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| DragonBringerX12-17-06, 09:56 PM | This is a weapons locker for DM's and Players alike. If you have any weapons that you have seen in a video game, movie, book, pics, or your own twisted head...then post away. Please follow the VERY simple rules. -number them - that way we don't get lost -balance them first - though i'm sure people will still put in their 2 copper:rolleyes: -and thats it! Im going to go ahead and get this show started with a few of mine that have been rattling up in my head for a while now. 1. Gunblade - Longsword/Pistol Cost - 20 gp Weight - 6 lbs Damage - 1d8 (slashing)/2d6 (piercing) Critical - 19-20, x2 Range Inc - 40 ft. Ammo - 15 shots Type - Exotic One-Handed Description - The Gunblade is the fusion between a longsword and a pistol. You can attack with either the blade end (1d8) or the gun end (2d6). Follow all the normal rules for firing in close combat and for firing into melee as normal. As a part of a full attack action, you can attack with the blade end as normal then take one shot at a -5 penalty. This does not provoke attacks of opportunity even when firing the gun. This shot has to be at the same target that you attacked with the sword. If you have the rapid shot feat, you can take an addtional shot following all the normal rules. For example, a 10th lv Fighter with a 18 Str and a 14 Dex makes a full attack against one target and takes a shot against him. His attacks would be 14/9/7*. If he has the rapid shot feat his attacks would be 12/7/5*. *the attack with the shot 2. Heavy Gunblade - Bastardsword/Revolver Cost - 45 gp Weight - 9 lbs Damage - 1d10 (slashing)/2d8 (piercing) Critical - 19-20, x2 Range Inc - 30 ft. Ammo - 8 shots Type - Exotic One-Handed Description - The Heavy Gunblade is the "big brother" to the normal gunblade. This one is forged from a revolver (usually a magnum) and a bastardsword. This can be used two-handed for 1 1/2 Str mod to damage. You can attack with either the blade end (1d10) or the gun end (2d8). As a part of a full attack action, you can attack with the blade end as normal then take one shot at a -5 penalty. This does not provoke attacks of opportunity even when firing the gun. This shot has to be at the same target that you attacked with the sword. If you have the rapid shot feat, you can take an addtional shot following all the normal rules. 3. Bardic Gun (magic item) Cost - 8565 gp Weight - 3 lbs Damage - 2d6+2 (piercing) Critical - x3 Range Inc - 80 ft Ammo - 3 shots (renn time period)/ 15 shots (modern time pd) Type - One-handed exotic Description - This looks like a highly decorative flint-lock pistol with magical runes scribed all along its shaft. At closer inspection one can notice that the runes are composed of even smaller musical notes forming the runes. It counts as a +2 flint-lock pistol in the hands of any character without bardic music. A character that succeeds a Bardic Lore DC 20 is automaticly proficent in the weapon. If he makes a Bardic Lore DC 40, then he gain weapon focus in it. It can be reloaded as a move action (all 3 shots). If you have bardic music, then you can make a full-attack action with the gun and use your bardic music simultaneously with this gun. If you expend a bardic music attempt (instead of singing a song) your shots deal an extra 1d6 sonic damage. On a successful critical hit the weapon deals an extra 2d10 sonic damage. If the weapon critical damage increases from x3 to x4, then it deals 3d10 sonic damage instead. *sigh* there you go. |
| stargate52512-17-06, 10:29 PM | 3. Bardic Gun (magic item) Cost - 8565 gp Weight - 3 lbs Damage - 2d6+2 (piercing) Critical - x3 Range Inc - 80 ft Ammo - 3 shots (renn time period)/ 15 shots (modern time pd) Type - One-handed exotic Description - This looks like a highly decorative flint-lock pistol with magical runes scribed all along its shaft. At closer inspection one can notice that the runes are composed of even smaller musical notes forming the runes. It counts as a +2 flint-lock pistol in the hands of any character without bardic music. A character that succeeds a Bardic Lore DC 20 is automaticly proficent in the weapon. If he makes a Bardic Lore DC 40, then he gain weapon focus in it. It can be reloaded as a move action (all 3 shots). If you have bardic music, then you can make a full-attack action with the gun and use your bardic music simultaneously with this gun. If you expend a bardic music attempt (instead of singing a song) your shots deal an extra 1d6 sonic damage. On a successful critical hit the weapon deals an extra 2d10 sonic damage. If the weapon critical damage increases from x3 to x4, then it deals 3d10 sonic damage instead. That is beautiful. Alter it to a magic thrower and it would be perfect. Now I just need to convince my DM... anyway, my contribution (sorry I don't know the real name of it). Jaffa Staff (magic item) Cost - 10,000 gp Weight - 5 lbs Damage - 1d8+1/1d8+1 (bludgeoning) OR 2d6 (force) Critical - x2 Range Inc - 50 ft. Ammo - Energy; no physical ammo, but cooldown time allows only two shots per round. Type - One/two-handed exotic Description - This black staff is ornately carved, and appears to be a +1 quarterstaff. detailed inspection reveals a hidden switch in the design, which opens one of the ends of the staff. a second press fires a blast of energy, and two quick taps closes the firing end. pressing the buttons to open or close it are free actions. Normally one must either use the weapon as a quarterstaff or as a ranged weapon. However you may choose to attack in melee as a full attack action and then take one shot at a -5 penalty. It is possible to 'double-tap' the staff to fire both shots almost simultaneously. This is a normal attack, taken at a -5 penalty, that does damage as if both shots had been fired. This overheats the staff, and requires one full round of cooldown time before the weapon can fire again. |
| maverick1594412-18-06, 11:36 AM | I love the gunblade. Its just that wicked. However, is there anyway that it could be incorporated into a land where guns (besides crossbows I mean) havent been invented? |
| stargate52512-18-06, 11:39 AM | I love the gunblade. Its just that wicked. However, is there anyway that it could be incorporated into a land where guns (besides crossbows I mean) havent been invented? magical projectile, perhaps? |
| mindintellect12-18-06, 03:42 PM | I'm not very good at this, but maybe someone could do one for some of the following or just give some tips on how to do them? -Keyblade(it'd be cool with unlocking abilities and disapearing and returning to hand at will) -Buster sword and/or Sephiroth's katana -Cloud's new sword from Advent(this would be difficult to create but awesome) -Kadaj's dual katana(also awesome) -Dragon Buster(Legend of Dragoon) |
| mindintellect12-18-06, 03:44 PM | I just noticed this, but Gunblades(a la Final Fantasy) do not actually fire projectiles so using it as a gun doesn't make sense. |
| dengarbountyhunter12-18-06, 06:28 PM | You want mundane or magical weapons? Bah, I'll post the same nonmagical weapons that I post everytime a weapon thread shows up if you want. They're generally accepted as balanced. Or I can just send them to you by personal message instead of wasting space here. |
| DragonBringerX12-18-06, 11:52 PM | -Keyblade(it'd be cool with unlocking abilities and disapearing and returning to hand at will) -Buster sword and/or Sephiroth's katana -Cloud's new sword from Advent(this would be difficult to create but awesome) -Kadaj's dual katana(also awesome) -Dragon Buster(Legend of Dragoon) Keyblade - No Buster sword - it's a fullblade, 2d8 19-20, x2 Sephiroth's sword - its a nodachi which is a masterworked greatsword Kadaj's dual katana - no, it wouldn't be strong enough or effective. Dragon Buster - not a bad idea (never played the games myself though) 5. Alchemical Dagger Cost - 10 gp Weight - 2 lb Damage - 1d4 Critical - 19-20, x2 Range Inc - 10 ft. Type - Simple Light weapon Description - This is a dagger for alchemist and assassin's alike. It's bottom unscrews allowing for a small vile to fit inside. Usually a alchemist fire. With the push of a buttom (a free action), the vile breaks running the fluid along the blade. In the case of alchemist fire, the dagger deals an extra 1d6 fire damage and last for 1 minute before burining it self up. Creatures struck have a chance of catching on fire. If you score a critical hit, the creature must succeed a Reflex save DC 15 or catch on fire. This is also sometimes refered to as an assassin's dagger. Poison is just as often put in the dagger allowing for a poison strike without the worry of poisoning yourself. Other things can be put in the dagger like holy water, acid flask, etc. |
| Necromas12-19-06, 12:27 AM | 6. Dual Katana Cost - 100 gp Weight - ? lb Damage - 1d8/1d8 Critical - 19-20, x2 Range Inc - n/a Type - Exotic Double Weapon Description - This weapon is a pair of Katana blades joined together onto one handle and spaced about an inch apart from eachother. If you use this sword as a double weapon, you make one attack roll for both ends instead of two, using the lowest attack bonus, if it succeeds, both ends hit. ex: Normal TWF with +2/+1 Double Bladed Sword, +6/+5, 1d8+5/1d8+2 TWF with +2/+1 Dual Katana, +5, 1d8+5+1d8+2 |
| Sphere12-19-06, 12:36 AM | 7. Rock Cost - 0 gp Weight - 3 lb Damage - 1d6 Critical - 20, x2 Range Inc - 10 Type - Simple one-handed melee weapon Description - Just a rock you found on the ground. |
| Ghenesh12-19-06, 12:52 AM | 7. Rock Cost - 0 gp Weight - 3 lb Damage - 1d6 Critical - 20, x2 Range Inc - 10 Type - Simple one-handed melee weapon Description - Just a rock you found on the ground. Awesome... |
| dengarbountyhunter12-19-06, 01:37 PM | 1d6 for a rock? I could see 1d4, but 1d6... |
| dengarbountyhunter12-19-06, 01:42 PM | double post. |
| Quixotico12-19-06, 03:39 PM | 8. Manji Sai Cost - 5 gp Weight - 3 lb Damage - 1d4/1d4 Bludgeoning Critical - 20, x2 Range Inc - 0 Type - Exotic one-handed melee weapon Special - Disarm +2 (both ends) Description - Essentially a double-ended sai, this weapon fits easily in one hand and is about 2.5 feet long. Not as proficient at disarming foes as a traditional sai, the manji sai still acts as a defensive weapon. |
| RavenDrake12-19-06, 03:43 PM | 9. Goblin Cluster-Rifle Cost - 800 gp Weight - 10 lb Damage - 1d8 Piercing; or 1d8 Bludgeoning and Piercing; or 1d10 Piercing(Ranged) Critical - 20, x3; or 20, x2; or 20, x3(Ranged) Range Inc - 50ft Type - Exotic Two-handed weapon. Description - This complicated contraption is a tinkered Goblin invention composed of four short matchlock rifle barrels(really pistol barrels) attached to a rifle-like wooden stock. They're held in place by thick, spiked iron bands and a long, bayonette like speartip extends from the front of the weapon. The weapon, in melee combat, can be treated as being either a spear or a morningstar by characters who are proficient with either(though a Cluster-rifle cannot be set against a charge). A character who takes Exotic Weapon Proficiency(Goblin Cluster-rifle) is considered proficient with those uses of this weapon, even if they are not normally proficient with the spear or morningstar. Characters who have Exotic Weapon Proficiency(Firearms) can fire the matchlock weapon, but incur a -2 penalty due to it's unusual requirements and the odd placement of the barrels. A character with Exotic Weapon Proficiency(Goblin Cluster-rifle) can fire the weapon with no penalty, regardless of whether they have Exotic Weapon Proficiency(Firearms). In ranged combat, the weapon is fired by touching a Match(a length of alchemically treated hempen string that burns very slowly) to a primeing of gunpowder along the barrel in the flashpan. A match(1gp each) is 1 foot long and burns for approximately an hour(in dry conditions). It can be extinguished to preserve unused time. While the individual barrels can be loaded ahead of time(a standard action), primeing a barrel and fireing is a special standard action, so you cannot make iterative attacks or use certain ranged attack feats(such as manyshot) with a matchlock weapon. Before I hear word one about how ridiculous or impossible this weapon is, allow me to state two things: 1.) This is based on a REAL weapon(though made by germans, not goblins) that I've seen in an antiques showcase before. It was supposedly a hunting weapon. 2.) Yeah, it's pretty silly, which is probably why it was labeld as "Pristine" and "Never fired" as nobody in thier right mind would actually attempt to use something this ungainly. Which is why it's perfect for D&D, and goblins in particular, as a fantasy weapon. |
| stargate52512-19-06, 04:02 PM | 10. Cunfushon Crossbow Cost - 350gp Weight - 4lbs. Damage - 1d6 Critical - 19-20x2 Range Inc - 60ft. Type - Martial Ranged Weapon Description - This elongated crossbow is finely balanced and calibrated. The arming mechanism is a crank which folds into the shaft when not in use. The Cunfushon crossbow can fire up to ten bolts without reloading, as the spring mechanism that powers it can fire the crossbow with only 1/10th of its stored power. reloading a bolt is a free action, and re-tensioning the spring is a full round action which provokes attacks of opportunity. |
| maverick1594412-19-06, 05:10 PM | There's the gun blade from FF VIII, which is cool. But what about the blade that shoots bullets from Dirge of Cerberus: FF VII. The one Weiss uses. |
| Sphere12-19-06, 05:46 PM | 1d6 for a rock? I could see 1d4, but 1d6... I copied the clubs stats. If a hunk of wood can do it, a rock should be able too. ;) |
| zzakk2to212-19-06, 07:14 PM | 11. Ripping Blade Cost - 10k Weight - 2lb Damage - 1d6+X*Special Critical - 19-20 2X Range Inc - 0 Type - magic dagger Description - created by cultist for an evil blood letting ceramony. its blade is wavy and seems to shift. the handle is half regular size but strangly this does not effect its wielder. *once a day you can use a special magic effect where the blade sticks in the opponent and "crawls" along the skin causing 1d4 damage each turn and if the creature its in trys to pull it out they have a 50% chance of not gripping it from the short handle. for each turn it stays in its blade absorbs blood from the wound so that every 5 turns its regular bonus is raised by one for the day and goes to a max of +3 and if the creature dies with it in it the blade gains an extra +1 that stays for a week to a max of +3. when removed it returns to its wielder. every day it goes with out blood it gains -2 for that day. i created this blade slightly differently but this way its more balanced. |
| RikkiTikki12-19-06, 07:22 PM | 12. -5 Broken Sword of Junk Cost: Free (just break your 2-hand sword) Weight: Whatever the weight USED to be before it became this. Damage: 1d4-20 Critical: X1 Type: Broken piece of :censored: / 2-handed simple weapon Description: IDIOT! You broke your sword! |
| DragonBringerX12-20-06, 12:39 AM | 12. -5 Broken Sword of Junk Cost: Free (just break your 2-hand sword) Weight: Whatever the weight USED to be before it became this. Damage: 1d4-20 Critical: X1 Type: Broken piece of :censored: / 2-handed simple weapon Description: IDIOT! You broke your sword! why do you even bother to post here? :whatsthis |
| dygon47012-20-06, 12:52 AM | im not good at doing stas but i would really like to see someone post some stats for ivys sword/whip from soul caliber |
| whitishknight12-20-06, 04:12 AM | 13. Dwarven Wartankard:pint: Cost - 500 gp Weight - 3 lbs Damage - 1d6 (Bludgeoning), 1d4 (piercing) Critical - 20, x2 Type - Exotic One-Handed Description - For the sensible Dwarf, who loves to mix business with pleasure. The Dwarven Wartankard differs from a regular tankard in that it's about 1.5 times larger and 3 times as heavy. It's sides are inlaid with silver, gold, and precious gems, and no two wartankards are the same. The bottom is especially weighted to club unsuspecting pushovers in the taverns, and the seemingly ornamental tip doubles as a makeshift knife in case of emergency. :) be kind |
| Sphere12-20-06, 07:45 AM | im not good at doing stas but i would really like to see someone post some stats for ivys sword/whip from soul caliber Ivy's Valentine sword is an intelligent weapon, and possibly a minor artifact if not a at least a weapon of legacy, with several innate powers. I am not going to bother stating that out, partly because I have no idea what powers are Ivy's skills and what belong to the sword, and partly because I am not good at making up intelligent items. But here is a generic non-magical one for you to tide you over. Mechanical Sword. Cost - 2000gp Weight - 5 Damage - 1d8 (sword form) 1d6 (whip form) Critical - 19-20x2 (both forms) Range Inc - none Type - Exotic one-handed melee weapon Description - At first glance, this sword appears to be a high quality longsword. Further inspection reveals that the swords blade is actually composed of eight different segments, and there are complex mechanisms in the hilt. A swift action changes the Mechanical Sword from sword form to whip form, or vice versa, by pressing a button located on the swords hilt. In sword form, the weapon functions similar to a masterwork longsword. In whip form it functions similar to a masterwork whip except it does lethal damage and it can deal damage to opponents in armor or with natural armor of any kind. Any trip or disarm attempt that is performed while a mechanical sword is in whip form also deals normal damage. A Mechanical sword uses feats appropriate to whatever form it is in, but does not allow for the use of feats if they could not normally be used with that form. For example, weapon finesse can be used with a Mechanical Sword in whip form, but it cannot be used on a Mechanical Sword in sword form, as a longsword does not qualify for weapon finesse. Due to it's complex nature, a Mechanical Sword is more easily sundered than a normal longsword, and consequently has a hardness of 8. A Mechanical Sword can be repaired using a DC 25 craft (weaponsmithing) check. I think maybe it might be a bit too cheep, even it if is non-magical. I won't take it too personally if you think it is out of line :) |
| dengarbountyhunter12-20-06, 12:21 PM | There’s a big bunch of weapons. I didn’t create them all by myself, but I don’t know who to attribute the credit (can’t remember). If you see your weapon (that you have posted months ago on another 1001 weapons thread or whatever), don’t panic, just tell me. The following format is used: name, cost, damage (always for a Medium-sized creature), critical threat range and multiplier, range increment, weight, and damage type. Some weapons appear more than a single time, because they can be used in different ways depending on the user’s proficiency and/or desire. Also, the names may have already been used in some WoTC book, like the “cutlass”. Call it as you want, the mechanics are more important anyway (though the name helps build up a mental image). Dawnstar 5 gp 1d6 20/x2 -- 3 lbs Bludgeoning and piercing The dawnstar is the smaller cousin of the morning star. Kris 3 gp 1d4 20/x3 -- 1 lb Piercing The kris is a wavy dagger that leaves larger wounds. It deals more damage than the straight dagger but cannot be thrown or used in a slashing motion. Lantern-mace 50 gp 1d4 and special 20/x2 -- 5 lbs Bludgeoning and special This weapon is shaped like a heavy mace with a hollow head. It can be filled with one pint of oil and lit to give illumination equal to that of a lantern. When used in combat, it spills its content on the target, dealing splash damage (1 point of damage, fire if burning oil or holy water if it is filled with holy water). It takes a full-round action to fill it and a move action to light the oil, thanks to a built-in flint-and-steel mechanism. Small sized creatures consider it as a martial weapon and use it as a heavy mace (a light mace of their size would have ridiculous oil capacity) Misericorde 3 gp 1d3 20/x4 -- 1 lb Piercing This dagger of triangular section (no edge, only a point) is mainly used to end the suffering of a wounded opponent, hence the name (French for “pity”). Its shape is ideal to pass through mail armour and ribs. Palm dagger 4 gp 1d3 20/x3 -- 0,5 lb Piercing A last line of defence, the palm dagger is a very small (less than 3 inches) weapon with almost no hilt. It has to be held in the palm, pointing down the wrist, hence its name. Its ridiculous size grants a +8 circumstance bonus on Sleight of Hand checks made to hide it. It is often worn in a small scabbard fixed to the wrist, under the armpit or the top of the boot. A user who successfully makes a Sleight of Hand check against his opponent’s Bluff check can draw it as a move action and catch the opponent flat-footed for the next attack made with the palm dagger, which must be made before the character’s next round. Edit: aaaw, how do these spoilers work again? It's like the 10th time I ask, but I can't seem to remember... |
| CaptainShar12-20-06, 01:20 PM | 14. Hookwhip Cost - 10 gp Weight - 6 lb. Damage - 1d4 (bludgeoning and piercing) Critical - 20/X2 Type - Exotic Light Reach Trip Disarm The Hookwhip is basically a whip with little grappling-hook-heads on the end - think cat-o'-nine-tails. As a long whip, it is light and has reach. The metal hook heads can wrap around something (like a sword or a leg) and hook onto each other, to accomplish trip or disarm attacks without penalties. My DM thought it was a bit overpowered, and I agree, but I still like it. |
| Quixotico12-20-06, 06:23 PM | 15. Sawtooth Shield Cost - 100 gp Weight - 10 lb Damage - 1d6 Slashing Critical - 20, x3 Range Inc - 10' Type - Exotic one-handed melee weapon Special - +2 shield bonus to AC while worn. Description - This large steel buckler is strapped to the forearm and held while in use by a handle along the inside. The edges of the shield have a sharpened sawtooth patten, perfect for slashing at enemies. As a move action that provokes AoO, the user can unstrap the sawtooth shield. When not strapped to the user, it can be flung at enemies with a range increment of 10', and retains the user's Strength bonus to damage. |
| DragonBringerX12-21-06, 03:03 PM | 16. Warcleaver Cost - 100 gp Weight - 18 lb Damage - 2d6 Slashing and Piercing Critical - 19-20, x2 Type - Exotic Two-Handed Special - Reach weapon, can be set against a charge Description - This looks like a long thick blade set into a long metal shaft resembeling a spear. This weapon is usually held like a spear but with a sword like body. Unlike most weapons with reach, a warcleaver can attack ajacent foes. However, this thing is so heavy and unweildy that it requires you to have a Strenght of at least 13 to weild it. This weapon is inspired by a weapon I found in a 3rd party source book that I do not own nor have access to. This book does use the opengame liscence. I belive it is called the Ogren Warcleaver thou :P . I'm not sure if I got the cost or the weight correct, but ohwell. |
| Spikes01k12-21-06, 03:12 PM | 17. Dragon’s Talons This weapon is an advanced combination of a dwarvent bucker and bladed/spiked gauntlet. This exotic weapon is always done in a very artistic style to look like a dragon’s claw. Ok you have a gauntlet on each digit you have a slashing blade on each part as well as a point on each end. The blades from the digest, get larger just past the knuckles, and continue over and around the buckler. The blades on the buckler are ether very large and in one or two rows, or smaller but in three to five different rows of blades; which has been highly intergraded into the gauntlet by design. The buckler even has joints in it to work with the gauntlet's movement. This is a favorite item of many duel wielding fighters, rangers, scouts, and some ninjas and rouges. Type: Exotic Weapon and Exotic Shield (requires both feats to get any function) Price: 1200 gold, even though you need both to make the weapon work properly, treat gauntlet as costing 700 gold and the shield costing 500 gold for purposes of replacement when one is broken. Dragon Bladed Gauntlet Exotic Weapon Light Weapon Damage: 2D4 damage Critical: 18-20/x2 Type: Slashing Material: Normally Steel Special: If the shield is broken the damage is reduced to 1d6 with a critical modifier of only x2 for the weapon aspect of the Dragon's Talons, -1 to all attack rolls you make, attacks suffer a -3 to hit with weapons in that hand, you still keep the Armor check penalty, and arcane spell chance failure so of the shield, as long as you have the weapon attached; effectively making the weapon useless. Exotic Shield Greater Dragon Buckler AC: 1 Arcane spell chance failure: 10% Armor Check penalty: -2 Material: Normally Steel Special: If the Weapon is destroyed the shield function just can not be used. You may use weapons in the same hand, or use this hand to hold a two handed weapon, but all attacks suffer a -3 to hit, however you do not give a -3 to attack with the gauntlet part of this weapon. You also do not lose your shield bonus when attacking with the Dragon's Talons weapon. You may at the beginning of any turn consider your self un-shielded even though the shield is still equipped, this does however make any bonuses from the shield unusable, but still keeping all the negatives, unusable. Dragon's Talons General Characterisics: Removing Dragon's Talon's takes twice as long as a normal buckler. Untrained this is nothing but a spiked gauntlet except the damage is slashing not piercing. Treat the shield and gauntlet part as two separate items during a sunder attempt. |
| Quixotico12-21-06, 05:53 PM | 18. Orc Shoulder Ram Cost - 40 gp where available Weight - 12 lb Damage - 1d8 Piercing/Bludgeoning Critical - 20, x2 Range Inc - 0 Type - Exotic melee weapon Special - Can't be used with Heavy Armor, only used on a bull rush. Adds 5' to the distance a successful bullrush pushes back the enemy. Description - This large round pauldron is covered with spikes and is strapped to the user's shoulder. (left or right) When the user attempts a bullrush, the Orc Shoulder Ram is put forward, into the enemy. The ram absorbs a lot of the impact for the user, allowing him to put more into the push. |
| Khadmus12-25-06, 05:31 PM | Alchemical Mace Cost- 7gp for light, 14gp for heavy. Weight- 3lb for light, 7lb for heavy. Damage- 1d6-1 for light, 1d8-1 for heavy. Critical- 20, x2 Range Inc- 5 feet Type- Simple melee weapon Special: On a critical, a crack in the mace causes liquid placed inside to flow out, causing the associated effect. 2 criticals cause 1 point of damage to the weapon. The liquid will also pour out if the mace is sundered. As a standard, you can open the head or throw the liquid inside (when the head is open). -2 hit points. Description: This mace has been partially hollowed out, making it less damaging and more fragile. However, substances such as poison can be inserted into the head. (If you have ever seen a priest "throwing" holy water, you will get a feel for the last feature of this mace.) |
| RavenDrake12-25-06, 07:17 PM | 20. Dwarven Beardfangs Cost - 4 gp Weight - 1 lb Damage - 1d3 Critical - 18-20, x2 Range Inc - - Type - Exotic Light Weapon Description - These are thin, leadweighted steel tubes with short, razor-sharp blades that extend out like fangs that are woven into the braids in a dwarf(or other character's) beard or hair. You can attack with a Beardfang by violently whipping your head around and strikeing with the blades. The attack deals the listed damage above and uses the weapons magical enhancement bonus and special materials(if any), but is otherwise considered an unarmed attack in all respects. A proficient character can use the beardfangs to attack while grappled without suffing the normal -4 penalty. Despite the name, the "beardfangs" can be woven into any character's hair, either facial hair or other hair, so long as the hair in question is long enough to create a heavy braid to support the weapon. |
| Karma12-26-06, 02:02 AM | 21. Gauntlets of Kawalish (magic item/weapon) Cost - ??? Weight - 8 lb Damage - 1d8 Piercing or bludgeoning* Critical - 20, x3 Piercing/ 20 ,x2 Bludgeoning Range Inc - - Type - you tell me... Description: Upon initial inspection these particularly heavy gauntlets seem to be decorated with a very intricate pattern of runes. Deciphering these runes (DC 25 decipher script) will allow one to learn the true nature of these ornate but clunkey gauntlets. Without speaking a command word these gauntlets provide a +1 armor bonus as a ring of protection. Due to the weight they increased the dice damage of ones unarmed strike by one die (1d4 becomes 1d6 etc). Upon speaking the command word (swift action) the Gauntlets sprout a blade each roughly the length of longsword that can be used by anyone proficient with a longsword. Two-weapon fighting penalties apply normally except each bladed gauntlet is considerd to be a light weapon. Cost to create:? Spells required:? Faint Abjuration and Transmutation Someone might want to fill in the blanks, clean up the format and language a little. I saw this thread and decided to pull something out of my... Obviously it can be saddled with other enhancements to the weapon side of it or change the blade mechanic to be closer to a rapier. Off the cuff I would say that it is in the 3000 to 4000 GP ballpark. Armor bonus, hidden weapon that circumvents the use need for Quick Draw, TWF friendly, appears clunkey and cumbersome but actually beneficial to a dex based combantant. If you wanted it to be more rouge-ish, I could see including a kit of masterwork theives tools that spring from the fingertips upon calling another command word... which would tack on another 500+ GP, but would be groovie. Conceptually, I thought of it as one of Kawalish's early devices that he invented before he came up with his ever useful Aparatus. |
| Karma01-07-07, 02:40 AM | :incog: :bump: :incog: I still dig this thread. |
| Draxo01-07-07, 04:06 AM | An epic weapon that i made for a friends paladin Character for a quest when he first became epic level: Goldentouch This weapon appears to be a plain looking longsword with a silver hilt and ponnel. The handle looks to be plain grey leather and the blade looks to be steel with a slight golden hue under sunlight. When wielded by a Paladin however, its blade turns a bright gold and the handle hilt and pommel turn from silver to gold. For most it functions as a +2 Longsword. In the hands of a Paladin it becomes +5 and deals an extra 1d6 holy damage each hit. When touching someone with the blade, once per round a cure light wounds spell can be cast at the wielders caster level, an unlimited times per day.. This can be made to function into the attack pattern, though it only functions on the first hit every round. Additionally, the blade can cast lesser restoration three times per day, and cure poison / remove disease once per day each. |
