anything and hurl around the biggest anvils you can find, or just get boots of levitate and drop them on your foes (they can survive max fall damage and only gain the broken condition, and you could carry dozens, DOZENS!).


You have no idea how much I love that anvil idea. I'm legitimately adding that to the list of character concepts.


I am playing a 3pp race called the urlock. Large sized polar bears. and on this thread of crazy weapons, I'll add my own, in case any of your gms will allow it, it was a little too op for my gm, he doesn't mind crazy, but this sword is strong.

3d12 med size x3, weighs 80 lbs

Behemoth Blade: These swords are enormous
in scale, looking more like a slab of steel than an
actual weapon. A behemoth blade will generally
have a blade six feet in length, a half-inch thick,
and broader than a handspan, with a handle that is
usually a foot or so long of wrapped steel cylinder.
The pommel on a behemoth blade is often as large
and heavy as a mace-head. These weapons require
great strength to even lift, and are far too heavy to
be used by most warriors. Ogres, the more intelligent
giants, and other large intelligent creatures of great
strength may use them without penalty in one hand.
Powerful beings like minotaurs or supremely strong
humans may use them as two-handed weapons. A
Medium creature wielding a behemoth blade has
reach with it so long as they have the Exotic Weapon
Proficiency: Behemoth Blade feat.
These are not merely oversized swords; they are
designed with rather different proportions as well. A
behemoth blade requires a minimum strength of 16
to be able to lift or carry and suffers a -3 penalty to
initiative, attack, and damage for every point of strength
below 20 (-12 at STR 16, -9 at STR 17, etc.). Due to the
sheer mass of the weapon, it has a hardness of 22 and
40 hp; attempts to sunder the blade are at -10 to CMB,
while the blade gets a +10 bonus to sundering attempts.
Just carrying one around automatically incurs a level of
encumbrance regardless of strength, not only from the
weight but from the unwieldiness as well.
Merely carrying this sword gives a +2 circumstance
bonus to Intimidate checks, and drawing/brandishing
the weapon raises the bonus to +5. A behemoth blade
cannot be used by any creature smaller than Medium;
they are simply not made for Small or smaller creatures.
There are no known examples of mithral or adamantine
versions of this blade, most likely due to the amount of
material needed and what the final cost would be.


I have a player running a melee character dedicated to only using improvised weapons. His backstory is that he has learned to fear magical weapons due to running across an intelligent, evil sword. And since he can't detect magic he flat out doesn't trust weapons.

He uses a silver standing candelabra as a trident, a moose femur as a club and has recently acquired an adamantine Frost Giant beer stein and uses it as a great club.

No massive damage dice or critical threat ranges, but still makes for some great visuals.


Raymond Lambert wrote:

I am very fond of both the meteor hammer and the dwarven dorn-dergar. Both are exotic weapons but I feel the ability to use these at either reach or adjacent on a turn by turn basis is what makes them and the original 3.5 spiked chains the only weapons worth spending a feat for.

Since the gm is 3pp friendly, ask about useing the 3.spiked chain(funny to think of D&D as 3pp). Even without the weapon finesse and trip stuff, it is worth a feat just for the option to swing both adjacent and/or reach each turn. By the way, before someone complains about trip locking. That was not cheesy, that was cheating! You cannot trip someone while they are already prone, provoking to stand up. The AOO happens when they are still om the floor. Again, even with the arguably weaker PF versions of imp/greater trip, the exotic weapon feat is still worth it to threaten both reach AMD adjacent simultaneously. No need to even bother spending the feats for combat expertise and the trip feats.

Don't worry about the 2d4x2 dam/crit. Threatening so many squares simultaneously is worth it. Especially if you add combat reflexes.

I still love the 3.5 spike chain despite what I am about to say, but come to think of it, on a barbarian with pounce, you will lose out on some AoO because they could then just 5' step to avoid an AoO. Still worth it. Make the next one who walks up to you eat the AoO, provided you are not just 5' from that one also.

