What weapons would you like to see or which weapons you think need an errata?


Pathfinder Second Edition General Discussion

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Even tough there's a fair share of weapons in the system already, there's a few that still don't exist or a few that do exist but fail in their execution.

I, personally, would want to see an estoc weapon at some point. Rapiers are cool, but they don't scratch the same itch. For a similar reason, I don't like the spiral rapier at all. It costs a feat and loses deadly for the parry trait, which is not exactly bad, but isn't a fair exchange.

Dark Archive

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Monk's Spade


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I NEED the lance to change. It has to still give you reach while mounted or have something else making it viable as the mounted weapon

Envoy's Alliance

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Pathfinder Rulebook Subscriber

I can't name any specific weapon, but some of them need a trait that will allow them to be used for "dirty trick". It is being talked about as comperable to "Grapple" or "Trip" but both of those have weapon traits that allow you to use the weapon to do that, including the item bonus of the weapon.


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I am fully expecting the daikyu to be remastered *cough* in the tian xia characters guide

I agree with an estoc being a nice addition and wonder if that would be a historically correct two-handed weapon or a fantasy 'big needle rapier'

I would also love to see more ancestral weapons for everyone
a while ago I tried to homebrew a set that was left uncompleted, but making the ancestral weaponry feat more worth taking would be nice and there is a lot of room there

also would like to see some of the rare traits that are unique to very few weapons to be spread out more (with blade is nice, but why has nobody, especially the magic minded elves, tried to replicate that?)

I would also like to see a free-hand weapon that is not just d4 *caugh*

other weapons I would love to see:
Slingshot, Jitte, Blunt/Bullet Crossbow, another d6 pistol with something else then bein subtle (or dwarvish), Bow Variants (Swift Bow, Recurve bow, ...), more attached weapons (tail blades, bow blades, forearm blades (I just realized the big overlap with more free hand))

Cognates

More guns* would be nice, I think. I certainly feel like there's untapped space for advanced guns that aren't ancestry-tied, since gunslinger does actually start with advanced profiency.
*Assuming starfinder doesn't provide some guns that could fit standard pathfinder play without too much effort.


Zoken44 wrote:
I can't name any specific weapon, but some of them need a trait that will allow them to be used for "dirty trick". It is being talked about as comperable to "Grapple" or "Trip" but both of those have weapon traits that allow you to use the weapon to do that, including the item bonus of the weapon.

I actually didn't think about that. Which kind of weapon would make dirty tricking easier though? Technically all of them could, but which one in particular would do it better? Also, would Paizo add a trait that benefits a single skill feat?

Tactical Drongo wrote:
I agree with an estoc being a nice addition and wonder if that would be a historically correct two-handed weapon or a fantasy 'big needle rapier'

I myself have been thinking about this for a while now since that's probably the only weapon I really miss from PF1e. The historical estoc could be used one-handed but was mostly two-handed, so even while two-handed would been a fine trait for the estoc, I think we have enough one-handed pointy blades already so I think making it two-handed would be on-theme (though if they made it advanced instead of martial I could see it as one-handed). Versatile S wouldn't exactly be historically accurate but it would sort of work to make it different from a rapier, and since both rapiers, spiral rapiers, and main-gauches have it, I guess it would have disarm too. I have my doubts on if it should have deadly or fatal. Fatal feels like the logical step-up from deadly that rapiers have to make it "rapier but better", but in that case it should be an advanced weapon. With deadly I kinda think it would be too similar to the rapier (as if there weren't weapons that look almost exactly the same, ehem, panabas and scimitar) but I think they should be distinct enough from each other.


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Pathfinder Rulebook Subscriber

I'd like one martial 1d10 + Reach weapon that does bludgeoning damage. Something like a Lucerne Hammer (or just the hammer side of a Halberd).

Another weapon I'd like to see would be a one-handed reach weapon with the two-hand trait, like a Hoplite's Spear that can be both used with a shield or two-handed.

Shadow Lodge

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
exequiel759 wrote:
Zoken44 wrote:
I can't name any specific weapon, but some of them need a trait that will allow them to be used for "dirty trick". It is being talked about as comperable to "Grapple" or "Trip" but both of those have weapon traits that allow you to use the weapon to do that, including the item bonus of the weapon.
I actually didn't think about that. Which kind of weapon would make dirty tricking easier though? Technically all of them could, but which one in particular would do it better? Also, would Paizo add a trait that benefits a single skill feat?

