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Ghost Spike And Assassin Equipment
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<blockquote data-quote="Nazhkandrias" data-source="post: 3398840" data-attributes="member: 50521"><p>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.</p><p></p><p>I found the stats here (<a href="http://www.crystalkeep.com/d20/rules/DnD3.5Index-Equipment.pdf" target="_blank">http://www.crystalkeep.com/d20/rules/DnD3.5Index-Equipment.pdf</a>, 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...</p><p>_____________________________________</p><p></p><p>Name - Ghost Spike</p><p>Source - Dragon #348 p86</p><p>Weapon Type - Exotic</p><p>Wielding Type - 1-Handed</p><p>Damage - 1d6 & 1d6</p><p>Critical - 19-20 / x2 & 19-20 / x3</p><p>Range Increment - 0 ft.</p><p>Damage Type - P</p><p>Price - 320 gp</p><p>Weight - 2 lbs </p><p>Hardness / HP - 10 / 5</p><p>Extra Traits - Double Weapon; Always Masterwork; Class Weapon For Ninja & Assassins.</p><p>_____________________________________</p><p></p><p>Pretty strange, huh? This seems like a good weapon on paper (definitely something that an Assassin should take advantage of), but questions abound.</p><p><u>Question 1</u> - 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?</p><p><u>Question 2</u> - 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?</p><p><u>Question 3</u> - 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)?</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Nazhkandrias, post: 3398840, member: 50521"] 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 ([url]http://www.crystalkeep.com/d20/rules/DnD3.5Index-Equipment.pdf[/url], 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... _____________________________________ 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. [U]Question 1[/U] - 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? [U]Question 2[/U] - 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? [U]Question 3[/U] - 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? [/QUOTE]
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