| The Grig Fiddler01-07-07, 04:34 AM | This weapon is a long running joke in my group. The Cat of Nine Squirrels Cost-??? Weight-9 1/2 lbs. Damge-1d3 per squirrel/piercing damage Crit-19/20 Description: At first glance this item may seem to be a very cruel joke, but upon further inspection one discovers that all nine squirrels are magically preserved and are still alive and thriving. Perhaps created by evil druids as a mockery of the natural world they once adored, the cat of nine squirrels is whipped formed by attaching nine squirrels together at the tail then preserved by magical means, when a character lands a hit all squirrels make a bite attack for 1d3 damage each. Any character proficient with a whip can use the cat of nine squirrels. |
| obsidianrose01-07-07, 07:20 PM | 24. Human Warbox Cost - 100 gp Weight - 5 lb Damage - 1d4 bludgeoning or slashing on critical hits Critical - 20/ x3 (Those papercuts really hurt) Range Inc 5 ft Type - Exotic Two-Handed weapon Description - This is a large cardboard box, magically strengthened by a combination of gnomish engineering and dwarven stonemagic. It can either be carried by a character to bludgeon enemies (on a critical hit, it deals slashing damage instead), used to trap an enemy, thrown, or for protection. A character who wields it as a melee weapon simply hits the other. It can also be used in a grapple by placing it over the creature and making a grapple check at +2. When a creature is trapped, you cannot do anything that would require getting off of the box. However, ranged attacks at other enemies are permitted. An enemy that deals 15 points of damage can cut his way out of the box. The box can be thrown. If you do not use it as a weapon. it can be worn on your back partially for partial cover against most enemies and full cover against one. Or you can just hide under it and get full cover against everything. Further illustrating that any household item + war = a legitimate exotic weapon. |
| Aggrenox01-08-07, 01:06 PM | Waraxe Cost: 20 gp Weight: 5 lbs Damge: 2D4 Crit: x2 Description: The Waraxe is a long strait handled axe, with a head that is narrow and heavy. Used Primarily to damage and destroy items, the waraxe ignores 2 points of hardness when sundering. (Looks sort of like a golf club). Anyone who has ever played Ultima online knows what I'm talking about. Serrated Arrows Cost: 2gp per arrow. Weight: -- Damge: -- Crit: Description: These arrows have serrated tips, Finely crafted to inflict the most amount of pain and suffering. Due to the unbalanced heads, these arrows incur a -2 attack penalty. Anyone hit with a serrated arrow recieves a -1 penalty to attack rolls. This penalty does not stack. Anyone affected by Serrated Arrows can remove all serrated arrows by spending a move action to do so. |
| DragonBringerX01-12-07, 01:33 AM | i lov the cat of nine-squirrels...i never laughed so hard. I could just picture a half-orc druid walking up to a party of PC's with that slugged over his shoulder. And the party just starts roflol-ing. Then he just starts wacking them with it. |
| RavenDrake01-12-07, 08:08 AM | One of minefrom obsidianrose's "Obsidian Falacy/Postulate (http://boards1.wizards.com/showthread.php?t=768077)" thread... Kobold Warsporks Kobold warsporks evolved from a long tradion of "playing with their food" by forcing caputred humanoids into gladitorial combat. Many of these fighters began to make use of improvised weapons, like sharpened spoon shivs, which were surprisingly effective. These early, albeit weak, weapons evolved over time into the modern warspork. Warspork Construction Most warsporks are composed of wooden haft, round at the base but widening near the head of the weapon. The head of the weapon is a slightly rounded oval, typically sharpend along the outside edges, that comes to toothed tip. This oval has a medium deep depression in the center, like a spoon. Warspork Use A character fighting with a warspork can deal either slashing damage(by hacking with the edge like an axe) piercing damage(by thrusting with the tooth-flanged tip), or bludgeoining damage(by smashing with the flat of the metal depression). Warsporks are weighted and balanced to be thrown, much like spears, and always do piercing damage when thrown. The range increment listed in the weapon description is the weapon's thrown range. In addition to thier other uses, many kobolds have realized that, by setting them in the depression, many objects (such as rocks, grenadelike weapons, or sling bullets) can be hurled with accuracy by the weilder, gaining improved range. See the individual descriptions below for the warspork's hurled weapon range increment. Sling bullets deal 1d4 points of damage (1d3 small) and have a x2 critical modifier. Rocks deal 1d3 damage(1d2 small) and also have a x2 critical modifier. Alchemical and grenadelike weapons use thier own base damage but gain the warsporks hurled weapon range incriment. Loading a hurled weapon into a warspork is a move action, and launching an attack with it is a standard action. A character can take Rapid Reload(warspork), which makes loading the spork a free action. Attacking with a hurled weapon uses the weilders Dexterity modifier like all ranged attacks, but attacks with sling bullets or rocks also add the weilders strength modifier (or 1.5x the weilder's strength bonus if using a heavy, dire, or long warspork two handed). Enhancement bonuses and other magical enchantments to the warspork also apply to any hurled weapon as though the warspork was a projectile weapon. Only the creature struck directly by a grenadelike weapon(if any) suffers the effects of special enhancements to the attack, creatures in the splash radius take normal splash damage. A kobold who takes Racial Weapon Proficiency may treat all warsporks as martial weapons. Warspork descriptions Name Cost Dmg(S) Dmg(M) Critical Range Weight Type ---- ---- ------ ------ -------- ----- ------ ---- Exotic Weapons Light Kobold Warspork 5gp 1d4 1d6 x3 15ft 3lbs Bludgeoning or Piercing, or Slashing One- Handed Kobold Heavy Warspork 8gp 1d6 1d8 x3 10ft 5lbs Bludgeoning or Piercing, or Slashing Two- Handed Kobold Long Warspork 12gp 1d8 1d10 x3 5ft 8lbs Bludgeoning or Piercing, or Slashing Kobold Dire Warspork 16gp 1d6/1d6 1d8/1d8 x3/x3 10ft 10lbs Bludgeoning or Piercing, or Slashing(both) Warspork The basic warspork is approximatly 3ft long from edge to tip, with a 6 to 8 inch wide bowl(at it's widest portion). A warspork has a hurled weapon range increment of 10ft. Warspork, Dire This weapon has a longer handle and features a heavy warspork head at either end. A dire warspork is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire warspork in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. As a special fullround action a proficient character can launch(but not load) a weapon from either end of the dire warspork, but take all associated two weapon fighting penalties. Characters with Rapid Reload(warspork) can do this by themselves, otherwise a second character will have to load the warspork for them. Dire warsporks have a hurled weapon range increment of 15ft. Attacks with a single head of a Dire Warspork add 1.5x the strength bonus to damage with attacks with sling bullets or rocks. Attacking with both heads has means the primary head deals the full strength modifier, and the offhand deals .5x strength bonus. Warspork, Heavy The heavy warspork is much larger weapon, ranging usualy between 4 and 5ft long, with a wide, deep bowl nearly a foot across at the head. A heavy warspork has a hurled weapon range increment of 15ft. A character can weild a heavy warspork in two hands to add 1.5x thier strength bonus to damage to attacks with sling bullets and rocks. Warspork, Long The long warspork features a bowl approximately as large as a heavy warsporks, but it's mouted at the end of an 6-8ft wooden haft. A long warspork has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. A long warspork has a hurled weapon range increment of 20ft. A long warspork is always a two handed weapon and always adds 1.5x the weilders strength bonus to attacks with sling bullets or rocks. |
| DragonBringerX01-12-07, 07:59 PM | this thread is now saved to my sig thanx to those warsporks!! |
| dmg_roller01-12-07, 08:17 PM | 1d6 for a rock? I could see 1d4, but 1d6... BIG rock |
| Elidibs01-13-07, 09:57 AM | anyway, my contribution (sorry I don't know the real name of it). Jaffa Staff (magic item) Cost - 10,000 gp Weight - 5 lbs Damage - 1d8+1/1d8+1 (bludgeoning) OR 2d6 (force) Critical - x2 Range Inc - 50 ft. Ammo - Energy; no physical ammo, but cooldown time allows only two shots per round. Type - One/two-handed exotic Description - This black staff is ornately carved, and appears to be a +1 quarterstaff. detailed inspection reveals a hidden switch in the design, which opens one of the ends of the staff. a second press fires a blast of energy, and two quick taps closes the firing end. pressing the buttons to open or close it are free actions. Normally one must either use the weapon as a quarterstaff or as a ranged weapon. However you may choose to attack in melee as a full attack action and then take one shot at a -5 penalty. It is possible to 'double-tap' the staff to fire both shots almost simultaneously. This is a normal attack, taken at a -5 penalty, that does damage as if both shots had been fired. This overheats the staff, and requires one full round of cooldown time before the weapon can fire again. Absolutely lovely. It was called 'Staff Weapon', since you weren't sure of its name. I'd like to use that in my campaign, if you don't mind. One of my players is almost as big a Gatenerd as I am and he'd definitely like that, but what about the liquid Naquadah used to power it? D: Also like Warspork and Ivy-Blade. |
| stargate52501-13-07, 10:08 AM | Absolutely lovely. It was called 'Staff Weapon', since you weren't sure of its name. I'd like to use that in my campaign, if you don't mind. One of my players is almost as big a Gatenerd as I am and he'd definitely like that, but what about the liquid Naquadah used to power it? D: Also like Warspork and Ivy-Blade. Go right ahead. ;) The naquadah is the reason fro the price, and I've never seen a staff weapon run out of power before. |
| The Amazing Dancing Bear01-13-07, 10:47 AM | Cloud's sword from Advent Children. The Tsurugi This sword is actually a combination of six separate blades and was designed (and is still favored) by the githyanki. Each individual blade may be attached or detached as a full-round action; Exotic Weapon Proficiency reduces this to a move action, while the Tsurugi Master feat reduces this to a swift action. The Tsurugi's blades are all exotic weapons, and proficiency (or Weapon Focus, etc.) applies to every sword in the set. The blades are usually referred to by their githyanki names. Each blade has a 19-20/x2 crit and deals prc or slsh damage The Tsurugi costs 250 gp Name Size Damage Notes Ascalon & Sidewinder light 1d6 If using TWDefense, add 1 to your AC for each sword of either Ascalon or Sidewinder type you're wielding Merciless & Avenger 1-hand 1d10 Unlike the other blades, these have only a x2 crit, but deal bldg damage in addition to the other types Vendetta 1-hand 1d8 due to its rigid construction, ignore 5 point of hardness when sundering with Vendetta Vigilante 2-hand 2d6 This blade is the only one that cannot be detached from the combined sword. By twisting the handle, it can be opened up for a wider blade, subtracting 1 from attack and adding 1 to damage. Tsurugi 2-hand 2d6 This blade's special properties depend on the swords combined to make it: Vigilante: basic Vendetta: ignore 5 points of damage when sundering Merciless & Avenger: add 1 damage when both blades are attached Ascalon & Sidewinder: add 1 to attack to confirm critical hits when both blades are attached. Feat: Tsurugi Master Prerequisites: proficiency with the Tsurugi Benefits: The wielder can attach or detach a blade of the Tsurugi from the combined weapon as a free action. Normal: A proficient wielder must use a move action, while a nonproficient wielder must use a full-round action. Special Materials and Enchanting the Tsurugi: Each blade may be made from a different special material; with any special material, add the gp cost for each blade it applies to. For instance, if each blade of the Tsurugi is made of Riedran crysteel (I'm fairly sure this is +2000 gp), the entire weapon will cost 12000 gp. In the combined form, any materials with special properties related to striking a foe, e.g. dragonfang, will only apply if Vendetta is made of that material. Any materials related to sundering the weapon, e.g. adamantine, will only apply if Vigilante is made of that material (note that in order to overcome DR/adamantine, Vendetta will have to be made of adamantine) Exception: If Vendetta is detached and Vigilante's special material (if any) has properties related to striking a foe, that material will be used instead. In order to enchant the Tsurugi, each blade must be masterwork, for a total cost of 1800 gold. The Tsurugi is enchanted as one blade, and the bonuses of the component blades are determined as follows: Combined: +x Vigilante & Vendetta: +(x-1) Merciless, Avenger, Ascalon, & Sidewinder: +(x-2) Raw enhancement bonuses are the first to go, with special properties following in any order the enchanter wishes. If x would ever be less than or equal to zero, that blade is masterwork only. |
| Elidibs01-13-07, 12:54 PM | Go right ahead. ;) The naquadah is the reason fro the price, and I've never seen a staff weapon run out of power before. Ah. Guess you've got a point; I haven't either. Would a Zat'nikatel, pain stick, or a ribbon device ( hand thing ) be appropriate weapons? Or would they be better off as 'magic items'? |
| T_Stalker01-13-07, 02:44 PM | 29. Dwarven Battle Bread Weight - 1 lb Cost - 4 cp Damage - 1d8 Critical - 20, x2 Range Inc - / Type - Simple one-handed melee weapon Description - Has the shape of one of those wide french breads. It just lasts longer - and tastes kinda like- stone. If you have a Dwarven Battle Bread, you can leave the axe and mace at home. Taken from Terry Pratchett, think it was the Nightwatch series. I just doubled the weight and cost of a bread. Really just gave it more damage the a club because I thought it was cooler. |
| The WarOverlord01-13-07, 02:47 PM | 28? Spring Razor Sword Cost: One of a Kind, No Estimate Baisc Damage: As Bastard Sword Flying Spring Blades: As Bastard Sword, Range about 20-40 feet Source: Late night B rated Movie, Future Wasteland type This Sword is a Bastard type sword with multiple razor thin blades locked into the handle to form 1 cohesive blade. The Handle is of golden appearance with a pomel that twists. Twisting the pomel causes the Sword to fire one of it's razor blades via the spring mecaniims holding the cohesive blade in place. The swords tip is pointed at the target and the pomel twisted. The blade launched will fly straight for about 20-40 feet before it's "ditch path" though just like a bow and arrow the sword can be held at a angle to increase the flying razor blades flight path. Being hit by a flying razor sword blade can be devistating (Main Bad guy was hit by one in the gut and had a "dramatic death" in the movie) but so would a crossbow bolt hitting you just right, yes Razor blades are recoverable if not damaged by being used. The cohesive blade is estimated to be made up of about 15 razor blades, and one "base blade" |
| stargate52501-13-07, 02:52 PM | Ah. Guess you've got a point; I haven't either. Would a Zat'nikatel, pain stick, or a ribbon device ( hand thing ) be appropriate weapons? Or would they be better off as 'magic items'? The zat would definitely be a weapon, although the whole stun-kill-vaporize thing is extremely powerful... The pain stick might be an improvised weapon, since I've never seen them used outside of torture. The ribbon device would definitely be a magic item. |
| Necropolitan01-13-07, 02:55 PM | I can post a few of my interesting creations, some are simple, some are complex, though I tend to leave the Price up to the DM, so I don't post any GP values; you can decide that on your own if you use them. Starting off, I'll post one of my Psuedo-Magical weapons; while not enchanted, it shoudl be priced as a mid-range magical item due to it's power. Executioner's Axe Two-Handed Exotic Weapon. 2d6 x3 critical Prerequisites: EWP (Executioner's Axe), Power Attack, Stregnth 17+. A massive and ugly weapon; it shares none of the beautiful scrollwork nor sleek lines of many Elven or Fae weapons; but even the foppish Elven Nations cannot argue with the brutal effectiveness of the massive blade; each built to stringintly strict specifications tailored to the wielder's build and stance; these dreaded half-moon blades can crunch through bones and crumple Plate-Armor like tin, as well as simply lift an opponent's head clean from his shoudlers with a well-placed swing. Speical: A character with the Improved Critical and Power Critical Feats can spend a full-Attack action to make a single attack against an opponent within his Reach, who is no more then one Size Catagoery larger then him; if this attack connects, a second confirmation roll is made; adding only his BAB - if sucessful the hit is counted as a Coup-De-Grace strike; dealing the normal damage for such a blow. If used in such an atack, or for a normal Coup-De-Grace; the Crit Multiplier is effectivly x4. |
| dawnbringer01-13-07, 06:56 PM | Razorvine Whip Weight - 3 lb Cost - 600 gp Damage - 2d4 slashing Critical - 19-20/x3 Range incriment - Type - Exotic one handed weapon. Description - Made from the razorvine that covers sigil, a razorvine whip work in the same way as a normal whip except that it deals lethal damage. Cuts don't heal normally without assistance and bleed for 1 point of damage per round for 6 rounds. Special - Razorvine whips are so sharp that they require their own special container (cloth that is immune to the razorvine whips damage) when sheathed or it rips through its wielders backpack (making a hole). If tied around the wielders stomach in a belt like fashion it cuts them for 1 point of damage per round unless in its container. Removing the razorvine whips from the container takes 1 round. Wielders unproficient with a razorvine whip take 2 rounds to remove hte whip from its' container and have a 50% chance for cutting themselves and bleed for 1 point of damage per round for 6 rounds. |
| skydin01-13-07, 07:22 PM | wand of euphoria weight 1lb cost:10,000 type:wand effect:the wand of euphoria has 10 charges,that may be recharged in the positive energy plane at a rate of 1 charge/hour.at the expence of 1 charge you can use a touch attack with the wand to induce a state of mild euphoria of any type(yes that includes sexual,pervs) for 1d4 rounds,during which time they cannot move or speak(will dc 15 negates).for 5 charges you can make the euphoria indefinate(will DC 15 negates),lasting untill all the wands charges are used.and for all 10 charges you can overwhelm a creature with euphoria,causing them to be dazed for 1 round,and then upon seeing you will be enslaved to your service for 3months,or untill you give it another dose of euphoria by bringing it into the plane of positive energy or use any of the wands settings on it.if you let the enslavement(voluntary of course and very happy about it most times,an aftereffect) continue to the end of the term your wand of euphoria will explode,releasing your slave and inducing a full 10 charge effect on you,causing you to become enslaved to the first person you see for another 3 months. |
| Elidibs01-13-07, 10:13 PM | The zat would definitely be a weapon, although the whole stun-kill-vaporize thing is extremely powerful... The pain stick might be an improvised weapon, since I've never seen them used outside of torture. The ribbon device would definitely be a magic item. I don't think zats vaporize anymore. The writers took that out due to laws of physics, but since this is D & D... I'm sure you'd have to make a Fortitude save every time you got hit by one in order to avoid falling prone, dying, and 'disintegrating'. Pain stick might only be really good as a torture device, a la Book of Vile Darkness. |
| Morgotho01-14-07, 12:05 AM | I don't think zats vaporize anymore. The writers took that out due to laws of physics, but since this is D & D... I'm sure you'd have to make a Fortitude save every time you got hit by one in order to avoid falling prone, dying, and 'disintegrating'. Pain stick might only be really good as a torture device, a la Book of Vile Darkness. heh, yeah because teleportation, time travel, and alien lifeforms speaking perfect English are all within the realm of possibility.... as for my own contribution to the thread: Barstool Weight: 4 lb Cost: 2 gp Damage: 1d6 bludgeoning Critical: x2 Type: Improvised One Handed Weapon Description: This barstool resembles a three legged chair. Special: Can be used to disarm opponents. When duel-wielded with a whip, the wielder gains a +2 circumstance bonus on intimidate and handle animal checks versus large cats. |
| Elidibs01-14-07, 07:38 AM | heh, yeah because teleportation, time travel, and alien lifeforms speaking perfect English are all within the realm of possibility.... PF. Yeah, if you're, like, Mr T. I'm pretty sure the people in charge of this board are getting a little testy since I haven't contributed, so I'm going to go ahead and rip off Final Fantasy Tactics. Bag Cost: I'd like to say 10 GP, but since it cost an arm and a leg in FF Tactics and I'd like to be a little more reasonable than that game, it's 100 GP. Damage S: 1d4 Damage M: 1d6 Critical: x2 Weight: 5 lbs. Type: Bludgeoning Think of a purse made of soft leather with thin metal plates sewn inside, I guess. They never explained how that weapon worked. Cloth Cost: 500 GP Damage S: 1d4 Damage M: 1d8 Critical: x2 Weight: 3 lbs. Type: Bludgeoning Cloth about ten feet in length, made of expensive fabric. Every couple of inches is filled with thin strips of metal, giving it flexibility; the end probably has a heavier weight, and the entire thing can be studded with small spikes. I'm sure some double weapon and grappling rules can apply. |
| Johnny_Angel01-14-07, 08:32 AM | This is a weapon I found when I was looking through some of my old notes. I've come to realize that I didn't write down what the damage was for a khopesh, and I can't seem to remember which book the khopesh is in, so if someone could help me out with that, I'd appreciate it. Other than that flaw, the rest of the description is here. Legend of Saatorious Many a grim and sorrowful tale tell of fallen graces and angels who succumber to dark desires. Greed, envy, sloth, lust, wrath - sin is a seductive mistress, but one nearly forgotten legend tells a different story. Many details have long since become obscure or lost, and most believe the story to be nothing more than a tale for putting young ones to bed. This legend tells of a fiend who, in his lifetime, rose above his inherent nature and the influence of the dark world around him to become a champion of good. Although long gone, rumor and lore say his spirit was of such strength and his character of such caliber that the essence of his being still resonates within his equipment, and his contributions to justice were so great and profound that he was given unmatched gifts from the gods of his time. To don even one of these artifacts would grant untold power to even the most meek and meager. Sword of Saatorious There is quite literally no other sword ever crafted with such elogence and skill as this one. Legends say it took a Dwarven smith five years to complete the blade. Thought to be impossible by today's standards (and rightfully so because no other smith has the skill to do so,) an alloy created from Baatorian Green Steel and Solanian Truesteel was used to craft the blade. The unique mix - part heaven; part hell - never has, and probably never will be recreated; as a result, no other blade will ever match the abilities inherent to this one. The blade shines a near blinding silver with a slight tint of green. Aside from the natural abilities crafted into the sword, the fighting spirit of Satorious is said to still resonate within the blade - granting the wielder virtually unmatchable battle prowess. Masterwork Khopesh of Legend Special Alloy: The mixture of Baatorian Green Steel and Solanian Truesteel grants the follow bonuses while using this weapon: +1 on attack rolls, +1 on damage rolls; +1 on rolls to confirm a critical hit Spirit of Saatorious: While wielding this weapon, the wielder is treated as having the following feat even if they would normally not qualify for them: Weapon Focus - Khopesh, Greater Weapon Focus - Khopesh, Weapon Specialization - Khopesh, Greater Weapon Specialization - Khopesh, Exotic Weapon Proficiency - Khopesh, and Improved Critical - Khopesh. The combined effects of these feats grant the following bonuses while using this weapon: +2 Bonus to Attack rolls, +4 Bonus on Damage Rolls; critical hits on a roll of at least 17. For the purposes of overcoming damage reduction, the sword of Saatarious is considered BOTH Good & Evil; this reflects the fact that Saatorious came from evil, yet became good; he felt that doing good of it's own accord instead of being forced to do good by nature or law was the highest act of goodness one could take. Because of this, the sword is capable of both great feats of evil and great feats of goodness; those who are truly good will overcome the temptation to use the sword selfishly and choose to be good of their own will. Detect magic or detect aura spells will not reveal anything. It will appear as a normal khopesh with the exception of the extravagent metal of the blade, and an inscription along the cutting edge of the blade which seems to be a strange combination of Celestial and Fiendish language. So, what does this mean when collectively put together? +3 on attack rolls, +5 on damage rolls, +1 on rolls to confirm critical hits; critical hits on a roll of at least 17. Also, a Khopesh has a hooked design which allows the wielder to make trip attacks with it. It also overcomes DR/evil and DR/good. EDIT: I forgot to mention this as well.... Even though the sword is not actually magical, the presence of Saatorious's spirit allows for the sword to count as a magic weapon for the purposes of overcoming damage reduction. The sword counts as good, evil, and magical for the purposes of overcoming damage reduction. |
| stargate52501-14-07, 09:16 AM | I don't think zats vaporize anymore. The writers took that out due to laws of physics... Nope, it's still cannon, except there is an unwritten rule that nothing shall be hit three times by a zat anymore. |
| Elidibs01-14-07, 09:22 AM | Nope, it's still cannon, except there is an unwritten rule that nothing shall be hit three times by a zat anymore. Ah. Coulda sworn on that thing made for British TV hosted by Amanda Tapping the chubby writer-guy said something to the effect of, 'yeah. Bad idea', then Amanda said, 'yup. Something-something millions of degrees of heat'. I was getting a Mr. Pibb so I didn't get it all. Hey, does anyone know if escrima sticks are strong enough to be used as weapons? |
| Yodaman2301-14-07, 05:18 PM | Clockwork Dagger Cost:150gp Dmg: 1d4 Crit: X3 Type: Piercing Weight: 2pounds A mechanical wrist band that conceals a sharp dagger. When the trigger is pressed as a free action the dagger slides down from your wrist. |
| Mr_Pants01-14-07, 06:14 PM | Dead Guy Exotic 2 handed weapon cost: free! dmg: d12 Crit: *3 Type: Bludgeoning Weight: whatever the weight of the person was just that dead guy you killed |
| Aryxbez01-14-07, 07:00 PM | Originally Posted by Sphere 7. Rock Cost - 0 gp Weight - 3 lb Damage - 1d6 Critical - 20, x2 Range Inc - 10 Type - Simple one-handed melee weapon Description - Just a rock you found on the ground. Best Weapon Ever Originally Posted by Mr_Pants Dead Guy Exotic 2 handed weapon cost: free! dmg: d12 Crit: *3 Type: Bludgeoning Weight: whatever the weight of the person was just that dead guy you killed I find that to be really funny |
| Patrick Draken-Korin01-15-07, 07:21 PM | Whether canon or not, there's an easy way to translate the zats in D&D; 1) They deal nonlethal damage and force a fortitude save to knock opponents unconsious. 2) Using a zat to hit an unconscious creature is an instant death effect (a coup de grace like effect, though only taking time as a normal attack). 3) Objects (which of course includes dead-but-not-undead creatures) must make a fortitude save or be disintegrated. Set the stun/disintegrate save at DC 15 (weak, yes) and the weapon is great against weaker creatures (just knocking them cold), but only average against stronger ones (nonlethal damage and it might, if they roll bad, be knocked unconscious). And say 4) on critical hits, the DC of the save effect increases, by +2, +3 or +4 (depending on how effective you want it to be). You get the nice clean-up functionality of the zats, the holy-macaroney-you-just-vaporised-someone vibe, and it won't overpower your game*. This suggests to me a spell; lesser disintegrate, level 2 or 3 and can't harm living creatures, just objects. hmm. *If you want freaky weapons that overpower the game, you can do it without my help... mostly because you really should be able to come up with stuff like that without spoonfeeding. just... I almost posted an example :embarrass . That would've been just great.:rolleyes: Also note, that DC 15 would mean that objects almost always fail the save, assuming they are enchanted and can actually make saves. the only way i can think to break my zat'niqitel suggestion would be sundering, the most unwanted trick for treasure seekers. |
| stargate52501-15-07, 07:26 PM | Whether canon or not, there's an easy way to translate the zats in D&D; 1) They deal nonlethal damage and force a fortitude save to knock opponents unconsious. 2) Using a zat to hit an unconscious creature is an instant death effect (a coup de grace like effect, though only taking time as a normal attack). 3) Objects (which of course includes dead-but-not-undead creatures) must make a fortitude save or be disintegrated. Set the stun/disintegrate save at DC 15 (weak, yes) and the weapon is great against weaker creatures (just knocking them cold), but only average against stronger ones (nonlethal damage and it might, if they roll bad, be knocked unconscious). And say 4) on critical hits, the DC of the save effect increases, by +2, +3 or +4 (depending on how effective you want it to be). You get the nice clean-up functionality of the zats, the holy-macaroney-you-just-vaporised-someone vibe, and it won't overpower your game*. This suggests to me a spell; lesser disintegrate, level 2 or 3 and can't harm living creatures, just objects. hmm. *If you want freaky weapons that overpower the game, you can do it without my help... mostly because you really should be able to come up with stuff like that without spoonfeeding. just... I almost posted an example :embarrass . That would've been just great.:rolleyes: Also note, that DC 15 would mean that objects almost always fail the save, assuming they are enchanted and can actually make saves. the only way i can think to break my zat'niqitel suggestion would be sundering, the most unwanted trick for treasure seekers. I'd have the DC increase by 1 or 2 per hit, decreasing to normal after an hour, other than that, I am totally asking my DM if I can have one of these. |
