Favorite weapons in each category...


Pathfinder First Edition General Discussion


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I know that there are go-to weapons that are always used for the mechanical benefits they bring to a build... and that's fine to have as a reason to make a weapon your favorite. Fluff, flavor, munchkin madness... no judgment here.

I have just recently been introduced to a few weapons that I happen to like, such as the Broken-back Seax and the Dwarven Pelletbow, and just figured I would see what everyone is into these days.

Not saying these are the best, just favorites of mine...

Simple Weapons:
Sawback Kunai
Morningstar
Longspear
Light Crossbow

Martial Weapons:
Gladius
Gandasa
Falchion
Compound Longbow

Exotic Weapons:
Waveblade
Broken-back Seax
Butchering Axe
Light Dwarven Pelletbow

Honorable Mention:
Bardiche, Estoc, and Orc HornBow


Simple:
Lantern Staff
Spring Blade
Wooden Stake (For Brawlers.)

Martial:
Sword Cane
Boot Blade
Syringe/Injection Spear
Combat Scabbard
Switchblade

Exotic:
Wrist Launcher
Heavy Wrist Launcher
Bola
Elven Curved Blade
Elven Branched Spear
Switchscythe


Exotic Weapons:

Battle Poi
You're treated as if you have the TWF feat when attacking with it, and the damage type is fire. That last property results in fun interactions with the Blistering Feint and Weapon Shift feats.

Double-Chained Kama
It has one of the worst damage profiles of any two-handed weapon (1d6/x2), but still manages to be a worthwhile option. It's a monk weapon that can switch between reach and normal attacks interchangeably, which negates the only drawback of reach weapons. It's other special ability is that it allows you to recover a dropped end of it as a free action (good synergy with its Trip property), so you can two-hand it in close quarters and in reach mode.

Elven Branched Spear
Finessable reach weapon. Enough said.

Tekko-Kagi
It's not a good weapon, actually. But it effectively gives you Improved Disarm (no AoO, +2 to the check) and functions as a buckler. As it is part of the Close weapon group Brawlers are automatically proficient with it.


Simple: Morning star (I always liked the name and how they look)
Martial: Greatsword, I guess
Exotic: Not sure
Technological: railgun (btw, is the whole reason technological weapons are so expensive is so low-level players can't get them?)


Simple:
spear+longspear
sling
morningstar
quarterstaff
dagger

Martial:
heavy pick
greatsword
composite longbow

Exotic:
whip


Simple
Morning star, long spear, sling

Martial
Scimitar, Nodachi, bardiche, comp long bow

Exotic
These are more circumstancial
Waveblade, katanna, elven brach spear


Simple:
All the dual purpose items are great. Kunai for crowbar, traveling kettle, lantern staff for light.

Martial:
Butterfly Sword - two for the price of one for masterworking and I think special materials.
Bardiche - being in axe and polearm weapon groups gives it access to a few weird tricks.

Exotic:
Rope Dart - It's a thrown weapon with a short range that is recovered as a free action. It gets you around all the expensive and magical options for playing a throwing character in early levels.
Crook - holding it doesn't impose a penalty for grappling with your hands full. It lets your grappler carry a reach weapon for AoOs and threatening without wrecking their main strategy.
Urumi - floppy sword you can wear as a belt.


Anyone else have a favorite technological weapon? (I guess most are techincally exotic.)


I think I'm going to end up repeating some of what's already been stated

Simple
-------------------
Spiked Gauntlet - Great for casters that don't like the idea of being unarmed.
Sling - when paired with stone sling bullets gives you a ranged weapon with 20 shots for only 5cp.
Club - Free blundgeoning weapon
Sickle - only d6 simple light slashing weapon

Martial
--------------------
Sap - when you want cheap, reliable subdual damage its your only option, outside of having improved unarmed strike.
Longsword - no particular reason, I just like it.
Scizore - one of the better one handed weapons you can get that doesn't require exotic weapon training.

