How to make bad weapons work


Advice

The Exchange

So the reason for this is there are a lot of weapons that are under used because they cant be optimized. I am not looking for major advantages here but lets see if we can make use of some of these weapons. Using class, archetypes, feats, etc.

The First weapon I would like to see what can be done with is a Lasso.
Yes it is exotic so it cost a feat. Then I would use Equipment Trick to get other abilities with the rope.

With the [whip] you can use a 10ft section of rope like a whip with no penalty. Not sure if they means that Disarm, and trip can be used or not and if you have the feat chains for whip/ disarm / trip would they would for rope to then?

That would be a fun build using something different.

Torches would be another piece of equipment that could be a main weapon using, Torch Fighter, turns torches into light weapons that deal mace damage. Torch handling is another good feat, makes them simple weapons, and you get a couple other befits using the torch.

Kusarigama - is a weapon that I would love to know how to make it work well.

So what are some other unused equipment or weapons that never get used and how can we best use them.


The Whip is an inexpensive Trip weapon with Reach. The advantage of a Trip Weapon is that in the event of a catastrophic Trip Check Roll, you can elect to drop your weapon rather than get Tripped yourself. But You'll miss your Halberd or Horesecatcher when it's gone. Forced to drop your Sickle, light flail, or whip? Shrug your shoulders and pull another one off your belt, and keep tripping.

You can take Feats to give your Whip extra long reach, like 15' or more.

If you take levels in Warpriest, you substitute your normal weapon damage for Warpriest Sacred Weapon Damage. This applies to Whip and to any other weapon with a light touch.

If you are a Sneak Attacking character, you can do lots of extra damage with any weapon, so it might make sense to take advantage of weapons that don't do much damage but have other special qualities such as Reach, Reach + Double, the ability to slashing, blunt, and piercing damage, etc.

The Exchange

I agree. I was also wondering if anyone used primitive weapons with the fragile ability or condition. splintering weapon, and Disposable weapon feats?

The Exchange

Has anyone made a character that uses Grappling hook as both main weapon and tool.


The kama (1d6/20/x2) is a bad weapon: an exotic weapon feat for a weapon that is categorically worse than a shortsword (1d6/19-20/x2).

They could have at least given it the same damage profile as a shortsword and justified the extra feat cost for the monk and trip properities (both of which can be obtained on much better weapons, e.g. the nine-section whip (1d8/19-20/x2) blocking, distracting, monk, trip.


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The way I see it, a lot of gaming groups dislike a powergamer. So using a bad weapon is a nice handicap. It's like saying "I know I took magical lineage/magic missile and have +27 to hit when I'm not tripping 5 people from across the table, so here's my weak starknife. See? I'm totally not OP at all".

Silver Crusade

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Zolanoteph wrote:
The way I see it, a lot of gaming groups dislike a powergamer. So using a bad weapon is a nice handicap. It's like saying "I know I took magical lineage/magic missile and have +27 to hit when I'm not tripping 5 people from across the table, so here's my weak starknife. See? I'm totally not OP at all".

...so here's my weak starknife that I'll be using with Desna Shooting Star on a 5 Str / 7 Dex / 20 Cha Lunar Oracle Gnome with Cha to AC, Ref, attack and damage rolls.

But hey, at least I didn't get 2 levels of Paladin! (yet)


The Kusarigama is meant for a grapple monkey Tetori Monk, with Throatslicer, hamatula strike/grasp, improved/greater trip, etc.

The Lasso could be enchanted with the Conductive property and deliver touch attack spells for added effect. Think Wonder Woman-ish.

Most races have a way to gain EWP in their alternative racial features. So you generally don't need to burn a feat to play with fun toys.


Generally speaking, if they're 1-handed, they can be handed to the barbarian who will grip them in two hands and proceed to wreck face regardless.

Something similar is true with light weapons and the unchained rogue. As long as it's light, they can dual wield them just fine for a fistful of d6.

Bad ranged weapons are another matter. For thrown weapons, you'd have to start by taking the Weapon Mastery feat Ricochet Toss and work from there, but you'll always be behind a true longbow user... If we're talking a thrown piercing weapon, go Swashbuckler, maybe.

Crossbows are another matter. Sadly, they will never get on bows level, although they can get fairly close.

And @Gray Warden, those builds sound nice in theory, but actually getting them to work is a hassle. Half the feats you want for melee have dex requirements, and the other half has strength requirements. By the time you do Desna's Shooting Star + Artful Dodge + Swashbuckler + Oracle, you've spent two levels and two feats and you're not even really started on the fighting style you'll pursue yet. This sort of thing will almost always be outperformed by a straight dexterity build.