| Ultima007101-15-07, 08:05 PM | 1. Ultima Weapon Cost - 10,000 gp Weight - 4 lbs Damage - 1d8 slashing / 1d12 special* Critical - 20, x3 Type - Exotic One-Handed Description - The Ultima Weapon is a standard longsword made from the metal of a piece of Orichalcum. This weapon is the ultimate of its kind and has a special attack which can do almost double as that of a longsword. This longsword is extremely rare so only the incredibly wealthy can afford it. This longsword is so powerful that it has in fact been banned from the market. Today, only a few places contain such an item. The only known place is in the Crystal Tower, which contains some of the most fearsome beasts. *Ultima Attack: Requirements - To use this attack, the owner of the weapon must preform a strength and dexterity check. If both checks are made then the owner of this weapon may preform the Ultima Attack. The Ultima Attack does 1d12 slashing damage. This attack also does 1d4 points of damage to the wielder of this weapon. Description: This attack combines the wielder's speed and strength. A successful blow deals almost double the damage to the target. Even with these good effects, the Ultima Weapon also cuts the wielder doing 1d4 damage to him/her. 1. Soul Eater Cost - 10,000 gp Weight - 6 lbs. Damage - 1d8 slashing / Special* Critical - 20, x3 Type - Exotic One-Handed Requirements: To use this blade, the wielder must been any non-good. All neutral characters gain one negative level. This level stays with them as long as this sword is wielded. This negative level can not be restored in any way. Description - The Soul Eater is a longsword crafted by an evil being long ago. The Soul Eater was meant to sacrifice thyself to destroy thy opponent. Thus the sword converts the player's hit points into damage. *Soul Eater (Special Attack) Description - The Soul Eater sucks the life force out of the wielder and draws it into the sword. Once the sword is filled with dark energy it lets out a blast of dark energy that does 1d6 damage for every 10 hit points that have been lost. The ray acts as a 30 ft. cone. |
| stargate52501-15-07, 09:19 PM | Requirements - To use this attack, the owner of the weapon must preform a strength and dexterity check. If both checks are made then the owner of this weapon may preform the Ultima Attack. and the DC of that check is...? |
| RedPersian01-15-07, 09:55 PM | Jitte, Long One handed, Exotic 1d8/x3 piercing Description:This weapon is a jitte or sword catcher with an increased length from jitte to the handle (about 2 ft). If this jitte is held in the off hand it is treated as a sheild with AC bonus of +2. |
| Elidibs01-16-07, 09:26 AM | Jitte, Long One handed, Exotic 1d8/x3 piercing Description:This weapon is a jitte or sword catcher with an increased length from jitte to the handle (about 2 ft). If this jitte is held in the off hand it is treated as a sheild with AC bonus of +2. Do casting penalties apply if you use it as a shield? |
| Patrick Draken-Korin01-16-07, 05:27 PM | I'd have the DC increase by 1 or 2 per hit, decreasing to normal after an hour, other than that, I am totally asking my DM if I can have one of these Definitely get your DM's opinion on that increasing DC effect. It should definitely have a ceiling, +5 if +1 DC per attack, +8 or +10 if +2 DC per attack. A zat full attack with a rising save DC? Nasty. Hmm. I thought of adding a rising save DC effect to my suggestion, but decided to leave it out (because of that full attack nastiness)/. I also considered adding something like “once a creature makes it’s save against the effect they are immune to the knock-out effect of that specific weapon for an hour” (which would mean other zats would still have a chance), but decided to skip it. Ok, here's a thought; 1) First take my basic zat idea (nonlethal damage, DC 15 saves, +2 save DC increase on criticals). Now have this as the base weapon (it may be quasi-magical, but isn’t a +anything enhanced weapon when created). Say it’s exotic, cost’s 5,000 Gp and is an already-masterworked weapon (like adamantine gear). 2) Secondly, the zat gun costs more to enhance, though it’s worth it (see 3). Initially enchanting a zat costs an extra +1,000 Gp above the base magical cost (similar to cold iron gear, so a +1 zat would be 8,000 Gp). For every +1 enhancement bonus above +1 (but NOT enhancement bonus equivalent abilities) apply another additional +1,000 Gp > so +2 would cost 15,000 Gp (5,000 + 8,000 + 2,000) > +3 would cost 26,000 Gp (5,000 + 18,000 + 3,000) > +4 would cost 41,000 Gp (5,000 + 32,000 + 4,000) > +5 would cost 60,000 Gp (5,000 + 50,000 + 5,000) > and a +5 flaming zat would cost 82,000 Gp (5,000 + 72,000 + 5,000) 3) An enchanted zat gains that rising save DC ability; if a creature is hit with a enchanted zat on multiple consecutive rounds (multiple hits during a round being too fast to cause an effect), the zat’s save DC increases by +2 per round. The maximum save DC increase that can be caused is equal to 2x the enhancement bonus on the zat (thus +1 = one increase, and +5 would be six consecutive rounds and a DC 25 save DC on the sixth round. The increased save DC would remain at it’s ceiling as long as the weapon is used on that target once each round. Now multi-zapping a target over one round doesn’t over power the zat, but enchanting the zat makes the weapon as effective at higher levels as it would be at lower ones. One suggestion to go with this idea would be that a zat can only force a creature to make a save vs unconsciousness once per round. This would go hand in hand with the zat not allowing a rising critical through full attacks, and would encourage using it to attempt attacks against several different targets (maybe one gets a bad roll, and with an enhancement bonus and iterative attacks, you could train the weapon on multiple foes). Here’s another problem with the zats. How do they affect constructs and undead? My answer would be that they don’t; non-living creatures are immune to nonlethal damage and can’t be knocked unconscious. However, nonliving creatures (undead and most constructs) can be affected as objects, and therefore some might be of the opinion that this means a golem or the BBEG lich would have to make fortitude saves or be disintegrated instantly, regardless of it’s hit points or state of consciousness. Yeah. That would be bad, and quite broken, don’t you think? Better to keep this zat suggestion on line with brilliant energy weapon, that they are totally ineffective against non-living creatures. -------- Do casting penalties apply if you use it as a shield? A normal jitte deals bludgeoning damage, being more a strange type of club like the sai (oriental adventures, p.71 & 72, if you've got access to a copy). Light weapon with a disarm bonus that deal bludgeoning damage. Of course you can have your weapon do whatever (you could call it a peanut butter sandwhich and have it deal 2d6 18/x5 with reach for all I care). Just commenting. As for the long jitte interfering with spellcasting, it shouldn't add any ASF penalties, but it would occpy the hand that holds it and at least one free hand is need for somatic components, regardless of ASF. As a side note, even exotic weapon-shields are usually bucklers or light shields, not heavy shield equivalent. I'd suggest one of the following, though of course you can ignore me. > Apply the shield bonus only when fighting on the defensive or taking a total defence action. > Reduce the shield bonus to +1. > Reduce the shield bonus to +1, but if the wielder fights defensively or takes the total defence action, the bonus increases to +2 (my favorite of the three). ----- Here's a new weapon. Thu'kra stick Simple Light Melee Weapon Costs: 10,000 Gp Damage: 1d6/1d8*/1d10** (bludgeoning) Critical: 20/x2 Weighs: 1/2lb Special: The weapon deals damage through touch attacks. Special2: Don't apply your strength modifier to damage dealt with a thu'kra stick. Special3: Spellcasters may channel touch effect spells through a thu'kra stick (dealing damage along with the spell's effect). The thu’kra stick is a quasi-mystical weapon developed from the idea of a club, a thu’kra stick needs only brush an enemy in order to deal damage. Unfortunately, the weapons function is counter intuitive to normal weapon use, and therefore advanced training is required to fully utilize the tool. > (*) Martial proficiency with the weapon allows the wielder to deal 1d8 damage per attack. > (**) Exotic proficiency with the weapon allows the wielder to deal 1d10 damage per attack. |
| stargate52501-16-07, 06:26 PM | Definitely get your DM's opinion on that increasing DC effect. It should definitely have a ceiling, +5 if +1 DC per attack, +8 or +10 if +2 DC per attack. A zat full attack with a rising save DC? Nasty. Hmm. I thought of adding a rising save DC effect to my suggestion, but decided to leave it out (because of that full attack nastiness)/. I also considered adding something like “once a creature makes it’s save against the effect they are immune to the knock-out effect of that specific weapon for an hour” (which would mean other zats would still have a chance), but decided to skip it. Ok, here's a thought; 1) First take my basic zat idea (nonlethal damage, DC 15 saves, +2 save DC increase on criticals). Now have this as the base weapon (it may be quasi-magical, but isn’t a +anything enhanced weapon when created). Say it’s exotic, cost’s 5,000 Gp and is an already-masterworked weapon (like adamantine gear). 2) Secondly, the zat gun costs more to enhance, though it’s worth it (see 3). Initially enchanting a zat costs an extra +1,000 Gp above the base magical cost (similar to cold iron gear, so a +1 zat would be 8,000 Gp). For every +1 enhancement bonus above +1 (but NOT enhancement bonus equivalent abilities) apply another additional +1,000 Gp > so +2 would cost 15,000 Gp (5,000 + 8,000 + 2,000) > +3 would cost 26,000 Gp (5,000 + 18,000 + 3,000) > +4 would cost 41,000 Gp (5,000 + 32,000 + 4,000) > +5 would cost 60,000 Gp (5,000 + 50,000 + 5,000) > and a +5 flaming zat would cost 82,000 Gp (5,000 + 72,000 + 5,000) 3) An enchanted zat gains that rising save DC ability; if a creature is hit with a enchanted zat on multiple consecutive rounds (multiple hits during a round being too fast to cause an effect), the zat’s save DC increases by +2 per round. The maximum save DC increase that can be caused is equal to 2x the enhancement bonus on the zat (thus +1 = one increase, and +5 would be six consecutive rounds and a DC 25 save DC on the sixth round. The increased save DC would remain at it’s ceiling as long as the weapon is used on that target once each round. Now multi-zapping a target over one round doesn’t over power the zat, but enchanting the zat makes the weapon as effective at higher levels as it would be at lower ones. One suggestion to go with this idea would be that a zat can only force a creature to make a save vs unconsciousness once per round. This would go hand in hand with the zat not allowing a rising critical through full attacks, and would encourage using it to attempt attacks against several different targets (maybe one gets a bad roll, and with an enhancement bonus and iterative attacks, you could train the weapon on multiple foes). Here’s another problem with the zats. How do they affect constructs and undead? My answer would be that they don’t; non-living creatures are immune to nonlethal damage and can’t be knocked unconscious. However, nonliving creatures (undead and most constructs) can be affected as objects, and therefore some might be of the opinion that this means a golem or the BBEG lich would have to make fortitude saves or be disintegrated instantly, regardless of it’s hit points or state of consciousness. Yeah. That would be bad, and quite broken, don’t you think? Better to keep this zat suggestion on line with brilliant energy weapon, that they are totally ineffective against non-living creatures. I dunno, I would imagine that zatting a warforged, for instance, would do damage to it. Other than that, I agree with everything you posted. |
| Patrick Draken-Korin01-16-07, 07:03 PM | Well, yeah with living construsts. I meant the non-living ones like golems and clockwork things. Though I guess it has to be said to stop the rule lawyers. Though living constructs are subject to nonlethal damage, they are immune to sleep effects. So? It's unconsciousness not a sleep effect. Still works. Non-living creatures = immune. living creatures = vulnerable. Regardless of creature type. Anything else? Comments on the Thu'kra stick? New weapons? I'm liking this thread. |
| JagAgemo01-17-07, 12:37 AM | ok I did not really make these weapons some guy (CryoSilver) in a different post did and I added my own 2cp (they are ment to be usable but I'm really not sure) It takes an Alchemy check at DC 30 to make bullets. Sniper Rifle: 2 handed, ranged, exotic Range increment: 30-200 feet Damage: 3d6/x3 Special: Bolt action; requires a standard action to fire, a move action to ready the next shot and a full round action to reload; can not reload if not proficient, -7 to hit if you move before you fire. Cost: 2,000 gp. Magazine: holds of 5 bullets: 2 gp (generally comes with the rifle) Ammo: Cost for 5 bullets: 2 gp. Pistol: 1 handed, ranged, exotic, may be used 2 handed as a martial weapon (Weaver stance). Range increment: 30 feet Damage: 1d8/x3 Special: Rolling a natural 1 causes the gun to jam if non-proficient. A pistol holds 8 shots in each magazine. Reloading a fresh magazine is a move action, can not be reloaded if non-proficient. [Edit] Cost: 3,000 gp. Magazine: holds of 8 bullets: 2 gp (generally comes with the Pistol) Ammo: Cost for 8 bullets: 2 gp 4 sp. |
| DragonBringerX01-17-07, 10:05 PM | It takes an Alchemy check at DC 30 to make bullets. Sniper Rifle: 2 handed, ranged, exotic Range increment: 30-200 feet Damage: 3d6/x3 Special: Bolt action; requires a standard action to fire, a move action to ready the next shot and a full round action to reload; can not reload if not proficient, -7 to hit if you move before you fire. Cost: 2,000 gp. Magazine: holds of 5 bullets: 2 gp (generally comes with the rifle) Ammo: Cost for 5 bullets: 2 gp. Pistol: 1 handed, ranged, exotic, may be used 2 handed as a martial weapon (Weaver stance). Range increment: 30 feet Damage: 1d8/x3 Special: Rolling a natural 1 causes the gun to jam if non-proficient. A pistol holds 8 shots in each magazine. Reloading a fresh magazine is a move action, can not be reloaded if non-proficient. Magazine: holds of 8 bullets: 2 gp (generally comes with the Pistol) Ammo: Cost for 8 bullets: 2 gp 4 sp. that's really nice stats for a modern/future game. I might have to use these |
| stargate52501-17-07, 11:03 PM | ok I did not really make these weapons some guy (CryoSilver) in a different post did and I added my own 2cp (they are ment to be usable but I'm really not sure) It takes an Alchemy check at DC 30 to make bullets. Sniper Rifle: 2 handed, ranged, exotic Range increment: 30-200 feet Damage: 3d6/x3 Special: Bolt action; requires a standard action to fire, a move action to ready the next shot and a full round action to reload; can not reload if not proficient, -7 to hit if you move before you fire. Cost: 2,000 gp. Magazine: holds of 5 bullets: 2 gp (generally comes with the rifle) Ammo: Cost for 5 bullets: 2 gp. Pistol: 1 handed, ranged, exotic, may be used 2 handed as a martial weapon (Weaver stance). Range increment: 30 feet Damage: 1d8/x3 Special: Rolling a natural 1 causes the gun to jam if non-proficient. A pistol holds 8 shots in each magazine. Reloading a fresh magazine is a move action, can not be reloaded if non-proficient. Magazine: holds of 8 bullets: 2 gp (generally comes with the Pistol) Ammo: Cost for 8 bullets: 2 gp 4 sp. Are these ball shots or the modern shells? If the former, I'd make the alchemy check for the gunpowder, and a separate check for the balls. Course, that might just be me. |
| obsidianrose01-17-07, 11:51 PM | On the same vein as the rock, # ??? Big F***ing Rock (BFR) Two handed Exotic Ranged 1000 Gold A large magically enchanted rock held over the head. Making a throwing motion causes spectral rocks to fly out, but it calibrates itself to the wielder's own speed. d8 Bludgeoning. |
| R9901-18-07, 12:31 PM | ***** Slap: Cost: free Damage: d20+cha mod/ 19-20/instant death targer must make a will save vs the attackers attack score to avoid being hit. AC is irrevevant. One big-ass ***** Slap!!! |
| JagAgemo01-18-07, 04:56 PM | Are these ball shots or the modern shells? If the former, I'd make the alchemy check for the gunpowder, and a separate check for the balls. Course, that might just be me. you can make It as you want, my intention was to make them balanced and non-game breaking, anything else you might want to add or remove is up to you (In my imagination it was a warforged time/plane-hopper that had them) |
| JagAgemo01-18-07, 05:03 PM | doble post |
| Towel_Ninja01-18-07, 05:11 PM | i am posting to correct the first posts info on the gunblade. it does not fire bullets at people or anything liek that. what it does is when the trigger is pulled it launches the bullet into a chamber where it explodes(it is made so it does not damage the weapon) and the blade vibrates thus causing more damage. i dont get how vibration does that but it does and this is information i myself have gatherd and all this was stated by the game maker... |
| DragonBringerX01-18-07, 09:13 PM | i am posting to correct the first posts info on the gunblade. it does not fire bullets at people or anything liek that. what it does is when the trigger is pulled it launches the bullet into a chamber where it explodes(it is made so it does not damage the weapon) and the blade vibrates thus causing more damage. i dont get how vibration does that but it does and this is information i myself have gatherd and all this was stated by the game maker... OP here, interesting but thats NOT my intention. I know this sounds corny but these are NOT the guns from Final Fantasy 8, or any other game for that matter. I DONT CARE how the game did there gun blades. These are loosely based off the guns in Advent Children, and I do mean loosely. Thanx for the research, but I realy dont know why the idea of a gunblade can be mentioned and people automaticly assume ff8. I can promise you that who ever created ff8 was NOT the first person to ever think of or use the a gunblade before. |
| Mr_Pants01-18-07, 09:52 PM | ***** Slap: Cost: free Damage: d20+cha mod/ 19-20/instant death targer must make a will save vs the attackers attack score to avoid being hit. AC is irrevevant. One big-ass ***** Slap!!! i know a rogue famous for using this, but i hit her with: Pimp Slap cost: free damage: 2d6+cha (2d10+cha vs hos) crit: 19-20/to the point to crying and getting back to work or sometimes a: Pimp-cane exotic 1 handed weapon cost: 200gp damage: d8/d8 (d10/d10 vs hos) crit: 20/to the point of crying and getting back to work |
| Towel_Ninja01-19-07, 03:31 PM | OP here, interesting but thats NOT my intention. I know this sounds corny but these are NOT the guns from Final Fantasy 8, or any other game for that matter. I DONT CARE how the game did there gun blades. These are loosely based off the guns in Advent Children, and I do mean loosely. Thanx for the research, but I realy dont know why the idea of a gunblade can be mentioned and people automaticly assume ff8. I can promise you that who ever created ff8 was NOT the first person to ever think of or use the a gunblade before. sorry man, i didnt mean to make you PO'ed i was assuming. and i dont want to make you more mad but the AC gunblades werent gun blades...they were guns that looked like they had a blade...anyways i didnt mean for that post to offend and ill shut up now ^-^ once again, sorry. |
| Elidibs01-20-07, 10:01 AM | Hmm, since there seems to be trouble over bullets and ammunition and stuff, I could copy things from the World of Warcraft d20 manuals, if you'd like. |
| roggwil01-20-07, 03:43 PM | Have the idea for a new weapon the braid blade a tiny weapon, slashing damage 1d4 that ties to the end of a long braid of hair, an exotic weapon where the character needs atleast one rank in tumble to use it properly. The first time it is used in combat with an opponent the surprise of it's use denies the target their dex modifier to ac or any dex based bonus such as dodge. Strength damage can be applied to this weapon and I see it as the type of weapon a monk, rogue or bard might favour. |
| minisharkx01-20-07, 04:59 PM | Dragon Slayer Cost-500 gp Damage-2d6 against nondragonic, 3d6 against dragonic Critical-19-20, x2 Type-Slashing Decription-A magical elven blade based off of a bastard sword it has a red blade and will only stain when covered in the blood of a dragonic creature Requirements-Must be held within a dragonhide sheath or the blade will glow bright red burning the sheath lvl 5+ Exotic Weapon Proficiency-Bastard Sword this is my first weapon im not sure if any others like it exist i couldnt find any within the locker so i figured i might as well make one please send feedback telling whether the blade is too powerful as i think it may be |
| Sphere01-20-07, 07:41 PM | A dragonbane bastard sword is a standard weapon found in the SRD actually. I PMed the stats to you. |
| minisharkx01-20-07, 08:29 PM | A dragonbane bastard sword is a standard weapon found in the SRD actually. I PMed the stats to you. i forgot about the bane weapons whenever im in a campaign i dont really use them and neither do they players in my campaigns thanks for reminding me about them |
| xeno12101-20-07, 08:36 PM | This is a weapons locker for DM's and Players alike. If you have any weapons that you have seen in a video game, movie, book, pics, or your own twisted head...then post away. Please follow the VERY simple rules. -number them - that way we don't get lost -balance them first - though i'm sure people will still put in their 2 copper:rolleyes: -and thats it! Im going to go ahead and get this show started with a few of mine that have been rattling up in my head for a while now. 1. Gunblade - Longsword/Pistol Cost - 20 gp Weight - 6 lbs Damage - 1d8 (slashing)/2d6 (piercing) Critical - 19-20, x2 Range Inc - 40 ft. Ammo - 15 shots Type - Exotic One-Handed Description - The Gunblade is the fusion between a longsword and a pistol. You can attack with either the blade end (1d8) or the gun end (2d6). Follow all the normal rules for firing in close combat and for firing into melee as normal. As a part of a full attack action, you can attack with the blade end as normal then take one shot at a -5 penalty. This does not provoke attacks of opportunity even when firing the gun. This shot has to be at the same target that you attacked with the sword. If you have the rapid shot feat, you can take an addtional shot following all the normal rules. For example, a 10th lv Fighter with a 18 Str and a 14 Dex makes a full attack against one target and takes a shot against him. His attacks would be 14/9/7*. If he has the rapid shot feat his attacks would be 12/7/5*. *the attack with the shot 2. Heavy Gunblade - Bastardsword/Revolver Cost - 45 gp Weight - 9 lbs Damage - 1d10 (slashing)/2d8 (piercing) Critical - 19-20, x2 Range Inc - 30 ft. Ammo - 8 shots Type - Exotic One-Handed Description - The Heavy Gunblade is the "big brother" to the normal gunblade. This one is forged from a revolver (usually a magnum) and a bastardsword. This can be used two-handed for 1 1/2 Str mod to damage. You can attack with either the blade end (1d10) or the gun end (2d8). As a part of a full attack action, you can attack with the blade end as normal then take one shot at a -5 penalty. This does not provoke attacks of opportunity even when firing the gun. This shot has to be at the same target that you attacked with the sword. If you have the rapid shot feat, you can take an addtional shot following all the normal rules. *sigh* there you go. The gunblade does not fire projectiles, despite its name. Triggering a round in the gun chamber sends a shockwave through the blade, increasing the damage potential to whatever the blade strikes at that moment (confirmed by the Final Fantasy VIII Ultimania, an official publication of Square-Enix). This enhanced strike requires perfect timing by the user, making this weapon difficult to master and use effectively. Because of this manner of attack, the gunblade would be classified as a vibroblade. Unless your going for the FFXIII gunblade(which actually fires a projectile), which is only a gun or a sword not both at the same time(though your full attack idea could still work by using the full attack by assuming you flip it's position and fire a round) |
| DragonBringerX01-22-07, 01:25 AM | Unless your going for the FFXIII gunblade(which actually fires a projectile), which is only a gun or a sword not both at the same time(though your full attack idea could still work by using the full attack by assuming you flip it's position and fire a round) yes...as i said above, its more of a gun with a long blade attached. More like in AC or FF-XIII. Not usuing the FF8 version. sorry man, i didnt mean to make you PO'ed i was assuming. and i dont want to make you more mad but the AC gunblades werent gun blades...they were guns that looked like they had a blade...anyways i didnt mean for that post to offend and ill shut up now ^-^ once again, sorry. Didn't mean to come across :headexplo ...No offense taken. I'm sorry for comming across as such. I thank you for your input, and if you feel that is the style you want for your game...feel free. so lets put this behind us now :pint: |
| DragonBringerX01-29-07, 05:30 PM | does anybody have stat's for improvised weapons...and i dont mean a rock, slap, or any of that nonsense. I mean like a broken bottle (or even not broken), a chair, a fireplace poker, etc. |
| Ultima007101-29-07, 05:35 PM | Just a thought, but look in the DMG.... |
| Sphere01-29-07, 06:45 PM | yes...as i said above, its more of a gun with a long blade attached. More like in AC or FF-XIII. Not usuing the FF8 version. Like a bayonet? |
| RavenDrake01-29-07, 07:35 PM | More like this: http://www.aurorahistoryboutique.com/C000106.htm A sword which has a flintlock(or other black powder) pistol mated to it to function as one or the other. They were actually often used as backup hunting weapons due to the fact that if your shot missed, rarely would a charging boar give you a chance to reload. |
| Secrets Untold01-29-07, 09:27 PM | Fwwwappp!-Staff Cost:150gp, only available in gnomish settlements Weight: 1 lb Damage: 2d3 bludgeoning Critical: 19-20/x2 plus Fwwwappp! Type: Exotic two-handed (Martial two-handed for gnomes) Description: The Fwwwappp!-Staff is a gnomish weapon, and therefore quite odd. It resembles a quarterstaff with a large folded fan attached to the end. When the Fwwwappp!-Staff strikes, the fan reverberates, making the "fwap" noise the staff is named after. On a critical hit, the Fwwwappp!-Staff releases a loud "FWWWAPPP!" sound that confuses an enemy for 1d4 rounds (on a succesful Will Save against DC (damage+10), the target is confused for only 1 round) because of the obbsurdity of the noise. Oddly, the gnomes have also figured how to make this a keen weapon. FWWWAPPP! |
| MagnaSecuris01-29-07, 10:29 PM | Minion's Ring Cost: 5gp This is a signet ring that can be made out of any material, usually gold or silver. It is enchanted by a Warlock with the Craft Ring feat, and given out to his minions or cohort as both a weapon and a sign of belonging to his secret society. It stores a single Eldrich Blast that does 1/2 the damage that the Warlock was able to do when he created it. After the blast is used, it no longer has any magical properties. Any ring can be enchanted to be a Minion's Ring if a Warlock performs the necessary 6 hour ceremony and which uses up 5gp worth of crushed gems. Great for minions. Have your PCs engage an end-of-the-world cult where everybody has one of these and a longsword. With the real Warlock who's in charge slipping away in the confusion. |
| DragonBringerX02-01-07, 03:00 AM | i like the ring |
| Crimsondagger02-02-07, 10:52 AM | Sword Gauntlet cost 18gp Dmg(s) 1d6 Dmg (m) 1d8 Crit 18-20x3 special Can be set against charge Damage Piercing/Slashing This weapon looks like a gauntlet up to the hand where instead of fingers it is a rounded coup which merges with a long and deadly blade. used somewhat like the Katar or punching dagger the sword was designed to make the sword trully part of ones hand. because of its leangth and ease of use it can be set against the charge of an enemie using the natural bend of the arm to absorb the shock and the blade to absorb the enemie. Come let us dance we shall use your heart for the tempo, your screams for song and your blood to paint the picture of this masterpiece. |
| Xavorin02-10-07, 12:25 PM | Don't know what number we're up to, but here's one: Destroyer's Hand Cost: N/A Weight: 10 lb Damage: 1d8/1d8 (M) (Bludgeoning+Piercing) Critical: x2/x2 Type: Exotic Double-weapon (Not for sale in almost all markets) Description: Created by Erythnul himself, these weapons are few. The main body of the weapon is a heavy mace, but attached to the pommel end is a chain, on the end of which is the head of a morningstar. I was doodling around, seeing if I could actually draw a mace. I came up with a very nice, demonic-looking one of these. Now the Warlock in my group has one :D. |
| Mulkr02-14-07, 07:59 PM | Quarter blades weighs 20lbs. does 1d8/1d8 (slashing) or 2d4/2d4 (peircing) Crit 19/20x3 exotic 2 hand At first glance, this appears to be a quarterstaff with barbed spear heads at either end. But there are 2 blades concealed on the inside. If you click 2 switches at the same time, the quarterstaff breaks in two, and the quarter blades appear. The quarter blades are held one in each hand. You take the normal dual-weilding penalties as if weilding 2 longswords. Monks are automatically profeceint with this weapon, but can't use the dual blades, and treat it as if they couldn't open it. Opening for everyone else takes a move action.:P |
