Do you think this exotic weapon is legal/balanced?

The Cardinal

First Post
I would like to build a tetsubo (heavy iron quarterstaff) for a character - now, do you think it would be legal to make this a 1d10/1d10 (x2) exotic bludgeoning weapon, i.e. like a +1 damage dire flail without the disarm and trip abilities???
 

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I would simply use the rules for Heavy Weapons found in the FrC campaign.

They detail how to make a weapon, made out of Platinum, magically hardened to be exactly as strong as steel.

Basically, it becomes an exotic weapon
Weapon damage gets upgraded as per a chart they show

and it has requirements for using with two hands/one hand.

I would use their chart to upgrade damage, require teh exotic proficincey, and ignore the handed rules as you are upgrading from wood to iron, rathern than from iron to platinum.
 
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The Cardinal said:
I would like to build a tetsubo (heavy iron quarterstaff) for a character - now, do you think it would be legal to make this a 1d10/1d10 (x2) exotic bludgeoning weapon, i.e. like a +1 damage dire flail without the disarm and trip abilities???

Just thought I'd mention that the tetsubo is presented in Oriental Adventures as being the same as a Greatclub.

I tend to agree - if it's heavy enough to do that much extra damage, I doubt that it's light enough to act as a double weapon. Also, I may be wrong, but I don't think the tetsubo was used in the same way a regular bo was.

J
 

If you had to change something, I would make it 1d6/1d6x3 (a quarterstaff with iron-shod ends), but that's just me.

I would not make it do more damage than a quarterstaff, because that's really all it is. I mean come on, a double-bladed sword only does 1d8/1d8.

--Shod Spikey
 
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Tetsubos are more like Greatclubs that deal Piercing and Bludgeoning damage, or have a crit of 19-20/x2 or such. But I would never consider a Tetsubo a double weapon.

Dire Weasel
 


d10/d10 (20/x2) fits the implied 'formula' for a large, exotic, double-weapon in the PH. I doubt it'd be apropriate for a Tetsubo, which is more like a greatclub than anything else, but, mathematically, it's not all that bad. The suggested d8/d8 (20/x3) would be a more conservative alternative, though, as it simply matches the damage of the existing double-ax (rather like the warhammer matches the damage of the battle ax).
 

It might be most comparable to a Maul, or an extra-big Heavy Mace. But here's what I'd make it:

Large Martial Weapon, 1d10/x3 crit
or
Large Martial Weapon, 1d12/x2 crit

It would be differentiated from the Greatclub either by a more damaging critical or larger base damage. It would also probably be heavier and sturdier than a standard hafted weapon - use better hardness/hit points ratings for a tetsubo than a greatclub, so that it's slightly harder to Sunder.

It doesn't seem weighted properly to make a useful double weapon. On the other hand, one could say the same thing about the Dwarven Urgrosh.
 


Just use Greatclub stats - that's the closest weapon. The Tetsubo was wielded in the same manner, as well, and not as a staff-like weapon.
 

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