Groundhog wrote:
For thrown weapons

You can go the 'worst' for thrown and use improvised: treat them as throw away as the new gloves allow enhancements on any improvised weapon you pick up.

Groundhog wrote:
Crossbows are another matter.

They are better now with the alternate elf racial trait Crossbow training. With it, it drops light crossbows to a free reload and heavy to a move and with rapid reload, it allows free action reloads of heavy at 1st.

Groundhog wrote:

Half the feats you want for melee have dex requirements, and the other half has strength requirements. By the time you do Desna's Shooting Star + Artful Dodge + Swashbuckler + Oracle, you've spent two levels and two feats and you're not even really started on the fighting style you'll pursue yet. This sort of thing will almost always be outperformed by a straight dexterity build.

Avoid some dex requirements by taking 2 levels in ranger/brawler[w/ weapon mod]. Myself, I wouldn't throw str/dex all the way down. Myself, I have a brawler like that that is mainly cha but has low teens in the other stats.


Zolanoteph wrote:
The way I see it, a lot of gaming groups dislike a powergamer. So using a bad weapon is a nice handicap. It's like saying "I know I took magical lineage/magic missile and have +27 to hit when I'm not tripping 5 people from across the table, so here's my weak starknife. See? I'm totally not OP at all".

Charisma to-hit, charaima + Wisdom to damage, multiple attacks with a single thrown weapon, +6 untyped static damage mod in addition to getting two stats. If ranged does not work, switch to twf melee and keep going.

Bards, Summoners and Oracles can tear stuff up with a starknife.

The Exchange

I have found the catch all of cheese. Racal heritage gnome racial trait Master tinker. It makes you proficient with any weapon that you personally build that means I'm a master of everything

The Exchange

Now because I like to use ultimate cheese and really stupid ways I'm going to take being a master of all weapons that I create and I'm going to use Shadow weapon


graystone wrote:


Groundhog wrote:
Crossbows are another matter.

They are better now with the alternate elf racial trait Crossbow training. With it, it drops light crossbows to a free reload and heavy to a move and with rapid reload, it allows free action reloads of heavy at 1st.

Yeah, and with Crossbow Ace 5 you can even add dexterity to damage.

Bows still rule, though. Manyshot, Str to damage and Bracers of Archery is just too much of an advantage. Crossbows can only get close.


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Bardofcyberspace wrote:

The First weapon I would like to see what can be done with is a Lasso.

Yes it is exotic so it cost a feat. Then I would use Equipment Trick to get other abilities with the rope.

With the [whip] you can use a 10ft section of rope like a whip with no penalty. Not sure if they means that Disarm, and trip can be used or not and if you have the feat chains for whip/ disarm / trip would they would for rope to then?

That would be a fun build using something different.

You might want to pick up a Robe of Infinite Twine for this build.

The Exchange

So if i have Master tinker does that mean i can start taking the whip, net, feat chains because as long as i make them i i can use them. ?


A lot of simple weapons since for 3/4 BAB without martial proficiency. For example, the Morningstar is a great weapon if you only have simple proficiency.

Race goes a long way though. It's why you might see elven rogues two handing curve blades.

Half Elf ancestral arms switches out skill focus for exotic weapon proficiency. So if you are confident in your will save without dual minded, you can totally pick up a fancy weapon like the aklys which is the only light 1d8 weapon.

Grand Lodge

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Racial Heritage does not work that way...Racial Heritage allows you to take character traits and feats for the race you choose...it does not allow you to take alternate racial traits.

Even if it did, if you are a Human with Racial Heritage: Gnome, you would still have no way of taking Master Tinker, because you have to give up the Gnome's Defensive Training and Hatred racial traits to be able to select Master Tinker...a human does not have those to give up.


Bardofcyberspace wrote:
So if i have Master tinker does that mean i can start taking the whip, net, feat chains because as long as i make them i i can use them. ?

Yup.


Bardofcyberspace wrote:

So the reason for this is there are a lot of weapons that are under used because they cant be optimized. I am not looking for major advantages here but lets see if we can make use of some of these weapons. Using class, archetypes, feats, etc.

The First weapon I would like to see what can be done with is a Lasso.
Yes it is exotic so it cost a feat. Then I would use Equipment Trick to get other abilities with the rope.

With the [whip] you can use a 10ft section of rope like a whip with no penalty. Not sure if they means that Disarm, and trip can be used or not and if you have the feat chains for whip/ disarm / trip would they would for rope to then?

That would be a fun build using something different.

Torches would be another piece of equipment that could be a main weapon using, Torch Fighter, turns torches into light weapons that deal mace damage. Torch handling is another good feat, makes them simple weapons, and you get a couple other befits using the torch.

Kusarigama - is a weapon that I would love to know how to make it work well.

