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Eldan
2009-11-16, 08:21 AM
A while back, someone, in some thread (I think it was the one on spiked chains) mentioned that not the Spiked Chain is too good for an exotic weapon, but that all other exotic weapons aren't good enough. Basically, getting a feat for EWP means you get a little damage bonus (e.g. bastard sword), a one step better crit or something similar.

So, what about if every exotic weapon had a small unique ability? The spiked chain is extremely versatile, allowing disarm, trip, weapon finesse and flexible reach. What effects could other weapons have?

Some I thought of were:

Exotic Warhammer: ignores a certain amount of armor/natural armor.
Repeating Crossbow: boost it by making the insertion of a new case a move action and giving it 10 bolts per case.

What else could be done to make exotic weapons more interesting and worthy of a feat?

deuxhero
2009-11-16, 08:43 AM
I like using weapon groups personally. The trade off between exotic weapons or a new type of weapons is a little more even.

I also liked the idea of scaling weapon ability based on proficiency level like this post (http://www.giantitp.com/forums/showthread.php?p=6422611) suggests.

Spiryt
2009-11-16, 08:53 AM
"Exotic weapons" as some weapons just better than other from some reason is generally crap for me.

I generally ditch it completely and if I need one handed sword that gives d10 damage I just say that this sword is much better craftmanship than average blade.

Much simpler.

If one need weapon with some "unique abilites" one can just make it, and balance it to be martial or simple.

Exotic weapon can stay for weapons that are really "alternative" and need clearly different approach than most weapons. Like blowgun, perhaps?

It's not what you wanted, but here it is. :smalltongue:

Mercenary Pen
2009-11-16, 09:11 AM
Don't know exactly what weapon this would go for (though I would suggest a finesse weapon), but maybe the ability to make a touch attack as part of a full attack to ignore up to 2 AC provided by an armour bonus for the final attack of that full attack.

I imagine that's the sort of thing that melee specialist would find most useful, but not inherently game breaking...

Violet Octopus
2009-11-16, 09:30 AM
A bludgeoning weapon designed to attack armor rather than people - it knocks bits of armor out of alignment with each other, lowering movement, armor check penalty and AC until the armor is reset (maybe 10 minutes to do so). Would only work on certain armors: full plate, yes, chainmail, no.

A swordcatcher that allows you to parry as well as disarm. Probably best represented by an AC bonus. Would have to be better than a shield bash though.

A telescoping quarterstaff or bow, for easy concealment (too much Babylon 5...)

A crossbow with the option to fit two bolts on separate tracks, with a little sliding mechanism that allows them to be aimed at different angles. Essentially works like Greater Manyshot, though it takes a swift action to change the angle between the shots.

A giant pair of scissors. Has vorpal as an extraordinary quality.

...ok I'll stop now.

Eldan
2009-11-16, 12:25 PM
"Exotic weapons" as some weapons just better than other from some reason is generally crap for me.

I generally ditch it completely and if I need one handed sword that gives d10 damage I just say that this sword is much better craftmanship than average blade.

Much simpler.

If one need weapon with some "unique abilites" one can just make it, and balance it to be martial or simple.

Exotic weapon can stay for weapons that are really "alternative" and need clearly different approach than most weapons. Like blowgun, perhaps?

It's not what you wanted, but here it is. :smalltongue:

If the name "exotic" doesn't fit (which I might actually agree with), then rename it. We could borrow a term from 4E (Oh noes!) and name them superior weapons. Or special weapons.
The problem is just that, the way they are now, exotic weapons aren't really worth a feat choice.

The swordcatcher named above: what about:

Sai
Small exotic weapon
Damage: 1d4 slashing
The sai has a +2 bonus to disarm check, and ignores all the modifiers for relative weapon sizes. When fighting defensively ore using combat expertise for at least five points, it also provides a +1 shield bonus to AC.


Like this? I have no idea if a Sai can be used for parries, though.

Cieyrin
2009-11-16, 03:14 PM
I don't see why a sai couldn't be used to parry, given it's designed to catch weapons, so it would follow that you'd do so through a parry-type action.

Also, you've made the sai actually useful as a disarming weapon, which it was supposed to do in the first place but rather failed in comparison to chain weapons.

Chrono22
2009-11-16, 03:58 PM
Harpoons (frostburn) are pretty good against flying opponents. Well, as long as you make some minor adjustments (such as, replacing the rope with a mithral or adamantine chain, so it can't be sundered easily).

If you strike a flying creature with it, and make the strength check to control the chain, they can't move farther than the limit of the length of the chain. For most flyers, this means their forward movement stops, and so they can't continue flying. They fall down and take damage.

It deals the same damage coming out as it deals going in, too.

Cieyrin
2009-11-17, 02:31 PM
Eagle's Claws (Sandstorm) are light, finessable slashing and piercing weapons that do 1d6 18-20/x2 that you can also flurry with, which are nice for dual-wielding, among other things.

Ashtagon
2009-11-17, 03:24 PM
Personally, I would use a modified weapon groups system. Most simple/martial weapons are in a single standard weapon group.

Some weapons also require a "pole arms" or a "doubles" or some other specialised weapon group feat to use properly. This are my "exotics".