| Post/Author/DateTime | Post |
|---|---|
| Elrophin06-09-07, 06:56 PM | Hi everyone. I will be playing in forgotten realms and i will make a Eastern char (UE) and decide to make an Barbarian specialist in Charge attack and found 2 good feats that make it very good: Battle Jump and Snow Tiger Berserker but in snow tiger berserk feat to make a full attack as a charge attack needs to be with light weapons...but i have some question about this ..what will be an "light weapon" and how is the best ones (the most damage dealer) among thems ...and if a light weapon is based about his weight itīs possible to make an better weapon with light materials such bluewood and mithral? Thanks a lot for the healping and sorry for too much disturbing. Elrophin. |
| The_Shaman06-09-07, 07:14 PM | That's one of the reasons I'd prefer to see Snow Tiger Berserker with scout multiclasses... The best I've seen among exotics is the Tiger Claw (iirc), detailed in Silver Marches (typical of the Red Claw tribe of the north) - exotic, 1d6, 18-20x2 . If you don't want to spare the feat, short swords, handaxes, or cutlasses (FRCS, like short sword but can also do slashing damage) are your best bet. Light weapons are a category, it has nothing to do with weight per se (the light mace is a light weapon, the longsword is one-handed, both weigh 4 pounds). Check out the d20srd.org database for equipment here: http://www.d20srd.org/srd/equipment/weapons.htm#lightOneHandedandTwoHandedMe leeWeapons . |
| cwslyclgh06-09-07, 07:21 PM | open your Player's Handbook to page 113, and you can find out about light weapons (they are one of three melee weapon categories, light, one handed, and two handed)... a light weapon is any weapon in the light weapon category, a weapon from another catergory can not be a light weapon, even if made out of realy light materials (there may be some specific exceptions for specific weapons in the rules). just using weapons from the player's handbook, numerically speaking the best light weapons is probably the shory sword, followed by the kukri and light pick (which are the same as far as balance is concerned, the Kukri will crit more often, but the the pick deals much more damage per crit). |
| trapspringer06-09-07, 07:42 PM | ...although there is an argument for the dagger. Trading one point of damage for the 10ft range increment and multiple damage types is pretty sweet. The kusari-gama from the DMG is probably the best light weapon, but it is also exotic and subject to DM veto. |
| Lotus Crane06-09-07, 08:49 PM | I agree that there's nothing wrong with the dagger. Despite having a slightly lower base damage than other choices, the fact that it can deal both piercing and slashing damage lets it overcome more types of DR, as well as affecting most objects normally (somewhere in the PHB or DMG they describe how the DM can rule that a bludgeoning weapon can't meaningfully damage rope, for example). Daggers have further versatility that they grant a bonus on Sleight of Hand checks made to conceal them (good for rogues), andin a pinch, they can even be used as a ranged weapon. However, if you insist on just maximum base damage potential, the elven lightblade (Complete Warriors/Races of the Wild) is quite useful. |
| equilibrium1706-09-07, 10:38 PM | It depends a on what books you're playing with, what other feats you're taking, and what kind of campaign you're in. It also depends on whether you want to go for a weapon that scores Crits more often, or a weapon that crits less often, but has a higher multiplier. Assuming you can only choose Core weapons, if you want the maximum *possible* damage, Hand Axe is actually your best bet, at 1d6, x3. Note that this beats the light pick, which is 1d4, x4. So the Light Pick only does 4-16 on a crit, while the hand axe does 3-18 on a crit, plus better average damage on non-crit hits. The hand axe also does slashing damage, which is generally more desirable than the piercing damage of the light pick (more creatures have DR/slashing than DR/piercing). The Kukri, at 1d4 18-20, x2 has the best Crit range. Short Sword, @ 1d6, 19-20, x2 is also a strong option. Again, the fact that the Kukri does slashing rather than piercing damage is a plus in its favor. And the often overlooked dagger is also an option. . . as mentioned, while it doesn't do as much damage, can be thrown, and can also be more easily hidden. In many campaigns, the dagger also draws less attention than other weapons -- even if you don't conceal it, in many roleplay situations, daggers are considered a weapons that most people carry on their belts. So even if you don't hide it, you look less conspicuous carrying a dagger. All of the above weapons are piercing or slashing. So whichever one of them you choose, It's a good idea to carry a light bludgeoning weapon as backup, for those times when you encounter DR/bludgeoning creatures. Light Mace or Light Hammer are your choices here. the Mace causes more damage, but the hammer can be thrown, so both have their strong points. |
| Rulebook06-10-07, 08:03 AM | spiked gauntlet. why? you can still wield any weapon listed in this thread while wearing them, and even if you dont you ALWAYS threaten around you. |
| cwslyclgh06-10-07, 12:02 PM | Assuming you can only choose Core weapons, if you want the maximum *possible* damage, Hand Axe is actually your best bet, at 1d6, x3... Short Sword, @ 1d6, 19-20, x2 is also a strong option.1d6 x3 and 1d6 19-20 x2 works out to exactly the same average damage in the long run. this is correct though, I had forgotten that the hand axe got a x3 multiplier... so in my previous post it should be added with short sword in the top tier. |
| tui06-12-07, 12:09 AM | It's nice to have a x4 multiplier handy for those Coup-de-grace shots. Unless your DM is particularly averse to that sort of thing. For Snow Tiger flavor, I'd go with dual Kukris; they kind of look like claws. For coolness factor, I'd go with handaxe and light pick. Or maybe throwing axe instead of the handaxe. And it would probably be good to have a couple light hammers and a dagger handy for DR situations... that way for an extra 5 lbs you can still dual-wield and cover all the P/S/B types. |