So what are some other unused equipment or weapons that never get used and how can we best use them.

Warpriest, fighter with AWT:Focused weapon, Paladin with the tempered champion archetype are all the easiest ways to make bad weapons work by simply upping the damage die as you level.


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Groundhog wrote:
Crossbows are another matter.

They are better now with the alternate elf racial trait Crossbow training. With it, it drops light crossbows to a free reload and heavy to a move and with rapid reload, it allows free action reloads of heavy at 1st.

Where is the elf alternate trait Crossbow training from ??


Psi51 wrote:
Where is the elf alternate trait Crossbow training from ??

Hidden in AP #124, pg#79-80, in the mordant spire section. There you'll find new alternate elf racial traits Crossbow Training,

Natural Swimmer and Tongue of the Sea. There is also the Spire Diver Slayer Archetype and the Barracuda Style feat tree.


graystone wrote:
Psi51 wrote:
Where is the elf alternate trait Crossbow training from ??

Hidden in AP #124, pg#79-80, in the mordant spire section. There you'll find new alternate elf racial traits Crossbow Training,

Natural Swimmer and Tongue of the Sea. There is also the Spire Diver Slayer Archetype and the Barracuda Style feat tree.

Thanks for that I even subscribe but I missed it.


Psi51 wrote:
graystone wrote:
Psi51 wrote:
Where is the elf alternate trait Crossbow training from ??

Hidden in AP #124, pg#79-80, in the mordant spire section. There you'll find new alternate elf racial traits Crossbow Training,

Natural Swimmer and Tongue of the Sea. There is also the Spire Diver Slayer Archetype and the Barracuda Style feat tree.
Thanks for that I even subscribe but I missed it.

LOL I know what you mean. I had a devil of a time remembering where it was the first time I wanted to mention it as neither online site has it added.

I left a message on d20 so hopefully it'll get on soon but nethys is pretty far back on adding AP material so it might take some time there. [they seem to be focused on adding starfinder ATM].


VoodistMonk wrote:
The Kusarigama is meant for a grapple monkey Tetori Monk,

Funny, I don't really like the Grapple Weapon Quality, even when I am making a Grappling character. I'm certainly uninspired by the Grappling Quality in the Kusarigama: it only triggers on a Crit, and the Kusarigama only Threatens a Crit on a 20.

The things that turn me on about the Kusarigama are that it can do either Slashing or Blunt Damage and that it is simultaneously a Monk, Double and Reach Weapon. That means you can 2 Weapon Fight with Reach or Flurry of Blows with Reach. So I'm thinking 2 really good ways to use the Kusarigama would be as a Warpriest and replace the Kusarigama's anemic weapon Damage with Sacred Weapon Damage, and when your opponents close in, use Armor Spikes, which you also might do Sacred Weapon Damage for. Take Lunge for even more Reach. Take Phalanx Formation (Is that the right Feat?) so your allies can't be used as Cover against you. Now you are in an ideal situation to backpack your allies like a Cleric but still deliver significant melee pain without having to come out from behind your meat shields.

To offset the anemic damage as a Monk, take Ascetic Style Feats, and your Kusarigama damage will increase behind your Monk Unarmed Strike Damage.


Scott Wilhelm wrote:
VoodistMonk wrote:
The Kusarigama is meant for a grapple monkey Tetori Monk,

Funny, I don't really like the Grapple Weapon Quality, even when I am making a Grappling character. I'm certainly uninspired by the Grappling Quality in the Kusarigama: it only triggers on a Crit, and the Kusarigama only Threatens a Crit on a 20.

The things that turn me on about the Kusarigama are that it can do either Slashing or Blunt Damage and that it is simultaneously a Monk, Double and Reach Weapon. That means you can 2 Weapon Fight with Reach or Flurry of Blows with Reach. So I'm thinking 2 really good ways to use the Kusarigama would be as a Warpriest and replace the Kusarigama's anemic weapon Damage with Sacred Weapon Damage, and when your opponents close in, use Armor Spikes, which you also might do Sacred Weapon Damage for. Take Lunge for even more Reach. Take Phalanx Formation (Is that the right Feat?) so your allies can't be used as Cover against you. Now you are in an ideal situation to backpack your allies like a Cleric but still deliver significant melee pain without having to come out from behind your meat shields.

To offset the anemic damage as a Monk, take Ascetic Style Feats, and your Kusarigama damage will increase behind your Monk Unarmed Strike Damage.

You are obviously smarter me in creative ways to properly use the kusarigama.


The Divine Fighting Technique feat adds quite some options to otherwise suboptimal weapons. For example, you can do a ranged steal maneuver with a crossbow, sicken with a light mace or get additional AOO with a warhammer.