| savant_warlord1302-14-07, 08:14 PM | Occam's Razor Minor Artifact +5 keen* defending** axiomatic longsword of greater wounding although it is a longsword, you may use weapon finesse with Occam's Razor *critical: 15-17/x2, 18-19/x3, 20/x4 **+3 bonus to AC |
| stargate52502-14-07, 09:06 PM | Occam's Razor Minor Artifact +5 keen* defending** axiomatic longsword of greater wounding although it is a longsword, you may use weapon finesse with Occam's Razor *critical: 15-17/x2, 18-19/x3, 20/x4 **+3 bonus to AC Sweet mother of... this has to be insanely expensive, if not epic. |
| The WarOverlord02-15-07, 02:08 PM | THE Glave Source: Movie, KRULL Made from unknown metals, the Glave looks like a Starfish with it's apendages swept into lazy Ss, and on the tip of each of it's 5 arms is a retractable 6 inch blade of extreme sharpness. The blades are silverish in color, while the body of the Glave is goldenish in color. While resting the Blades are retracted, but just before the user inteds to throw the weapon the blades spring forth with a metelic sound like unsheathing a sword. When the Glave is thrown it is under the influence of effects simular to Levitation and telekineses, and will go where the thrower wishes including back to the thrower's hands. The Glave can even hover if no target is specified, or even hit multiple targets before returning to the hands of the thrower all the while the blades spinning in rapidness akin to a Buzz saw which will allow it to slice throw most targets like a warm knife through butter (On harder targets the thrower can Have the Glave keep on pressing the Glave against the target with it's "sawing" action) The weapon is essentially VORPAL and a favorite tactic is to have the Blade aim for the neck of intended living targets to behead them in 1 pass. It also seems to be able to kill Demonic Outsiders (devils,Demons,Imps) with just a mere tap making it possibly a lost weapon of an Angelic Outsider. When originally found by it's last user is was floating in a stream of Lava so the weapon is immune to extreme heat, and when last seen it was stuck in the hide of an Outsider known as "The Beast" whose fortress collapsed "falling" upward into the sky (Fortress collapses usually being a movie sign of it's very powerful occupant dying) at the end of the Movie. |
| ph34r80702-17-07, 01:00 AM | Dead Guy Exotic 2 handed weapon cost: free! dmg: d12 Crit: *3 Type: Bludgeoning Weight: whatever the weight of the person was just that dead guy you killed This would also work like a tower shield. I know when I was playing my rogue and I crit failed a trap they took my body to the next trap to have it disarm that one too. |
| Thor_axe_impaler02-17-07, 01:35 AM | I cant think of any weapons currently, I'll edit when I do. I just want to make sure that even though 1001 weapons is quite the steep total, we need not resort to stupid weapons that "one time I saw in this one game." not cool, I mean seriously, how many of you would feasably use a double katana if it came down to choosing your weapon. And even if you say you would, i'd kick your ass with a sap any day, even if I could have a better weapon. |
| Mulkr02-17-07, 11:12 AM | I thought of another one! Hand Guisarme cost:40gp dmg: 2d6(M) Critical:x4 range increment: 5ft.(it has a sort of half reach.) weight: 6lbs. Peircing or slashing damage. Type: Exotic one-handed special: can make trip and disarm attempts. It's like a hook sword, except everything up to the hook is the handle. It can also easily perform a coup-de-grace. You can really dish out damage with this thing!:D |
| RavenDrake02-17-07, 03:48 PM | Exotic Light Hatchet Cestus 10gp 1d4 1d6 x3 - 4lbs Slashing Exotic Two-handed Bilko* 20GP 1d3/1d3 1d4/1d4 x2 - 5lbs Bludgeoning Exotic Ranged Wrist Bow 150gp 1d2 1d3 x4 30ft 3lbs Piercing Wrist Bow Darts(10) 1gp Bilko A bilko appears, at first glance, to be a shawl or sash. In actuality, the weapon is is hidden within the sash itself, and consists of a length of chain or braided leather cord with heavy, steel-jacketed lead weights at either end. A bilko sacrifices damage for a number of bonuses and profers a proficient wielder a number of useful options in combat. A bilko can be used as either a double weapon or a reach weapon. At the begining of your turn as free action you may choose whether to use the bilko as a reach weapon or a double weapon. This choice lasts until your next action, and as such affects all attacks of opportunity you may make before then. A bilko follows the rules for double weapons for producing masterwork and enchanted versions. As a reach weapon, a bilko can strike opponents up to 10ft away. Unlike most reach weapons, you can strike any opponent within reach, including adjacent foes. As a double weapon, you may fight as though weilding a one handed weapon and a light weapon, incuring all the normal penalties. A bilko can be used to make trip attacks. If you are tripped during your own trip attempt you may drop the bilko to avoid being tripped. When using a bilko, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). A bilko deals non-lethal damage rather than lethal damage. A proficient Rogue may use a bilko to deal non-lethal damage with thier sneak attack, much like they can with a sap. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a bilko sized for you, even though it isn’t a light weapon for you. Because a bilko is disguised as a normal piece of clothing, you may make a Slight of Hand check to hide on your person as thought it was a light weapon. You gain a +2 bonus to Slight of Hand checks versus Spot checks made to locate the weapon, but because of it's large size, you incur a -2 penalty against Search checks made in frisking you to find an object. This penalty stacks with the normal -4 penalty to Slight of Hand checks opposed by Search checks when concealing an object. A bilko is a complex weapon to employ for even skilled users, and as such, non-proficient wielders cannot use it as a double weapon. Additionally, non-proficient users cannot use it to strike adjacent foes when wielding it as a reach weapon. Hatchet Cestus The Hatchet Cestus is a unique gauntleted blade that gives its weilder the ability to put tremendous force behind each blow. This weapon features a gauntlet-like grip that cinches tight to the forearm with leather straps. The weapon itself frames the hand-grip with a heavy, cresent-shaped blade that extends across the knuckles, curving at the pinky and arcing backward down the forearm about halfway. In this configuration, the weapon can be used with either punching motions, or wide, sidearm, hacking swipes. A proficient weilder using a Hatchet Cestus sized for her can use the Power Attack feat, as though weilding a one handed weapon. Note that, as a light weapon, a Hatchet Cestus sized for its weidler can't be weilded in two hands. Because of its gauntlet-like construction, a Hatchet Cestus can't be disarmed from a weilder. Wrist Bow The Wrist Bow is very similar in function to the hand crossbow, the primary difference being the device is hidden into a small, ornate bracer. The Wrist Bow is not an actual "bow", but functions more like mechanical atatal, a series of springloaded pulleys are racheted into place to arm the weapon, and a single small dart is then loaded into place to be fired. Loading a Wrist Bow in this manner is a Standard Action that provokes an attack of opportunity. A Wrist bow leaves the hand and arm it's equipped to free, however a character wielding any shield other than a buckler on the same arm as a Wrist bow may not fire the wrist bow without loosing the sheild. Once primed in this fashion, a safety lock can be engaged to keep the weapon from fireing accidentally while the arm in question is in use. Releasing this safety is a move equivilent action, and the bow can be fired by flexing the hand of the equipped arm down sharply. You may two weapon fight with a wrist bow sized for you as though it were a light weapon, incurring all the standard penalties, however you may not fight with, wield, or use in combat any item held in the hand of the arm to which a Wrist Bow is attached on a turn in which you fire the Wrist bow. A Wrist bow can be fired while both hands are full, but it takes at least one free hand to load a wrist bow. You may take the feat Rapid Reload(Wrist Bow) to reduce the time necessary to load a Wrist Bow from a Standard Action to a Move Action. This also allows you to flip the safety switch on a wrist bow as a swift action. A character may not effectively weild a Wrist bow not sized for them, even with the normal -2 penalty per size category difference. |
| DragonBringerX03-01-07, 02:44 AM | YoYo* (i'm actually being serious) Exotic Light Weapon Cost: 20 gp (because of the materials used) Damage: 1d8 bludgeoning Critical: 20, x3 Range: 5 ft. Special: Can be used to make trip and disarm attemps with a +2 bonus. You are considers to be threatening a 10 ft. reach (medium and small) with this weapon. If used untrained, then they can only "throw" it once, requiring a standard action to rewind it. If you have exotic weapon prof. (YoYo), then you can make as many attacks with it as normaly possable. A monk who take profeciency in this weapon can treat it as a special monk weapon (they can flurry with it). Description: usually made of metal and stone, they are desinged to hurt...alot. There is a very strong string or cord that is wrapped around the hand that winds the YoYo up. There have been known to make bladed ones as well, but they require a special glove to wield (which is usually made "built in" to the yoyo). *before anyone says anything, this was a real weapon which is where we get our modern day toy from. I saw it on the discovery channel once (...or maybe it was the history channel). Thought it was funny myself. |
| Gothic Rose03-01-07, 04:34 AM | Razorkite Exotic Two Handed Weapon Cost: 30gp Damage: 1d6 Critical: 20 x3 Special:This weapon is a Reach weapon, with an effective 10 foot reach. However, if used against large size creatures, its reach expands to 15 feet. Against Huge size creatures, it has a reach of 20 feet, against gargantuan creatures, a reach of 25 feet, and against collosal creatures, a reach off 30 feet. The wielder may make melee attacks against flying creatures within 60 feet. This weapon may be used to disarm with a +2 bonus, and the wielder suffers no chance of disarming himself. If the weilder does not wear full metal gauntlets while weilding this weapon, he suffers 1d3 points of damage per round. This weapon may be finessed. Description: A wood frame with light canvas to create the kite. The string is actually a light-weight twined cable, covered in razors. The weilder attacks via swooping the kite by tugging on the string, using the string as the actual damaging part of the weapon. The spindle is attached to the weilder's belt. It takes a full round action to reel in 15 feet of string. |
| Caled4003-10-07, 12:55 AM | you should make it leather gloves not metal ones. In one of the books can't remember which barbed wire said you need heavy leather gloves. I have experience with barbed wire on a farm and leather dose fine if your paying attention and don't grab a barb right on. |
| Bhaal00603-10-07, 12:31 PM | Alchemists Gun: This strange looking device has a large metal cylinder mounted on top of what appears to be a crossbow frame but lacking the arms that defines such a weapon, closer examination reveals a tightly coiled spring housed inside the tube, this device was created by adventuring alchmists as means to deliver their potent chemical formulas froma safer distance, Increase the rang increment of all grenadelike weapons fired from this device to 40ft. Weight: 10lbs Reload: 1 move equivalent action |
| Bhaal00603-10-07, 12:41 PM | Punch-Gun: This Metal Gaunlet has a short (4in) barrel attached on the top, an a metal plunger extending out over the knuckles, when an opponent is struck and the plunger depressed it fires a single shotgun shell into the target to devastating effect, however because of the violenece of the recoil the wearer must make a DC12 str check or take 1d3 points of non-lethal damage. Range: Melee Capacity: 1 12ga shell Damage: 2d12 Crit: x3 Cost: N/A (Punch-Guns are not mass produced) Weight: 2lbs Reload: 1 move equivalent action |
| dengarbountyhunter03-10-07, 01:12 PM | What's the weight and reloading time of your guns, Bhaal006? I'd assume move action for the alchemist's gun and maybe full-round for the punch-gun, but I'd like to know your take on it. |
| Bhaal00603-10-07, 01:17 PM | There, I updated the stats. |
| dengarbountyhunter03-10-07, 02:11 PM | Thanks. |
| RavenDrake03-11-07, 12:09 AM | I was bored, and tequila was involved.... Sharkgun This large steel tube, mounted with a shoulder brace, is a heavy two handed weapon for most medium characters. By pointing the end at a foe selected through a special viewing crystal on the side and pressing a button on the bottom, the tube will summon and catapult a medium sized shark at thier opponent. The weilder makes a ranged attack roll against the target to a maxiumum range of 100ft; there is no range increment for this attack. If the attack was successful the target takes 1d6+1 points biting damage plus 1d6 points of bludgeoning damage per 10ft the shark traveled(as though falling damage). Successful or not, after the attack the shark disappears, fading into dust and leaving behind only a handful of teeth. Non-proficient weilders may make an attack only as a standard action. Proficient weilders (anyone who has Exotic Weapon Proficiency: Sharkgun) may attack with a sharkgun as often as thier iterative attack bonus would allow. A sharkgun may be enchanted as any ranged weapon, however it's special ammunition may not be further enhanced. An amunition bundle (a leather belt set with sharks teeth) holds 50 charges. Reloading an ammunition belt is a move equivilent action. Each shark fired drains one charge from the ammunition belt. Strong Evocation(ammunition faint Conjuration). Caster level: 10th(amunition castre level 1st). Pre-requisites: Craft Magic Arms and Armour, Telekenesis, (ammunition requires Summon Nature's Ally I). Price: Sharkgun 5,000gp; Ammunition: 1,000gp each. |
| Shaggoth03-18-07, 01:07 PM | ... Mechanical Sword. Cost - 2000gp Weight - 5 Damage - 1d8 (sword form) 1d6 (whip form) Critical - 19-20x2 (both forms) Range Inc - none Type - Exotic one-handed melee weapon Description - At first glance, this sword appears to be a high quality longsword. Further inspection reveals that the swords blade is actually composed of eight different segments, and there are complex mechanisms in the hilt. A swift action changes the Mechanical Sword from sword form to whip form, or vice versa, by pressing a button located on the swords hilt. In sword form, the weapon functions similar to a masterwork longsword. In whip form it functions similar to a masterwork whip except it does lethal damage and it can deal damage to opponents in armor or with natural armor of any kind. Any trip or disarm attempt that is performed while a mechanical sword is in whip form also deals normal damage. A Mechanical sword uses feats appropriate to whatever form it is in, but does not allow for the use of feats if they could not normally be used with that form. For example, weapon finesse can be used with a Mechanical Sword in whip form, but it cannot be used on a Mechanical Sword in sword form, as a longsword does not qualify for weapon finesse. Due to it's complex nature, a Mechanical Sword is more easily sundered than a normal longsword, and consequently has a hardness of 8. A Mechanical Sword can be repaired using a DC 25 craft (weaponsmithing) check. ... Seems cool, but I would change it a bit (don't take this personal ;)). See this as a normal (not masterwork) version of the weapon. Btw, in my campaign I have Tinkers (from the WoW RPG book), so mechanical objects are less rare and stuff. Mechanical Sword. Cost - 650 gp Weight - 6 Damage - 1d8 (sword form) 1d6 (whip form) Critical - 19-20, x2 (both forms) Range Inc - none Type - Exotic one-handed melee weapon Description - This weapon looks like a normal sword, but when a certain motion is performed the sword changes to a whip-like weapon. The blade is actually composed out of numerous pieces of blade. The user of a mechanical sword can change it from sword to whip or vica versa as a free action, which can be performe in between attacks. When changing between attacks, it can only be changed once. Using the sword in its sword form doesn't give you any benefit or penalty. Using the sword in whip form gives you reach 15 feet and allows you to make ranged trip and disarm attempts, albeit at a -2 penalty due to the static blade pieces. On a failed trip attempt you can drop the whip to avoid getting tripped yourself. When not proficient with the sword, changing its form requires a move action. You can use Weapon Finesse when the Mechanical Sword is in whip-form, but not when it's in sword form. A Mechanical Sword requires its own Weapon Focus, Greater Weapon Focus and the like. Both its whip and sword form are conferred with those feats. A Mechanical Sword has Hardness 6 and 5 hp. --- Like you, I'm not sure about the prize. |
| TheHighwayman03-18-07, 01:28 PM | Spear of Longinus (Epic Major Artifact) This +5 keen spear is fabled to be the spear that the Roman legionary Longinus, used to end the suffering of Christ. The spear is said to hold the power to rule the world. The spear doubles the wielders charisma score and grant a +10 inheritance bonus on Diplomacy checks. In addition the wielder may awe his or her enemies with brilliance. This ability effects all that can see the wielder and requires a DC 25 will save to avoid becoming shaken. If a subject fails its save by 10 or more it becomes panicked. Any subject that fails the save by twenty or more is instantly struck dead. This ability is useable once per day and requires a full round action to use. |
| Azire04-22-07, 08:25 PM | I once tried to create stats for the revolver gunblade from FFVIII. I treated it basically as an exotic weapon with the stats of a longsword, but able to hold up to 6 alchemical weapon capsules. The capsules are completely sealed, and one can be released/broken in a round by pulling the trigger (a swift action). I figure for anyone using alchemical weapon capsules this will let them endure longer battles before reloading. |
| captain_pelor04-23-07, 01:55 AM | I'm not very good at this, but maybe someone could do one for some of the following or just give some tips on how to do them? -Keyblade(it'd be cool with unlocking abilities and disapearing and returning to hand at will) -Buster sword and/or Sephiroth's katana -Cloud's new sword from Advent(this would be difficult to create but awesome) -Kadaj's dual katana(also awesome) -Dragon Buster(Legend of Dragoon) Keyblade I would call a returning longsword which can be thrown Buster Sword: Clouds Sword 50 gp 2d8 damage 19-20/x2 Slashing Masamune Vorpal Bastard Sword with Reach First Tsurugi: (Advent children sword) 600 gp First Sword: Adamantine Greatsword Edge Sword: Keen Longsword Saw Sword x2: Wounding Bastard Sword Folding Sword x2: Defending Scimitar Which can be hidden within the same space as a dagger when folded First+Edge: Keen Adamantine Greatsword First+Edge+Saw: Keen Adamantine Fullblade First+Edge+both saw: Keen Vorpal Adamantine Fullblade First+Edge+Saws and 1 folding: +1 Keen Vorpal Adamantine Fullblade First+Edge+both Saws+both folding: +1 Keen Vorpal Adamantine Defending Fullblade Kadaj's Sword would really just be a keen katana with a bonus to disarm checks Never played Legend of Dragoon |
| JiCi04-23-07, 11:01 AM | Here's my share: Shark blade Exotic Two-Handed Weapon (double weapon) Type : Slashing Dmg: 1d8/1d8 Crit: x3 Weight : 10 lbs Cost : 300 gp This weapon is shaped like a double scimitar, except that both curves are facing the same direction and that the blades look like shark fins. The shark blade is a double weapon and occurs the same penalties as fighting with two weapons and with a light off-hand weapon. The shark blabe can also be used as a rudder while swimming. If the user holds it in front of him/her in two hands, the weapon grants a +5 bonus to Swim checks. Also, the user can make tight turns, up to 90°, without slowing down while holding the shark blade. Shark bracer Exotic Light Weapon Type : Slashing Dmg: 1d6 Crit: x3 Weight : 5 lbs Cost : 250 gp This weapon is a bracer with a finlike blade protrucing from the side. It has a mecanism that folds the blade back so it doesn’t hinder the user’s hands. Deploying and folding the blade is a free action. The cost and weight are for one bracer. A pair of shark bracers can also be used as rudders while swimming. If the user holds them in front of him/her, the weapons grant a +5 bonus to Swim checks. Also, the user can make tight turns, up to 90°, without slowing down while using the shark bracers. Fanged yo-yo Exotic Two-Handed Ranged Weapon (thrown weapon) Type : Slashing Dmg: 1d6 Crit: x2 Range: 15 ft. Weight : 15 lbs Cost : 1500 gp This weapon looks like an oversized chakram, except that 6 blades are retracted along its edge and that a spool with a 20 ft-long rope is affixed to its center. Only a master can fully wield the fanged yo-yo, because the user must do multiples actions to turn this chakram into a deadly spinning sawdisc. - First, make a ranged attack. - Second, if it hits, make a Strength check (DC 15). - Third, if it succeed, roll a d6, then multiply the damage roll by the die ((1d6 x 1d6) + str mod); if it fails, the attack deals 1d6 plus the wielder’s str mod as normal. - Fourth, after the attack, make another Strength check (DC 15). - Finally, if it succeed, the yo-yo comes back to you, ready to use the next round; if it fails, the yo-yo drops on the ground. If it happens, on the next round, it takes a move-action to reel it back. Mole claw Exotic Light Weapon Type : Slashing and Piercing Dmg: 1d6 Crit: x3 Weight : 5 lbs Cost : 120 gp This weapon is a gauntlet with oversized claws instead of fingers. The wielder cannot be disarmed with the mole claw. Because it is clumbersome, it imposes a –4 to skill checks that requiers fine manipulation, but grants a +5 to climb checks. It also imposes a –4 to attack roll if the wearer uses another weapon while wearing the mole claw. The cost and price are for one claw. When someone uses two mole claws, the weapon earns its name. The user can burrow through soil, but not hard rock, at a speed of 5 ft. Great trident Exotic Two-Handed Weapon Type : Piercing Dmg: 2d6 Crit: x2 Ranged: 15ft. Weight : 12 lbs Cost : 150 gp This weapon is a boon to any aquatic races. It’s a larger and heavier trident, with sharp barbs at the tip of its three-point fork. It can also be thrown, but not as far as a spear. The wielder gains +2 bonus to disarm (offensive and defensive). Battle deck Exotic Light Weapon Type : Slashing and Piercing Dmg: 1d4 Crit: x2 Range: 15 ft. Weight : 1 lbs Cost : 20 gp for a 54 pack Any gambler can tell by the look that this object is just a deck of playing cards. But closer observations reveal that a card is actually a sheet of steel as thin as a dagger’s blade, with sharp edges on all side of the card. Rogues in disguise sometimes carry a battle deck, camouflaged as a normal playing deck. Unlike other thrown weapons, a proficient thrower can use the Manyshot feats, just like a bow. Due to its shape, a battle deck card is not designed for melee combat. Regardless of proficiency, a wielder takes a –4 penalty to melee attack rolls when using a battle deck card as a melee weapon. For the purpose of enhancement, battle deck cards are treated as ammunitions, but are otherwise thrown weapons in all other aspects. Double bastard sword Exotic Two-Handed Melee Weapon (Double weapon) Type : Slashing Dmg: 1d10/1d10 Crit: 19-20/x2. Weight : 15 lbs Cost : 215 gp Although it looks like a normal two-bladed sword, the blades are longer and sharper. Some designs have their blades slightly curved. The double bastard sword is a double weapon and occurs the same penalties as fighting with two one-handed weapons, due to its size and weight. Chained club Exotic Two-Handed Melee Weapon (Double weapon) Type : Bludgeoning Dmg: 1d8/1d6 Crit: x2. Weight : 15 lbs Cost : 125 gp A chained club is a iron studded club and a small mace head, linked together by a length of chain. This weapon inspires awe and terror in the street of a metropolis, as street gang members find this weapon appealing. The chained club is a double weapon and occurs the same penalties as fighting with two weapons and with a light off-hand weapon. You can make trip attacks with the chained club. If you are tripped during your own trip attempt, you can drop the chained club to avoid being tripped. When using a chained club, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails). This weapon can also be used as a reach weapon and can strike adjacent opponents. You may choose which head you use. You cannot use the chained club as a double weapon when using it as a reach weapon. Shield blade Exotic Light Melee Weapon Type : Slashing Dmg: 1d6 Crit: 19-20/x2. Weight : 3 lbs Cost : 18 gp A shield blade is a short sword with a 9 inches wide blade. The handle is fixed near the edge of the blade and part of the blade continues the lengthen up to the pommel, as if a blade has been chipped off a corner to affixed the handle. While wielding a shield blade, this weapon also acts a as bucker (+1 shield bonus to AC, -1 armor check penalty, 5% chance of arcane spell failure). Unlike any other shield-like weapons, you do not lose the shield bonus and, if using two shield blades, you gain an additional +1 shield bonus to AC with the Two-Weapon Defense feat. The shield function, however, requires the Shield Proficiency feat Dire spear Exotic One-Handed Melee Weapon Type : Piercing Dmg: 1d8 Crit: x3. Weight : 3 lbs Cost : 15 gp This weapon is made of a 4 feet long iron shaft with a 1 foot long sharp point at one hand. If you use a ready action to set a dire spear against a charge, you deal double damage on a successful hit against a charging character. Many phalanx soldiers favour this weapon, since they can carry a shield. Although not as powerful as a lance, some mounted soldiers use dire spears, mainly because they get to keep the same weapon in hand when they must continue fighting on foot. Dragon jaw Exotic Light Melee Weapon Type : Bludgeoning, Piercing and Slashing Dmg: 1d4 Crit: x2 Weight : 3 lbs Cost : 250 gp This gauntlet embodies the strength of a dragon’s bite. It is an oversized gauntlet, shaped like a detailed dragon’s head, which contains a complex mechanism. This mechanism, activated by clenching a fist, snaps the jaw, much like a dragon bites a prey. Because of its bulky size, you cannot hold anything in this hand nor cast a somatic spell while wearing the dragon jaw and you cannot be disarmed. If you score a critical hit with the dragon jaw, the jaw latches onto the opponent’s body and automatically deals bite damage each round it remains attached. The wielder of a dragon jaw loses its Dexterity bonus to Armor Class, but can free itself as a free action by deactivating the mechanism. An attached dragon jaw can be struck with a weapon. To remove an attached dragon jaw through grappling, the opponent must achieve a pin against the wielder. You gain a +2 bonus to sunder attempts with the dragon jaw. Dragonclaw gauntlet Exotic Light Melee Weapon Type : Piercing and slashing Dmg: 1d6 Crit: x2 Weight : 3 lbs Cost : 50 gp The dragonclaw gauntlet is a an iron gauntlet with claws at the tip of the fingers. Due to its bulky size, you suffer a -2 to skill checks involving that hand and a -2 to attack rolls when using another weapon while wearing the dragonclaw gauntlet. When using two gauntlet, the skill penalty is doubled and the attack penalty is doubled only when wielding a two-handed weapon. You cannot also use a shield in the same hand with the dragonclaw gauntlets. Repeating Light Ballista Medium Siege Weapon Type : Piercing Dmg: 3d8 Crit: 19-20/x2 Range: 100 ft. (maximum 1,000 ft.) Crew: 4 Hardness: 5 HP: 25 Weight: 600 lbs Cost: 3,500 gp Ammunition Cost: 5 gp Weight: 12 lbs This weapon is a hybrid of a light ballista and a repeating crossbow. The bolt case holds 5 bolts and possesses two winches, one on each sides. A repeating light ballista may still be fired once per round, but reloading it take a single move-action, allowing to shoot once up to 5 consecutive rounds. Reloading a repeating light ballista takes 4 full-round actions (that is, four crew members can load it in a single full round). Otherwise, it functions like an ordinary light ballista. Repeating Heavy Ballista Huge Siege Weapon Type : Piercing Dmg: 5d8 Crit: 19-20/x2 Range: 120 ft. (maximum 1,200 ft.) Crew: 6 Hardness: 5 HP: 675 Weight: 2,400 lbs Cost: 7,000 gp Ammunition Cost: 5 gp Weight: 12 lbs This weapon is a hybrid of a heavy ballista and a repeating crossbow. The bolt case holds 5 bolts and possesses two winches, one on each sides. A repeating heavy ballista may still be fired once per round, but reloading it take a single move-action, allowing to shoot once up to 5 consecutive rounds. Reloading a repeating heavy ballista takes 6 full-round actions (that is, six crew members can load it in a single full round). Otherwise, it functions like an ordinary heavy ballista. Repeating Hand Crossbow Exotic Light Ranged Weapon Type : Piercing Dmg: 1d4 Crit: 19-20/x2 Range: 30 ft. Weight: 4 lbs Cost: 200 gp This weapon is a hybrid of a hand crossbow and a repeating crossbow. The bolt case holds 3 bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 3 bolts is a full-round action that provokes attacks of opportunity. You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a repeating hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. Barrelled Hand Crossbow Exotic Light Ranged Weapon Type : Piercing Dmg: 1d4 Crit: 19-20/x2 Range: 30 ft. Weight: 5 lbs Cost: 300 gp This weapon is a repeating hand crossbow with a barrel-like bolt case. The barrel holds 6 bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 6 bolts is a full-round action that provokes attacks of opportunity. You can shoot, but not load, a barrelled hand crossbow with one hand at no penalty. You can shoot a barrelled hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. Barrelled Light Crossbow Exotic Ranged Weapon Type : Piercing Dmg: 1d8 Crit: 19-20/x2 Range: 80 ft. Weight: 10 lbs Cost: 750 gp This weapon is a repeating light crossbow with a barrel-like bolt case. The barrel holds 10 bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 10 bolts is a full-round action that provokes attacks of opportunity. Normally, operating a barrelled light crossbow requires two hands. However, you can shoot, but not