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    confused All Exotic Weapons with Special Effects?

    I was reading through the old Haberdash the Masked build, the first post of which contains a spoilerbox entitled "The Full List of Potentially Useful Exotic Weapons." Reading through other things, I noticed the Duom in the AEG. As best as I can tell, it's a bit like Cleave and a bit like a flexible-reach weapon, giving a free attack allowing an attack against an adjacent enemy at a -2 penalty after you use it to attack an enemy at normal reach. It is not listed in the aforementioned Full List.

    Therefore, I thought of trying to put together a new version of the list, hopefully more comprehensive. Anyone got other stuff to add? (also, am I misunderstanding the Duom? I can't tell for sure whether the new target is adjacent to you or to your original target)

    Spoiler: Original List
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    Annulat: Planar Handbook pg 68. Thrown weapon that imposes a -2 penalty to AC against it's target. If you're going to throw something, why not make it easier to hit? It's also noteworthy that neraphim treat it as a martial weapon, making a neraphim Master Thrower/Bloodstorm Blade a tempting option.

    Boomerang: Eberron Campaign setting pg 119: This weapon actually sucks. It deals less damage then most other thrown weapons. When it misses, you can make an attack roll to catch it. However, proficiency with this weapon qualifies you for the uber Boomerang Daze feat (Races of Eberron pg 108) forces anyone who takes damage from your boomerang to Save or be Dazed (one of the most powerful effects in the game) for 1 round, and Boomerang Ricochet (also RoE pg 108) which lets you hit a second adjacent target with your boomerang (potentially Dazing both) after you hit the first.

    Braid Blade: Dungeon 120: 1d3, 18-20, x2. On a full attack, allows you to make an extra attack at -5, or -2 if you have 5 ranks of Tumble.

    Collapsing Crescent Fan: Sandstorm, p. 96: +4 to attack any flat-footed foe. Great when combined with Iaijutsu Focus.

    Composite Greatbow: Complete Warrior: Does 1d10 damage and has a 130 ft range increment. So this a good long ranged weapon for pure damage dealing.

    Drow Scorpion Chain: Secrets of Xen'drik pg 137: Exactly the same as a normal Spiked Chain, except that if you happen to be a drow, you can take the Drow Skirmisher feat (which grants several proficiencies and minor bonuses) instead of Exotic Weapon Proficiency to get proficiency with it. Not useful for Haberdash, but worth including on this list for the sake of completeness.

    Elven Courtblade: Races of the Wild: 1d10, 18-20 *2. Slightly less damage then the Jovar. But this two handed weapon can be used for both Power Attack and Weapon Finesse.

    Flindbar: Monster Manual III: +2 to Disarm, and when you threaten a crit (19-20 or 17-20 with any Keen effect) you get a free Disarm attempt before you roll to confirm the crit.

    Foot Spike: Races of the Wild: Yet another place to hide a weapon, just in case your DM decides to have your party taken prisoner.

    Glot: Frostburn: Can be used to make ranged trip attacks, and deals better damage then bolas or barbed bolas.

    Goad: Frostburn: Reach weapon that deals non-lethal damage, in case you ever want to capture someone without killing them. Also gives you +2 to Handle Animal checks against Huge or bigger animals.

    Greathammer: Monster Manual 4 or Races of Stone: 1d12, 19-20/x4 or just 20/x4, depending on which version you use. Also gives you +2 to Sunder a weapon or shield, but sundering your future treasure is generally a bad idea.

    Harpoon: Frostburn: A harpooned creature moves at half speed, cannot charge or run, and if you attach a rope to it you can limit their movement away from you. It can be removed with a full round action, which deals damage again. Occasionally helpful for battlefield control. Or you can enchant it with Returning, and have a double damage ranged attack.

    Heavy weapons: Basically a special way of constructing a metal weapon. Increases the damage die of the weapon based on a set chart. Requires Exotic Weapon Proficiency to wield correctly. But this is no problem for Haberdash. So unless your DM is crazy enough to let you use Kaorti, then most of your weapons should be Heavy. Magic of Faerun, pg. 179.

    Ice Axe: Frostburn: +4 to Climb checks.

    Jovar: Planar Handbook: 2d6, 18-20, *2. With high damage and a high threat range, this is your is a respectable pure damage dealing weapon. Buy a Scabbard of Keen Edges.

