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Thread: [3.5] Weapons Worth a Feat?
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2017-04-29, 12:04 AM (ISO 8601)
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- Jan 2016
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[3.5] Weapons Worth a Feat?
Are there any weapons worth spending the feat needed to wield them? If so, in what builds is it worth it?
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2017-04-29, 12:11 AM (ISO 8601)
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- Mar 2011
Re: [3.5] Weapons Worth a Feat?
Spiked chain and comparable weapons with reach + Adjacent spaces and tripping capacity are wroth it on builds with the Str, Dex AND Con to make really good use of tripping/bulls rushing to control a battle field and lock down an area.
If you have an utterly monstrous strength score and feats to spare, 1 handed exotic weapons can be worth 2 feats, proficiency and weapons focus, and 3 skill ranks, for a level of exotic weapons master to get x2 Str to damage. (Also helps if you can finagle additional damage boosters/multiplier's, like Dungeoncrash fighter or that Fighter AFC that doubles the attacks damage or Decisive strike. And/or reliable extra attacks like Whirling Frenzy. )
Gnome Quick Razor can be worth it if you have/can get Iai-jutsu focus as a class skill and build with using it in mind."I Burn!"
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2017-04-29, 12:12 AM (ISO 8601)
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Re: [3.5] Weapons Worth a Feat?
Last edited by Matrota; 2017-04-29 at 12:12 AM.
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2017-04-29, 01:13 AM (ISO 8601)
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Re: [3.5] Weapons Worth a Feat?
Spiked chain is definitely worth it.
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2017-04-29, 01:19 AM (ISO 8601)
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- Apr 2009
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- North California
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Re: [3.5] Weapons Worth a Feat?
It's probably not that worth it, but boy do I love the Minotaur Greathammer. 1d12 damage with a 19-20/x4 crit range. It's my warblade weapon of choice.
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2017-04-29, 01:21 AM (ISO 8601)
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Re: [3.5] Weapons Worth a Feat?
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2017-04-29, 01:48 AM (ISO 8601)
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- Mar 2011
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2017-04-29, 01:49 AM (ISO 8601)
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I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.
Check out my NEW sci-fi TTRPG about first contact. Cool alien races, murderous AIs, and more. New expansion featuring rules for ships! New book here NOW!
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2017-04-29, 10:22 AM (ISO 8601)
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- Sep 2013
Re: [3.5] Weapons Worth a Feat?
I would never expend a feat on a proficiency, but there are a couple I would take a one level dip for-in addition to the spiked chain, there is also the crescent knife and spinning sword for TWF/MWF, and their utility/damage output is greater than most other non caster dips can provide. When available, I always take 1 level of the Kensai Fighter variant, from Dragon Magazine #310, I think. Free exotic proficiency, plus a scaling bonus on attack/damage rolls with it-even if you just dip one level. By level 20 that bonus is a flat +5 to hit and damage with every attack by that weapon, which can put a decent TWF/MWF build over the top for a 1 level dip.
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2017-04-29, 10:35 AM (ISO 8601)
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Re: [3.5] Weapons Worth a Feat?
Is the Skillful enhancement from Complete Arcane on the table? If so the question becomes, "Is there any feat you could free up that would be worth the GP value of a +2 weapon enhancement?"
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2017-04-29, 10:56 AM (ISO 8601)
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2017-04-29, 10:56 AM (ISO 8601)
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- Oct 2006
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- Cleveland, OH
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Re: [3.5] Weapons Worth a Feat?
Haberdash the Masked has a list of interesting exotic weapons.
A heavy or kaorti resin jovar (Planar Handbook) makes a pretty interesting two-hander. For one-handers, I'm quite fond of tigerskull clubs (Frostburn) + Oversized TWF. Light weapons, I'd probably go with eagle's claw (Sandstorm) or cutting wheel (Secrets of Sarlona).Handbooks:
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2017-04-29, 11:09 AM (ISO 8601)
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Re: [3.5] Weapons Worth a Feat?
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2017-04-29, 11:56 AM (ISO 8601)
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- Feb 2009
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Re: [3.5] Weapons Worth a Feat?
A bone bow (which I believe is in Frostburn) can be useful on a Barbarian archer who has an inconstant STR score but who wants to take advantage of a composite bow (or equivalent) giving a STR-based bonus to damage, since a bone bow doesn't have a specific set STR rating the way a composite bow does. (Using a normal composite bow is tricky in a case like that, since if you set the STR rating for when you're raging, you're taking a big penalty when you attack with the bow while not raging. If you set the STR rating for when you're not raging, then you're giving up part of what makes Barbarian archers interesting.)
The tricky part is finding a time when the character has few enough Rages per day that they'll legitimately need to be attacking with and without Rage bonuses on a regular basis (therefore, low level) but when they have a feat to spare (which is not a small thing on an archer, particularly one like a Barbarian). The feat that's spent on the bone bow might be better spent on Extra Rage to have two extra encounters per day when you don't need to worry about your unbuffed STR.
Other than that, the spiked chain has been mentioned, and there's also the gnomish quickrazor on an Iaijutsu build. Very few other exotic weapons are worth a feat.In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers
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2017-04-29, 12:39 PM (ISO 8601)
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- Sep 2013
Re: [3.5] Weapons Worth a Feat?
The Kensai fighter was never altered/updated that I can find, and the article is very clear- +1 attack and damage as a class feature, which only functions with the martial/exotic weapon you chose for your free proficiency, replacing the fighter bonus feat at first level. This bonus increases to +2 at level 5, and increases by +1 every five levels thereafter. It is very clear that the feature advances by level rather than class level, so anyone dipping fighter without another variant in mind like thug fighter should consider it.
Last edited by ViperMagnum357; 2017-04-29 at 12:40 PM.
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2017-04-29, 01:19 PM (ISO 8601)
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- Aug 2014
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- Char
Re: [3.5] Weapons Worth a Feat?
So you mean the same wording used by a number of other classes such as Ninja:
Acrobatics (Ex): Starting at 6th level, a ninja gains a +2 bonus on Climb, Jump, and Tumble checks. This bonus increases to +4 at 12th level and +6 at 18th level.Fast Movement (Ex): Starting at 3rd level, a scout’s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player’s Handbook.A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).
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2017-04-29, 11:38 PM (ISO 8601)
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Re: [3.5] Weapons Worth a Feat?
I always have felt that the Talenta Sharash (non-errata'd) is worth the feat.
Reach weapon, d10, 18-20/x4, with +2 to trip attempts.
Although talenta halflings have weapon familiarity with it.Check out which is the Playground's favorite Dragon!
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2017-04-30, 02:37 AM (ISO 8601)
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Re: [3.5] Weapons Worth a Feat?