load, a barrelled light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a barrelled light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing. Barrelled Heavy Crossbow Exotic Ranged Weapon Type : Piercing Dmg: 1d10 Crit: 19-20/x2 Range: 120 ft. Weight: 15 lbs Cost: 1,200 gp This weapon is a repeating heavy crossbow with a barrel-like bolt case. The barrel holds 10 bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 10 bolts is a full-round action that provokes attacks of opportunity. Normally, operating a barrelled heavy crossbow requires two hands. However, you can shoot, but not load, a barrelled heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a barrelled heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing. Barrelled Light Ballista Medium Siege Weapon Type : Piercing Dmg: 3d8 Crit: 19-20/x2 Range: 100 ft. (maximum 1,000 ft.) Crew: 2 Hardness: 5 HP: 25 Weight: 750 lbs Cost: 3,500 gp Ammunition Cost: 5 gp Weight: 12 lbs This weapon is a hybrid of a light ballista and a barrelled crossbow. The bolt case holds 10 bolts and possesses two winches, one on each sides. A barrelled light ballista may still be fired once per round, but reloading it take a single move-action, allowing to shoot once up to 10 consecutive rounds. Reloading a barrelled light ballista takes 4 full-round actions (that is, four crew members can load it in a single full round). Otherwise, it functions like an ordinary light ballista. Barrelled Heavy Ballista Huge Siege Weapon Type : Piercing Dmg: 5d8 Crit: 19-20/x2 Range: 120 ft. (maximum 1,200 ft.) Crew: 4 Hardness: 5 HP: 675 Weight: 2,600 lbs Cost: 7,000 gp Ammunition Cost: 5 gp Weight: 12 lbs This weapon is a hybrid of a heavy ballista and a barrelled crossbow. The bolt case holds 10 bolts and possesses two winches, one on each sides. A barrelled heavy ballista may still be fired once per round, but reloading it take a single move-action, allowing to shoot once up to 10 consecutive rounds. Reloading a barrelled heavy ballista takes 6 full-round actions (that is, six crew members can load it in a single full round). Otherwise, it functions like an ordinary heavy ballista. Mighty Boomerang Exotic One-handed Thrown Weapon Type : Bludgeoning Dmg: 1d6 Crit: x3 Range: 20 ft. Weight: 6 lbs Cost: 75 gp The mighty boomerang is a large curved throwing stick with a grip at one end. A proficient thrower can throw a mighty boomerang on a lateral arc, hitting the target sideways, and returning the thrower after the attack is resolved. To catch a returning mighty boomerang, the thrower must make an attack roll (as if he were throwing the boomerang) and hit AC 10. Failure indicates the boomerang lands in a randomly determined square adjacent to the thrower. A mighty boomerang thrown by a non-proficient user travels is a straight line, returning only if it missed its target. If the thrower fails to catch the mighty boomerang, it lands 1d4 squares away in a random direction. The mighty boomerang is treated as a normal boomerang (from Complete Warrior) for the purpose of feats. Mighty Shuriken Exotic Two-handed Thrown Weapon Type : Piercing Dmg: 1d8 Crit: x2 Range: 20 ft. Weight: 5 lbs Cost: 50 gp The mighty shuriken is actually a large shuriken, favored by rogues and ninjas. It looks like a four-pointed star with grips and a little hoop in the center. Many scoundrels first throw the shuriken, then rush to pick it up and hack the target if it was still standing. A chakram variation is also commonly used, dealing slashing damage and wielded more a hool-a-hoop. Blunted Whip Exotic One-handed Melee Weapon Type : Bludgeoning Dmg: 1d6 Crit: x2 Reach: 15 ft. Weight: 4 lbs Cost: 15 gp The blunted whip looks like a flail with a much longer chain and a smaller head. Unlike a normal whip, it deals lethal damage regardless how armoured the target is. The blunted whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a blunted whip provokes an attack of opportunity, just as if you had used a ranged weapon. You can make trip attacks with a blunted whip. If you are tripped during your own trip attempt, you can drop the blunted whip to avoid being tripped. When using a blunted whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a blunted whip sized for you, even though it isn’t a light weapon for you. Dome Shield Exotic One-handed Melee Weapon Type : Bludgeoning Dmg: 1d8 Crit: x2 Weight: 18 lbs Cost: 45 gp A dome shield a round lightly domed shield, larger then a heavy shield. The dome shield provides a +3 shield bonus to AC. The attack from a dome shield is a normal shield bash. However, the Exotic Shield Proficiency (from Races of Stone) is required to get the shield bonus. Furthermore, both Exotic Weapon and Shield Proficiency are needed for the shield bash attack. War Scythe Exotic Two-handed Melee Weapon Type : Piercing and Slashing Dmg: 1d10 Crit: x4 Weight: 17 lbs Cost: 50 gp A war scythe is a farm tool reconstructed into a weapon of war. It is a 5 and a half feet tall metal haft with a sharp hook-like blade at one end that slice or pierce flesh. Death worshippers sometimes wield these scythes, as they are more durable and deadlier. A war scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the war scythe to avoid being tripped. The war scythe is treated as a normal scythe for the purpose of feats. Battle Staff Martial Two-handed Melee Weapon (Double Weapon) Type : Bludgeoning Dmg: 1d8/1d8 Crit: x2 Weight: 5 lbs Cost: 15 gp A battle staff is a 6 feet long quarterstaff made out of wood or iron. It is slightly thicker and longer than a quarter staff. A battle staff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a battle staff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. The battle staff is treated as a normal quarterstaff for the purpose of feats. Great Staff Exotic Two-handed Melee Weapon (Double Weapon) Type : Bludgeoning Dmg: 1d10/1d10 Crit: x2 Weight: 10 lbs Cost: 75 gp A great staff is a 6 feet long quarterstaff made out of iron. The process is to create a hollow cylinder and then plug both end with a metal cap. Some great staves are also made out of wood, using oak and other hard wood. A great staff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a great staff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. The great staff is treated as a normal quarterstaff for the purpose of feats. Battle Gauntlet Exotic Light Melee Weapon Type : Bludgeoning Dmg: 1d6 Crit: x2 Weight: 3 lbs Cost: 35 gp A battle gauntlet is a heavy metal glove with an arm guard. It is also referred as “buckler gauntlet” by some warriors. The battle gauntlet grants a +1 shield bonus to Armor Class. You can also use your battle gauntlet to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you don’t get the buckler’s AC bonus for the rest of the round. However, if you attack with the battle gauntlet, you keep the shield bonus. Dire Mace Exotic One-handed Melee Weapon Type : Bludgeoning Dmg: 1d10 Crit: x2 Weight: 12 lbs Cost: 50 gp A dire mace is a heavy mace with a longer haft and a longer and thicker head. A dire mace is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dire mace two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. The dire mace is treated as a normal heavy mace for the purpose of feats. Great Mace Exotic Two-handed Melee Weapon Type : Bludgeoning Dmg: 2d6 Crit: x2 Weight: 20 lbs Cost: 100 gp A great mace is a pumpkin-sized metal head on a 5 feet long, 2 inches thick haft. It allows its wielder to inflict powerful blows on opponents. Beast Flail Exotic One-handed Melee Weapon Type : Bludgeoning Dmg: 1d10 Crit: x2 Weight: 8 lbs Cost: 30 gp A beast flail is a flail with a longer chain and a hitting head shaped like that of a great beast, such as a dragon, lion, wolf. The several protrusions of the head make the flail deadly. With a beast flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the beast flail to avoid being tripped. The beast flail is treated as a normal light flail for the purpose of feats. Great Flail Exotic Two-handed Melee Weapon Type : Bludgeoning Dmg: 1d12 Crit: x2 Weight: 15 lbs Cost: 60 gp A great flail is a heavy flail with a longer, thicker chain and a heavier spiked head. With a great flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the great flail to avoid being tripped. The great flail is treated as a normal heavy flail for the purpose of feats. Great Star Martial Two-handed Melee Weapon Type : Bludgeoning and Piercing Dmg: 1d10 Crit: x2 Weight: 16 lbs Cost: 30 gp The great star is a morning star of the same size as a greatclub. It has long sharp spikes that can pierce through armor. Light Horned Shield Exotic Light Melee Weapon Type : Piercing Dmg: 1d4 Crit: 19-20/x2 Weight: +3 lbs Cost: +20 gp Heavy Horned Shield Exotic One-handed Melee Weapon Type : Piercing Dmg: 1d6 Crit: 19-20/x2 Weight: +3 lbs Cost: +20 gp A horned shield is similar to a spiked shield, but the spikes are larger and sharper. They tend to protrude in a perpendicular angle on the shield’s surface. If you use a ready action to set a horned shield against a charge, you deal double damage on a successful hit against a charging character. The horned shield is treated as a normal spiked flail for the purpose of feats. Dire Kukri Exotic Light Melee Weapon Type : Slashing Dmg: 1d4 (S), 1d6 (M) Crit: 18-20/x2 Weight: 3 lbs Cost: 50 gp A dire kukri is similar to its martial counterpart, except the blade is twice as long, and as much deadly. The dire kukri is treated as a normal kukri for the purpose of feats. Dire Sickle Exotic One-Handed Melee Weapon Type : Slashing Dmg: 1d8 (S), 1d10 (M) Crit: x2 Weight: 8 lbs Cost: 24 gp A dire sickle is a much larger version of a standard sickle. Its blade looks almost like a great wyrm claw. The dire sickle is treated as a normal heavy sickle (from the Planar Handbook) for the purpose of feats. Wild Sword Exotic Two-Handed Melee Weapon Type : Slashing Dmg: 1d10 (S), 2d6 (M) Crit: 19-20/x2 Weight: 15 lbs Cost: 1,500 gp A wild sword is a massive greatsword that is designed is be swung by animals. Druids favor this weapon, as it is a good tool to deal with fire elementals, barded devils and other creatures with a damaging skin. The sword’s pommel has a long silk loop that is used to loosely secure the weapon on the wielder’s back. When the druid uses its wild shape, it may attack with the sword instead of using the animal’s natural weapons. Swinging the weapon is an odd art: the druid must swing its head in a circular pattern in order to loosen the blade and give it momentum to strike tremendous blows. At the end, it shakes its head backward to secure back the sword. The wild sword, thanks to the silk loop, is a reach weapon and can be used against adjacent foes unlike other reach weapons. A wild sword cannot be used properly by humanoids. It imposes a -4 penalty to attack rolls and a nonproficient user can only make a single attack as a full-round action. Those with Exotic Weapon Proficiency (wild sword) have only a -2 penalty to attack rolls and may use it normally. In either case, the sword cannot be used a reach weapon by humanoids. The wild sword comes in different sizes depending on which animal the druid will use. Unless the sword itself can change size via magic, most druids carries a single one, either a Medium or Large one. Wild Pick Exotic Two-Handed Melee Weapon Type : Piercing Dmg: 1d8 (S), 1d10 (M) Crit: x4 Weight: 20 lbs Cost: 1,500 gp A wild pick is a massive pick that is designed is be swung by animals. It follows the same rules as the wild sword. Wild Mace Exotic Two-Handed Melee Weapon Type : Bludgeoning Dmg: 1d10 (S), 2d6 (M) Crit: x3 Weight: 18 lbs Cost: 1,200 gp A wild mace is a massive mace that is designed is be swung by animals. It follows the same rules as the wild sword. What do you think ? |
| JiCi05-08-07, 05:34 PM | bump |
| DragonBringerX05-19-07, 04:44 PM | :ayyyy!: FANTASTIC POST JiCi...no really:bow: what you have done here is wonderful. I am making my own campaign setting and I want to use at LEAST half of what you posted here. you deserve a :gift: gratz |
| JiCi05-19-07, 04:55 PM | Thanks man ! |
| NaeraBlueshadow05-20-07, 04:34 PM | Elven Duelist rapier this mastwork rapier is made by th eelves for their masters of fencing. despite its size and weight it has the same strength as a broad sword thus making it a defensiable against larger weapons. it is a +2 rapier but in the hands of an elf gives the user a +4 attack. Daoine Battle Glaive Used by the Daoine (Mist elves) this glaive is a fearsome weapon. It stands just over 40 inches in length both the hilt and blade are slightly curved for maximum leverage when used in chopping/slashing attacks. the handel and blade are nearly the same length and the pomel is heavy allowing it to be used in attacks. This weapon is used by highly trained soldiers and even though it may look slow and clumsy in the right hands this blade is nearly unstopable. Its keen edge can take off limbs in a single chop and slice through most armor. These weapons are very rare making them extremly vaulable and their owners gaurd them with their lives. only someone trained to use the glaive can hope to be succesfull in wielding it. Those not trained will suffer a -4 attack penalty. note this is inspired by the elvish battle sword from lotr movies. if you want a better visual image |
| Gabriel Knight5205-21-07, 12:30 AM | Bulwark of Balduran (+2 Lrg Chitinous Shield of Reflecting) Price: 42314gp Armor Class Bonus: +4 Max Dex Bonus: n/a Armor Check Penalty: -1 Spell Failure: 15% Speed: n/a Weight: 5lb Drawback: Reduces Str Ability Modifier by 1 Requirement: BAB >= +2 Description: At first glance the object appears to be the preserved body of a beholder or similar creature worked into the shape of shield. Further examination reveals a high gloss metallic sheen and the name "Balduran" scratched into the backplate. Effect: Aside from its bonus to armor class, this shield also reflects all spells with the "Ray" prefix (especially Beholder eye rays) back onto their caster. Aura/Caster Level: Strong (DC 21) Abjuration Construction: Craft Magic arms /armor, Spell Turning Cost to Create: 21157gp, 1693 XP, 43 days Inspired From.. (http://www.gamebanshee.com/baldursgateii/equipment/images/shieldofbalduran.jpg) |
| RavenDrake05-21-07, 06:42 PM | Those of you who are astute will notice that these special weapons are taken from Castlevania: Symphony of the Night. There are also included in some of these descriptiosn new weapons, modifiers, and magical enhancements of my own devising. They are explained in detail underneath the entry they first appear in. Rods Holy Rod You hold a long, embossed silver sceptre in your hands. Engraved on it are scenes of great valour and heroic deeds. A pale blue-white fire seems shine from within the weapon This blessed and annointed rod functions as a +1 Alchemical Silver Holy Heavy mace when used in combat. Additionally, it allows it's weilder to Smite Evil (As a 5th level Palidin) once per day. If the weilder is a Paladin, or otherwise has a Smite Evil ability, they gain the ability to use this power one additional time per day as a 5th level Paladin, or thier revelent character level, whichever is more beneficial. Moon Rod This weapon is engraved with moon and star motifs, and stands out visible in the dim light of the room This weapon appears at first glance to be a heavy silver and iron rod with a moon and stars motif. It grants the weilder low light vision(or Doubles the range of thier existing Low Light Vision) when held. While out of direct sunlight(at night, underground, inside large buildings, etc) the weilder of this staff can touch a series of runes(as a move action) and transform it into a +2 Sabremace*, each of it's bladed fins appearing to be a crecent moon. Twice per day, while the rod is in weapon mode, the weilder of this staff can command the blades on the staff to fly out, dealing 3d8 points of slashing damage to everything in a line 30ft long and 10ft wide (reflex save DC 14 for half) before returning to the Moon Rod's Head. Sabremace: 1d6s, 1d8m 18-20 x2 Bludgeoning and Slashing / Piercing 8lbs, Exotic, One handed Also known as a swordmace, a sabremace features a standard heavy mace head, except that instead of the normal flanges that extend from the head, it features four foot-long curved sabrelike blades. These blades are much sturdier and heavier than a standard swordblade, and can stand up to heavy abuse. A sabremace is usually swung overhand, and deals bludgeoning and slashing damage in that fashion. However, with a rough thrust, the points of the swordlike blades deal piercing damage. When using a sabremace, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails). Shield Rod This iron rod has a 4 sided head shaped like 4 overlaping shields surrounding an armoured knight. It features a wide handguard and sturdy grip. This simple looking iron scepter functions as a +2 Defending Lightmace and grants it's weilder several advantages when using a shield. While a character weilds a Shield Rod any Shield Bonus to AC is increased by +1. A character weilding a Shield Rod can invoke the Shield spell with a command word twice per day. Additionally, up to three times per day as a full round action, a character can use the power of the Sheild Rod to draw out the magic of any spell 4th level or lower that was used to enchant thier sheild, casting it as a Spell-like Ability at a caster level equal to thier character level or the shield rod's caster level, whichever is higher. (For example, a 10th level Cleric with the Sheild Rod and a +1 Blinding Heavy Shield of Bashing could use the shield rod to cast either the Searing Light spell(from the blinding enchantment) or the Bull's Strength spell(from the Bashing enchantment). This ability can be used on specific sheild enchantments(like Bashing) as well as armour enchantments that can have been applied thier sheilds (Such as Energy resistance). Wonderous Items Fist of the Tulkas These heavy blue leather gauntlets are riveted in silver and platinum. They each feature engravings of lion-headed wrestlers and brawlers. These heavy blue leather and silver gauntlets give thier weilder the ability to Produce Flame, as the spell, at will as a swift action at first caster level. In the hands of non-monk, they gain the unarmed damage and flurry of blows ability of a 5th level monk. A Monk who dons these gauntlets improves his or her unarmed damage and flurry of blows ability as though they were five levels higher. Weapons Holbein Dagger This long, fainly curved dagger seems to whistle through the air when swung faintly. This +2 Keen Dagger slices the air so cleanly that it leaves a crescent shaped "blade" of vaccum behind it. Attacks with the Holbein dagger can re-roll any miss chance from concealment(but not from total concealment) including effects such as blur or displacement, as the dagger's wide crescent lash makes it easier to strike at difficult to see foes. Jewel Sword A fine glittering pommel draws your attention. A beautiful sabre, wrought of platium, with electrum and gold chain wrapping on the hilt stands before you. The spine of the blade, the crossguard, and the pommel are each set with faceted jewels the size of wren's eggs. This +1 Platinum Sabre (Platinum follows the same rules as gold for Heavy Weapons. It deals damage as though it were one size larger and imposes a -4 non-proficiency penalty for anyone who does not have the Exotic Weapon Proficiency for it. See Magic of Faerun, pg 179, for details) glows with a silvery light whenever it's within 30ft of unclaimed gold, silver, or jewels(this includes hidden, burried, unattented or forgotten money, but not coinage or jewelry currently held, carried, or otherwise attended by a person). Additionally, if the Jewel sword delivers the final blow on an enemy, theres a chance it will conjure a small gemstone. Theres a 20% chance that any time the Jewel Sword slays a foe that a random jewel(or jewels) will be formed from the wound. The jewels would be worth 1d4-1 Plus the Creatures HD total times 10 In gold. (Ie, if it slew an ogre, a 4 HD creature, and the percentile dice indicated a success on forming a jewel, then you would roll 1d4-1(chance of 0) and add the ogre's HD total(4) multiplying the final total by 10 to determine the price. If the roll's total was 3, then (4+3) *10 = 70gp; one or more small gems who's total is 70gp will be found in the wound.) This ability can only affect creatures with 4 or more HD. Class levels do not count toward a creatures HD total for the purposes of this weapon. For the Sabre I just use Scimitar stats... they're basically the same. Werebane Embossed on the bellguard of this silvered rapier are scenes of impaled were-beasts and evil lycanthropes being burned at the stake. This +3 Alchemical Silver Rapier is considerd Keen and Bane when weilded against a Lycanthrope(when weilded against a lycanthrope it's critical threat range doubles, it's effective enhancement bonus increased by +2, and it deals an additional 2d6 points of damage on a successful hit). Additionally, the weapon grants its weilder the following special ability: As a standard action with the Werebane you may lash out in a flurry of thrusts. As a standard action, you may make two attacks against a single opponent with the Werebane. Both attacks use the same attack roll (with a -4 penalty) to determine success and deal damage normally, however you may apply precisision damage only once. If the attack roll was a critical hit, only the first attack was a critical hit, all the rest deal normal damage. For every five points of base attack bonus you have above +6, you may add one additional thrust to this attack, to a maximum of four attacks at a base attack bonus of +16. However, each attack after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three attacks and -8 for four). Damage reduction and other resistances apply separately against each attack. Shotel This subtly curved blade is edged along the concave side of it's arc, much like a sickle. A wing patterened handguard protects it's weilder just above the hilt. This blade appears to be a scimitar at first glance, though it's curve is much deeper and the weapon is edged along the concave of the blade. Said to be weapons of the wild Wind Dervish of the East, this weapon is more dangerous when thrown. The Shotel functions as a +1 Thrown, Returning Scimitar. When used as a thrown weapon, however, the weapons's Enhancement bonus increases to +3 and it gains the Keen special quality. Stone Sword As you lift this weapon, you notice the light does not reflect from it's surface as it would from iron or steel. The blade, pommel, and hilt appear forged of polished granite, a supposition confirmed by its very tangible weight. This exceptionally heavy +3 Longsword is actually made of a polished and alchemically treated stone. It has hardness 15 (8 for Stone, +1 for Alchemical treatments, and +6 for the enhancement bonus) and 35 HP (2 HP base plus 3HP for alchemical treatments plus 30hp for Enhancement bonus). When the Stone Sword scores a critical hit, the victim must succeed a fortitude save (DC 22) or be petrified by the curse of the blade as a Flesh to Stone spell. Marsil Visible heat radiates from this crimson enamaled blade, and what you first take as rubies set in it's hilt are in fact pools of liquid fire. This powerful blade of flame was said to have been crafted by demons long ago. It functions as a +4 Longsword of Inferno. Twice per day, with a command word, the weilder of Marsil can call down a Flamestrike spell, caster level 10th, centered on himself. This spell will not damage the weilder of Marsil. Inferno: An inferno weapon functions in almost all cases as a flaming burst weapon. However, when the command word to activate the flaming effect is uttered the weapon's primary striking portion(the blade, axe head, tip, etc) transforms into a flickering sheet of white hot flame. This does not change the weapon's hardness, hit points, or weight, nor does it prevent the weapon from being sundered or disarmed. In addition to its flaming burst properties, all weapon damage dealt by an inferno weapon(the base weapon damage and it's enhancement bonus, positive strength bonus, precision damage, and similar damages) is considered to be fire damage. Speaking the command word to turn off the flaming property reverts the weapon to its normal form. Strong Evocation; CL 14th; Craft Magic Arms and Armour, Fireball or Flamestrike; Market Price +5 Bonus Mormegil This weapon is enameled in black and engraved with silver runes of the dakr speech. You can feel a palpable evil presence roiling within it. Mormegil the Dark is an unholy blade forged with evil intent. It is a +2 Unholy Bastard Sword in most people's hands. In the hands of an Undead, however, the blade becomes a +4 Unholy Surge Bastard Sword. All intelligent undead who hold Mormegil are considered fully proficient with it. Mourneblade You can hear this weapon moaning as you approach. Runes of unknown hand grace it's blade and seemingly move of thier own accord. This rune etched +2 Cold Iron Bastard sword howls when weilded, and can draw energy from the spirit and magical essences that animate give life to all beings. Every time this weapon successfully deals damage to a foe, its weilder heals two hitpoints worth of damage as though with the Fast Healing ability. Terminus Est Green ichor drips from the blade of this dangerous looking sword. It's hilt is set with a large ebony skull in who's reflection you can see a number of crude notches as though the weapon was keeping score... An ancient executioner's weapon, this +3 Savage Longsword is permenantly covered in a deadly poison. Every time the weapon strikes a foe, that creature must make a fortitude saving throw(DC 14) against initial and secondary 1d4 points of Constitution damage. If used in a Coup de Grace attack, the base fortitude save DC versus death is 20+damage dealt. Terminus Est can be used, when held in two hands, to perform Executions and grants a +10 competence bonus on Profession(Executioner) Checks (See Book of Vile Darkness for Execution rules). Savage: A Savage weapon hums with energy and strikes telling blows with brutal force. A savage weapon's critical modifier range is doubled. Thus x2 weapons (1 point range) become x3 weapons. x3 weapons(2 point range) become x5, and x4 weapons(3 point range) become x7. Effects which look at the size of a weapons critical modifier(such as Thundering) treat any weapon with a critcal multiplier of x5 or more as being x4. A weapon may only have one critical related modifier, so a weapon withKeen] or [i]Impact cannot also be enhanced with Savage. Strong Necromancy, Prerequisites: Craft Magic Arms and Armour, Slay Living or Circle of Death. Market Price modifier: +1 |
| DragonBringerX05-21-07, 11:40 PM | wow...equally good stuff RavenDrake... i like the take on magical equipment. hmm now im going to have to add this stuff too... kudo's. |
| Patrick Draken-Korin05-22-07, 10:50 AM | Someone was playing Castlevania: Symphony of the Night. I really like your interpretation of the shield rod and jewel sword, RavenDrake, as well as everything else to a lesser degree. Have you considered posting these over in the d20 videogame forum? Some people over there might appreciate these even more. |
| RavenDrake05-22-07, 11:20 AM | Someone was playing Castlevania: Symphony of the Night. I really like your interpretation of the shield rod and jewel sword, RavenDrake, as well as everything else to a lesser degree. Have you considered posting these over in the d20 videogame forum? Some people over there might appreciate these even more. Actually... I wasn't aware there was a D20 videogame forum. I mainly stick to the D&D combat, magic, and monsters forums. I might just do that. |
| Braekor Dragonfang05-26-07, 04:57 PM | from The Legend of Dragoon Dragon Buster Cost: Epic Artifact +10 Brilliant Energy Dragon Dread Bastard Sword The Dragon Buster is the main weapon of the wingly Lloyd, and a powerful weapon specifically tasked to battle dragoons and their dragon allies. Against dragons and the dragoons, the Dragon Buster deals and extra 4d10 damage and has a critical threat range of 15-20/x3 |
| RavenCorvus05-26-07, 10:04 PM | Spear of Longinus (Epic Major Artifact) This +5 keen spear is fabled to be the spear that the Roman legionary Longinus, used to end the suffering of Christ. The spear is said to hold the power to rule the world. The spear doubles the wielders charisma score and grant a +10 inheritance bonus on Diplomacy checks. In addition the wielder may awe his or her enemies with brilliance. This ability effects all that can see the wielder and requires a DC 25 will save to avoid becoming shaken. If a subject fails its save by 10 or more it becomes panicked. Any subject that fails the save by twenty or more is instantly struck dead. This ability is useable once per day and requires a full round action to use. You should have it slowly make the weilder turn evil as well |
| abraham05-27-07, 02:44 PM | cat o'nine flails basically a cat o'nine tails but with flail heads at the end of each lash! |
| The WarOverlord05-28-07, 08:07 AM | Predator's Glaive 1st Seen in Predator 2 and also in Aliens v.s. the Predators This is a type boomarang that has 6 arms and uses antigravity to stay afloat and is controlled via the Predators control panel on it's arm for fancier manuvers but will normally fly to hit something, grings into it a little bit, then flies back to it's owner. |
| MasterBlaster06-01-07, 04:37 AM | Maybe that last one should go into the future forum... |
| Patrick Draken-Korin06-01-07, 10:25 PM | Nah, just replace techno-bable with magical gibberish and you're set: The boomerange is bound with an air elemental connected to the wielder's armband; the wielder uses the armband to direct the elemental's flight and control the weapon's attacks. |
| Watsyurname52906-02-07, 07:29 PM | 129. Shuriken Dagger Exotic Light Weapon* Cost: 35gp Weight: 2 lbs Damage: 1d4 dagger/1d2 shuriken Piercing and Slashing** Critical: 19-20/x2 dagger x2 shuriken Range: 10ft both Description: On first glance it appears to be a dagger with a spiked end on the hilt, on closer look its actually a shuriken attached to the end of the hilt. You attack with the blade as you would with a dagger, but instead of using the dagger, you can whip the blade around (as a standard action) and send the shuriken flying into your foe. You can use a Full-round action you attack with both the dagger and the shuriken. You can still throw the dagger as normal. Reloading the shuriken is a standard action. If you have the Quick Draw feat, reloading the Shuriken becomes a move action. Can be added to a dagger for 30gp. Also can be used with a Barbed dagger, Kukri, etc. *Need to be proficent with the dagger and the shuriken, doesnt require a seperate EWP feat. **Piercing or Slashing dagger / Piercing shuriken 130. Assassian's Hand Crossbow Exotic Ranged Weapon* Cost: 150gp Weight:2 lbs Damage: 1d4 Piercing Critical: 19-20/x2 Range: 30ft Description: This appears to be a piece of wood with a handle and trigger, like a broken hand crossbow, but on closer look, there is a switch at the end of the wood, just above the handle. When triggered, the bow part of the crossbow unfolds. This crossbow functions when unfolded as a hand crossbow, triggering the crossbow (unfolding it or folding it) is a free action. When folded, it gives a +2 Sleight of Hand checks made to conceal the crossbow. Also, it has a hidden compartment in the handle of the crossbow. It can store one vial of potion, usually poison. It is a move action to access the compartment. *This only requires to be proficent with a hand crossbow And thats my attempt, so good/bad, or what? |