    Kaorti weapons: Fiend Folio web enhancement: *ANY* weapon can be made out of kaorti, which gives it a crit multiplier of x4. You need an EWP for a kaorti version of a weapon (even if it is already exotic), but... hey, no problem for Haberdash! Combine with a Keen Elven Courtblade or something similar for a ridiculous crit. Of course, this is a ridiculously exotic weapon, as you need to convince an Evil Outsider to make it for you (or accept the +4 LA to be a Kaorti yourself). My suggestion is that you invest in Knowledge (Planes), and ask your DM for a side quest to get one.

    Kusari-Gama: A one handed reach weapon, which is useful for certain builds. The Spinning Sword (see below) is superior, but comes from a more obscure source. DMG.

    Lance: Not exotic, but everyone who is proficient should keep one on their mount. You never know when double damage from a charge might come in handy. And like the Kusari-Gama, it's a one handed reach weapon (when you're mounted and use a shield). PHB.

    Lasso: Book of Exalted Deeds, p. 34: Using a lasso is a ranged touch attack that imposes a -2 to attack rolls and -4 on Dex (no Save).

    Longstaff: Complete Adventurer: If you fight defensively or use Combat Expertise while using this weapon, you can’t be flanked. Screw you Rogues!

    Mancatcher: Complete Warrior: Gives you a free Grapple attempt when you hit your enemy. Also, as long as your enemy can’t reach you, they can’t attack you or do anything other then attempt to move or escape from the grapple.

    Net (PHB): Using a net is a ranged touch attack (maximum range of 10 feet) that imposes a -2 to attack rolls and -4 to Dex, 1/2 movement, and you can’t charge or run (no Save).

    Orc Shotput: Sword & Fist, p. 71: One of the best thrown weapons in the game: 2d6 damage, 19-20 crit, x3 multiplier. Add some Master Thrower for extra fun.

    Pincer Staff: Underdark: Basically a mancatcher that deals more damage.

    Razor Net: Dragon Compendium, p. 115: All the hassle of a regular net, and it does 1d6 damage.

    Ritiik: Frostburn: If you successfully hit an enemy, the enemy must make a Reflex Save. If it fails, you get a free Trip Attempt. Basically a weaker version of Knock-Down for free.

    Scorpion Claws: +4 to Grapple checks. The bonus is unnamed, so it stacks with Improved Grapple. They're also light weapons, so no Power Attack, but yes for TWF. Sandstorm.

    Sharktooth Staff: Savage Species: Gives you a free Grapple attempt when you hit your enemy. Unlike the mancatcher or pincer staff, it has no reach. But it deals the best damage. It’s also worth mentioning that they each have size restrictions.

    Spiked Chain: PHB: Useful if you have a ton of reach and a potent magic weapon with an AoO build. But most of the time you can just use a glaive and a 5 ft step. If you're really in a pinch, use armor spikes.

    Spinning Sword: Secrets of Sarlona, pg 136. Basically a Spiked Chain that you can only use with one hand. Useful if you want to be a sword and board build, or a TWF build.

    Sugliin: Frostburn: Does 2d8 damage, but it’s a full round action to make 1 attack. But hey, until you get to +6 BAB, this is your weapon of choice for pure damage dealing when you’re already standing next to your enemy.

    Whip Dagger: Drow of the Underdark: 15 feet of reach, which might be helpful on occasion. You can also use it with the Whip Climber Skill Trick to do Indiana Jones-ish swinging.

    Yuan-Ti Serpent Bow: Secrets of Xen'drik pg 137: A bow with curved blades at the edges. You can use it as a ranged weapon or as a melee weapon interchangeably, and it is a treated as a double weapon for magical enhancements (you enchant the bow part and the blade part separately). Not that useful for Haberdash specifically, but a nifty choice for bow builds that fight in dungeons and other closed in spaces a lot.


    Spoiler: New Stuff
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    Bola Flail (Ghostwalk p. 42). You can make trip attacks with this, and you get a +2 on disarm checks as well. But that's not what makes it obscenely good: you can also throw it as a ranged touch attack to trip an opponent. If you hit, your opponent has to make a DC 15 Str or Dex check to avoid the trip. Regardless of whether or not they are tripped, your opponent has to make a grapple check against your attack roll. If they fail, they are considered grappled until they can extricate themselves from the bola flail (full-round action). Even better... bards from Salkiria gain Exotic Weapon Proficiency: Bola Flail as a free bonus feat.

    Dragonsplit, from MMIV: One Handed: (M) 1d6; critical 19-20/x2 (slashing) or x4 (piercing). Not a double weapon; you can freely alternate between using them as slashing or piercing weapons. Counts as a light weapon for Weapon Finesse or TWF.

