Ghost Spike And Assassin Equipment

Nazhkandrias

First Post
I'm designing a Rogue (with intent to heavily go into Assassin at lvl 5 or so) for use in a game placed in an urban setting, and I've heard that the best combo for an Assassin in combat is a Rapier and a Short Sword (with the Two-Weapon Fighting feat, something I was going to take anyway). However, I've heard a few passing mentions of a "superior" weapon designed specifically for Ninjas and Assassins... the Ghost Spike.

I found the stats here (http://www.crystalkeep.com/d20/rules/DnD3.5Index-Equipment.pdf, just Find "Ghost Spike"), and they apparently come from an issue of Dragon Magazine (a source that my DM usually acknowledges and accepts). This is, without a doubt, one of the strangest weapons I have ever seen. For your convenience, here are the stats...
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Name - Ghost Spike
Source - Dragon #348 p86
Weapon Type - Exotic
Wielding Type - 1-Handed
Damage - 1d6 & 1d6
Critical - 19-20 / x2 & 19-20 / x3
Range Increment - 0 ft.
Damage Type - P
Price - 320 gp
Weight - 2 lbs
Hardness / HP - 10 / 5
Extra Traits - Double Weapon; Always Masterwork; Class Weapon For Ninja & Assassins.
_____________________________________

Pretty strange, huh? This seems like a good weapon on paper (definitely something that an Assassin should take advantage of), but questions abound.
Question 1 - This is a one-handed double weapon. Does attacking with both ends of the weapon incur two-weapon fighting penalties? Is the entire weapon one one-handed weapon, or are the sides one-handed and light?
Question 2 - Could you use this weapon with a short sword and only incur penalties for fighting with one one-handed weapon and one light weapon, or would some additional penalty apply for the Ghost Spike's double quality?
Question 3 - If this weapon is used by itself, is it a better or equal combo than a rapier and a short sword? If this is usable with a short sword with no more two-weapon penalties than fighting with a rapier and a short sword, is a Ghost Spike and a short sword a better combo than a rapier and a short sword? Finally, could I conceivably use two Ghost Spikes (accepting the penalty for two one-handed weapons)?

This is an odd, but potentially great weapon. Also, a quick question in regards to armor - if I simply won't accept even a -1 armor check penalty and I need to use light armor, a Mithral Chain Shirt is the best option, right? In regards to lack of an check penalty and best overall defense, this armor seems to trump all other light armor. So, is it the best for my situation?
 

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Corsair said:
I'd be more concerned about the 19-20/x3 crit which it apparently has on one end.
I suppose that one end is a little sharper than the other. Some monsters and some weapons possess a 19-20/x3 critical - a x2 Crit stinks, a x3 is about equal to a 19-20/x2, a x4 is about equal to a 18-20/x2, so I guess that a 19-20/x3 is roughly equal to a x4. Hey, Assassins need good criticals; it's what they're all about. Regardless, my questions remain.
 

Nazhkandrias said:
I suppose that one end is a little sharper than the other. Some monsters and some weapons possess a 19-20/x3 critical - a x2 Crit stinks, a x3 is about equal to a 19-20/x2, a x4 is about equal to a 18-20/x2, so I guess that a 19-20/x3 is roughly equal to a x4.

19-20/x3 is roughly equal to 20/x5 or 17-20/x2.

-Hyp.
 

Hypersmurf said:
19-20/x3 is roughly equal to 20/x5 or 17-20/x2.

-Hyp.
Hmmm, true. This is an odd weapon. But still, there's a reason it's exotic and only usable without the Exotic Weapon Proficiency feat by Assassins and Ninjas. I'll worry about balance when talking to my DM, right now, I just need to figure out the answers to my questions and how this double quality affects the weapon. That's the really confusing part for me.
 

Nazhkandrias said:
Hmmm, true. This is an odd weapon. But still, there's a reason it's exotic and only usable without the Exotic Weapon Proficiency feat by Assassins and Ninjas. I'll worry about balance when talking to my DM, right now, I just need to figure out the answers to my questions and how this double quality affects the weapon. That's the really confusing part for me.

"A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round."

-Hyp.
 

True, however, I believe that almost all, if not all, other double weapons are labeled two handed.

Just goes to show that WotC doesn't always pay attention to it's own standards.

At least it isn't a finesse weapon, too.
 

javcs said:
True, however, I believe that almost all, if not all, other double weapons are labeled two handed.

That doesn't matter. If you're using a Ghost Spike in one hand, you're using a double weapon in one hand, and thus can only use one end of it.

Unless the weapon description text, which hasn't been posted, states otherwise.

Question 1: If you want to use both ends, you have to use both hands, and it will be treated as a one-handed-and-light combination like any other double weapon.

Question 2: If you use the Ghost Spike in one hand (since it's a one-handed weapon), and a shortsword in your off-hand, it'll be essentially identical to using any other one-handed weapon with a light weapon. If you use the shortsword in your primary hand and the Ghost Spike in your off-hand, you'll take the normal TWF penalties (-4/-4 with the feat), since your off-hand weapon is not light.

Question 3: Essentially, yes, yes, and yes. Using the 1d6 19-20/x3 end is better than using a 1d6 18-20/x2 rapier, from a mathematical standpoint. Using it as a double weapon (using both hands), the 19-20/x3 end is better than a rapier, and the 19-20/x2 end is the equivalent of a shortsword. And you could use one in each hand, as two one-handed weapons, understanding that you can only use one end of each in a round.

This all assumes that nothing in the descriptive text of the weapon contradicts the standard double weapon rules.

-Hyp.
 

It sounds to me like one of the many poorly-thought-out 3e game mechanics. Like the Bladed Gauntlet, with its natural 17-20 crit, or the Halfling Outrider not getting base attack, it should be discarded.
 

UltimaGabe said:
It sounds to me like one of the many poorly-thought-out 3e game mechanics. Like the Bladed Gauntlet, with its natural 17-20 crit, or the Halfling Outrider not getting base attack, it should be discarded.
Indeed, I'm inclined to agree. I really don't think it's worth the trouble of constantly explaining it to everyone else and dealing with the scrutinizing gaze of the DM. I think I'll trash this concept and just stick with the Rapier / Short Sword combo, a tried and true mix for the stealthy type. In addition, I think I'll pimp out my rapier a bit - Close-fighting Blade (dagger slides from pommel, useful in a grapple or being swallowed, or if that Short Sword is out of the picture, for any reason. Plus, it's frickin' cool for an Assassin).

I'll also make the rapier Modular (The weapon is built out of (2 * number of pounds) pieces. Each piece is made to look like a mundane object than is worn or carried. It takes an Intelligence check of 20 (–1 per two component object visible) to recognize the purpose of the modular pieces. Reassembly and disassembly each take 1 minute. If an attack with a Modular Weapon is a ‘Natural 1’, part of the weapon comes loose or breaks, resulting in no damage and the weapon becoming ineffective until reassembled or repaired. +150 GP. - Dragon Magazine #316, http://www.crystalkeep.com/d20/rules/DnD3.5Index-Equipment.pdf).

Pretty awesome for urban missions. So... is the Mithral Chain Shirt the best armor for an Assassin who doesn't want a check penalty?
 

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