Weapons! Weapons! Weapons! ...and armor.   Posted by May.Group: 0
May
 player, 167 posts
Fri 25 Apr 2014
at 09:28
Weapons! Weapons! Weapons! ...and armor
May says, "May has opened this thread. It's about weapons. And armor. Did I mention weapons? Anyway. Thanks to my handy friend Kyle, I'll be using some weapons that would have otherwise been banned from my use due to silly game mechanics. So... here we go!"


Damage chart:
(this is how damage progresses for weapons as size increases)
1 Handed: 1d4 -> 1d8 -> 1d10 -> 2d6 -> 2d8 -> 2d10
2 Handed: 1d8 -> 2d4 -> 1d10 -> 2d6 -> 2d8 -> 2d10

May says, "Consequently, this means it works the other direction too. If I wield a weapon that was meant to be 2-handed for a human and does 2d6 damage, Kyle will shrink it for me so I can use it. I'll only do 1d10, but hey, at least I'm wielding it. Of course, keep in mind I can do 1d10 on anything if I use two hands anyway. And 1d8 on anything with one hand. So let's cover that..."

Weapons by Damage

1-Handed:
1d4:
1d6:
1d8:
1d10:

2-Handed:
1d8:
1d10:
1d12:
2d6:


Weapon Properties:
(Here's a list of the weapons that go with the listed properties)

Brutal:
Defensive*:
Heavy Thrown:
High Crit:
Light Thrown:
Load:
Off-Hand:
Reach:
Small:
Stout:
Versatile:

*May says, "Remember! Anyone can use any weapon and its properties, except the defensive property (That's the only property that specifically says you need proficiency to gain its benefits). The difference is if you are not proficient with a weapon, you don't gain it's proficiency bonus. So that's 2 or 3 less to your attack roll!"

(I had been operating under the assumption that non-proficiency means you don't get anything except the weapon's damage. But with some research, I found out that isn't the case! You actually can use all the weapon's properties except defensive! I think the confusion came in because of Arena Fighter. Why be proficient in something when you already have +2 proficiency bonus and all its properties? Well... in case you want the +3 proficiency bonus and/or the defensive property. Apparently. And since there are a decent number of such weapons, that still means lots of feats, even if you consider the Extended Arena Training feat. But this also means May's dream of using every weapon the way it was designed to be used is actually attainable!)


Weapons by Group:

Axe:
Bow:
Crossbow:
Flail:
Hammer:
Heavy Blade:
Light Blade:
Mace:
Pick:
Polearm:
Sling:
Spear:
Staff:
Unarmed:

May says, "Have I mentioned I like weapons? A lot?"


Weapons May wants:
May says, "The wish list!" :)

Lvl 2) Duelist's Bow (hit target gains -2 penalty to ranged and area attacks)
  Critical: d6's
Lvl 2) Dwarven Thrower (Can be used as heavy thrown with range 6/12)
  Critical: d6's
Lvl 2) Staggering Weapon (Add enh to slide from power that grants slide)
  Critical: d6's and knock target prone "Imagine using with Weapon Master's!"
Lvl 3) Rythm Blade (While this is in your off hand, gain +1 shield bonus to AC and Ref)
  Critical: d6's
Lvl 3) Strongheart Weapon (Enc: Do not do half dmg while weakened until next turn)
  Critical: d8's
Lvl 4) Harmony Blade (When you hit with offhand, enemy takes -2 to attacks)
  Critical: d6's and you make a melee basic with your off-hand weapon.
Lvl 8) Adamantine Weapon (ignore untyped resistance = enh x 2)
  Critical: d10's
Lvl 9) Rending Weapon
  Critical: d6's and make a basic attack against the same target
Lvl 9) Temblor Weapon (Use proficiency bonus for bull rush!)
  Critical: d6's

This message was last edited by the player at 00:23, Sat 03 May 2014.