Weapon-a-Week: Bec de Corbin, Earspoon & Lucern Hammer.

Ferret said:
Stiletto!

Dagger!

Kukri stats w/ piercing damage oughta work.

EDIT: That's for 3.5, where there's no difference between Small and Tiny weapons for Medium users and kukris are martial. I don't think stilettos should be exotic.
 
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Ferret said:
Stiletto!

Tiny (or light, +2 to conceal checks) Exotic weapon, 1d4, 19/x4. Good for those coup de graces.

EDIT: Can't be thrown, of course. I think that's nicely balanced with the dagger (two steps up in proficiency, for two steps up in crit multiplier).
 
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CW, that stiletto is very strong. I've asked the question about mixing high crit mods and ranges before, and it was explained in great and convincing detail how bad an idea it was. If I could search I'd cut/paste the responses, but I can't so I shan't.
 

John Q. Mayhem said:
CW, that stiletto is very strong. I've asked the question about mixing high crit mods and ranges before, and it was explained in great and convincing detail how bad an idea it was. If I could search I'd cut/paste the responses, but I can't so I shan't.

I dunno what the other folks said, but I'm curious: did they also think that the scythe and pick were overpowered? I suppose with magic, my stiletto could get out of hand, but I'm not good at thinking of that kind of stuff, nor do I care to :)

I suppose you could change the above stiletto to only crit on a 20, and that would make sense. Being pokey, like spear-type weapons, not pokey and slashy like swords.
 


The only real thing about it was the combination of a good crit mod and a good crit range. Let me see if I can remember:

20/x2: 1x1=1
19-20/x2: 2x1=2
20/x3: 1x2=2
18-20/x2: 3x1=3
20/x4: 1x3=3
19-20/x3: 2x2=4
19-20/x4: 2x3=6

I don't know if this is right, sorry. I think that 20/x4 is fine.
 

John Q. Mayhem's numbers are right. It may also help to think about it in terms of expected extra damage (this is assuming you confirm threats half the time, on an 11 or higher):

20/x2: 2.5% chance of 100% extra damage: 2.5%
19-20/x2: 5% chance of 100% extra damage: 5%
20/x3: 2.5% chance of 200% extra damage: 5%
18-20/x2: 7.5% chance of 100% extra damage: 7.5%
20/x4: 2.5% chance of 300% extra damage: 7.5%
19-20/x3: 5% chance of 200% extra damage: 10%
19-20/x4: 5% chance of 300% extra damage: 15%

As your chance to hit increases, so does the expected bonus damage. Like CombatWombat51 figured, magic and feats do start to sway these numbers even more. The +1 bonus-equivalent Keen straight out doubles the percentages (Is 15% too strong a bonus for +1? It's uncomfortably near the damage increase of an actual +1 bonus). The paladin spell bless weapon doubles them again, and stacks with Improved Critical.

One could conceivably build a character around this: high Strength for more damage to be multiplied, dual-wielding both to increase the number of attacks and thus chances to critical and to increase the Strength bonus to 150% overall, specialization for a further +2, and so on. It can get pretty sick, but it's arguable how sick it is compared to other character builds.

Still, including a 19-20/x4 weapon can change the game dynamics in unintended ways, so it's worth considering before you include one.
 

As long as this 19-20/*4 weapon is not used in two hands by someone with extraordinary strength mod, it's rather ok. Not balanced, but not yet broken ;)
 

For the next selection of weapons we have some polearms, a category which opens up a whole new world of possibilities in terms of equipment. These are martial reach weapons; so you don't just have the glaive, guisarme and ranseur to choose between.


Martial Weapons
Two-Handed Melee Weapons

Code:
[COLOR=silver]
[B]
                 Cost     Dmg (S)  Dmg (M)  Critical   Weight      Type
[/B]
Awl              8 gp      1d8      1d10       x3       10 lb.   Piercing
Corseque         15 gp     1d8      1d10       x2       12 lb.   Piercing
Fauchard         6 gp      1d6      1d8        x4       10 lb.   Slashing
Partisan         10 gp     1d6      2d4        x3       12 lb.   Piercing
                                                                 or Slashing
Spetum           9 gp      1d6      1d8        x3       9 lb.    Piercing

[/COLOR]

Awl: This is a spear with a long, broad blade. A awl has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.

Corseque: The corseque is a polearm consisting of a spear-like point, with two long tapering blades on either side. A corseque has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. With a corseque, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Fauchard: This is a scythe-like blade set upon a long shaft. A fauchard has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.

Partisan: This weapon features a blade shaped as wide spear-head, with two axe-like blades set at the base, mounted on a long pole. A partisan has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.

Spetum: The spetum is a spear with two small side spikes at the base of the blade, for catching opponents weapons. A spetum has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. With a spetum, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails). If you use a ready action to set a spetum against a charge, you deal double damage on a successful hit against a charging character.


Still working on the daggers...
 
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