Exotic
--------------------
Rhoka - Like the longsword, no particular reason I just think they look cool
Butchering Axe - best weapon damage in the game.
Orc Hornbow - I like it for the same reason I like the butchering axe.
Flambard - looks cool, probably shouldn't be an exotic weapon at this point.
Mancatcher - fun weapon, but like the flambard probably shouldn't be an exotic weapon any more.
Heavy Repeating Crosssbow - A great weapon when you can get free proficiency in it, for characters that don't invest in ranged fighting. (eg, a gnome caster)


No love for the net? Exotic and only affects creatures up to 1 Size larger, I know, but a 10' melee touch to hit and inflicts Entangled; a decent buff. Proficiency also opens up feats and use of the snag net.


Mark Hoover 330 wrote:

No love for the net? Exotic and only affects creatures up to 1 Size larger, I know, but a 10' melee touch to hit and inflicts Entangled; a decent buff. Proficiency also opens up feats and use of the snag net.

Nobody likes the net.

Grippli are cool and all, but not THAT cool. And the one size larger thing becomes an issue when you're small.

None of the ~10 deities that have the net as a favored weapon are worth worshipping for Proficiency.

Nets, themselves, aren't worth burning a feat or buying an Ioune stone for EWP.

I'm not saying that the net is a bad weapon... I'm just saying that nobody likes nets, and for good reason.


My favorite Pole arms are

Leucerne Hammer: Martial, Reach, Brace, and it does 1d12 Piercing or Bludgeoning, making it near the highest-damage pole arm available.

Halberd: Martial, Brace, Tripping, 1d10 Piercing and Slashing.

Horsechopper: Reach, Tripping, 1d10 Slashing.


Simple
Spiked gauntlet
Long spear

Martial
Cutlass
Sap

Exotic
Falcata
Dwarven pellet bow

I like the simple ones for keeping you alive for longspeara and I have a dual style build I always wanted to try for the gauntlet.

Martial I think cutlass have a cooler look than scimitar. Fun to say and piratey feel, and saps are needed sometimes.

I'm playing a dwarf with a back up pellet bow and it's fun. And I have a barbarian swashbuckler build I'm working on that uses a falcata.


I have a soft place in my heart for the Throwing Shield. i was the one who realized that if you used a Quickdraw Throwing Shield, took the Quickdraw Feat, and used a Blinkback Belt, you could attack with and retrieve your weapon with all Free Actions: Infinity Damage! I win at D&D!

They changed the rules after I pointed that out, so that shenanigan is over, but I still am proud of myself for that.

Meanwhile, the Throwing Shield is also a Tripping Weapon, and that's cool: with Snapshot, you can use Greater Trip with the Throwing Shield, and if you put the Bashing Enchantment on it, it does a respectable 2d6 Damage.

The fact that it is a Ranged Tripping weapon is especially cool: the advantage of a Tripping Weapon is that in the event of a catastrophic Trip Roll that would Trip you, you can elect to drop your weapon rather than get Tripped yourself, and since you were throwing that throwing shield (I guess!), that is just perfect!


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Simple:
battle aspergillum - inexpensive, yet versatile; great for undead (+20 gp for alchemical silver, blunt for no damage penalty from alchemical silver and good against DR /bludgeoning like skeletons, fill with holy water to do damage vs. incorporeal undead/shadow demons)
dagger - extremely useful as a tool as well as a backup weapon
javelin - decent ranged option for certain concepts (double weapon, two-handed weapon, weapon/shield, etc.) that make it difficult to switch between bow/crossbow and melee
longspear - reach weapon
spiked gauntlet - can't be disarmed, doesn't impose penalties on using hands for other things
underwater light crossbow - one of the few effective ways to get ranged weapon attacks underwater

Martial:
amentum - cheap way to increase javelin range increment
composite bows - some of the best weapons
hooked lance - x4 critical, reach, trip
light shield - for weapon/shield bash TWF
nodachi - slightly better damage than falchion, P or S, brace
starknife - decent melee and ranged option; even better with feats like Starry Grace, the Startoss Style chain, and Ricochet Toss

Exotic:
falcata - one of the best DPR weapons
halfling sling staff - combined with Slipslinger Style (plus magic stone, warpriest Sacred Weapon)
repeating heavy crossbow - for a gnome with Master Tinker, Obsessive (Craft (Weapons))
tekko kagi - basically gives Improved Disarm for one feat (Exotic Weapon Proficiency) instead of two (Combat Expertise, Improved Disarm) and without requiring 13+ Int
temple sword - one of the better weapons available to a monk without dipping, spending a feat, or taking a specific archetype
whip - 15 ft reach, good for maneuvers and/or to deliver spells via Spellstrike (blade adept arcanist or magus)

