Kobold Weapon Familiarity


Advice


I have been on a character-building kick recently, ever since I finally got a chance to step away from the GM screen. As seen in another post, I have been focused on building with special unarmed attacks, but other feat-given options interest me too. I felt I might as well start making posts about ancestry-feat options to help work out my options and opinions. So I'm going to start with my favorite ancestries that also has one of the easier weapons list to critique;

KOBOLDS

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Light Pick, Pick, and Greatpick; Common martial weapons, being able to use them as simple is flavorful but not game-changing now that rogues and investigators have full martial proficiency. Picks like to crit, and most classes with a good chance to crit in melee already have access to them. A universalist wizard throwing a great pick from 500 feet away with Hand of the Apprentice is a hilarious visual though.

Fangwire; Uncommon martial weapon, the first unique choice. It's a brawling weapon which means it has a nice crit effect, but stat-wise it's kind of a variant of the Kris knife. 1d4 damage with Finesse, Agile, Deadly D8, Backstabber, but also surprisingly GRAPPLE. It feels really flavorful since it's a garrote, but also a little out of place. Because it is a finesse/agile weapon, the wielder might not be using a build with good athletics to make use of that trait. I do really like it though. I could see it useful for a rogue or gymnast swashbuckler, maybe in the offhand. Maybe a mutagenist alchemist could appreciate having a grapple weapon to pair with their shield.

Flying Talon; The advanced knife, though it's technically in the flail group. That is one tiny damage dice for an advanced weapon at 1d4. What does it bring for that? Well, it's agile, finesse, and thrown 10ft like you expect from a dagger. It also gains trip, ranged trip, and tether as you whip this knife around to trip people. A returning rune is level 3 so Tethered is going to become irrelevant quickly, and there are better martial weapons with the trip trait. I feel like this is for the offhand of a gymnast swashbuckler, though it does synergize with the acrobat archetype's level 10 feat to allow trips using acrobatics which might help any swashbuckler. Thematically I love it, mechanically I don't like it. Ask your GM for a bladed scarf instead.

Tricky Pick; The advanced pick. What if we took that standard 1d6 pick, we gave it modular for dealing with resistances/weaknesses, and gave it backstabber too? Pretty nifty weapon for a pick and shield kobold fighter or ranger.

Strongjaw Bite; The ancestry unarmed attack for Kobolds, and it's a pretty basic one. 1d6 bite with finesse, no other effects. At level 9 you can get an ancestry feat to add deadly D6, but it's probably not worth it. Decent backup melee weapon for a wizard or other caster, because they need dexterity for AC and would use most of their actions on spells. It also would let backliners provide flanking if their hands are full of items or ranged weapons. A martial could pair it with an agile offhand weapon, but at that point bring a proper martial weapon like a rapier.

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