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{I'm not sure if you meant the Falchion or the Fauchard, so I included them both}
As I see it, it boils down to raw numbers, not percentages... In the hands of a fighter with Sword Mastery:
A masterwork Fauchard would be: 1d10 +1 x3 = 6-33 damage on a roll of 15to20 (or 2-11 on a roll of 1-14)
A masterwork Falchion would be: 2d4 +1 x3 = 9-27 damage on a roll of 15to20 (or 3-9 on a roll of 1-14)
A masterwork scythe would be: 2d4 +1 x5 = 15-45 damage on a roll of 19or20 (or 3-9 on a roll of 1-18)
Your argument has certainly merit, especially when including multiple attacks per round... rolling a 15 to 20 will happen a lot more than rolling a 19 or 20. Something to think about.
nothing to think about, he is right xD 25% of hits are crits makes up for low modifier.
It's your call, a good feat set is more important than the weapon.
I would suggest 1h weapon and shield though.
However that being said it depends what weapons are available in the endgame, if the best 2H weapon you can find in the game is an earthbreaker than you should go earthbreaker, we just dont know yet.
The devs should include an equipment list with the game... that way, I won't have to restart later if I find a +5 agile holy keen ultrasonic ghost touch flaming shocking defender rapier... just sayin'.
Specializing is only +2 to hit and +4 damage and you can choose multiple weapon sets for the fighter bonuses to weapon damage. It is a factor certainly and it take a much better weapon to make it worth it to ignore your weapon specialization, but that is the pay off.
Some weapons just plain out get more from weapon specialization and improved crit etc then others. Heck, to the point where a Keen weapon might not even be better then a non-keen weapon (usually requires an extra feat for exotic weapon but it happens).
I tend to try not to min/max too much when making my real DnD characters, and build them around a theme. in a game like this though, i aim to min max a decent amount as it is not the same roleplaying experience (for me, might be for others). i just imagine all of my characters are Monty Python Kniggets that use composite bows and run away if the enemy gets past their animal companions (wish horses was an option.....or coconut shells).
I believe there are some +5 weapons, but also consider the following:
- If you manage to start with a strength of 20 and use all your stat boosts to get your score to 25 this gives you +7 from strength to hit.
- Afterwards take weapon focus, greater weapon focus and weapon specialization and you'll have a +15 (+7 Strength, +3 from feats and +5 from the weapon weapon) to hit.
- By level 20 a fighter gets +20 BAB.
- This all translates to +35 cumulative to hit.
- In game this currently translates to a roughly 1 in 1,000,000,000,000 chance of actually hitting an enemy. Have fun!
Don't know if this is correct, at least from what I'm used to. Normally they do stack, but not multiplicatively. Eg Rapier, goes from 18-20, then keen 15-20, keen + crit 12-20. That might be a D&D thing, not a PF thing, so feel free to correct me.
Another thing to keep in mind are the oddball scenarios, like a Magus. They use their weapons Crit Range to determine Spell criticals, but will only do *2. So an 18-20 is a huge advantage to a 20*4.
There is a +1 flaming bastard sword, and a +1 cold iron longsword relatively early available in the game at merchants, and a +1 agile rapier as loot. Also lootwise, there are multiple great greataxes and bows even early on.
I can say for certain in Pathfinder, they do not stack...
"James Jacobs
Creative Director
Apr 20, 2010, 04:41 pm
The basic idea for threat ranges is that nothing can ever expand the range beyond the 15–20 range. We haven't, to my knowledge, introduced any official effects that break this barrier yet, and I'm pretty sure we don't intend to.
11 people marked this as a favorite. "
That's a quote from one of the top guys who implement the rules at Paizo...
http://paizo.com/threads/rzs2kqd1?Maximum-critical-threat-range
I don't know about D&D 3.5, but, in Pathfinder Improved Critical and Keen do not stack... Personally, I think it's a stupid rule... if a person has imp crit, they have learned to use a weapon in some new fashion... it's a skill... a keen weapon on the other hand, is not a weapon that grants new skills to its user... it's the weapon itself... so they should stack... but that's just an opinion... by the RAW, they do not stack, but, then again, any GM can always Rule Zero it.
Endless War: +5 Greatsword (around lvl10). Although it has Vicious ability, means it adds +2d6dmg to enemy and d6 to self. Not sure if barb (or late fighter) DR can negate self dmg.
Mallet of Woe: +3 Mace (around lvl 5-6) dealing 2d6 instead of usual mace 1d8. Also has permanent Freedom
Grim Finale: +2 Club (around lvl 6-8, there's 2 of em), casts Vampiric Touch each strike.
Decapitator: +2 Falcata (Furious, Keen) (around lvl8). Could be good for crit builds.
Royal Gift: +3 dueling sword (Keen) (around lvl11)
Arcane Enforcer: another +3 dueling sword (around lvl 11) (with extra 1d6 dmg this time)
Hand of Damnation: +2 Scythe (Keen, Death Reservoire) (around lvl 11). Extra 4d6 AoE on crit (friendly fire included)
Devourer of Metal: +1 (around lvl 5-6) oversized longbow with extra 2d6 acid
Mother's Care: +2 kukri (Keen, +1d6 cold) (around lvl 8)
Beastrender: +2 Falchion (Animal Bane), (around lvl 8)
When the Falcata first came out in the Pathfinder Tabletop RPG it was an 18-20 3x crit weapon, if you had improved critical (falcata) or keen weapon enchantment on it you threatened criticals on 15-20. It was hillarious, until you were on the recieving end of it.
As to the original poster, as others have said, there isn't really a "best" weapon for weapon focus, or specialization. The size of the weapons damage dice don't really matter in the long run, it is the static modifiers to the damage dice that make the biggest diference. Then it comes down to personal preference on wether you want to crit MORE often, but for LESS damage, or if you want to crit LESS, but for MORE damage
If you want to crit more often but for less damage pick a weapon with 18-20 critical range (Kukri's are great for this, especially if you are dual weilding them)
If you want to crit less but for more damage go for weapons with 3x or 4x damage multipliers (Earth breakers, Great Axe, Scythe)
Ironically enough the Falcata is pretty much the best of both worlds as it has a 3x crit with a 19-20 crit range. If you have a fighter with improved critical (falcata) or the falcata is keen it ends up being 17-20 crit range (and a 4x crit with the 20th level fighter thing, but that is 20th level...)
And no, Improved Critical and Keen weapon enhancement DO NOT stack with each other. I mean, they used to wayyyyyyy back when D&D 3rd edition first came out (and up until 3.5 or shortly before that) and it was just silly.