Yqatuba wrote:
Anyone else have a favorite technological weapon? (I guess most are techincally exotic.)

chainsaw - 3d6 with 18-20/x2 critical, especially if you can get enlarge person and lead blades; fairly affordable (2,700 gp, uses 1 charge per hour [or fight])


Simple: Morningstar, Longspear, sling, dagger, kunai, club

Martial: Gladius, dueling dagger, tonfa, Luncerne hammer

Exotic: Elven Thorn blade, Broken Back Seax, Fauchard, Dwarven Giant Sticker, Orc Horn bow

Theses aren't always the weapons I use, but they are some of my favorites for various reasons.


I'm not saying that the net is a bad weapon... I'm just saying that nobody likes nets, and for good reason.

+1 Ghost Touch net can wreck the day of anything incorporeal though.


I really like the Split Blade Sword: 2d6 Damage is the best in the game for a 1 handed weapon. And I like the fact that it is both a Tripping and Disarming Weapon.

I've been interested in Meteor Hammer: Reach, Trip, Double, and it gives you +1 AC, and it does a respectable 1d8/1d8 Damage. It seems tactically interesting.


Dragonchess Player wrote:
temple sword - one of the better weapons available to a monk without dipping, spending a feat, or taking a specific archetype

This might be a minor point, but Temple Sword is only automatically available to Unchained Monks. Core Monks are not automatically proficient in all Monk Weapons.

Dark Archive

Mechanically, I liked the dual-damage-type weapons at low level, like the dagger or morningstar, for those encounters with low level critters (like skeletons or zombies) that have DR vs. certain damage types.

Visually, I've always preferred curvy blades like the falchion or falcata or temple sword, or flexible ones, like the scorpion whip or spiked chain.

And then there are the completely irrational preferences, like preferring weapons that use d12s for damage, just because not enough d12s are used in the game. :)

Anywho, by type;

Simple
Dagger
Longspear
Morningstar
Quarterstaff

Medium
Falcata
Falchion
Greataxe
Greatsword
Kukri
Longbow
Scimitar

Exotic
Battle Poi
Scorpion Whip
Shuriken
Spiked Chain
Temple Sword


Simple

Light Melee- Dagger

One-Handed Melee- Heavy Mace, Morningstar

Two-Handed Melee- Quaterstaff

Ranged- Sling

Martial

Light Melee- Short Sword, Starknife, Throwing Axe

One-Handed Melee- Battleaxe, Long Sword, Trident, Warhammer

Two-Handed Melee- Earthbreaker, Falchion, Great Axe, Great Sword

Ranged- Chakram, Long Bow, Short Bow

Exotic

Light Melee- Scorpion Whip

One-Handed Melee- Bastard Sword, Katana

Two-Handed Melee- Meteor Hammer

Ranged- Boomarang


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Scott Wilhelm wrote:
Dragonchess Player wrote:
temple sword - one of the better weapons available to a monk without dipping, spending a feat, or taking a specific archetype
This might be a minor point, but Temple Sword is only automatically available to Unchained Monks. Core Monks are not automatically proficient in all Monk Weapons.
Because the temple sword was not in the Core Rulebook, the text from Ultimate Equipment states:
Quote:
Heavy blades typically used by guardians of religious sites, temple swords have distinctive crescent-shaped blades, which appear to be an amalgam of sickle and sword. Many have holes drilled into the blade or the pommel so that charms, bells, or other holy trinkets can be attached to reflect the owner’s devotion or to serve as foci for prayer or meditation. Monks are proficient with the temple sword.

(emphasis mine)

Unless an archetype switches out proficiencies, core monks can use temple swords.


Simple: The Traveling Kettle from the Martial Art's Handbook. Its a lightmace that weighs half as much while letting you bash people to death with a Tea Kettle. Literally nothing better in this life.
Runner up - Handwraps, because they let you finally keep WBL pace as a monk

Martial: The Lucerne Hammer from Ultimate Equipment is a 1d12 polearm, so it goes up to 3d6 when you enlarge person. Its my go-to weapon as a Bloodrager because of this, and because zone of control is my favorite melee style.
Runner up - Chakram, because its a 30ft throwable ranged weapon that only takes up one hand. Draw one as you move and chuck it before putting your 2nd hand back to your weapon. Plus, its better in melee than a javelin.