My suspicion is that they will do the same thing they did in PF1 when they added Reposition as a combat maneuver. Rather than add a Reposition property they declared that weapons with the Trip property could also be used to Reposition.

So my expectation is that they'll make either the Trip trait or the Disarm trait work for Dirty Trick.

Scarab Sages

Pathfinder Adventure, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Society Subscriber

I don't think I have seen it yet in Pathfinder 2e but would love to see the two bladed sword make a comeback from 1e.

https://www.aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Two-bladed%20s word

Perhaps with the Finesse and Deadly D8 traits?


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pH unbalanced wrote:

...

Rather than add a Reposition property they declared that weapons with the Trip property could also be used to Reposition.
...

I hadn't realized that. Thanks for the info!


mcrn_gyoza wrote:

I'd like one martial 1d10 + Reach weapon that does bludgeoning damage. Something like a Lucerne Hammer (or just the hammer side of a Halberd).

...

It's probably not what you're looking for, but you can make a 1d10 reach weapon that deals bludgeoning damage by taking the Mind Smith archetype.


Dorn-Dergar is a d10 reach bludgeoning weapon that is martial for Dwarves with a feat (or humans with unconventional weaponry). So I doubt they'd print a straight up martial version minus Razing.


PossibleCabbage wrote:
Dorn-Dergar is a d10 reach bludgeoning weapon that is martial for Dwarves with a feat (or humans with unconventional weaponry). So I doubt they'd print a straight up martial version minus Razing.

Nice catch. Somehow I overlooked the Dorn-Dergar when checking the AoN list.


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I would like to see all firearms being remade. My hopes is that SF2 may prove that's nothing wrong into have useful firearms competitive with bows without need class feats for this. This may convice the designers to improve the current PF2e firearms.


Would love to see a firearm rework, player data from the SF2E playtest seems like a good opportunity to readjust how firearms work on the PF side.

Instead of specific weapons though, I'd really love to see weapon creation guidelines. I think PF1E had some. I also saw a board in the home rule section that tried to codify weapons into a point system to adjust damage and allocate weapon traits, which had me thinking such a guideline in a book like Battlecry would be very interesting.

But, it'd be a good idea to make sure it's emphasized as a GM tool and not a player tool, to prevent any potentially broken combinations from being allowed to run rampant where a GM can easily veto unbalanced weapons without a player trying to pull the RAW card.

The only specific weapons I'd like to see included would be Rare 1910s to 1920s Stasian firearms that might have been imported from Earth, or recovered from that original party that saved Baba Yaga (Or for the purpose of running Reign of Winter in PF2E). But I have heavy doubts that would happen to be honest, so I would not hedge any bets on it.


I realized that I miss the nine-section whip from PF1.


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The monks spade is such a cool weapon and pf1 had mechanics for it, so I hope it will return at some point. Maybe as a 2h 1d8B polearm with the monk, reach, versatile S and shove traits.


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I dont think SF2e is going to be particularly useful in terms of PF2e firearm balance, it's a more ranged focused game to begin with.


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Weapons for dirty tricks should include the dueling cape and pocket sand...

Cognates

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Oh how could I forget, simple injection weapons so toxicologists have an "out of the box" option if they so desire.


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Pathfinder Rulebook Subscriber
pH unbalanced wrote:
exequiel759 wrote:
Zoken44 wrote:
I can't name any specific weapon, but some of them need a trait that will allow them to be used for "dirty trick". It is being talked about as comperable to "Grapple" or "Trip" but both of those have weapon traits that allow you to use the weapon to do that, including the item bonus of the weapon.
I actually didn't think about that. Which kind of weapon would make dirty tricking easier though? Technically all of them could, but which one in particular would do it better? Also, would Paizo add a trait that benefits a single skill feat?

My suspicion is that they will do the same thing they did in PF1 when they added Reposition as a combat maneuver. Rather than add a Reposition property they declared that weapons with the Trip property could also be used to Reposition.

So my expectation is that they'll make either the Trip trait or the Disarm trait work for Dirty Trick.

dirty trick is a special ability from a feat I don't expect them to ever add it to weapons.


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It's a very minor point and is only weapon-adjacent, but I would have liked to have seen some guidance on the mechanics of throwing a flask of oil. The item description

Quote:


You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage.

still neglects to suggest a range increment, and the rules on improvised weapons don't suggest an increment either as far as I can tell. Alchemical bombs have a range increment of 20', but actual bombs are presumably designed to be thrown, while theoretically pints of oil are presumably more likely to be poured into lanterns.