| fun222306-03-07, 07:16 AM | Hey uhhh. that Soul Eater one was good and all, but how about Soul Edge:schemes: |
| Watsyurname52906-03-07, 11:42 AM | 131. Sword Chucks :w00t: Exotic One-Handed or Exotic Two-Handed See text Cost: 35gp Weight: 5 lbs Damage: 1d6 Slashing Critcal: 19-20/x2 Range: -- Description: It looks as someone attached two short swords together with a chain at the end of the hilt in attempt to make some sort of Sword Nunchaku. Sword Chucks function kinda like a Two-bladed Sword. You can attack with one sword of the Sword Chucks as a standard action, but you can use a Full-round action to attack with both of the swords dealing 1d6/1d6 dmg. You must make an attack roll (at highest BAB) against yourself, if you fail, you take 1 dmg. You can also use the Sword Chucks as two Short Swords incuring all the TWF penalties. Also, a monk can use his/her Flurry of blows with this weapon but still must make an attack roll against himself/herself to avoid taking 1 dmg. Sword Chucks add a +2 bonus on checks made to disarm the enemy (including the roll to avoid being disarmed). 132. Sniper's Crossbow Simple Ranged Weapon Cost: Light 50gp / Heavy 65gp Weight: Light 5 lbs / Heavy 9 lbs Damage: Light 1d8 / Heavy 1d10 Piercing Critical: 19-20/x2 both Range: Light 80ft / Heavy 120ft Description: It looks like a light (or heavy) crossbow with some sort of metal tube with lenses in it called a scope attached. When looking through the scope, you can see with much greater accuracy at a greater distance. This functions as a light or heavy crossbow for feats, magic, etc. You can take a full-round action to aim with the scope and shoot with a +2 attack roll bonus, even when shooting into melee, at the expense of a -1 AC because you are focused on looking through the scope, this lasts until the begining of your next turn. Also, rouges can sneak attack (or similar ability i.e. sudden strike) with the crossbow at a range of 45ft because of the scope increases their accuracy. Also, a scope could be added to a crossbow for 20gp. 133. Dart Staff Simple Two-Handed / Ranged Weapon See text Cost: 15gp Weight: 5 lbs Damage: 1d6/1d6 Bludgeoning or 1d4 Piercing Critical: x2 both Range: 20ft Description: This appears to be a normal Quarterstaff but on close look there is a switch on it that when triggered fires a dart out one end. This functions as a quarter staff for melee and a dart for ranged. Using this weapon, you can take a standard action and fire the dart as if you were throwing it. It takes a move action to reload the Dart staff. You can use a full-round action to fire the dart and then attack with the staff (same enemy). You can upgrade the firing mechanism in the staff. Upgrade 1: Increases range by 10ft (total 30ft) Cost: 50gp Upgrade 2: Increases the power of the dart, dealing +1 dmg (total 1d4+1) Cost: 100gp (upgrade 1 must be added before this one) 134. Hooked Sword Exotic Light Weapon Cost: 20gp Weight: 2 lbs Damage: 1d6 Slashing / 1d4 Piercing Critical: 19-20/x2 (for the sword) / x2 (for the curved blade in front of the grip) Range: -- Description: This sword looks to be a rapier with a hook at the end, it also as a curved blade in front of the grip. This blade functions similar to a short sword. You can attack with the Hooked Sword as you would a short sword. Also you can attack with the curved part in front of the grip as a 1d4 Piercing weapon. You can use a full-round action to attack with both weapons but at a -2 attack penalty. This weapon gives a +2 bonus on rolls made to disarm an enemy (as well as the roll to avoid being disarmed). Also, this can be used to make trip attacks. If used to make a sneak attack, this weapon deals +1 dmg as the hook tears up the flesh as it slashes across the body. 135. Dart Gun Simple Ranged Weapon Cost: 20gp Weight: 2 lbs Damage: 1d4 Piercing Critical: x2 Range: 20ft Description: This appears to be a hand crossbow with out the crossbow arms. On closer inspection, you see there is still a trigger and when pressed a dart shoots out the end, there is a lever used to reset the spring mechanism. This weapon when fired is a dart. The dart deals 1d4 dmg as normal and is treated as ammunition for the gun and for magical purposes. It is a move action to reload and if you have the Quick Draw feat, reloading is a swift action. You can shoot, but not reload, a Dart Gun with one hand at no penalty. You can shoot a Dart Gun with each hand incuring the normal TWF penalties, treat as if using two light weapons. It grants a +2 Sleight of Hand checks made to conceal the weapon on account that it looks like a broken hand crossbow. The gun can be upgraded in several ways: Upgrade 1: Increases range by 10ft (total 30ft) Cost: 50gp Upgrade 2: Increases the power of the dart, dealing +1 dmg (total 1d4+1) Cost: 100gp (upgrade 1 must be added before this one) Upgrade 3: By adding a scope to the gun, you get a +2 Attack bonus when using a full-round action by looking down the scope, but you suffer a -1 AC penalty because you are focused in looking into the scope. Cost: 25gp (can be added at anytime) 136. Trench Knife Exotic Light Weapon Cost: 50gp Weight: 2 lbs Damage: 1d4 Slashing or Piercing/1d4 Piercing Critical: 19-20/x2 Dagger / x2 Punching Range: 10ft Description: This looks to be a Barbed Dagger with a curved spiked band that is in front of the hilt. One can use the spiked part as a punching weapon. This weapon functions like a Barbed Dagger. You can attack with either part of the knife as a standard action. You can use a full round action to attack with both the blade and the spiked punch but incuring a -2 attack bonus on the second attack (with either the blade or the spiked part). This can be thrown as a normal dagger. Also, if you have 5 or more ranks in Sleight of Hand, you gain a +2 Dmg on melee sneaks attacks made with the weapon. 137. Alchemal Crossbow Simple Ranged Weapon Cost: 55gp Light / 70gp Heavy Weight: 4 lbs Light / 8 lbs Heavy Damage: 1d8 Light / 1d10 Heavy Piercing (both) Critical: 19-20/x2 Both Range: 80ft Light / 120ft Heavy Description: This looks to be a normal crossbow, but on closer inspection, you see 2switches that when one triggered opens up a hidden compartment ment for a vial or other alchemal substance, the other applies the contents of the vial to the loaded bolt. This crossbow can store a vial of poison or other alchemal substance (Alchemist Fire, Holy Water, etc.) in a hidden compartment that can be applied to the currently loaded bolt so when fired, the bolt gains the properties. Such as using an Alchemist Fire gives the bolt 1d6 Fire dmg. Reloading the compartment is a move action, and applying the substance is a free action. This also can be put into a hand crossbow, just add 20gp to the price. And thats my 2nd attempt totaling for 9 weapons submitted! Anyones 2cp would be appreciated. |
| Watsyurname52906-04-07, 10:21 PM | :bump: |
| The WarOverlord06-05-07, 03:35 PM | Whipit Source: Dragonlands This Wepon looks like a short spear of hard wood with metal head and 4 metal "bleed barbs" just behind the head. colorful feathers decorate the tail end and the weapon is weigted for throwing. When the weapon is thrown it withh travel 2 feet before smoke and a screeching sound makes the weapon exellerate to tremendous speed for up to 500 feet. The speed is so great that not only does the Whipit does 1d6 damage on impact, but will do an additional 1d6 damage for every 6 rolled, Furthermore creatures of Medium size or below must save v.s. being Knocked down or even thrown back up to 20 feet. The weopn is mostly used for Dragon v.s. Dragon Combat via their Riders and designed mostly to rip holes in the wings of the target Dragon, though a lucky whipit through the heart has slain more then one Dragon. |
| Watsyurname52906-05-07, 10:25 PM | 139. Wrist Crossbow Exotic Ranged Weapon Cost: 150gp Weight: 2 lbs Damage: 1d4 Piercing Critical: 19-20/x2 Range: 30ft Description: This appears to be some sort of crossbow that straps to your wrist, allowing it to be fired on your arm but still holding another weapon. This weapon straps on your arm and can be fired that like a hand crossbow. It is a move action to reload the crossbow, and you can fire, but not load it with one hand. You can use another weapon with the wrist crossbow at a -2 penalty to all attack rolls used with that arm, including the crossbow. If used in your off-hand, you suffer a -4 penalty to all attack rolls with that arm. 140. Alchemal Spear Simple Two-handed or One-handed Cost: 20gp Spear / 15gp Shortspear / 25gp Longspear Weight: 6 lbs / 3 lbs Short / 9 lbs Long Damage: 1d8 / 1d6 Short / 1d8 Long Piercing Critical: x3 / x2 Short / x3 Long Range: -- / 20ft Short / -- Long Description: This is a spear with a switch on the grip that when triggered coats the spearhead with the contents of the spear. The spear (whether its Short, Long, etc.) holds one vial of alchemal substance, such as Alchemist Fire (or Poison, Holy water, etc.). When the spear is triggered the substance coats the spearhead giving its properties, such as an Alchemist Fire would give the spear 1d6 Fire for one attack. It is a move action to reload the compartment and a free action to apply the substance. 141. Rapier of Electrical Blast Magic Weapon Cost: 3,720gp (7th) Caster Level: 11th Activation: Swift (command) Weight: 6 lbs This is a fine crafted rapier with a blade of a shining navy blue with a sapphire in the pommel that pusles with electrical energy, also, the blade occasionally emmits small electrical sparks. This spear functions as a +1 Rapier. In addition, a Rapier of Electrical Blast has 3 charges each which are renewed at dawn. Spending 1 or more charges gives the properties below. The effects last for one round. 1 Charge: The rapier gains the throwing & returning properties 2 Charges: The rapier gains the throwing, returning, and the shock properties 3 Charges: The rapier gains the throwing, returning and shock properties. In addition, if it hits a creature, it deals normal damage and creates a electrical explosion that hits every creature within 10ft with a lightning bolt that deals an additional 3d6 dmg (Reflex DC 14 Half). Prereqs: Craft Magic Arms & Armor, Lightning bolt, Telekinesis Cost to create: 1,700gp (plus 320 for mwk rapier), 120 XP, 4 days. 142. Spear of Sharp Magic Missle Magic Weapon Cost: 7,802gp Caster Level: 5th Activation: Standard (command) Weight: 6 lbs This spearhead of this spear has a brillant green emerald set in it and it has a feint glow. This functions as a +1 Spear. In addition, 3 times per day, you can command the spear to shoot its spearhead along with the power of 3 magic missles, on a succesful hit dealing 3d4+3 dmg plus the regular spear damage. The spearhead returns afterward. Prereq: Craft Magic Arms and Armor, Magic Missle, Telekinesis Cost to Create: 3750gp (plus 302 for mwk Spear), 300 XP, 8 days And thats 4 more for a total of 13 for me! :w00t: Thought I'd try some magic weapons this time. As always, any one's 2cp would be appreciated. |
| Twitchy_Tumbler06-05-07, 11:01 PM | Cloud's sword from Advent Children. The Tsurugi This sword is actually a combination of six separate blades and was designed (and is still favored) by the githyanki. Each individual blade may be attached or detached as a full-round action; Exotic Weapon Proficiency reduces this to a move action, while the Tsurugi Master feat reduces this to a swift action. The Tsurugi's blades are all exotic weapons, and proficiency (or Weapon Focus, etc.) applies to every sword in the set. The blades are usually referred to by their githyanki names. Each blade has a 19-20/x2 crit and deals prc or slsh damage The Tsurugi costs 250 gp Name Size Damage Notes Ascalon & Sidewinder light 1d6 If using TWDefense, add 1 to your AC for each sword of either Ascalon or Sidewinder type you're wielding Merciless & Avenger 1-hand 1d10 Unlike the other blades, these have only a x2 crit, but deal bldg damage in addition to the other types Vendetta 1-hand 1d8 due to its rigid construction, ignore 5 point of hardness when sundering with Vendetta Vigilante 2-hand 2d6 This blade is the only one that cannot be detached from the combined sword. By twisting the handle, it can be opened up for a wider blade, subtracting 1 from attack and adding 1 to damage. Tsurugi 2-hand 2d6 This blade's special properties depend on the swords combined to make it: Vigilante: basic Vendetta: ignore 5 points of damage when sundering Merciless & Avenger: add 1 damage when both blades are attached Ascalon & Sidewinder: add 1 to attack to confirm critical hits when both blades are attached. Feat: Tsurugi Master Prerequisites: proficiency with the Tsurugi Benefits: The wielder can attach or detach a blade of the Tsurugi from the combined weapon as a free action. Normal: A proficient wielder must use a move action, while a nonproficient wielder must use a full-round action. Special Materials and Enchanting the Tsurugi: Each blade may be made from a different special material; with any special material, add the gp cost for each blade it applies to. For instance, if each blade of the Tsurugi is made of Riedran crysteel (I'm fairly sure this is +2000 gp), the entire weapon will cost 12000 gp. In the combined form, any materials with special properties related to striking a foe, e.g. dragonfang, will only apply if Vendetta is made of that material. Any materials related to sundering the weapon, e.g. adamantine, will only apply if Vigilante is made of that material (note that in order to overcome DR/adamantine, Vendetta will have to be made of adamantine) Exception: If Vendetta is detached and Vigilante's special material (if any) has properties related to striking a foe, that material will be used instead. In order to enchant the Tsurugi, each blade must be masterwork, for a total cost of 1800 gold. The Tsurugi is enchanted as one blade, and the bonuses of the component blades are determined as follows: Combined: +x Vigilante & Vendetta: +(x-1) Merciless, Avenger, Ascalon, & Sidewinder: +(x-2) Raw enhancement bonuses are the first to go, with special properties following in any order the enchanter wishes. If x would ever be less than or equal to zero, that blade is masterwork only. Where'd you get all this info? Surely you didn't invent all this on your own... Otherwise... THAT'S AWESOME MAN!!! |
| dengarbountyhunter06-06-07, 04:33 PM | Misericorde Simple light weapon 3 gp 1d3 20/x4 -- 1 lb Piercing This dagger of triangular section (no edge, only a point) is mainly used to end the suffering of a wounded opponent, hence the name (French for “pity”). Its shape is ideal to pass through mail armour and ribs. Bar flail Simple one-handed weapon 2 gp 1d6 20/x2 -- 4 lbs Bludgeoning The bar flail is very close to an agricultural device designed to flail grain. It consists in a metal rod chained to a wooden hilt. It can wrap around weapons and thus grants a +2 bonus on disarm checks. Shillelagh Simple two-handed OR one-handed weapon 5 gp 1d6/1d4 20/x2 -- 5 lbs Bludgeoning The shillelagh is a hardwood staff with a curved knob at one end. The knob grants the possibility to trip. If the user fails its trip attempt, it can simply drop the shillelagh to avoid being tripped. It can be wielded in one hand, but it cannot be wielded as a double weapon at the same time. It can be used to trip even when wielded in one hand. The shillelagh and the loaded shillelagh count as a single weapon for purposes of feats such as Weapon Focus. Note: the spell shillelagh was named after this weapon. Seriously. Shillelagh, loaded Simple two-handed weapon 10 gp 1d8 20/x2 -- 7 lbs Bludgeoning The curved knob of the loaded shillelagh is filled with lead, making it too heavy to use as a double weapon but dealing more damage. Like its normal counterpart, it grants the possibility to trip. The shillelagh and the loaded shillelagh count as a single weapon for purposes of feats such as Weapon Focus. Fustibalus Simple ranged (two-handed) weapon 3 gp 1d6 20/x2 30 ft 5 lbs Bludgeoning The fustibalus, also called staff sling, is a long haft with either a rigid cup or a sling-like contraption on one end. It can throw fustibalus ammo, as well as flask-sized splash weapons (alchemist’s fire, holy water, etc.). It is more powerful than the sling but requires both hands to use. Reloading is a move action that requires both hands and provokes an attack of opportunity. Fustibalus shot (5) 2 sp -- -- -- 5 lbs -- These are oblong projectiles of variable size are made of lead, stone or baked clay. Some slingers paint or carve messages and curses in these, such as “take this”, “catch!” or even insulting comments about their potential target’s mother. A shot that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost. Throwing club Simple ranged (one-handed) weapon 3 sp 1d6 20/x2 30 ft 2 lbs Bludgeoning The throwing club is a piece of wood specially designed for throwing. It can be thrown to greater range than the normal club but cannot be used in melee. |
| Braekor Dragonfang06-06-07, 08:03 PM | From Might and Magic 8 Breaker Supposedly wielded by a great trollish warrior of legend on his search for the Silver Rose, a mace said to have been created by the gods, one must wonder; If Breaker exists, then why not too, the Silver Rose? +3 Marrowcrushing Greatclub of Impact Breaker grants it's wielder a +6 bonus to strength and constitution. In addition, anyone possessing Breaker heals unnaturally fast, recovering 5 hit points every hour Breaker remains in their possession. Noblebone Bow Created by adventurers after encountering a strange, extra-terrestial race of fire creatures known as kreegans, Noblebone bows are as dangerous as they are powerful; yet they seem to possess no innate magic whatsoever Masterwork Kreegan Bone Composite Longbow the Noblebone bow has no limit to the amount of strength bonus it's wielder adds to damage rolls, and in addition, it is unbelievably well crafted. Anyone firing the Noblebone bow gets a +4 bonus on attack and damage rolls. Arrows fired from the Noblebone bow explode on hit, creating a 20ft rafius burst of flame centered on the target. These flames deal 3d6 points of fire damage and the target must make a fortitude save (DC 19) or be blown away. However, the bow damages any allies within the radius and the wielder takes 1d6 points of fire damage each round they continue to use this weapon. This bow is nonmagical, and always functions in an antimagic field. Havoc Once the sword of an Erathian knight during the human-elf wars, it is unknown how this weapon came to be in your possession, but when wielding it, you feel as if the world slows down around you +5 Keen Longsword of Lightning Speed The possessor of this sword knows incredible alacrity. Anyone possessing Havoc gains a +4 bonus to their dexterity score and is constantly under the effects of a Haste Spell (CL 20). In addition the Lightning Speed enchantment allows the wielder to make two extra attacks in a round (+6 enhancement bonus). |
| BartR0X06-07-07, 06:38 PM | [QUOTE=DragonBringerX;11626496]YoYo* (i'm actually being serious) Exotic Light Weapon Cost: 20 gp (because of the materials used) Damage: 1d8 bludgeoning Critical: 20, x3 Range: 5 ft. Special: Can be used to make trip and disarm attemps with a +2 bonus. You are considers to be threatening a 10 ft. reach (medium and small) with this weapon. If used untrained, then they can only "throw" it once, requiring a standard action to rewind it. If you have exotic weapon prof. (YoYo), then you can make as many attacks with it as normaly possable. A monk who take profeciency in this weapon can treat it as a special monk weapon (they can flurry with it). Description: usually made of metal and stone, they are desinged to hurt...alot. There is a very strong string or cord that is wrapped around the hand that winds the YoYo up. There have been known to make bladed ones as well, but they require a special glove to wield (which is usually made "built in" to the yoyo). Just change the name to a Gnomish String-Stone, and your players will wonder what you are talking about, so you don't look like you are trying to be a goofy DM |
| sonofdrizzt06-07-07, 11:12 PM | does anybody have stat's for improvised weapons...and i dont mean a rock, slap, or any of that nonsense. I mean like a broken bottle (or even not broken), a chair, a fireplace poker, etc. Complete Warrior, right in the back of the book. |
| Windspear06-15-07, 10:05 AM | 143. Firey Longsword As the name suggests, it is infact a firey long sword, but it has a twich: it's expandable. meaning: it starts out looking like a simple rod (the grip). with a command word (of your choise. I personaly added a will save to get this to work) a square boul opens at the top of the rod. From this boul, flames burst (creating the blade). the sword does d8 dmg (like a longsword) with a 40% chance on setting the opponent on fire. I also added the ability to shoot fireballs (not like the spell. More like a firey magic missile), that do d4+1 dmg, 20% to catch on fire. max 4/shot, 4 balls/lvl. Cross-dagger this is infact a very large shuriken (and much cooler). The croos-dagger also expands, starting as a small rod 6 inches in length. At a press of a button, the rod doubles in length (a foot long now) and another rod pivots out of the center, creating a square cross (like a +). From every end blades appear. The cross-dagger does d6 damage, and can hit multiple enemies (equals str modifier). Comes back to the user the following round. What do you think? |
| dengarbountyhunter06-15-07, 10:51 AM | The fiery longsword is a lightsaber. (Just joking.) |
| Watsyurname52906-20-07, 08:27 AM | This is more of a template than a weapon, but still good. Alloy Blade, Short Sword (This uses a Short Sword as the base weapon) Martial Light Weapon Cost: 50gp Weight: 2 lbs. Damage: 1d6 Piercing Critical: 19-20/x2 Range: -- Materials: 50% Steel, 25% Silver, 25% Cold Iron Description: This looks like short sword that was forged out of several different materials. This Short Sword is made out of 3 materials, Steel, Silver, and Cold Iron. On a successful attack, you can roll a d4 and the result determins the material of the sword for that attack. On that one attack (and any AoO's after the attack) gain the properties of one of the materials in the weapon based on percentage. If I roll a 3 for the weapon above, it would be a Silver Short Sword for that attack. Next round you roll again and rinse and repeat. You can only have up to 4 materials in one weapon, 25% being the min for the material to be used. Cost is the normal price of the weapon x the percent of the material in the weapon for all the materials + 10gp (Silver Short Sword = 100gp x 25% = 25gp + Cold Iron + Short Sword = 20gp x 25% = 5gp Short Sword = 10gp x 50% = 5gp for a total of 25+5+5+10 = 50gp). This can be applied to any weapon with metal parts and that could normally be made out of that material. Another example: Alloy Blade Dagger Simple Light Weapon Cost: 307gp Weight: 1 lbs. Damage: 1d4 Piercing or Slashing Critical: 19-20/x2 Range: 10ft Materials: 25% Steel, 50% Silver, 25% Flametouched Iron (Eberron) Description: This looks like dagger that was forged out of several different materials. On a d4 1 or 2 = Silver, 3 = Steel, 4 = Flametouched Iron |
| BartR0X06-30-07, 12:00 AM | The Axe of Slosh This Orc Double Axe appears normal, except for a small tube attached facing out to the flat of the blade. As a standard action, this tube can be filled with any liquid, and as another standard action, fired out at high velocity. The sheer speed of this liquid deals 1d4 damage upon impact, in addition to any other effects (acid, alchemists fire, etc). Me: Clear everyone! Thread: Oh god... I'm... back! |
| ryuspearhead06-30-07, 11:47 AM | the sal'lar'i Cost - priceless Weight - 1 lb Damage - 1d6 (slashing), 1d6 (piercing) Critical - 20, x3 Type - Exotic One-Handed Description - this weapon is justa golden hilt until the blade is summoned a glowing yellow blade apperes out of thr base with a whipping yellow wind around it . |
| nero968706-30-07, 11:51 AM | Weapon: Anything Cost: nothing Weight: It's a MYSTERY! woooooo Damage:who knows! + unarmed strike dmg :eek: Critical:x2 Range: Throw it and see! Type: those corners look sharp... Description: Take levels in the BEST PRESTIGE CLASS EVER- Drunken Master. (you will never regret anything if you do this) |
| DragonBringerX07-10-07, 04:13 AM | man, whatsurname529...you've been throwing out some really great stuff there. I love all of the alchemical items, I plan on running a steampunk game and those are going straight in there. Kudos |
| TaiSharShaidar07-10-07, 12:54 PM | Buster Sword Type: Large Heavy Full Blade Weight: 92 lb Damage: 6d6 (yes this is accurate see http://boards1.wizards.com/showthread.php?t=879324) Critical: 19-20 x 2 Perquisites: Str 18, Monkey Grip, EWP Heavy Full Blade Description: This massive blade is forged from magically hardened platinum, and while it is no longer then a Full Blade it’s large descriptor comes from the incredible width and thickness of the blade. This coupled with its heavy construction material gives the weapon its awesome damage but also makes wielding it impossible for all but the strongest medium creatures; and even then not without extensive training. |
| Minitaur907-17-07, 11:10 AM | A weapon I came up with while watching a movie on slave revolts. Longchain Manacles Cost: 30Gp Damage: 1d8 bludgeoning Crit: 20/x4 Type: two-handed exotic Lonchain manacles may be used for trip attacks. If you pin an opponant while wearing them you may wrap the chain around them as a free action you gain a +10 bonus to resist your foe escaping the grapple and every round your foe takes 1d8 + 1.5x your stringth modifier. Longchain manacles may also be used defencivly (+2 shield bonus to AC) as a standard action, or braced agiant a charge +10 bonus to trip a charging foe in addition to normal damage The idea is that these could be wield along with a twohanded weapon untill you could get into a grapple or used as a diguise. Who would bother to put manacles on someone already wearing them? |
| warforged5109210-08-07, 07:44 PM | Here's a joke my DM came up with THE HAMSTER GRENADE a horrible weapon of untold power comes in three different forms. Each one has a range increment of 20ft #1. The hamster grenade explodes, transforming the normal hamster into a ferocious dire hamster (use the stats for a brown bear in the Monster Manual v. 3.5. #2. The Hamster explodes producing a swarm of hamsters (use the stats for a rat swarm) #3. The Hamster explodes causing 3d12 damage to everyone in a 10ft radius. Critical is 20/ x2. Damage is fire Each grenade costs about 1000 gp and can be created by getting a hamster, useing a craft wonderous item, and knowing the spells summon monster V, fireball, and summon swarm. Each effect has a third of chance of occuring unless it is a spelciaty model. Created by a bunch of drunk wizards as a party trick. |
| elgrabadula11-11-07, 08:07 PM | chainseur cost 550 gp dmg 32d4 crit x3 two handed exotic weight 162lbs its a ranseur with 15 spiked chains melted one after another right behind the pointed head of the ransseur when charging , 25% chanc of falling down due to all of the chains going everywhere requires wepon spesheleyezachion(chainseur) |
| RavenDrake11-12-07, 01:07 AM | Weapon: Kusari Cost: 30g Weight: 3lbs Damage: 1d4 bludgeoning Critical: x2 Range: - Type: One-handed Exotic The kusari (chain) is simply a finely wrought length of chain with a steel weight at one end. While the weapon deals limited damage, it's primary use is in it's flexible utility. The kusari is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a kusari provokes an attack of opportunity, just as if you had used a ranged weapon. You can make trip attacks with a kusari. If you are tripped during your own trip attempt, you can drop the kusari to avoid being tripped. When using a kusari, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a kusari sized for you, even though it isn’t a light weapon for you. Kusari related feats: Chain and Blade You can combine the Kusari with another weapon, improving both. Prerequisites: Exotic Weapon Proficiency(Kusari), Proficient with selected additional weapon, Two-weapon fighting, BAB +1 Benefit: You can combine the Kusari and any proficient one-handed or light melee weapon into a single, two-handed double weapon. You may fight with this double weapon, treating the kusari as one "head" and the selected weapon as other head, as if fighting with a one-handed weapon and a light weapon with the following provisions: The Kusari's reach is reduced to 10ft while fighting this way. You still do not threaten squares with the kusari, though you still threaten squares as appropriate to the non-kusari head of the weapon. You may continue to apply the weapon finesse feat to attack rolls with the kusari end of the weapon. If the non-kusari end of the weapon allowed you to apply weapon finesse (either it was a light weapon or had a special rules provision, such as a rapier) then you can continue to apply weapon finesse to that end of the weapon even though the new Kusari weapon is not a light weapon for you. If the non-kusair end would not allow you to add 1.5x your strength bonus when used in two hands (either it was light weapon or had a special rules provision preventing it) then you can't weild that end in two hands to gain the enhanced strength bonus. If the non-kusari end of the weapon had a range increment, than as a full round action a proficient character can throw that end(treating the attack as a normal ranged attack with a maximum of 15 ft), automatically retrieving the weapon via the kusari by pulling it back to thier hand. Both heads of a Kusari weapon must be masterwork for a character to gain a masterwork bonus to attack rolls with either end. Special: Attaching a Kusari to a melee weapon takes a DC 12 craft(blacksmithing) check and 1gp worth of raw materials. Meteor Hammer Style[Tactical] You attack with a whirl spinning blows and blocks with your kusari. Prerequisites: Chain and Blade, Two-weapon Fighting, Improved Two-weapon Fighting, Two-weapon Defense, BAB+8 Benefits: When fighting with a kusari(wheither alone or mated to another weapon via Chain and Blade) you gain the benefit of the following manuvers: Chain and Fist: You may treat the Kusari as a special monk weapon. If the Kusari is mated to another special monk weapon(such as a kama, saingham, or sai) then you may attack with either end interchangablly in a flurry of blows much as you would with a quarterstaff. Meteor Lash: You may make a ranged attack with the non-kusari end(as per Chain and Blade) of your weapon as standard action. Falling Star Strike: You no longer provoke attacks of opportunity from prone or flanked opponents when attacking with a kusari. This only applies to the attack of opportunity inherent to the kusari (as with a ranged weapon), not to attacks of opportunity provoked due to special combat manuvers such as tripping or disarming. |
