Disarm, why so easy?

I also count nine pouches on the illusionist picture, not counting the backpack; his cloak obscures much of his belt, so he may have more than that.

Daniel
 

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Artoomis said:
Yep. Looks like two big puoches, one on each hip.
It looks to me as if almost every inch of her skimpy garment has pouches on it--lok carefully, and you can see the button-down flaps. She's got another pair of pouches on her right bracer, and probably another pair still on her left bracer, although we can't see it. She's stinky with pouches.

Daniel
 


Artoomis said:
It uses only one feat - not bad for a fighter, but significant for others.
One needs Exotic Weapon Prof. to use it at all.
Combat Expertise, Improved Trip, and Improved Disarm to use those maneuvers well.
Power Attack to take advantage of its two-handedness.
Combat Reflexes to take advantage of the reach.
It is Finesseable, so if you want to use it as a high-Dex character, there's another feat.​

That's seven feats. That's as many feats as you get from going from first to 18th level. What this means is that the only class that will really ever be able to take full advantage of this weapon is the Fighter.

It is not useful for tripping for disarming against the monsters you list, but is perfectly usable as a regular weapon against them - except it has reach AND can attack adjacent foes.

Still rather cheesey.


Is it such a bad thing that a weapon exists that is so incredibly hard to use (look at the feat investment) that the only characters able to use them are... those that specialize in Fighting? And that even if the feat investment is made, there are many monsters out there that will generally be immune to the maneuvers the weapon allows; that the Fighter pays an opportunity cost with his feat selection: he doesn't have Weapon Focus (Greatsword), Weapon Specialization (Greatsword), nor Improved Critical (Greatsword).

Only a fighter can wield this weapon to its full potential, and even then, he must commit a large portion of his feats, the only special ability he ever gets, into exploiting the weapon's virtues. And even then, he's only doing 2d4 damage with a 20/x2 crit range. Thank goodness he gets 10' reach out of it.

It's pretty much the premier all-around melee weapon. Good for eveything except when you need a light weapon.
It's the premier combat maneuver weapon of Fighters, yes. But there are better weapons for other purposes.
 

Felix said:
One needs Exotic Weapon Prof. to use it at all.
Combat Expertise, Improved Trip, and Improved Disarm to use those maneuvers well.
Power Attack to take advantage of its two-handedness.
Combat Reflexes to take advantage of the reach.
It is Finesseable, so if you want to use it as a high-Dex character, there's another feat.​

That's seven feats. That's as many feats as you get from going from first to 18th level. What this means is that the only class that will really ever be able to take full advantage of this weapon is the Fighter.

ROFL.

Only one feat is needed. The others just give you bonuses.
 



Felix said:
My apologies. I thought you wanted to be able to use the premier weapon well.

No more so than any other weapon. You can disarm quite well - +6 bonus to start with. Tripping can be done at range. All in all very nice even without the feats. Even better with them, of course.

But the point is you can do all those things with only one weapon.
 

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