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Guntermench wrote:
I dont think SF2e is going to be particularly useful in terms of PF2e firearm balance, it's a more ranged focused game to begin with.

I'm rather 50/50 on that.

On the one hand, while I think PF2 ranged weapon and class design is far too conservative, they have a good reason for that. Because even this conservative version is very potent in the PF2 meta. As much as I like to throw shade at even the Gunslinger, it still works.

On the other hand, for now it seems the starting stats for the "standard" rifle in SF2 will be: 1d8F, 100ft range increments, 10 shots per reload, 2 bulk, 2 handed. I think that compares pretty well to the common PF2 bow options, maybe slightly more powerful, though far from an immediate dealbreaker. It might not be true for every gun and might change when the higher level versions come into play, but still.

I think the real problems only crop up when you combine SF2 guns with SF2 ranged classes. For example, a flurry ranger with that laser rifle would be pretty much business as usual. Same with an Investigator or Thaumaturge using a laser pistol. But the same rifle on an Operative with its Fighter accuracy and its innate damage booster and almost certainly more powerful ranged feats? Then it gets spicy.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
BotBrain wrote:
Oh how could I forget, simple injection weapons so toxicologists have an "out of the box" option if they so desire.

The injection reservoir was published in Treasure Vault and can be added to any piecing weapon...

No need to create new weapons.

Granted, 10 gp is a bit steep at 1st level but doable.


Dragonchess Player wrote:
BotBrain wrote:
Oh how could I forget, simple injection weapons so toxicologists have an "out of the box" option if they so desire.

The injection reservoir was published in Treasure Vault and can be added to any piecing weapon...

No need to create new weapons.

Granted, 10 gp is a bit steep at 1st level but doable.

It works on melee weapons only, which is a shame.

It also is an Adjustment, and you only get to add one Adjustment per weapon.
It's not nothing but it could be better.

Cognates

Dragonchess Player wrote:
BotBrain wrote:
Oh how could I forget, simple injection weapons so toxicologists have an "out of the box" option if they so desire.

The injection reservoir was published in Treasure Vault and can be added to any piecing weapon...

No need to create new weapons.

Granted, 10 gp is a bit steep at 1st level but doable.

This is true, but as I said, I'd really like an "out of the box" option, that doesn't take some of your precious early gold.

Realistically, I don't think it'd happen, for the reasons you noted, but it's still something I'd like to see. You have your probably 1d4 (or even 1!) damaging option for cheap with probably a couple mid traits, or you can splurge and get it on something able to stand on its own without the poison.


Pathfinder Rulebook Subscriber
PossibleCabbage wrote:
Dorn-Dergar is a d10 reach bludgeoning weapon that is martial for Dwarves with a feat (or humans with unconventional weaponry). So I doubt they'd print a straight up martial version minus Razing.

To be fair the flail critical specialization is generally stronger than a polearm.

But yeah, losing Razing and changing the weapon type is probably not enough to bring it down from Advanced, even if I think the Dorn-Dergar could have a couple extra traits (honestly most Razing weapons could).


I don't know it's a typo from the Archives, but...
Repeating Heavy Crossbow - Martial
Repeating [Light] Crossbow - Advanced
Repeating Hand Crossbow - Advanced


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JiCi wrote:

I don't know it's a typo from the Archives, but...

Repeating Heavy Crossbow - Martial
Repeating [Light] Crossbow - Advanced
Repeating Hand Crossbow - Advanced

Just checked, nope, that's how it's stated in Guns and Gears. I wonder if it's because it requires an action to cycle the next bolt.


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Not necessarily an errata, but I would like it if the slings got some love. As in, their "reload 1" feature make them really bad to play, and there's no real reason to use one unless you're willing to handicap yourself for the sake of flavor. Crossbow at least have a wealth of various feats accross multiple class that justify taking one, slings have one single ancestry specific feat, and nothing else.

So if there's no feat, they need to have some kind of power boost, like having an errata that make it "reload 0" if the other hand is empty, or some additional trait to make them worth it. But I'd be better IMO if instead we got class feats or even a full "slinger archetype" (akin to the archer one but for slings) that give us a reason to play them despite the reload speed.

