Tetsubo
First Post
My first idea is to recreate the classic Spiked-ball-and-chain type of flail. I suggest taking the standard Heavy Flail and changing the damage type from Bludgeoning to Piercing/Bludgeoning to get:
Flail, Ball-and-chain: 20 gp, 1d8 (S), 1d10 (M), 19-20/×2, 10 lb., Piercing/Bludgeoning
My second idea is to take the above weapon, increase the damage die by one step and make it Exotic and call it a Great Flail:
Flail, Great: 30 gp, 1d10 (S), 2d8 (M), 19-20/×2, 20 lb., Piercing/Bludgeoning
In both cases the other weapon characteristics of the normal flail would remain the same:
"Flail or Heavy Flail:
With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped."
How do these sound? Any advice?
Flail, Ball-and-chain: 20 gp, 1d8 (S), 1d10 (M), 19-20/×2, 10 lb., Piercing/Bludgeoning
My second idea is to take the above weapon, increase the damage die by one step and make it Exotic and call it a Great Flail:
Flail, Great: 30 gp, 1d10 (S), 2d8 (M), 19-20/×2, 20 lb., Piercing/Bludgeoning
In both cases the other weapon characteristics of the normal flail would remain the same:
"Flail or Heavy Flail:
With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped."
How do these sound? Any advice?