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Thurbane
2017-12-06, 04:23 PM
Hey all,

So I'm looking for non-magical weapons that can do special things on a hit. Not just the usual "can be used to trip" or "has reach", but more unusual properties.

Like the Flind-Bars ability to get a free disarm attempt on a critical hit.

Is there other things like that around in 3.X?

Cheers - T

Inevitability
2017-12-06, 04:43 PM
Would the Sandblaster from MM3 count? It's in the sand giant entry.

Thurbane
2017-12-06, 05:05 PM
Would the Sandblaster from MM3 count? It's in the sand giant entry.

Perfect - exactly the kind of thing I'm looking for.

Vizzerdrix
2017-12-06, 09:12 PM
How about the the alchemist blade, and the spikard weapons from Eberron. Those do anything for ya?

Also harpoons, and the kaber from some 3.0 book.

The Viscount
2017-12-06, 09:32 PM
Salamander Spears from planar handbook conduct heat and cold if the wielder has such an ability.

The following weapons are from Dragon Compendium.

The Duom is my favorite weapon, it's a Martial weapon that has reach and can also be used to attack adjacent squares.

Someone proficient in the Longstaff using Combat Expertise or fighting defensively cannot be flanked.

Pilum can be used in a special weird attack against an enemy's shield to make it hinder them.

The Vulcanian Thunder Club can be used to shoot a cone of damaging alchemical material.

ViperMagnum357
2017-12-06, 10:18 PM
Crescent Knife and Scourge from Dragon 275. Each attack allows you to make 2/3 simultaneous attack rolls, resolved separately. Perfect for TWF/MWF or someone with easy access to triggering Sneak Attack.

Actually, Dragon 275 has a whole bunch of weird exotic weapons-barbed bolas, boomerangs, Orc Crusher...

danielxcutter
2017-12-07, 04:44 AM
Battle Gauntlets from Races of Faerun allow you to make unarmed strikes without the feat, but takes up both hands *and* arms slot. Still, you can't use Power Attack with spiked gauntlets... you can with unarmed strikes though.

From same book, there are the Horned and Spiked Helmets - double damage on a charge, but 0 ft. reach.

Truncheons from BoED are basically saps in one-handed weapon form.

Blade Boots from the Forgotten Realms Campaign Settings are, well, boots with retractable blades. Interestingly, a monk uses them as unarmed - does that mean that they can get the magical bonuses on their unarmed strikes that way?

Speaking of monks, three-sectioned staffs from Sword and Fist are yet another way of "getting weapon enhancements to unarmed strikes".

Sharktooth staffs(from Savage Species) and Snap-tongs(from Fiendish Codex I) let you make a free grapple attempt when they hit, though the former is only limited to Small and Medium creatures and the latter on a creature one size smaller.

Ramhammers are from Planar Handbook, and they're... weird. Apparently, they have 10 ft. reach but provoke AoOs like ranged weapons, and you don't threaten the area... but you can make Bull Rushes without entering the target's square and you get a +2 on the check as well.

Scissor Swords(Savage Species) are even weirder. They need six hands to use(being designed for use by mariliths), but on a critical hit, they can grapple the target with a +2 to the check, and deal 1d8 automatic damage per round... when the base damage is 2d8. What were the rules for weapons that use more than two hands again? :smallconfused:

Gnome tortoise blades and manoples(Races of Stone and Sandstorm respectively) can be used as shields *and* exotic weapons, like spiked shields. Manoples don't even need Improved Shield Bash to use both functions, but you can't use that hand while it's equipped.

Bone bows from Frostburn automatically scale with strength. This is literally the only mundane bow that does so.

There's apparently a weapon from a book called Masters of the Wild(probably 3.0?) called a Caber. You have to target a 10 x 10 square and hit an AC 15, and you force everyone in the area to make a Reflex save or move a square back - and the DC is your attack roll. If they can't go back, they all take 2d6 damage.

Glots(Frostburn again) are throwing bludgeoning weapons that have base damage 1d4 and a crit range of 18-20. The range increment is usually 10 feet, but if the ground's relatively solid, flat, and obstacle-free enough, it increases to 20 feet, and to 30 feet if the ground's also icy. On top of that, you can even make ranged trip attacks with them. Razor skipdisks from the same book are that except slashing. If you can't make a build out of this, I'll be very disappointed.

Darrin
2017-12-07, 08:19 AM
Check Haberdash the Masked (http://www.giantitp.com/forums/showthread.php?88633-Haberdash-the-Masked-The-3-5-Kitchen-Sink) for a list of interesting exotic weapons, although most of them have already been mentioned.

Also check out:
Optimize this Weapon 1: Lasso (http://www.giantitp.com/forums/showthread.php?507609-Optimize-this-weapon-1-Lasso-from-BOED-p34&p=21442311#post21442311)
Optimize this Weapon 2: Caber (http://www.giantitp.com/forums/showthread.php?512389-Optimize-this-weapon-2-Caber-from-Masters-of-the-Wild)
Optimize this Weapon 3: Locking Garrote (http://www.giantitp.com/forums/showthread.php?513593-Optimize-this-weapon-3-Locking-Garrote-from-Song-and-Silence-p-52#post21653263)
Optimize this Weapon (4?): Etherblade (http://www.giantitp.com/forums/showthread.php?519659-Optimize-this-Weapon-EtherBlade-from-Fiend-Folio-p-68)

...and one of my more recent discoveries, which hasn't gotten a thread yet: Bola Flail from Ghostwalk. +2 on disarms, you can trip with it, or throw it for a trip/grapple combo.

Necroticplague
2017-12-07, 08:40 AM
Scissor Swords(Savage Species) are even weirder. They need six hands to use(being designed for use by mariliths), but on a critical hit, they can grapple the target with a +2 to the check, and deal 1d8 automatic damage per round... when the base damage is 2d8. What were the rules for weapons that use more than two hands again? :smallconfused:

In Savage Species itself, unsurprisingly. Basically, for every hand past 2, add another x.5 STR modifier to damage when you attack with it. So the Scissor Swords do 3.5xSTR damage, instead of 1.5XSTR.

weckar
2017-12-07, 09:05 AM
In Savage Species itself, unsurprisingly. Basically, for every hand past 2, add another x.5 STR modifier to damage when you attack with it. So the Scissor Swords do 3.5xSTR damage, instead of 1.5XSTR.

... And how badly does that stack with power attack/leap attack/battle jump? :smallconfused:

Necroticplague
2017-12-07, 09:22 AM
... And how badly does that stack with power attack/leap attack/battle jump? :smallconfused:

Power attack: not at all. They're entirely seperate sources of damage, one doesn't amplify the other. Arguably, it actually makes PA less useful, as it's damage now becomes a smaller percentage increase (compared to damage from STR mod)
Others: Hilariously. All the better that extra arms from undead grafts are relatively cheap (only 2k if you have a Ghost Touch 8-handed Executioner's Mace, using the Ghost Arm).

weckar
2017-12-07, 10:07 AM
Since PA has the two-handed clause, I was wondering if that scale to more hands as well.

Nifft
2017-12-07, 10:08 AM
How about special materials, like the +1 fire damage metal?

Vizzerdrix
2017-12-07, 10:48 AM
How about special materials, like the +1 fire damage metal?

Magic of faerun has gold and plat. Another faerun book has glasssteel.


Ha! Glasssteel mecurial greatsword would be funny. :smallbiggrin:

Nifft
2017-12-07, 10:49 AM
Ha! Glasssteel mecurial greatsword would be funny. :smallbiggrin:

I bet it would look like a giant razor-sharp thermometer.

... and then you shove it into a Dragon's ... uh ...