| CainJustice11-12-07, 03:24 AM | i know a rogue famous for using this, but i hit her with: Pimp Slap cost: free damage: 2d6+cha (2d10+cha vs hos) crit: 19-20/to the point to crying and getting back to work or sometimes a: Pimp-cane exotic 1 handed weapon cost: 200gp damage: d8/d8 (d10/d10 vs hos) crit: 20/to the point of crying and getting back to work Now THAT is classic!!!!!!!! i haven't stopped laughing |
| GoldDragon11-12-07, 11:36 AM | BOLA-FLAIL This weapon is a specially designed 3 Headed Flail that on a push of a buttom the extra length of the chains come out of the hallowed handle to convert into it's Bola mode allowing the weapon to be flung to tangle, hold, choke, or trip a target on a successful ranged attack/called shot via the swirling flying weapon wrapping it's chain around legs,neck or body with the bola heads as weights. This weapon also features interchangeable heads which are 1) Standard smooth heads, Does little mele damage (1d4 temporary) which is fine considering this is primarily designed as a "Peace Keeping" weapon that a town guard might carry 2) Spiked Heads with seep holes and reservoirs, does 1d6 damage as a whole (1d2 per head..spikes are more "needles") but the potentially worse part of these heads is that they inject whatever is in them (usually sleep drug, but could be acid or poison) 3) Exploding heads, usually meant for the throwing option (duh) and as a military v.s. peace keeping option, when the chain wraps tight and the head impacts the explosion does 1d8 damage per explosive head. The chain and bola is immune to the damage but the target hit by this deadly combo usually isn't (especially if the bola chains wrap around the neck then the explosive head(s) makes the target likely loose it's head:evillaugh |
| lunarstudioxk11-22-07, 03:50 PM | I want to see rules for a seige weapon then a specialized weapon, the dead-a-pult:D |
| dawnbringer11-22-07, 04:36 PM | arent there already rules for a siege weapon in the DMG? |
| Dog_O_War11-22-07, 04:54 PM | Sairean Guard-Blade Two-Handed Exotic Weapon Cost: 50gp Weight: 15Lbs Damage: 1d6(M) piercing, slashing or bludgeoning Critical: 19-20/x2 Range: (special) This long, heavy sword was designed for counter tactics; made specifically to disengage an attacker through any - and every means possible. Adorned with twin blades, thick in design running perpendicular to eachother, this sword also has numerous hooks, spikes, and catches to tie up an opponent. This weapon grants the wielder a +2 bonus to disarm, trip, and sunder checks, as well as a +2 bonus to resist being disarmed while wielding the weapon. If he would be tripped in his own trip attempt, he may instead drop the weapon instead of being tripped. **why all of these bonuses? weapon design. The head of the blades are fairly blunt metal bars, while extending from the handle(s) are sharp spikes; but, since no one aspect of the sword is particularily deadly, the 1d6 damage for a two-hander.** If a character is fighting defensively, or employing the combat expertise feat for 2 or more points of armour class, then this weapon can be used to make attacks of opportunity as if it were a reach weapon. Also, if a character has the weapon focus feat for the Sairean Guard-blade, then he may add a +1 shield bonus to his armour class as long as he does not make more than one standard attack in a round (this does not include attacks of opportunity). **why reach when fighting defensively? The weapon's long-blades make for an excellent parrying weapon, and with the proper stance will strike an enemy quite a distance away. As for the shield bonus; this weapon has a rather broad construction, and will offer a fair bit of protection as long as a minimum of attacks are observed** If a character wielding a Sairean Guard-blade has the two-weapon fighting feat, then he may act as if an opponents' reach is 5 feet less than it actually is, but in doing so, he must take a -2 penalty to all attacks he makes in that round. **why this crazy negate reach ability? using the weapon an its incredible defensive design, this blade is often interposed between the attackers' weapon and the Sairean Guard-blade wielder. Because it has numerous features capable of catching weapons often at the furthest point from the wielder, it allows someone adept at two-weapon fighting to use these features while "switching up" what end he can strike with. It is not a double weapon - the design does not accomidate that fighting style. But due to the complexity of this defence, it is as if you were fighting with two weapons.** |
| dungeon_dude11-23-07, 02:58 AM | Sword of Martyrdom 1 Handed Martial Weapon Cost: 700 gp Weight: 10 lbs. Damage: 1d8 (normal attack, slashing) Crit: 19-20/x2 This weapon appears to be a normal longsword on the outside, but it is actually hollow, and filled with magically enhanced, powerful, and incredibly volatile explosives. The explosives are inhibited only by the wielder's life force; once the wielder dies, the sword will explode in seconds unless picked up by someone else. The explosion covers 20 squares, deals 10d6+20 damage from the explosion, and has an 80% chance of doing 4d6+5 damage from bits of sword acting as shrapnel. Note: Sword will not explode if the wielder merely drops it. The wielder must die. Abandoning the sword will also cause it to explode, however, before the wielder can get out of range. The wielder may also choose to detonate the sword at will. |
| Traverse11-23-07, 11:11 PM | 144. The ASHPD Universal Psionic Item Slot: Unique (as Ranged Weapon for use) Type: - Damage: - Critical: - Range: 60 ft. This odd looking ranged weapon requires two hands to use and requires no ammo, reload, or recharge. You use the ASHPD by pressing one of the three buttons on the front hand rest. Button #1 causes the device to shoot out a a harmless ectoplasmic mass that will create a null yellow-tinted portal on any relatively flat, non-moving surface. Button #2 will cause the device to shoot a similar mass that creates a blue-tinted portal on any of the same surfaces. These portals, once both activated, connect to each other as Ring Gates, and are themselves ellisped slightly towards the point of origin, flat, and 5' in diameter. The two portals cannot overlap or occupy each other on the same surface in any one 5' square. Attempting to do so, or attempting to create a portal on any curved or moving surface with result in the mass fizzling away to nothing. If a portal was successfully created on a surface that begins to move the portal will fizzle away. A mass can be creating by pressing either button as many times per turn as your BAB allows. When a mass created by either button successfully creates a portal on any surface the previous gate created from that button will fizzle away to nothing. Unlike other ranged weapons, there is no maximum distance the ectoplasmic mass may travel --since the mass never loses momentum or energy-- though the -2 for each ranged step beyond the 10th still applies, and for every 10 ranged steps the time of activation for the launched portal, if successful, takes one more round. Unlike Ring Gates, there is no weight limit to the amount of things that can travel through ASHPD portals per day. Anyone or anything can pass in and out of either portal without difficulty, size withstanding. A large creature can make a DC 13 Escape Artist check to slip through. Portals can cross dimensions and will connect to each other over any distance, though ten minutes of inactivity between the two portals will cause them to fizzle away. Button #3, when pressed and held, will pick up the nearest object to it's aiming reticles at the front of the device and carry it, floating, a foot away from the device. The object can weigh up to 100 lb. and does not count towards your carried weight. Buttons #1 and #2 will not function while button #3 in held. Strong psychoportation; ML 17th; Craft Universal Item, Riftmaker (http://forums.gleemax.com/showpost.php?p=14799286&postcount=3); Price 45,000 gp; Weight 6 lb. Note: Casting spells upon, using as a improvised weapon, submerging in water, or putting the ASHPD in a dimensional pocket may cause adverse affects, the least of which may be the immediate decrease of any chance of [bzzZZzzt]ing cake. |
| Stegy11-24-07, 12:09 PM | Oh, deleted weapon because it wasn't what I wanted.. currently reworking. XD |
| dungeon_dude11-28-07, 12:13 AM | Bottle 1 handed improvised weapon Cost: usually nothing Weight: 1 lb Damage: 1d4 bludgeoning, 1d6 piercing Crit: 20/X2 This is nothing but a glass bottle. After attacking with it once, it breaks, and it's bludgeoning damage turns to piercing. |
| tyrecian11-28-07, 07:14 PM | This was an artifact that i used in one of my campaigns. Eventually it was weilded by the Radiant Servant of Pelor (2-handed) and he was pretty ruthless with it. I wrote the sword before the PCs joined the AP path, so it was sheer coincidence that the RSoP was perfectly suited for this weapon. The Hand of Solomon or Thos for short. Found inside the chained up chest near the lich’s throne, this scimitar is painfully magical anyone else who cares to detect on it. An identify will yield only that it is a +2 Flaming Scimitar The sword is from the open desert and proclaims “I was born in the holy fires of jihad. My purpose is to destroy those who draw power from the evil pantheonned gods. To that end I was made to live, and to that end shall my death be given over.” Picking up the sword will register other effects that the characters might not immediately know or understand, but the sword will be forthcoming about 2 of his powers. The sword is Neutral Good. See invisibility (always on), and Free use of the Improved Uncanny Dodge ability (as Barbarian of 5th level). The stats are Int 14, Wis 10, Char 14, Ego 17 (d6 18-20, **helpful 15-20) The sword starts as “friendly,” but its main powers will only reveal when it becomes “Helpful” with a charisma check DC of 20. This can only be tried at each level gained after once tried obtaining the weapon. When Helpful is attained, these powers become revealed: Keen (15-20 threat range) Haste (1/day, lasts 10 rounds, item decides or character can bend to will with DC 17 will save) Character Need no longer Breathe (this does not protect from vacuum) The weapon also has a special purpose power, which will only manifest if the weilder is actively pursuing a divine caster that it perceives as evil, or one in which is participating in questionable acts (the sword is not wise to this, if Divine Caster is not evil, make a wisdom check DC 15 to see if Sword cares). Hold Monster on a successful hit (d4 rounds, Will DC 16) |
| Chain_The_Warforged12-15-07, 06:01 PM | The Steam Gun: An atempt to create a unique and balanced firearm. NOTE: the Steam Gun has multiple firing modes. Single Shot Damage: 1d12 Critical: 18-20/x2 Range: 120 Clip: 8 shot The single-shot firing mode launches an aerodynaic metal dart at a target using an alchemical compound. Note that Single-shot and Sniper use the same clip. Sniper Damage: 2d6 Critical: 16-20/x4 Range: 500 Clip: 8 shot Special: The sniper mode cannot be used on targets closer than 30 ft. away. It fires at a -10 unless a move action is taken to sight a target. It uses the same clip as the single-shot mode. Autofire Damage: 1d10 Critical 19-20/x2 Range: 10x10 cube or 30 ft. cone Clip: 30 shot The autofire setting uses a seperate ammo source from the single shot or sniper. It uses 10 rounds to autofire at one of the target areas. Each creature must make a DC 15 + attacker's ranged bonus or suffer the damage. (I think that is the autofire rule from D20 modern.) Burst Damage: 3d4 Critical: 17-20/x3 Range: 30 Clip: 30 shot Burst fire uses the same ammo source as autofire. It fires a burst of five rounds at a single creature. This results in the weapon "jumping", giving the attack roll a -2 on creatures farther than 30 ft. away. The Steamgun is treated as masterwork. It is a two-handed weapon, and can switch between firing modes as a free action. This allows any character that can make multiple attacks to use whichever firing modes in any order that he wishes. Physicaly, the Steam Gun resembles a long brass tube with a bullpup clip, and a smaller foward attachment quite a bit like a submachine gun. There a sight similar to a telescope mounted on a rail at the top, as well as an iron sight for regular fire. Weight: 40 lb Cost: 12,000 gp |
| Kelmourne12-15-07, 06:06 PM | I think there is a type of Indian mace that has a blade spiraling around the head of it. Would this be a morningstar that does slashing instead of piercing, or a mace that deals additional slashing damage? |
| Chain_The_Warforged12-17-07, 07:32 PM | :bump: By the way, I would apreciate a PEACH on my Steamgun. |
| Tony Vargas12-17-07, 08:28 PM | "Everyone knows that Elves make the best bows." - Círdan Calmcacil, Arcane Archer Elf-Bow Martial Ranged Weapon Cost: 600 gp Weight: 3 lb. Type: Piercing Damage: d8 Critical: (20/x3) Range: 110 ft A bone-and-sinew composite bow of barbaric but skillful, almost cruelly artistic design, this composite long bow is of Masterwork quality (+1 enhancent to attack), and has a somewhat heavy pull (useable with +2 STR bonus to damage). It is called an 'Elf-Bow' not because it is made by or for elves, but because it is made of elves. Traditionally, the arm and shin bones of six elves, though it is possible to make a perfectly serviceable bow from a single elf. |
| Chain_The_Warforged12-18-07, 06:09 PM | :elf: = Elfbow! Awesome. Bow made out of elf... have to remeber that one. This is sort of a stealth-bump, since it has not quite been 24 hours. still, I don't want this thread to die. |
| Bolomang34212-18-07, 06:57 PM | How about the Oblivion Elven Mace: Oblivion Elven Mace: Damage: 1d8/x2 Type: Slashing Weight: 8lbs. Cost: 15gp Picture: http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/oblivionmods/2934/1182675779_thumb.jpg |
| GoldDragon12-18-07, 10:04 PM | Haji's Blade ----------- Size: Varies Primary Damage: Varies Additional Damage: Varies When first found Haji's Blade looks like a Gold or brass handle for a dagger or Sword without it's blade. Some may have their command words scripted in their designs while other don't Saying the Right Command word will cause either a "metal" blade or a magical force blade to appear where it is supposed to. Saying other command words will add damage potently to the blade as ecah trigger word is said in sucession Example: Saying "daha" will make a Foce Blade the size of a Long sword that does 1d6 and then saying "irima" will make the Force blade do an additional 1 point acid damage Haji's Sipper -------------- Siize: Shortsword Primary Damage Potential: 3d6x2 on next round Extra damage: +8 of a weakness on next round This Special version of Haji's Blade may not wound whatever it attacks in the first round, but it "sips" a little bit of the target and then Preys on it's weakness on the next attacks Example: If you attack a Ghost with the Sword it will just pass through it on the first pass but the next time you attack with the Sword it will do 3d6x2 damage to the ghost plus +8 "positive" damage |
| The_Wyld12-18-07, 10:29 PM | 16. Warcleaver Cost - 100 gp Weight - 18 lb Damage - 2d6 Slashing and Piercing Critical - 19-20, x2 Type - Exotic Two-Handed Special - Reach weapon, can be set against a charge Description - This looks like a long thick blade set into a long metal shaft resembeling a spear. This weapon is usually held like a spear but with a sword like body. Unlike most weapons with reach, a warcleaver can attack ajacent foes. However, this thing is so heavy and unweildy that it requires you to have a Strenght of at least 13 to weild it. This weapon is inspired by a weapon I found in a 3rd party source book that I do not own nor have access to. This book does use the opengame liscence. I belive it is called the Ogren Warcleaver thou :P . I'm not sure if I got the cost or the weight correct, but ohwell. That setting would be the Iron Kingdoms |
| Chain_The_Warforged12-21-07, 10:56 AM | :bump: |
| mplindustries12-21-07, 02:13 PM | I have no idea what number this is up to. These are weapons I used in a campaign recently. Each were tied to a specific culture that could treat the weapon as a martial rather than exotic proficiency, and then had a series of feats enhancing their use. Note: I have always had a problem with D&D weapon weights. I have no idea what they are based on, but its not history. They are generally all way too heavy to be effective. Of course I don't use encumberance for the most part because its tedious, so I guess it doesn't matter. If you actually like the heavier weights for some strange reason, then these weapons need an extra pound or two on them. Khopesh Exotic, One-Handed Cost: No idea, money was a non-issue for players due to story reasons Damage: 1d8 Critical: 19-20/x3 Weight: 3 lbs. Type: Slashing Description: A sword usually around 3 feet long with a broad-bladed shallow curve in the final third, vaguely resembling a question mark. Though the end of the sword appears similar to the sickle, the edge was on the outside curve and made for a very powerful slashing edge. (Note: The Khopesh has been printed before but never to my satisfaction. The design process seemed to be "Hey, its hook shaped, that means it can trip!" despite the fact that it was used more like an axe than a sword. Additionally, most people seem to think they were edged on the inside curve, as a kukri, rather than the outside, and I have no idea why) [Culture] Skirmisher Prerequisites: [Culture], +6 BAB, Proficiency with the khopesh Benefit: When making a charge attack with a khopesh in your primary hand, you may treat it as if it were a two handed weapon for the purposes of bonus damage from strength and Power Attack. Special: If you can make multiple attacks during a charge for any reason, a khopesh in your off-hand does not recieve the primary benefit of this feat, but your strength bonus to damage is not halved when charging. Warscythe Exotic, Two-Handed Cost: Again, no cost was needed. Damage: 1d10 Critical: x4 Weight: 8 lbs. Type: Piercing and Slashing Special: Shared Focus: Scythe, can be used to trip (though I actually house-ruled all polearms could trip) Description: A reinforced scythe-blade, edged both inside and out, set perpendicular to the end of a straight haft. (Think really big Kama rather than farm tool) (Note: This is the only weapon I created for this game that isn't really based on anything historical, but it fit the flavor of the culture and I hate rolling 2d4) [Culture] Reaper Prerequisites: [Culture], Cleave, +6 BAB, Weapon Focus: Scythe or Warscythe Benefit: You receive a +2 bonus to melee hit and damage rolls on Cleave attacks using the scythe or warscythe. Additionally, if you drop an opponent with a Cleave attack, all foes within 30 feet must make a will save (DC: 10 + ½ character level + charisma modifier) or become shaken for 1 minute. Atlatl Exotic, Ranged Cost: See above Damage: 1d8 Critical: x3 Range Increment: 60' (There were no long bows or composite shortbows in this setting, so this was basically the premier ranged weapon, though only one culture really used them) Weight: 2 lbs. Type: Piercing Special: Non-proficient users suffer a -6 penalty to hit, rather than the standard -4. Description: A spear-throwing tool consisting of a shaft with a handle on one end and a spur or cup on the other, against which the butt of the spear rests. The spears it threw were basically small javelins designed just for the Atlatl, but I also find ammunition tracking to be tedious. Atlatl Mastery Prerequisites: [Culture], +3 BAB, Proficiency with the Atlatl Benefit: When using the Atlatl, you may apply one and a half times your strength bonus to its damage. Additionally, you may reload the Atlatl as a swift action. Special: If you posses the Power Attack feat, you may use it when attacking with the Atlatl. If you posses the Power Throw feat, you may add twice the number you subtract from your attacks to your damage instead. [Culture] Warrior Prerequisites: [Culture], +1 BAB Benefit: If you posses Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Necropotent, Power Critical, Weapon Focus, or Weapon Specialization with any [Culture] cultural weapon, you may also apply it to the Atlatl. Special: The bonuses from the above feats do not stack with themselves, so if, for example, you had both Weapon Focus: Spear and Weapon Focus: Atlatl, you’d only receive +1 to hit with the Atlatl. (Note: This culture recieved proficiency in a number of weapons including the Atlatl as "cultural weapons," and its style of warfare involved using Atlatls while closing on its enemies. This feat represented the (fairly common) integration of Atlatl use to your normal melee fighting routine.) Keris Exotic, Light or One-handed* Damage: 1d6 Critical: x4 or 18-20/x2 Weight: 2 lbs. Type: Piercing or Slashing Special: +2 to Disarm. A Keris cannot be effectively wielded in two hands. Description: A short asymmetrical blade with a strong point and a pistol-style grip that may be curved, serrated, and/or “wavy.” It can count as either a light or one-handed weapon depending on which is more beneficial for the circumstances. Thus, for example, a Keris can be used with weapon finesse and power attack equally well, is useable during a grapple, and suffers no penalty for being light when making a disarm attempt. [Culture] Adept Prerequisite: [Culture], Flurry of Blows or Decisive Strike class feature Benefit: You gain proficiency in the Keris, and may treat it as a "special monk weapon." Special: A [Culture] monk may take this as their 1st, 2nd, or 6th level bonus feat. Flashing Blade Dance Prerequisites: [Culture], +6 BAB, Weapon Focus: Any Light Weapon Benefit: As long as you wield only a single light weapon for which you have taken weapon focus, you gain a (cumulative) +1 dodge bonus to AC for each attack roll you make until the beginning of your next turn. Special: For the purposes of this feat, a weapon that does not require a free hand (such as an unarmed strike, natural attack, armor spikes, etc.) is not considered "wielded" as long as you do not use it to attack. If you attack with a second weapon of any kind, your dodge bonus is lost for the current turn. Keris Duelist Prerequisites: [Culture], +3 BAB, Weapon Finesse, Weapon Focus: Keris Benefit: When striking a foe denied his dexterity bonus to armor class, you may add your dexterity bonus to attack and damage rolls, as long as you wield only a single keris. Special: You may not add your dexterity bonus to your attack rolls twice (ie once from Weapon Finesse and once from this feat). However, through this feat, you may add both your strength and dexterity bonuses to attack rolls. Special: For the purposes of this feat, a weapon that does not require a free hand (such as an unarmed strike, natural attack, armor spikes, etc.) is not considered "wielded" as long as you do not use it to attack. If you use this feat to add your dexterity bonus to hit and damage rolls, you may not use any other weapon to threaten spaces or make attack rolls until your next turn. “Miraculous Secret of the One” Prerequisites: [Culture], Keris Duelist, +6 BAB Benefit: You may add your wisdom modifier to damage rolls when wielding only a single keris. Special: For the purposes of this feat, a weapon that does not require a free hand (such as an unarmed strike, natural attack, armor spikes, etc.) is not considered "wielded" as long as you do not use it to attack. If you use this feat to add your wisdom bonus to damage rolls, you may not use any other weapon to threaten spaces or make attack rolls until your next turn. Nomad’s Flourish Prerequisites: [Culture], +1 BAB, Sleight of Hand 4 ranks Benefit: You may make an attack roll instead of a Bluff check to feint in combat. If you wield only a single light weapon, you receive a +2 bonus to feint checks, and you may feint as either a move or attack action, rather than a standard action. Special: If you also have the Improved Feint feat, you may also feint as a swift action, as long as you wield only a single light weapon. When using this feat, feint checks count as attack rolls for the purposes of Flashing Blade Dance. Special: For the purposes of this feat, a weapon that does not require a free hand (such as an unarmed strike, natural attack, armor spikes, etc.) is not considered "wielded" as long as you do not use it to attack. If you use this feat to gain a +2 bonus to feint checks or to feint as a swift, move, or attack action, you may not use any other weapon to threaten spaces or make attack rolls until your next turn. Funny thing is, despite the work I put into these weapons and feats, the only weapon anyone actually used was the Khopesh. He made a pretty wicked charger, but, unfortunately, died 3rd session, so its pretty much only NPCs that use these. He was actually the impetus that got me to add the off-hand clause to the Khopesh feat. |
| Chain_The_Warforged01-07-08, 09:36 PM | Sigh. This thread seems to be dying. In a couple of hours, I am going to post a couple new weps that hopefully will bring new life back into this. :bump: :bump: :bump: |
| Chain_The_Warforged01-07-08, 10:12 PM | These are several weapons from a technologicaly adavanced race that died out hundreds of years ago in my campaign. They somewhat based off the Dweomer in TESIII: Morrowind. Akul Artifacts: Akul artifacts are technically Artifacts in the way that they cannot be created, only found. However, since there are generally a huge number of them, they can be purchased, for the right price. The artifacts are generally built out of yellowish bronze, in varying degrees of repair. Most powered artifacts use an energy crystal. These extremely common crystals are only 10 gp each, and can be swapped out as a standard action. The crystals could potentially be replicated with current magical knowledge, although it is far less expensive simply to scrounge them from Akul ruins. Projectile weapons use a type of standardized bullet that can be loaded into an existing clip. These bullets are impelled from the muzzle with a loud crack or pop by a small alchemical charge. Cost is per clip in the weapons description. Weapons: Enhanced Sword- 300 gp A long bronze sword built with a small control node near the pommel. It can be activated as a standard action. Upon activation, it begins to shimmer as the sword blade starts to vibrate at an incredible rate. This gives it enhanced damage. It can function for up to 15 rounds before exhausting its power supply. 1d12 slashing | 19-20/x2 | 16 lb Explosive Needle- 375 gp This small needle is designed to be fired from a blowgun, but it could be used as a melee weapon, or even tied to an arrow. After impacting a surface with sufficient force, it explodes in a wave of plasma. 6d10 plasma in 10 ft. burst | (Dependant on range of delivery method) | 0.1 lb Fire-Thrower- 3,200 gp Many stories exist of an Akul weapon that could spit a line of liquid fire. Recent investigation into the ruins of Kemel – Ze have unearthed what appears to be this weapon. The fire-thrower resembles a long brass tube, which is mounted on the shoulder. It is attached to a large backpack module that generates a stream of superheated plasma from the surrounding air. This plasma is pumped into the long tube and expelled at terminal velocity in a long arc. 4d10 plasma | 20/x3 | 50 ft line | 12 charges per power crystal | 40 lb Lightstaff- 2,800 gp The lightstaff is an evolution in Akul plasma technology. Originaly found in the tomb chamber of a major Akul arcanist, variations on the design have been found throughout the empire. Similar to many mundane Akul staves in appearance, this weapon holds more than meets the eye. It is capable of projecting an arc of electricity through several targets on each activation. 6d4 electric | 20/x2 | 30 ft, has 40% chance of damaging another randomly selected creature within 20 ft. Chance drops 5% for every target after the first | 8 charges per crystal | 10 lb Mechbow- 520 gp This bronze crossbow has several strange protrusions besides the standard trigger. It is designed to fire crossbow bolts with a deadly precision in situations where the sound of a gun would be disastrous. Several purely mechanical enhancements allow the large bow to be reloaded as a move action instead of a full-round action. Also, increased muzzle velocity leads to a much higher damage than a more linear weapon. 1d12 piercing | 19-20/x2 | 180 ft. | 20 lb Mechwand- 1,600 gp A variant of the Lightstaff much more commonly used by Akul forces, the Mechwand is essentially a plasma arc projector. It resembles a wand made out of brass and designed with an activation stud. 4d4 electric | 20/x2 | 40 ft, has a 10% chance to arc to a second target within 10 ft. | 10 charges per crystal | 4 lb Rachetgun- 1,900 gp One of the lighter high-powered guns created by the Akul, this device fires bullets from a sliding clip. It is of a type commonly found in Akul armories, and was most likely distributed to most foot soldiers. The Rachetgun is essentially a long barrel with a large clip mounted on the top and a machine box running along the lower half. It can comfortably be held by most humanoids, and has only moderate recoil. 3d8 piercing | 19-20/x3 | 210 ft. | 8 clip, 12 gp. | 18 lb Repeating Gun- 6,500 gp The repeating gun is one of the heaviest weapons ever created. The first such model was excavated from a major Akul factory located on the northern continent. Despite the hundreds of years it had been left uncared for, it still functioned very well. This weapon consists of a long barrel with a reinforced handle on top of it. A larger machine box is attached to the back of the barrel, with a large metal plate resembling a sideways shield affixed along the barrel on the right hand side. When used normally, the weapon fires several thousand shots from the large rotating magazine at high speeds. On the first firing mode, the weapon spits out 10 rounds at a single target, making an attack roll as normal. On the second, Autofire, the weapon uses the Autofire rules presented in d20 modern. This drains 60 rounds. 4d10 piercing | 18-20/x2 | 80 ft. | 1000 clip, 300 gp | 60 lb Seeker Dart- 80 gp The seeker dart is a mechanical projectile normally thrown at a target. It homes in on the targeted creature and hits almost all of the time. This type of dart allows a more precise targeting of any payload. Any attacks made with this weapon against an enemy receive a +10. If the attack should miss, the seeker dart instead latches on to a randomly selected enemy along a probably line of sight from the first target. Other types of Seeker Dart exist, generally with a specific payload. Whether or not the attack hits, the dart is destroyed on use. 1d4 piercing | 19-20/x2 | 60 ft. | 1 lb Seeker Dart- Combusting- 120 gp This seeker dart variant uses a plasma generation method to create a gout of fire on impact. This affects the target creature and any other creatures within 5 ft. that fail a DC 15 reflex save. 5d8 fire | 19-20/x2 | 60 ft. | 1 lb Seeker Dart- Arc- 240 gp Another seeker dart variant, this slightly larger variant creates a crackling pulse of electricity that arcs from target to target. It resembles the Lightstaff in its arcing. 4d8 electric | 19-20/x2 | 60 ft, has 40% chance of damaging another randomly selected creature within 20 ft. Chance drops 5% for every target after the first | 1 lb Next up: Shattergun Steamgun Synch-Killer Throwing Sword War Gauntlet Zapdagger Zapsword I would appreciate feedback on any of these. |