Exotic: The Flying Talon from Adventure's Armory 2. While you don't threaten squares with it, a spiked gauntlet on your other hand takes care of that quite easily and its ONE HANDED. The weapon's naturally got a reach of 10ft, disarm, trip, is a light weapon (qualifying for all the fun stuff those get), and has none of the negatives of wielding a whip. It does lethal damage, doesn't require 3 feats to damage people wearing armor, and doesn't provoke attacks of opportunity. Really fun on a Warpriest or a Magus
Runner up - This is a hard one, but I'm gonna give it to Waveblade. A monk/brawler weapon designed to crit-fish while also being a light weapon allowing for Finesse. Really solid

I have two more Exotic weapons I wanna highlight, the Estoc and the Switchscythe. The Switchscythe is a silly weapon and I love it, really fun to have worshipers of Urgotha walk around in hiding with Quarterstaves and then have them pop out scythes and go to town. The Estoc is just the best finesse weapon in terms of raw damage and I much prefer it to the bastard sword.


Dragonchess Player wrote:
Scott Wilhelm wrote:
Dragonchess Player wrote:
temple sword - one of the better weapons available to a monk without dipping, spending a feat, or taking a specific archetype
This might be a minor point, but Temple Sword is only automatically available to Unchained Monks. Core Monks are not automatically proficient in all Monk Weapons.
Because the temple sword was not in the Core Rulebook, the text from Ultimate Equipment states:
Quote:
Heavy blades typically used by guardians of religious sites, temple swords have distinctive crescent-shaped blades, which appear to be an amalgam of sickle and sword. Many have holes drilled into the blade or the pommel so that charms, bells, or other holy trinkets can be attached to reflect the owner’s devotion or to serve as foci for prayer or meditation. Monks are proficient with the temple sword.

(emphasis mine)

Unless an archetype switches out proficiencies, core monks can use temple swords.

Ok. Cool.


Simple:
Lantern Staff - nice simple and weapon with some added utility... I quite enjoy it on casters for a bit more flavor than simply casting light or dancing lights all the time...
Stonebow - an excellent weapon for an alchemist if you aren't a dwarf or don’t want to sink a feat for exotic weapon proficiency... I use this on my Gnome Alchemist and I love it.

Martial:
Klar - a shield combined with a katar... what a lovely weapon, I’ll take two please.
Combat Scabbard - I haven’t had the opportunity to use this yet, but I have been fascinated by the idea of a sword master using their scabbard as an offhand weapon for a long time... hopefully I get the opportunity to use this on a character soon.
Chakram - who doesn’t want to wield bladed rings of death like Xenia?

Exotic:
Dwarves Warshield - the only thing better than a shield with aa razor sharp edge is a second shield with a razor sharp edge... and benefitting from both.
Scorpion Whip - a whip that always does lethal damage... now that is worth the exotic feat unlike a normal whip... no need to dump half my feats into making the whip an actually viable weapon.
Orc Hornbow - such a powerful composite bow... i just want to take one on any archer I build...
Dwarves Pelletbow - the stonebow’s bigger badder cousin... oh how I wish I had known about this weapon sooner...
Halfling Slingstaff - from a design perspective this is actually an amazing weapon and awesome ingenuity on the part of Halflings... from a mechanical perspective though, Paizo dropped the ball on this one... hurling a pellet from a sling staff wouldn’t just provide increased range, it would increase the force behind the pellet as well (thus should use 1-1/2 Str) assuming you don’t decide to haphazardly fling rocks from it one handed...

Other:
Catfolk Clawblades - when I first read how these worked, I was a bit apprehensive due to them changing my claws from natural attacks to manufactured weapon attacks... but having used them for some time in a campaign on a catfolk rogue, it is quite nice when you get a high enough BAB for iterative attacks.
Dust Knuckles - this lovely weapon can be found hidden amid a table of alchemical weapons... need to deliver poison through a punch? Easily blind a foe for a few rounds? Excellent weapon for this task and can be kept discreet while utilizing other weapons until the time comes.

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