Also I fully believe that the slingstaff should be a "1+" handed weapon instead of a 2 handed one. You need both hand to fire it, but you don't need both hand to carry the staff around while not firing, it's like a bow. The only reason for it to be a full 2 handed weapon would be if it could be used like a quarterstaff in close range, but the option's not here, so it should be "1+" handed.


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moosher12 wrote:
JiCi wrote:

I don't know it's a typo from the Archives, but...

Repeating Heavy Crossbow - Martial
Repeating [Light] Crossbow - Advanced
Repeating Hand Crossbow - Advanced
Just checked, nope, that's how it's stated in Guns and Gears. I wonder if it's because it requires an action to cycle the next bolt.

That's my guess too. There's easily a weapon category's worth of difference between Reload 1 and Reload 0.


Perpdepog wrote:
moosher12 wrote:
JiCi wrote:

I don't know it's a typo from the Archives, but...

Repeating Heavy Crossbow - Martial
Repeating [Light] Crossbow - Advanced
Repeating Hand Crossbow - Advanced
Just checked, nope, that's how it's stated in Guns and Gears. I wonder if it's because it requires an action to cycle the next bolt.
That's my guess too. There's easily a weapon category's worth of difference between Reload 1 and Reload 0.
Guns & Gears pg. 64 wrote:
This large crossbow has an internal chamber that can be loaded with up to five bolts. While it uses the same automated catch mechanism as other repeating crossbows, a repeating heavy crossbow's design has significant trade-offs. It has increased range and damage and is easier to learn how to use, but requires a small amount of effort to reload.

Wow, I didn't catch that :O


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I think all monk weapons need an errata to remove the "monk" trait from them. :)

On a completely unrelated note, do you guys wanna hear my homebrew for Monastic Weaponry that allows them to gain access to and get (and scale) proficiency with one simple or martial weapon of their choice and remains the same otherwise?


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I would like double weapons to come back in some way. Maybe a "Double" trait that lets you use feats that require two weapons, or something similar. But given the Gnome Hooked hammer is already in (and the staff/bo staff) and they didn't care to try and port the whole double weapon thing I don't think it's going to happen.

As for Errata, unironically, the Gnome Flickmace. It's an Advanced weapon, but it's d6, Reach and Sweep. The Chainsword is Advanced too, but it's d6, Finnesse, Reach, Sweep. More tellingly, the Breaching Pike is martial, d6, razing, reach; and the Asp Coil is also martial, reach, versatile P.

With the changes to Flail's critical specialisation the Flickmace is quite literally not worth being an Advanced weapon with the damage die and traits it has. It should probably gain an extra minor trait to bring it in line with the Chainsword.


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Go through all the Advanced weapons and adjust their budgets to make them worth taking a proficiency feat for sometimes. As it stands there is maybe one or two Advanced weapons worth the feat, and the rest are just book filler garbo.


Can we please fix the Khopesh? I don't understand why it isn't Disarm.


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I also think scimitars would benefit from a trait or two. The panabas is a straight upgrade from the scimitar and both are martial weapons.


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Pathfinder Rulebook Subscriber

Nodachi and Falcata.

Specifically, Falcata is a d8 Fatal d12 1 handed sword.
That is essentially equivalent to a d10 1handed weapon. (Sometimes a bit better, sometimes a bit worse, but that is essentially it)

Advanced weapons shouldn't be just a die bump over regular weapons.

Also, Nodachi. It has the opposite problem, way underpowered. It is a d8 Deadly D12. That is not as good as a d10. And Brace, while interesting, is not that good.

To put it in perspective, a simple Guisarme, D10, Reach, Trip, is a flat out better weapon, doing more damage, and an arguably better trait, and it is only martial.

I would LOVE to see a d10 reach martial sword. Just for fun. A d10 Reach Sweep Zweihander would be great.

I would also like to see a thrown sword, just so fighters using sword have something to throw. Side note, aren't daggers just tiny sword? hah


Pathfinder Rulebook Subscriber
Tactical Drongo wrote:

I am fully expecting the daikyu to be remastered *cough* in the tian xia characters guide

I agree with an estoc being a nice addition and wonder if that would be a historically correct two-handed weapon or a fantasy 'big needle rapier'

I would also love to see more ancestral weapons for everyone
a while ago I tried to homebrew a set that was left uncompleted, but making the ancestral weaponry feat more worth taking would be nice and there is a lot of room there

also would like to see some of the rare traits that are unique to very few weapons to be spread out more (with blade is nice, but why has nobody, especially the magic minded elves, tried to replicate that?)