    Duom: Arms and Equipment Guide pg 7: A longspear with extra spikes pointing backwards. With proficiency, you can attack adjacent opponents with a "reverse thrust", including after making a normal reach attack (though you take -2 on the reverse attack if you make a normal attack as well). Reprinted in Dragon Compendium as a Martial weapon.

    Rope Dart: Dragon 319: Two-handed; (S) 1d3, (M) 1d4; critical x2; piercing. 15 feet reach, and can also strike adjacent foes. Trip weapon. +2 bonus on attack rolls made to disarm an opponent. Can be Weapon Finessed despite being two-handed. If a monk takes Exotic Weapon Proficiency (rope dart), it can be used in their flurry of blows. Has a variant called the Meteor Hammer - same, just does Bludgeoning damage.

    Meteor Hammer: A variant of the Rope Dart that deals bludgeoning damage instead of piercing. Anyone proficient with one is automatically proficient with the other.
    Last edited by Qwertystop; 2014-04-01 at 10:01 PM.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

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    Default Re: All Exotic Weapons with Special Effects?

    A personal favorite.

    Rope Dart: Dragon 319: Two-handed; (S) 1d3, (M) 1d4; critical x2; piercing. 15 feet reach, and can also strike adjacent foes. Trip weapon. +2 bonus on attack rolls made to disarm an opponent. Can be Weapon Finessed despite being two-handed. If a monk takes Exotic Weapon Proficiency (rope dart), it can be used in their flurry of blows.

    Meteor Hammer: A variant of the rope dart that deals bludgeoning damage instead of piercing. Anyone proficient with one is automatically proficient with the other.

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    Default Re: All Exotic Weapons with Special Effects?

    Quote Originally Posted by Werephilosopher View Post
    A personal favorite.

    Rope Dart: Dragon 319: Two-handed; (S) 1d3, (M) 1d4; critical x2; piercing. 15 feet reach, and can also strike adjacent foes. Trip weapon. +2 bonus on attack rolls made to disarm an opponent. Can be Weapon Finessed despite being two-handed. If a monk takes Exotic Weapon Proficiency (rope dart), it can be used in their flurry of blows.

    Meteor Hammer: A variant of the rope dart that deals bludgeoning damage instead of piercing. Anyone proficient with one is automatically proficient with the other.
    Added, plus extra cross-referencing.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

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    Default Re: All Exotic Weapons with Special Effects?

    Quote Originally Posted by Qwertystop View Post
    Reading through other things, I noticed the Duom in the AEG. As best as I can tell, it's a bit like Cleave and a bit like a flexible-reach weapon, giving a free attack against an adjacent enemy at a -2 penalty after you use it to attack an enemy normally. It is not listed in the aforementioned Full List.

    Therefore, I thought of trying to put together a new version of the list, hopefully more comprehensive. Anyone got other stuff to add? (also, am I misunderstanding the Duom? I can't tell for sure whether the new target is adjacent to you or to your original target)
    There are two quirks to the Duom. The first is that it was reprinted in the Dragon Compendium as a martial weapon. So if you go by which source was printed last, then Dragon Compendium supercedes the A&EG.

    The second quirk is that the -2 penalty only applies if you attack a second adjacent target after attacking your first target. If you're only attacking a single target, then you can still attack them if they are adjacent, and without the -2 penalty.

    As far as getting a free attack... I don't see that supported by the text:

    "Those proficient with the duom can also attack adjacent foes with the reversed heads using a practiced "reverse thrust." Apply a –2 penalty on the attack roll if you use the duom to attack a second, adjacent opponent in the same round you attacked the first opponent."

    IF you use the duom to attack a second adjacent opponent, THEN there's a -2 penalty. It doesn't say that IF you have two opponents, one at 10', and one adjacent to you, THEN you get an extra attack. To me at least it looks like the text assumes that you're attacking two opponents because you have the BAB to do so, not because you're attacking with the duom.

    However, if your DM lets you wield it as a martial weapon, then it's essentially a spiked chain that you don't have to spend EWP on.

    Here's another exotic weapon that wasn't mentioned in the Haberdash:

    Bola Flail (Ghostwalk p. 42). You can make trip attacks with this, and you get a +2 on disarm checks as well. But that's not what makes it obscenely good: you can also throw it as a ranged touch attack to trip an opponent. If you hit, your opponent has to make a DC 15 Str or Dex check to avoid the trip. Regardless of whether or not they are tripped, your opponent has to make a grapple check against your attack roll. If they fail, they are considered grappled until they can extricate themselves from the bola flail (full-round action). Even better... bards from Salkiria gain Exotic Weapon Proficiency: Bola Flail as a free bonus feat.