| GoldDragon01-09-08, 08:02 AM | Dual Chemical Caseless Ammo semi-automatic pistol -------------------------------------------------- size:Small Damage: 1d6 + special ammo damage (if any) Range: 300 feet, line of sight ammo: 18 per clip, bullets same as used in slings or spacial dart shaped bullets of different materials but mostly Lead or Silver, or special Special attack: Can be used to launch whatever can fit down barrel or over it such as a Cross bolt or "fluted missile" (projectile that has hollow tube that allows it to fly when it captures a bullet behind it launching from the gun...range 150 feet, bullets is spent launching flune missile, and hollow body of flune missile fits over barrel) Propellant: 300 shots per set of compressed chemical canisters This device looks like a hand held crossbow without the string or bow with a hole as big as a sling bullet at the tip of the rack that goes back to the bullet bay where the main projectile is launched from When taken apart it contains a Clip that contains up to 18 round or dart shape projectiles that is fed into the bullet bay by a spring in the clip, a mixing chamber behind where the ammo loads into that 2 chemicals that are inert when separated but explodes when mixed firing the ammo down the launching tube, and to canisters of compressed chemicals (think Co2 canisters for bb guns) that release their contents into the mixing chamber every time the trigger is pulled The weapon can theoretically shoot up to 18 rounds a round as it is semiautomatic, and the clip is quick release to allow another clip in after the release button ejects the clip via spring tension (good for shooting at a charging pack of Werewolves...with silver bullets mind you). As a relatively simple weapon it is carried most often by a Inter Plane hopping Merchant Guild that likes to travel into the Forgotten Realms where Gun Powder goes inert by the will of Gond and Technology that uses Electricity can burn out or simply does not function because of the EM pulses that the "Weave" creates |
| Xart01-10-08, 12:57 AM | Plasma Saber(I don't know if anyone did this yet) MONK ONLY Cost - Priceless Weight - 1lb Damage - 1d6 slashing or piercing Critical - 18-20 x2 (If you want it kills on crit) Type - Exotic Special - Your opponent does not get his armor bonus when getting struck by the PLASMA SABER! MONK ONLY WEAPON Description: "Project Plasma" Created by the gnomes. It took 347 gnomes and 1 dwarf to create this weapon of epically epic power. Blah it could be a quest for a monk to get this weapon from a thief who stole it and doesn't know how to use it. Its 3am :( |
| mplindustries01-10-08, 05:01 AM | why are 90% of the weapons in this thread guns, sci-fi laser things, or super overpowered things from animes/movies/etc? Don't people ever make, I don't know, real weapons? Or at least magic weapons with history and neat effects and stuff with reasonable effects/stats/etc? You know, stuff that isn't a gunblade or ivy's sword or chemical-propelled gatling gun or somesuch nonsense? You know what was cool? RavenDrake's stuff a while back about the Kusari and combining it to make Kusari-XXX and other things. It even had related feats. That was awesome. Lets get more stuff like that. |
| AngryJake01-10-08, 01:32 PM | I don't know if someone has come up with this already, but I'm not gonna double check all the posts to make sure. Dwarven BurnHammer: Cost: 350gp Damage: 1d12 Bludgeoning/1d6 Fire Crit: x3 Type: Exotic This Two-handed warhammer is of strange design, the face of the hammer is hollowed out and appears to be connected to a reservoir attached to the haft via a flexible metal tube. Whenever you make a successful hit a small lever in the hollow of the hammer releases some of the alchemists fire contained in the reservoir burning you opponent. When full the reservoir contains enough alchemists fire for 10 strikes, it cost 100gp to refill the weapon which requires a special device to tranfer the volatile liquid. |
| AwsomeSauce01-10-08, 07:49 PM | Stimpenheim’s Stupendously Seductive Sword Slinger Cost: Only one exists. Many phonies are sold at auction houses and such, but don’t be fooled. These are all falsities, as only a Gnome could wield a weapon of such caliber. Artifact Ammo: 5 greatswords Weight: 10 lbs unloaded, 50 loaded. Wielder requirements: Gnome, one level in bard. Stimpenheim’s Stupendously Seductive Sword Slinger is a weapon of great power. Capable of slinging a sword stupendously with such stupendous seduction so as to make an enemy almost wish to be hit by it, surely it must be the most powerful weapon every created. Essentially an immensely large crossbow, the Sword Slinger slings greatswords at enemies from afar. Each shot deals 2d10 damage. However, any enemy shot at by the Sword Slinger must make a Charisma check equal to 10 + the wielder’s bard level + the wielder’s charisma modifier. (Fochlucan Lyrist levels count for two in the DC) If they fail by ten or less, the enemy is seduced by the magnificent way in which the Sword Slinger seductively slings swords in a stupendously seductive manner that they take a -5 penalty to the attack. If they by 11 or more, they are seduced even more and take -7 penalty. If they fail by more than fifteen they are completely seduced and it is an automatic hit. Reloading the Sword Slinger is a full round action requiring a specially designed ammo clip. Moving while wielding the Sword Slinger is also a full round action. Point Blank shots made by the Sword Slinger are treated as a coup de grace. Any feat allowing for multiple attacks can be used in conjunction by with the Sword, however, only one Charisma check must be made. |
| Chain_The_Warforged01-11-08, 12:25 PM | Follow-up post: Shattergun- 4,500 gp This is one of the most painful Akul weapons to be damaged by. The shattergun is designed to rip apart armor plates and shatter the bones of opposing forces. The first weapon of this type was found in the possession of an Akul battle construct that was accidentally let loose in the middle of a major city. After it was pacified, the shattergun mounted on its arm was recovered, and to this day rests on a pedestal in the royal museum. Seeming somewhat similar to most types of Akul weaponry, this device seems more like a shield than a gun. A large mechanism with no barrel fits over the wielder’s arm, with a gap on the far side to allow the small metal spheres this device fires free movement. 3d8 bludgeoning/1d10 piercing | 18-20/x2 | 70 ft | 10 clip, 200 gp | 30 lb Steamgun- 2,200 gp The steamgun is a larger and more powerful rifle, capable of multiple firing modes while still being light enough to transport easily. Multiple steamguns have been found in the armories of Akul ruins. They were evidently slightly less common than the Rachetgun. Steamguns resemble modern assault rifles in multiple ways. However, they make use of a bullpup clip that slides in to place along the back of the handle, and have a much more compact design than some modern day equivalents. This weapon can autofire as the rules in d20 modern, draining 10 shots. 3d8 piercing | 19-20/x3 | 150 ft | 40 clip, 75 gp | 22 lb Synch-Killer- 6,400 gp The synch-killer is less of a true weapon than a rather devious restraining device. It consists of a metal bead that is implanted under the skin, and can be detonated as a free action by the implanter. Upon this occurring, the synch-killer explodes, doing extremely localized damage to the target. Implanting the bead requires a full-round action on a pinned or otherwise restrained character to insure a kill. However, the bead could also theoretically be attached to an arrow or a dagger. This would only allow the bead to be detonated for linear damage, but could still be an effective tactic against certain enemies. The synch-killer is destroyed on activation, but is not destroyed is ammunition attached to it is destroyed. Death or 8d10 plasma | No crit | 5 ft. | 0.5 lb Throwing Sword- 350 gp A throwing sword is an evolution of the concept of an enhanced sword. It is a relatively normal looking short sword designed to be thrown short distances with accuracy as well as used in close combat. 1d6 piercing | 19-20/x2 | 30 ft | 2 lb War Gauntlet- 1,650 gp The war gauntlet is a specialized type of Akul weapon designed for use while holding other weapons or casting spells. It more resembles a bracer than a true gauntlet, in the fact that the hand of the user is left open. However, this bracer is quite heavy and holds a rather nasty ranged weapon, in this case a plasma ray. Small projectors are attached to the top of the gauntlet and allow electricity to be arced from enemy to enemy. Any spell requiring somatic components can be cast while using this weapon and any other one-handed weapon. If a player chooses to employ this weapon in his off-hand, no penalties are given unless the War Gauntlet is used in conjunction with another attack. A two handed weapon can be used while wearing the gauntlet. 4d4 electric | 20/x2 | 40 ft, has a 60% chance to arc to a second target within 10 ft. | 9 charges per crystal | 4 lb Zapdagger- 500 gp The zapdagger is an augmented weapon commonly employed by the Akul. It is relatively easy to wield, and holds an additional surprise for most enemies: the weapon emits a damaging electric shock on impact. This uses very little power, and does not require a power crystal to be changed very often. 1d4 slahsing/1d6 electric | 19-20/x2 | 10 ft. | 3 lb Zapsword- 650 gp The Zapsword is simply a much more advanced zapdagger. It uses similar technology in the frame of a longsword. 1d8 slashing/1d6 electric | 19-20/x2 | 6 lb |
| AwsomeSauce01-11-08, 08:54 PM | Autowand Cost: 500 gp Magical Wielder Requirements: caster (or manifester, in the case of an autodorje) level 1st. Charges: 50 Range: 50 feet. An autowand is a wand magically engineered to fire at a more rapid rate. As a standard action, it can fire 2d4 magic missiles. As a full round action, it can fire 4d4 magic missiles. An autowand can be modified to fire a different spell, but for every level above first the chosen spell is, one less spell can be fired as a standard action. For example, an autowand crafted to fire wish would fire 2d4-9 wishes as a standard action. Autodorjes can also be made. Feats: Autowand Proficiency [Autowand] You are able to wield autowands more effectively in combat. Benefit: You can now make a move action in conjunction with firing your autowand. When using this feat, you may move up to your speed minus five feat, then make an attack with your autowand. After this attack, you may move the remainder of your speed. Autowand Recharge [Autowand] You can recharge your autowands. Benefit: By expending one daily spell slot, you can add 10 more charges per spell level to your autowand, up to the maximum amount the autowand needs. For example, your autowand has 30 charges remaining. By sacrificing a second level spell slot, you can restore 20 charges, returning the autowand to maximum capacity. Autowand Overdrive [Autowand] You can release a tremendous amount of energy from your autowand, sacrificing the device in the process. Benefit: Once per day, you can sacrifice all remaining charges in the autowand (minimum 10) to release a massive burst of magical energy. The energy does 5d6 damage. This attack only has a range of 20 feet. An Overdriven autowand cannot be restored by any means, even the Autowand Recharge feat. The autowand used for this feat crumbles to dust. |
| Watsyurname52901-11-08, 10:31 PM | The Autowand is waay too cheap. A 1st level wand to fire Magic Missle costs 750 for 1 magic missle per round so to fire 8 magic missles, which is higher than the spell limit, the wand would need to be much, much higher. |
| AngryJake01-12-08, 03:16 AM | Colossus Bomb: Weight:5.5 tons Price: Inconceivable Description: A simple Metal Sphere of Megalithic Proportions. This mighty weapon was crafted especially for the great hero Colossus(Goliath Barbarian7/Hulking Hurler3/Warhulk10 using the UA rules to buy of the level adjustment) quite possibly the strongest being ever to exist(60/66 Raging [18 base +5 Level +5 Tome +4 Racial +6 Item +20 Warhulk +2 Size]). The damage of this weapon is unknown seeing as how I have know idea how much damage roughly 4 tons gun powder would cause, I was thinking something like 20d100 in maybe a 500 yard radius. Overpowering Aura of Ridiculocity |
| Druss_of_The_Sword01-12-08, 08:12 PM | Barbed Throwing Daggers of Pain Cost:Dagger+10gp Weight:dagger Damage1d4 prc+1d4 slh when pulled out. Description:Looks like a regular dagger but has small sharkskin like barbs facing towards the handle. When the dagger goes into the target it sticks and takes a strength check DC 10 to pull out. Pulling out takes a move action. Sword of Sepchurstat Cost:Id say 4000 but i dont know how good/bad this is. Weight:25 pounds Damage:1d10 Description:Made by a cleric on a quest with a wizard and their fighter protecter. The fighter was unable to compare with them in the battle and wished there to be more to help. The powerful cleric felt pity for the fighter and so they went forth to the caves of the dead and dipped his ancestral blade into the waters of the lake. It was then filled with the clerics own positive energy. With this he was able to defend the two properly. Effect:Treat as a bastard sword. Cannot be used until needed. Needed when the one they need to protect is in danger and they rush to their aid. Once activated for the first time may be activated again whenever. The blade deals 2d6+5+1.5STH damage instead of 1d10+STH during battle and the weilder has Rage as the spell. For every attack made with the blade the wielder must make a will save (DC17) or fall a fit of frenzy. During the frenzy the -2 AC from rage becomes -4 and they lose the constitution bonus. At the end of the rage they are fatigued but if they went into a frenzy they are unconcious. Once in the frenzy they can only get out of it if knocked unconcious and/or there are no enemies left. How are those? |
| AwsomeSauce01-13-08, 11:28 AM | The Autowand is waay too cheap. A 1st level wand to fire Magic Missle costs 750 for 1 magic missle per round so to fire 8 magic missles, which is higher than the spell limit, the wand would need to be much, much higher. Ah, yes, I meant plus 500 gold to base price of a wand... I should learn to be more specific about these things. EDIT: I'm also not good at pricing at all. |
| shadow_brian2202-03-08, 03:30 PM | Okay, not sure if anybody has made these items yet, but can somebody make an Assassin's claw (the long claws used by the Diablo 2 Assassin) and the HUGE long claws used by the butler in One Piece. Thanks! |
| Erasmas02-05-08, 10:36 AM | The Rooted Thorn (Dagger +3, Immovability {a +2 equivilent}) Chaotic-Neutral Ego = 8 INT: 12 WIS: 10 CHA: 12 Empathy; 30 ft. Vision & Hearing Lesser Power: Wounding effect upon removal (See description) This dagger appears to be an ornately made weapon formed to look like a rosebud on a stem. The bud forms the pommel, the leaves form the crosspiece, and the stem forms the blade. There are "upward-pointing" thorns staggered along both sides of the blade that function as barbs. At the touch of a button, hidden near the crosspiece, the dagger takes on the properties of an Immovable Rod, with the following changes: + After any succesful attack with The Rooted Thorn, the wielder may choose to activate the immovable portion of this weapon with a free action. Deactivating this function is also a free action. The target of this attack is now "stuck" in place. + A "stuck" character that performs any action requiring any movement (i.e. casting a spell, attacking, taking movement) automatically takes damage from The Rooted Thorn (1d4+3). + A "stuck" character who deactivates The Rooted Thorn takes 1 point of damage from the movement of the imbedded dagger. + A "stuck" character removing The Rooted Thorn automatically takes damage from the weapon ((1d4+3)x3) and is considered to have been struck by a weapon with wounding. Cost: 51,302 gp Dmg: 1d4+3 Critical: x2 Range Increment: 10 ft. Weight: 2 lb. Type: Piercing damage |
| shadow_brian2202-06-08, 07:57 PM | so, can some1 help me with the weapons i asked for? (2 posts up) |
| mplindustries02-06-08, 09:03 PM | Okay, not sure if anybody has made these items yet, but can somebody make an Assassin's claw (the long claws used by the Diablo 2 Assassin) Punching Dagger and the HUGE long claws used by the butler in One Piece. Thanks! HUGE punching dagger |
| royinator03-01-08, 11:58 AM | 6. Dual Katana Cost - 100 gp Weight - ? lb Damage - 1d8/1d8 Critical - 19-20, x2 Range Inc - n/a Type - Exotic Double Weapon Description - This weapon is a pair of Katana blades joined together onto one handle and spaced about an inch apart from eachother. If you use this sword as a double weapon, you make one attack roll for both ends instead of two, using the lowest attack bonus, if it succeeds, both ends hit. ex: Normal TWF with +2/+1 Double Bladed Sword, +6/+5, 1d8+5/1d8+2 TWF with +2/+1 Dual Katana, +5, 1d8+5+1d8+2 that's the two-bladed sword |
| Ekko03-01-08, 10:15 PM | Colichemarde Cost - 450 gp (all Colichemarde are masterwork) Weight - 2 lbs Damage - 1d6 Critical - 18-20/x2 Type - Exotic One-Handed Melee Weapon Description - A colichemarde is a special type of rapier designed for speed and precision. An attack with a colichemarde reduces the penalty for multiple attacks in a round from your Base Attack Bonus by 1 (-4 for attack two, -9 for three, -14 for four). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a colichemarde sized for you, even though it isn’t a light weapon for you. You can’t wield a colichemarde in two hands in order to apply 1½ times your Strength bonus to damage. A colichemarde counts as a rapier for purposes of Weapon Focus and similar feats. |
| mplindustries03-02-08, 02:56 AM | Colichemarde Cost - 450 gp (all Colichemarde are masterwork) Weight - 2 lbs Damage - 1d6 Critical - 18-20/x2 Type - Exotic One-Handed Melee Weapon Description - A colichemarde is a special type of rapier designed for speed and precision. An attack with a colichemarde reduces the penalty for multiple attacks in a round from your Base Attack Bonus by 1 (-4 for attack two, -9 for three, -14 for four). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a colichemarde sized for you, even though it isn’t a light weapon for you. You can’t wield a colichemarde in two hands in order to apply 1½ times your Strength bonus to damage. A colichemarde counts as a rapier for purposes of Weapon Focus and similar feats. So, you spend an exotic feat for what amounts to +1 to hit? And thats even only on attacks after the first? Thats not even as good as weapon focus. Pass. |
| crwydryny03-02-08, 08:06 AM | as i don't have much time at the moment I haven't had time to read all the posts (though some of what i've read is intresting) but here's a few I've been toying with for a campaign I'm working on. (part of which involves a huge war) invisible blade ***borrowed from MERP*** basically any bladed weapon (I guess you could extend it to any weapon) which to the observer (with out magic assistance) appears to be nothing but a sword hilt with no blade. offering a bonus to supprise attacks and first round inititive (the target asumes the user is unarmed) as well as a bonus to hit rolls (the defender has a hard time judging the distance to the blade thus can't block as good) steam gun since a few firearms have been added already i thought I would include this Cost 200 Damage (s) 1d8 (m) 2d6 Critical x3 Range increment 50ft Weight 12lb (+ammo +water) Damage piercing/bludgeon Ammo (10) 1gp Critical failure (1) = steam pipe burst, d4 damage, weapon useless until repaired magazine can hold 10-50 rounds (DM discression) has burst/auto fire feature (requires feats to use), exotic weapon proficiency feat created by smithlords (dwarf/gnome you decide) basicaly the steam gun consists of a small magical fire (achemical, spell, divine, elemental it's your choice) contained in a small metal tank which is used to heat a tank of water placed above it. pipes feed the steam into the fireing mechinism which conststs of a steam powered piston and release valve (to cycle the reload action simalar to a machine gun) the trigger and magizine assembly. basically the pressure of teh steam pushes the slug out of the gun at a high speed. in accurate at long ranges it is devistating at close range. to use as a portable weapon the user must have a strength score of atleast 15 to carry the heavy equipment and handle the recoil but anyone can use it as a placed weapon (i.e water tank put on the floor and fireing system supported) requires a exsotic weapon feat to use effictivly. as well as burt fire and auto fire feat to use said modes (see D20 modern) the holy hand grenade ***thanks to the monty python team*** basically a thrown magical item which uses divine power to do splash damage to undead and demonic creatures (or living and divine creatures for evil aligned users) only paladins/clerics of the correct alignment may use the item (can't let just anyone use the gift of the gods lol) dammage 1d20 cost 2000gp or as an alternitive the item could be blessed with any divine spell, or maybe even any arcane spell provided one can find a spell caster capable of creating such a device (arcane grenade *shrug* useable by anyone) I've left much of the stats out of these items so DM's can play with them and change them to their game style |
| dengarbountyhunter03-03-08, 04:00 PM | Sorry, mplindustries, but these boards have seen their share of weapon threads. Every combination of damage, critical and common special abilities (trip, +x to disarm, etc.) has already been done, and there's only so many exploitable combat mechanics left out there. Add to that the fact that everybody thinks that Van Helsing's crossbow should exist in D&D, and you see why most of the thread is crazy sci-fi depleted uranium railguns and plasma gauntlets. |
| dorve03-13-08, 03:47 AM | no idea if this has been posted but hell! Cyber Orb 1 handed 2d12 bludgeoning damage, 1d4 piercing damage. classed as club description: A seemless metal orb. when activated it released several maces and daggers. Made by many many gnomes. the first few suddenly exploded, releasing all components. After they perfected the art the orbs became a adventurers best friend, till one mage accidently activated it in his hand, instantly killing him. they have recently resurfaced. |
| Samurai_Zero03-13-08, 06:43 PM | not sure if someone posted it already but: Sock full of Quarters: Cost - A regular sock and however many copper pieces it takes to fill the sock Weight - 3-8 lbs depending on size of sock Damage - 1d6 non leathal Critical - x1 Description - A sock you pulled off your foot and pilled with copper pieces to beat someone down with |
| crwydryny03-13-08, 07:40 PM | ball of blades basically a ornatly decorated silver ball about the size of a tennis ball (just the right size to fit in a hand, or pocket) which is covered with small hinged slits (20-24 DC spot check) when handled and a key word is spoken (which just happens to be written on the side of the ball) a mechanism inside releases several spring loaded blades which mess up the hand of the would be thief (say about 1d4 - 1d6 damage) or if you want something more nasty use spikes and increase the spot check DC to around 27-28 (smaller holes are easier to hide in the patterns) or you could have the blades coated in poison. now if that's not your cup of tea how about a nice big ball about 1-2ft in diameter (now what tresure hungry adventure could pass up a ball of solid silver that big?) obviously such a large device would do a heck of a lot more damage (say d10 - 2d6) and if you want to be nasty you could make variations. a version fitted with rubies could leak alchemical fire, while a one covered in saphires could release a freezing chemical. maybe make the device into an ornate skull, a door knob, a little rag doll, the posibilities are endless heck you could even have it launch the blades (a spring operated frag grenade) or fitted with all kinds of magical effects |
| nytemare370103-13-08, 10:16 PM | Click for a pic (http://i76.photobucket.com/albums/j33/rayka2/RedQueenrayka.jpg) Red queen is a Fuel Injected (weird huh?) sword from Devil May Cry 4. Stats so far: Red Queen Exotic 1H sword Slashing/Piercing 1d10 Fuel Injection: If a character wielding Red Queen has multiple attacks in a turn, up to 3 can be sacrificed for a +5 bonus to damage per sacrificed attack on the next 3 attack rolls Example: If a character has an attack sequence of 20/15/10/5, the first 3 attacks can be sacrificed, leaving an attack at +5 with a +15 to damage. the next two attacks of the next turn (the +20 and +15) will also share the +15 to damage. Special: Counts as a Bastard Sword for focus/specialization and other feats. EDIT: The real power of the sword is to sacrifice the first three attacks of each turn to gain +15 per turn to the total bonus until you decide to use it. First turn: 1 swing at +5 (+15 dmg) Second turn: 1 swing at +5 (+30 dmg) Third Turn: 1 swing at +5 (+45 to damage) Counter Resets. It's for that SMAAAAASH!!!!! attack you've always wanted ;) |
| Derkylos03-13-08, 11:35 PM | Ball 'n' Chain Type: 2-Handed, Bludgeoning Weight: 20lb+ Damage: 3d6 Critical: x3 As the name suggests, this is a large metal ball connected to a length of chain. It is spun in a circle with the wielder acting as a counterweight. To attack someone/something with it, the wielder attempts to impart direction to his spinning (DC 15 STR check). A successful check results in the wielder travelling 1/2 his speed in the intended direction, +1 foot for each point by which the check exceeds the DC. The listed damadge +1.5x the wielder's STR is dealt to all targets within 5' of the wielder's path. On a failed check, the wielder moves a distance equal to the amount by which he failed the check in a random direction (use the grenade-like weapon rules). Should the wielder encounter an immovable object, he immediately stops and takes damadge as though he fell from a height equal to the distance moved this turn. Every turn in which the weapon is used, the wielder must make a Fort save (DC 10+1 per 2 rounds used) in order to continue using it. Faliure results in the wielder being exhausted and being unable to continue using the weapon until this condition is healed. Shamlessly "borrowed" from warhammer-I loved their weapons like this-and the figures that went with them :P |
| AdventChild03-21-08, 12:56 AM | Hira-Shuriken: The Hira-shuriken (手裏剣) are sharpened hand-held blades that returns to its thrower. To catch a returning hira-shuriken, the thrower must make an attack roll (as if he were throwing the shuriken) and hit AC 10. Failure indicates the shuriken lands in a randomly determined square adjacent to the thrower (if the thrower is proficient or 1d4 suqures away in a random direction (if not proficient). Nodachi: Nodachi (野太刀:のだち) have the same general appearance and design of a katana though they are significantly longer. Nodachis are designed as a weapon for open battlefields. The drawback of the Nodachi is that it requires great strength to properly wield, even those who are proficient with the weapon must wield it as a two-handed weapon unless they possess the improved soldier grip feat. A notable appearance is the sword of Sephiroth, is called Masamune and is his principal [only] weapon. A Nodachi has reach. You can strike opponents10 feet away with it, but it causes great effort to use it against an adjacent foe giving a -2 to attack rolls to the wielder while attacking adjacent foes. Zanbatō: A zanbatō (斬馬刀, literally "horse-slaying sword" or "horse-chopping saber") is an especially large type of sword, the weapon consists of a large, wide blade attached to an extended, pole-like hilt. An example of this weapon is the Buster Sword. Exotic Melee weapons Zanbato 2d4 20/×3 Slashing — Medium 15 lb. 12 — Nodachi 2d6 19-20 Slashing — Large 25 lb. 17 — Exotic Range Weapon Hira-Shuriken 1d4 20/×4 Piercing 20ft small 10 lb. 13 — EDIT: I made these weapons for the final fantasy 7 campaign i am building so it might make some reference to feats unique of the setting. These weapons have the name of actual japanese weapons, however they are presented here as they are commonly depicted in fiction. The setting uses the d20 modern rules. |
| mplindustries03-21-08, 03:50 AM | Exotic Melee weapons Zanbato 2d4 20/×3 Slashing — Medium 15 lb. 12 — Nodachi 2d6 19-20 Slashing — Large 25 lb. 17 — Exotic Range Weapon Hira-Shuriken 1d4 20/×4 Piercing 20ft small 10 lb. 13 — The Zanbato is worse than even a scythe. I really hope you actually had some kind of extra benefit you forgot to mention. |
| AdventChild03-21-08, 04:07 AM | The Zanbato is worse than even a scythe. I really hope you actually had some kind of extra benefit you forgot to mention. its 1d12 20/x4. I have no worries scythes are not for sale in the campaign i implemented the weapons. |