Really nice to avoid a caster just 5' to cast, with both adjacent and reach simultaneously threatened, you force them to cast on the defensive. Or take the 3.5 feat mage slayer and prevent them from casting defensively at all! Warning, I think mage slayer was printed twice with one printing adding that the caster knows they cannot cast defensively and the feat also lowers the feat owners own caster levels by 4 I think. Less appealing for a multiclass pc but still awesome for a martial.

I seem to recall a feat called Darting Viper or somesuch that allowed the player to use a swift action to change from reach to melee combat with a Dorn-Degar. I've searched the PRD left right and center but cannot seem to find it now. Nor can I find the Dorn-Degar. Can I get an assist with links please? (Hopefully someone knows what I'm talking about.

Dark Archive

Not sure how to link but I can tell you it is not in the hard cover books. That is why you cannot find it in the PRD. It us in the races of golarion product for dwarves. I might have also misspelled it. It also might have a - in it.

There is a feat that let's you change the normally move action to swap between adjacent/reach or the reverse to to swift action. Another that let's you wield it one handed, increasesing the time to swap back and forth.

If nobody posts before me I will dig up my copy and get the details Tuesday.


Pathfinder Lost Omens, Rulebook Subscriber
Raymond Lambert wrote:
That Minotaur hammer is indeed cool but I think it had some errata or it is stated differently between the Minotaur stat block and the weapon sidebar. Also take note weather the blue Minotaur in that book is large or medium. Make sure you grab the right size weapon for your PC.bthough some people like taking the -2 for wielding an oversized weapon for extra damage.

No errata, and yes there is a difference between weapon sidebar and monster statblock. The weapon sidebar (which is what I am using and starts with "For Player Characters") lists it as a 1d10 (Small) 1d12 (Medium) 19-20/x4 Bludgeoning exotic weapon with a +2 bonus on checks to sunder weapons and shields.


Found it in Dwarves of Golarion. The feat is definitely called Darting Viper, requires +4BAB and allows you to switch between reach and melee as a swift action.


Fighter Polearm master has a similar reach to melee ability as an immediate action
Pole Fighting (Ex)

At 2nd level, as an immediate action, a polearm master can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd.

This ability replaces Bravery.

Or you could get a cestus/spiked armour/natural attack/boulder helm/iron beard and switch hands as an immediate action.


You could always go the Thibbledorf Pwent Style from the Drizzt books. Spiked armor and gauntlets, hug them and shake furiously to kill. Don't forget to get drunk to be a true battle rager


Kingthorn wrote:

I am playing a 3pp race called the urlock. Large sized polar bears. and on this thread of crazy weapons, I'll add my own, in case any of your gms will allow it, it was a little too op for my gm, he doesn't mind crazy, but this sword is strong.

3d12 med size x3, weighs 80 lbs

Behemoth Blade: These swords are enormous
in scale, looking more like a slab of steel than an
actual weapon. A behemoth blade will generally
have a blade six feet in length, a half-inch thick,
and broader than a handspan, with a handle that is
usually a foot or so long of wrapped steel cylinder.
The pommel on a behemoth blade is often as large
and heavy as a mace-head. These weapons require
great strength to even lift, and are far too heavy to
be used by most warriors. Ogres, the more intelligent
giants, and other large intelligent creatures of great
strength may use them without penalty in one hand.
Powerful beings like minotaurs or supremely strong
humans may use them as two-handed weapons. A
Medium creature wielding a behemoth blade has
reach with it so long as they have the Exotic Weapon
Proficiency: Behemoth Blade feat.
These are not merely oversized swords; they are
designed with rather different proportions as well. A
behemoth blade requires a minimum strength of 16
to be able to lift or carry and suffers a -3 penalty to
initiative, attack, and damage for every point of strength
below 20 (-12 at STR 16, -9 at STR 17, etc.). Due to the
sheer mass of the weapon, it has a hardness of 22 and
40 hp; attempts to sunder the blade are at -10 to CMB,
while the blade gets a +10 bonus to sundering attempts.
Just carrying one around automatically incurs a level of
encumbrance regardless of strength, not only from the
weight but from the unwieldiness as well.
Merely carrying this sword gives a +2 circumstance
bonus to Intimidate checks, and drawing/brandishing
the weapon raises the bonus to +5. A behemoth blade
cannot be used by any creature smaller than Medium;
they are simply not made for Small or...