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    Default Re: All Exotic Weapons with Special Effects?

    Dragonsplit, from MMIV: One Handed: (M) 1d6; critical 19-20/x2 (slashing) or x4 (piercing). Not a double weapon; you can freely alternate between using them as slashing or piercing weapons. Counts as a light weapon for Weapon Finesse or TWF.
    Last edited by GameSpawn; 2014-04-01 at 09:30 PM.

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    Default Re: All Exotic Weapons with Special Effects?

    Quote Originally Posted by GameSpawn View Post
    Dragonsplit, from MMIV: One Handed: (M) 1d6; critical 19-20/x2 (slashing) or x4 (piercing). Not a double weapon; you can freely alternate between using them as slashing or piercing weapons. Counts as a light weapon for Weapon Finesse or TWF.
    Added
    Quote Originally Posted by Darrin View Post
    There are two quirks to the Duom. The first is that it was reprinted in the Dragon Compendium as a martial weapon. So if you go by which source was printed last, then Dragon Compendium supercedes the A&EG.

    The second quirk is that the -2 penalty only applies if you attack a second adjacent target after attacking your first target. If you're only attacking a single target, then you can still attack them if they are adjacent, and without the -2 penalty.

    As far as getting a free attack... I don't see that supported by the text:

    "Those proficient with the duom can also attack adjacent foes with the reversed heads using a practiced "reverse thrust." Apply a –2 penalty on the attack roll if you use the duom to attack a second, adjacent opponent in the same round you attacked the first opponent."

    IF you use the duom to attack a second adjacent opponent, THEN there's a -2 penalty. It doesn't say that IF you have two opponents, one at 10', and one adjacent to you, THEN you get an extra attack. To me at least it looks like the text assumes that you're attacking two opponents because you have the BAB to do so, not because you're attacking with the duom.

    However, if your DM lets you wield it as a martial weapon, then it's essentially a spiked chain that you don't have to spend EWP on.

    Here's another exotic weapon that wasn't mentioned in the Haberdash:

    Bola Flail (Ghostwalk p. 42). You can make trip attacks with this, and you get a +2 on disarm checks as well. But that's not what makes it obscenely good: you can also throw it as a ranged touch attack to trip an opponent. If you hit, your opponent has to make a DC 15 Str or Dex check to avoid the trip. Regardless of whether or not they are tripped, your opponent has to make a grapple check against your attack roll. If they fail, they are considered grappled until they can extricate themselves from the bola flail (full-round action). Even better... bards from Salkiria gain Exotic Weapon Proficiency: Bola Flail as a free bonus feat.
    Updated Duom re: Martial-if-Dragon's-OK. Added Bola Flail.

    Also, as a Duom is explicitly a variant Longspear, can you set it against a charge?
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

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    Default Re: All Exotic Weapons with Special Effects?

    Forgot to include the page number for Dragonsplit (pg. 151).

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    Default Re: All Exotic Weapons with Special Effects?

    Dragon 275
    Crescent Knife: 20 gp 1d3 crit: x2 slashing

    Each attack is actually two separate attacks.
    Add Aptitude.
    Learn lightning mace and roundabout kick.

    You attack twice. If you crit, you get two more attacks. If they crit, you get two more attacks. I've seen a PC increase the crit to 8-20/x4.

    This is why I don't allow Dragon Magazine in my game.

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    Default Re: All Exotic Weapons with Special Effects?

    All you would have to do is make x mob immune to crit. Also, you would need to go through the exact method of increasing the crit range to see if there are things that don't stack in there ( namely 3.5 improved crit and/or keen ). Also, the crit range can be improved all they want, they still have to hit the mob AND confirm.
    Last edited by animewatcha; 2014-04-02 at 01:15 AM.

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    Default Re: All Exotic Weapons with Special Effects?

    if i recall corect. The war- an spearspikard form magic of eberron (?) are exotic weapons. A hammer and spear respectively who fire a crossbow bolt when you make a succesfull melee attack. The might not be very good. But i have always loved the idea.
    Quote Originally Posted by Orderic View Post
    Quote Originally Posted by swaoeaeieu
    Or maybe, i dont know... adoption?
    Don't be ridiculous. We need those orphans...
    If at any point you notice mistakes in my English, please let me know, I am always looking to improve.

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