I would also like to see a free-hand weapon that is not just d4 *caugh*

other weapons I would love to see:
Slingshot, Jitte, Blunt/Bullet Crossbow, another d6 pistol with something else then bein subtle (or dwarvish), Bow Variants (Swift Bow, Recurve bow, ...), more attached weapons (tail blades, bow blades, forearm blades (I just realized the big overlap with more free hand))

They already snuck the Daiyu into Player Core 2. Propulsive, forceful, 100 foot range, d8. No volley. Actually a really credible choice for a flurry ranger.


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what? really? Daikyu is good?

I would like to see the katana and scimitar made into finesse weapons. Katana was more about speed than raw power. Draw and cut, fast and accurately for the katana.

I've always wanted a finesse scimitar because Drizz't sucks if the scimitar isn't finesse. It's always bothered me after reading the Dark Elf books that the main finesse warrior archetype uses a weapon that relies on his listed 12 strength to hit. It's bad when the game mechanics don't mirror a major piece of fiction associated with your game. Be nice if someone fixed it.


Its really funny because in my experience everybody assumes scimitars are finesse (or at least those I play with often think it is), even though I don't think it never was a finesse weapon in earlier editions (there were feats to use them with Dex however).


exequiel759 wrote:
Its really funny because in my experience everybody assumes scimitars are finesse (or at least those I play with often think it is), even though I don't think it never was a finesse weapon in earlier editions (there were feats to use them with Dex however).

There have been options to use scimitars as dex weapons for a long time. But realistically if a scimitar is a finesse weapon, then a longsword should be a finesse weapon.

The curvature on the blade is not designed to make it easier to maneuver, it's designed to put more momentum behind the strike. All real swords were generally built to be as light as possible within the considerations of materials, techniques, and what the weapon is designed to do.


exequiel759 wrote:
Its really funny because in my experience everybody assumes scimitars are finesse (or at least those I play with often think it is), even though I don't think it never was a finesse weapon in earlier editions (there were feats to use them with Dex however).

I assume this is due to 2 main factors:

1 - It actually is a Finnesse weapon in the World's Most Popular Roleplaying Game (Tm), so anyone crossing over will probably have that idea.
2 - Back in 1e, for a very, very, very long time the Scimitar (via the Dervish Dance feat) was the only weapon you could get Dex to hit and damage to, and the requirements for the feat were so easy that it was the defacto weapon of basically any build maximising Dex (and it was particularly a favorite of Magi. You couldn't swing a dead cat without hitting a Dervish Dancer Magus.)

I assume beyond those 2 it's also a fact of media usually depicting people using scimitars as acrobatic/fast/nimble (think Prince of Persia, or even our good friend Drizzt).


Daikyu has forceful. That is going to be a nice weapon for flurry archer rangers. It is still 80 feet. Forceful for a flurry archer ranger allows a lot of arrows.


Deriven Firelion wrote:
Daikyu has forceful. That is going to be a nice weapon for flurry archer rangers. It is still 80 feet. Forceful for a flurry archer ranger allows a lot of arrows.

Biggest issue is making the case that it counts for Unconventional Weaponry, since the Daikyu is advanced.


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PossibleCabbage wrote:
Deriven Firelion wrote:
Daikyu has forceful. That is going to be a nice weapon for flurry archer rangers. It is still 80 feet. Forceful for a flurry archer ranger allows a lot of arrows.
Biggest issue is making the case that it counts for Unconventional Weaponry, since the Daikyu is advanced.

DMs I play with allow any weapon with Unconventional Weaponry. PFS or DMs who like to disallow things might be a problem.


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Pathfinder Rulebook Subscriber

IIRC the new version of the Archer archetype lets you treat advanced bows as martial. It's also a really strong archtype for the flurry ranger in general.


Captain Morgan wrote:
IIRC the new version of the Archer archetype lets you treat advanced bows as martial. It's also a really strong archtype for the flurry ranger in general.

Archer does work that way, but the Daikyu is Uncommon, and Archer doesnt provide access. Not usually a problem in home games but Im not caight up on PFS rules.


Captain Morgan wrote:
IIRC the new version of the Archer archetype lets you treat advanced bows as martial. It's also a really strong archtype for the flurry ranger in general.

Yeah, because Archer does this makes me inclined to specifically disallow unconventional weaponry for the Daikyu, unless a character's entire deal is specifically something like "I am a horse archer from the steppe". At least until they print a second advanced bow.

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