Javelins?

Well, elbandit, I would expect that not many players have used javelins in combat, though I would expect that many characters have. ;)

Anyways, I would expect that much of it depends on the setting. For wilderness encounters, a bow is the way to go, while in a dungeon, javeleins prove themselves nicely. In a city you may want to use a sling or a throwing knife, as it it less conspicious.
 

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I played a character that had many, many weapons, All I could carry in fact. I decided to develop him as a generalist use what is neccesssary to the job. Well after our first encounter with javelin throwing lizardmen herealized what a useful weapon it is, the strength bonus is one thing, it has other uses than as a weapon (also A reason I like hand axes) and though I don't remember could probably be used as a melee weapon in a pinch. I liked its versatility and it went along with my characters theme.
 

I use javelins with my characters whenever possible. Upsets me to know end that Druids can't use them.

Though I also really love the many uses of hand-axes. I always try to go for swiss army knife style weapons and simply made weapons.

It's a rare DM who will let you get an exotic weapon proficiency in the balanced, silver-gilted, blessed, and sharpened entrenching tool, however.

Or the proficiency in the telescoping eleven foot pole with primitive mirrored grasping hand.
 

Zaruthustran said:
let go of spear with one hand (free) draw javelin (move equivalent), throw javelin (standard), put hand back on spear (free).

-z

sorry to burst your bubble but picking up the spear again is a move-equiv action. Can't do that in the same round.
 

Yep. Usually used by monks, dwarves and half-orcs. Javelins just have a style that suits those types of characters sometimes.
 

Huh? I would have thought that keeping the spear in one hand and then putting the second hand back was much easier than picking it up from the ground. You do not drop the spear, so it should not need a move-equivalent action to grip it with both hands again.
 

If they made javelins in D&D like the Roman pilum.... oh, the wonderment of the pilum...

*gets all misty eyed*

Its a javelin. When it hits something, the soft metal tip of it bends or breaks. Not only can't J. Random Badguy throw it back, with luck, his shield/armour/head is impaled by a big bent javelin, making it much more difficult to move said item.
 

AEG's Mercenaries gives stats for the pilum (but all the new weapons they add seem to be a bit unbalanced so take this with a grain of salt):

1d8/x3, 20' piercing. Costs 3gp, weighs 7lb.

If you throw at someone with a shield and *miss*, they must make a Reflex save (DC 10 + your attack bonuses) or the pilum hit the shield, which reduces its AC bonus by 1. The pilum can be removed with a DC 20 Strength check (full round action). The iron shank can be re-straightened, this takes a hammer, flat surface, and 1 minute of time.
 



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