VoodistMonk wrote:
Scott Wilhelm wrote:
VoodistMonk wrote:
The Kusarigama is meant for a grapple monkey Tetori Monk,

Funny, I don't really like the Grapple Weapon Quality, even when I am making a Grappling character. I'm certainly uninspired by the Grappling Quality in the Kusarigama: it only triggers on a Crit, and the Kusarigama only Threatens a Crit on a 20.

The things that turn me on about the Kusarigama are that it can do either Slashing or Blunt Damage and that it is simultaneously a Monk, Double and Reach Weapon. That means you can 2 Weapon Fight with Reach or Flurry of Blows with Reach. So I'm thinking 2 really good ways to use the Kusarigama would be as a Warpriest and replace the Kusarigama's anemic weapon Damage with Sacred Weapon Damage, and when your opponents close in, use Armor Spikes, which you also might do Sacred Weapon Damage for. Take Lunge for even more Reach. Take Phalanx Formation (Is that the right Feat?) so your allies can't be used as Cover against you. Now you are in an ideal situation to backpack your allies like a Cleric but still deliver significant melee pain without having to come out from behind your meat shields.

To offset the anemic damage as a Monk, take Ascetic Style Feats, and your Kusarigama damage will increase behind your Monk Unarmed Strike Damage.

You are obviously smarter me in creative ways to properly use the kusarigama.

Aw, shucks, now I'm blushing.


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Bardofcyberspace wrote:

So the reason for this is there are a lot of weapons that are under used because they cant be optimized. I am not looking for major advantages here but lets see if we can make use of some of these weapons. Using class, archetypes, feats, etc.

The First weapon I would like to see what can be done with is a Lasso.
Yes it is exotic so it cost a feat. Then I would use Equipment Trick to get other abilities with the rope.

So, Lasso is pretty straightforward: Range Touch Attack, success means target is Entangled.

With Rope Trick, you can entangle opponents with Rope, and you don't use it as a lasso, you throw the whole bundle at them. It doesn't require Lasso Proficiency: it requires Throw Anything. Throw Anything is a bonus Feat granted to Level 1 Alchemists.

Bardofcyberspace wrote:
So if i have Master tinker does that mean i can start taking the whip, net, feat chains because as long as i make them i i can use them?

That Gnome Racial Trait makes you proficient with every weapon you make + the Rope Tricks Feats will also make you proficient in Whip and Spiked Chain that you make out of Rope using your Rope Tricks. And with Throw Anything, you get the Entangling thing, too. And Alchemist is certainly a logical class to take as a Gnome. Plus, you have other nifty utilitarian things you can do with Rope. Get yourself a Robe of Infinite Twine. Everyone will call you the Spider.

I'm thinking Grenadier Alchemist makes a lot of sense, and maybe start making guns. Use Alchemal Weapon and Explosive Missile so your Flintlock Pistol starts shooting exploding bullets: Ranged Touch Attacks at short range.

Vivisectionist Alchemist makes a lot of sense, too if you want to emphasize the Rope. No Gnome-Sized melee weapon does much damage, but Sneak Attack Damage does not scale down with size. Since the Spiked Chain you make with Equipment Trick Rope does Blunt Damage, you might take Bludgeoner and those Sap Adept Feats to do extra Sneak Attack Damage. Spiked Chain is a Finessable Weapon: that's nice. If you take 3 or more levels in Unchained Rogue, you can do Dex-to-Damage with your Spiked Chain.

Spiked Chain is a Disarm Weapon and a Trip Weapon, and a bit of knotted rope is my idea of a good trip weapon that you can just let go of in case of a bad trip roll and won't miss when it's gone. But remember there is a Size Limit on Tripping: you can't do it if your opponent isn't more than 2 Sizes bigger than you. You might get around this with 1 level in Cavalier or 3 levels in Warpriest, Paladin, or Inquisitor in order to get bonus Teamwork Feats and Class Abilities to use them even if your allies don't take them. The Feat you want is Harder they Fall: if your Allies use Aid Another for you, you can Trip monsters of any size.

I'm not a super fan of the Hogtie Rope Trick. If I want to do that with a character, I'd take 2 levels in Cavalier in the Order of the Penitent which gives you Expert Captor which lets you Tie Up an opponent you have Grappled--not Pinned--and you take no penalty at all as opposed to Hogtie's -5. Alchemist is a must-have class for a Grappler in my opinion: the King Crab Tumor Familiar and the Tentacle will give you a +2 and +4 on your Grapple Checks, and I can think of ways to give you even more, so much that you will more than offset the Size Penalty for being Small. Grappling has no Size limit, and few things would be more hilarious than seeing an Ancient Black Dragon taken down in 1 round by a Grappling Gnome

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