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Falx for Pathfinder Roleplaying Game

The falx is a weapon so powerful, it forced the Romans to make the only change to their armor (reinforced helmets) that was recorded as occurring specifically because of an enemy weapon. Used by the Dacians and Thracians, the falx was a curved blade sharpened on the inside edge. Contemporaneous accounts suggest it was made in both one-handed and two-handed versions, but the one-handed may also have been used in both hands at least sometimes. It seems to have come in both swordlike and polearm-like designs, and while its most powerful swing appears to have been a devastating overhand chop, it may also have been used to thrust. It seems related to the rhomphaia (as featured on a recent episode of the television show Forged in Fire), and went through many design evolutions. During much of the time it was a popular weapon, creating a long, sharp, strong blade required particularly skilled smiths, so the longer-bladed falx may have been weapons of prestige as well.

In short, it is exactly the kind of weapon rpg players love to argue about by finding specific references or illustrations that support one concept of what it looked like and how it was used, while ignoring others. And there’s just no need for that in an rpg setting. There’s room for lots of falx ideas to all be lumped together in one game mechanical weapon, the same way the pathfinder Roleplaying game combines numerous distinct weapon designs into the broad categories of shortsword” or “longsword.”

(Martial) Two-Handed Melee Weapons Name    Cost       Dmg (S) (M)        Crit         Weight  Type      Special

Falx        75 gp     1d4        1d6        19-20*, x4             8 lbs.     P or S     Disarm, trip

*See description

Falx: A falx is a two-handed martial weapon, but if Exotic Weapon Proficiency is taken with it, it can be wielded as a one-handed weapon. It is part of the axes, heavy blades, and polearms weapon groups. A falx is considered to have a threat range of “20” for the purposes of all abilities that increase threat ranges, but after making all such calculations its threat range is increased by 1. For example, a keen falx doubles its normal threat range of 20 to 19-20, then increases that threat range by 1 (to 18-20).

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Slaying Weapons

Sometimes, ideas leap fully-formed into my head.

Slaying

Aura strong conjuration; CL 12th; Weight —; Price +2 Bonus
DESCRIPTION
A slaying weapon functions as a bane weapon that also deals additional bonus damage upon striking a successful critical hit against the weapon’s designated foe (see bane). In addition to the extra damage from the bane ability (see above), a slaying weapon deals an extra 1d10 points of damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of damage instead, and if the multiplier is x4, add an extra 3d10 points of damage.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, summon monster V; Cost +2 bonus

En Garde #Microfeats #WeaponWeek

En Garde (Combat) You have been trained to protect yourself in combat without sacrificing your offensive skills. Prereq: Int 13, Combat Expertise, base attack bonus +1. When you are wielding a one-handed or light weapon with one hand, and have nothing in your other hand, you do not suffer Combat Expertise’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. #Microfeats #WeaponWeek

Cunning Combatant #Microfeats #WeaponWeek

Cunning Combatant. You fight smarter, not harder. Prereq: Int 13. A number of times per day equal to your Intelligence bonus, you may add your Intelligence bonus to the damage done with a successful unarmed, weapon, or natural weapon attack. You must make this decisions after knowing if the attack hits and rolling damage, but before seeing the effect it has on your target. #Microfeats #WeaponWeek

Haul Off and Swing #Microfeats #WeaponWeek

Haul Off and Swing. You have a big, simple fighting style designed to smash things with big, simple weapons. Prereq: Power Attack, Weapon Focus, proficient in all martial weapons. When wielding a 2-handed melee weapon (or 1 handed melee weapon with 2 hands) that has a threat range of 20 and a x2 crit multiple, and using Power Attack, roll the base damage dice of the weapon twice for the first attack you make with it each round. This stacks with the extra dice from Vital Strike. You may only use this feat with weapons you have selected for Weapon Focus.

#Microfeats #WeaponWeek

Deadeye #Microfeats #WeaponWeek

Deadeye (Combat). No matter how furiously you let shots fly, you always focus on the first shot of a volley. Prereq: Dex 13,Deadly Aim, base attack bonus +1. When you are wielding a longbow or heavy crossbow, and using the deadly Aim feat, you do not suffer Deadly Aim’s penalty on ranged attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks gained from Rapid Shot.

#Microfeats #WeaponWeek

Rapid Slash #Microfeats #WeaponWeek

Rapid Slash. You can make blindingly fast melee attacks with nimble weapons. Prereq: Dex 13, Weapon Finesse. To use this feat you must be wielding a light melee weapon or one-handed melee weapon with which you can use Weapon Finesse in one hand, and either nothing or a buckler in the other hand. When making a full-attack action with the melee weapon, you can attack one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Slash. You cannot use Cleave (or any feat that has Cleave as a prerequisite) when using Rapid Slash.
#Microfeats #WeaponWeek