What is this in, I saw it a little while ago and can't find it again.


I do like the concept of the tetsubo and the earthbreaker. You could go greatclub too--I hate how it's classified in the game (this is a martial weapon? THIS?) but if your main theme is fun rather than anything else?

Other things I've thought of as fun? Double weapons. Yes, you're now TWF instead of THF but you can also during a fight emulate Daffy Duck. Especially when you roll that 1 on the die.

And if you have some ranks in Craft (furniture) or something like that? Come on. You know you want to invent the folding STEEL chair. It's a combination of relaxation furniture AND melee weapon! (I'd call it a greatclub as far as stats.) Better yet, later on you can make it a folding ADAMANTINE chair! Bah gawd!

Orc Skull Ram. Bring a damn battering ram to the fight.


Found the book again, Albion Armitage's Astounding Arsenal


Darksol the Painbringer wrote:

**EDIT**

A couple other ridiculous weapons would be you carrying corpses on your back and flailing them at your enemies, or empty drinking bottles/tankards as throwing weapons.

"Can I get this kobold enchanted?

Yes, he counts as a one handed weapon, so I want impact. I think he is technically part of the flail group. Yes, I'll wait while you get your manager.

...trying to use charm person to get me to go away isn't going to work. I am expecting a discount now. "

...and yes, I am fairly sure a kobold would actually count as a one handed weapon. I've spent way too much time trying to find relative weapon size to living creatures. There are in fact core rules on how weapon sizes scale compared to creatures that use them (2 handed=same size as user; 1 handed=a size lower; light=a couple sizes lower. Or, in other words, for a medium character- greatsword=you; longsword=halfling; dagger=cat)


Make sure you have a kobold monk. That way you could cast Masterwork Transformation on it. Always remember to have masterwork kobolds.


lemeres wrote:
Darksol the Painbringer wrote:

**EDIT**

A couple other ridiculous weapons would be you carrying corpses on your back and flailing them at your enemies, or empty drinking bottles/tankards as throwing weapons.

"Can I get this kobold enchanted?

Yes, he counts as a one handed weapon, so I want impact. I think he is technically part of the flail group. Yes, I'll wait while you get your manager.

...trying to use charm person to get me to go away isn't going to work. I am expecting a discount now. "

...and yes, I am fairly sure a kobold would actually count as a one handed weapon. I've spent way too much time trying to find relative weapon size to living creatures. There are in fact core rules on how weapon sizes scale compared to creatures that use them (2 handed=same size as user; 1 handed=a size lower; light=a couple sizes lower. Or, in other words, for a medium character- greatsword=you; longsword=halfling; dagger=cat)

Should I be more scared of the caster who WOULD enchant it? Especially one who only has Master Craftsman and thus isn't using actual spells?


Yes.


Guardianlord wrote:

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/belt- bladed bladed belt means you can enchant a belt and wield whatever slashing or piercing weapon you desire at the moment (does not seem to specify size or reach, so could be a tiny war razor or a huge greatsword).

"Yes, our village owes our lives to Baldo the pantsless. we would erect a statue to him, but... well, there are children about."

Guardianlord wrote:
And if none of that is to your liking, pick up throw anything and hurl around the biggest anvils you can find, or just get boots of levitate and drop them on your foes (they can survive max fall damage and only gain the broken condition, and you could carry dozens, DOZENS!).

As for anvils, I have a psion character with telekinetic force. He has a +1 holy adamantine anvil that doubles as an altar to Torag. He has his own bag of holding for it and everything.

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