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| RavenDrake09-30-05, 01:27 AM | A much more updated list of equipment... any comments, questions, or suggestions appreciated. Name Cost Dmg(S) Dmg(M) Critical Range Weight Type ---- ---- ------ ------ -------- ----- ------ ---- Simple Light Viper's Spite 1gp 1 1 - - - Piercing One Handed Flencher 8gp 1d4 1d6 x3 - 2lbs Slashing Martial Light Balisong 50gp 1d3 1d4 19-20/x2 - 1lbs Piercing One Handed Heavy Balisong 80gp 1d4 1d6 19-20/x2 - 4lbs Slashing Rider's Hammer 9gp 1d4 1d6 x3 - 7lbs Piercing or Bludgeoning Two Handed Bar Flail* 10gp 1d8 1d10 x3 - 10lbs Bludgeoning Estoc 50gp 1d6 1d8 18-20/x2 - 6lbs Piercing Partisan* 8gp 1d6 1d8 18-20/x2 - 8lbs Slashing Tetsubo 40gp 1d6 1d8 x3 - 15lbs Bludgeoning and Piercing Exotic Light Clash Buckler 20gp 1d3 1d4 x2 - 6lbs Bludgeoning Clash Buckler, Spiked 20gp 1d3 1d4 x3 - 7lbs Piercing Hatchet Cestus 10gp 1d4 1d6 x3 - 4lbs Slashing Tokko 10gp 1d3 1d4 x3 10ft 2lbs Piercing Yoyo* 2gp 1d3 1d4 x2 - 2lbs Bludgeoning One Handed Antler Mace, Iron 8gp 1d4 1d6 x4/x3 - 8lbs Piercing or Bludgeoning Antler Mace, Natural 4gp 1d4 1d6 x3 - 3lbs Piercing or Bludgeoning Barasen* 20gp 1 1d2 x4 - 1lbs Slashing and Piercing Kousen* 15gp - - x2 - 1lbs Special Kusari* 10gp 1d3 1d4 x2 - 2lbs Bludgeoning P'Kunk 17gp 1d6 1d8 x2 - 8lbs Blugdeoning Ryouba-Giri 35gp 1d4 1d6 x4 - 4lbs Slashing Sabremace 20gp 1d6 1d8 19-20/x2 - 8lbs Bludgeoning and Slashing or Piercing Shamshir 15gp 1d4 1d6 18-20/x2 - 3lbs Slashing Rastas 15gp 1d6 1d8 19-20/x2 10ft 2lbs Slashing Tetsumaru 10gp 1d6 1d8 x3 10ft 5lb Bludgeoning Tonal Blade 20gp 1d6 1d8 x3 - 8lbs Slashing Two Handed Bilko* 20GP 1d3/1d3 1d4/1d4 x2 - 3lbs Bludgeoning Hiraiba 20gp 1d8 1d10 x3 10ft 10lbs Slashing Lochaber Axe 20gp 2d4 2d6 x4 - 14lbs Slashing Serpent Spike 60gp 1d4/1d3 1d6/1d4 x3/x3 - 10lbs Bludgeoning or Piercing/Slashing or Piercing Three-Teir Staff* 8gp 1d4/1d4 1d6/1d6 x2 - 4lbs Bludgeoning Ranged Chakram(5) 5gp 1d3 1d4 19-20/x2 20ft 2lbs Slashing Jaialai 7gp 1d6 1d8 x3 30ft 5lbs Bludgeoning Jaialai Bullet(10) 5sp 10lbs Acid Bullet 15gp 1lbs Alchemist Fire Bullet 25gp 1lbs Holy Water Bullet 30gp 1lbs Poisonspew Bullet 5sp 2/3lbs Thunderstone Bullet 35gp 1lbs Kozuka(5) 3gp 1 1d2 x3 10ft 1/2lbs. Piercing Wrist Bow 150gp 1d2 1d3 x4 30ft 3lbs. Wrist Bow Darts(10) 1gp Grenadelike Gnomish- Zapclap 500gp - - - 20ft 3lbs Special Halfling- Springsling 75gp - - - 10ft 5lbs Special *= See Description for Additional Weapon Qualities Antler Mace These tools come in two varieties. The first is a modified iron mace with a cylindrical head with four gently curving spikes that arch downward in a slight hook. The second, the version the weapon was based on, is merely a large deer antler, usually with only four or five points remaining, that has been capped with copper or brass on the points, and then tighly wrapped in sinew and rawhide and laquered to make it stronger. The only difference in the way the weapons work is that, with it's heavier iron head, the Iron version can score a critical blow with greater force and benifits from a x4 critical modifier when used as a piercing weapon. Conversely, the Natural one, featureing only minor metalworking with simple metals, can be used by a druid without violating thier oaths. Regardless of they type used, however, they all use the following rules: Antler maces can strike with either of two sides of thier head. If you lead with the spikes, the attack deals piercing damage. If you swing with the reverse portion, then you deal bludgeoning damage. An Antler Mace can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the Antler Mace to avoid being tripped. Barasen The Barasen is a finely wrought length of wire with fine, razorsharp metal barbs woven into the material along the length and topped with a stilletto-like metal blade. A barasen is used by flinging the headblade, then whipping the wire sharply to slash at opponents. Though it does little enough damage, when a sufficiently telling blow is landed your opponent will feel it. A barasen is a reach weapon. You can strike opponents up to 10 feet away from you. Unlike most reach weapons, however, you can use a barasen to strike at any opponent within your reach, even adjacent foes. When using a barasen, 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 barasen sized for you, even though it isn’t a light weapon for you. On a roll of a natural 20 with the barasen, you have a 50% chance to cause a bleeding wound on the target. This wound will bleed for 1 point of damage each round for 1 minute unless the target recieves at least 1 point of magical healing or a successful Heal check (DC 15). Multiple bleeding wounds stack. A barasen can be used in a grapple. As such it deals 1d6 points of piercing and slashing damage and applies 1 1/2 times the weilders strength bonus to damage. You may apply a barasen's enhancemnt bonus to attack(if any) to all grapple checks made while weilding a barasen. You must have two hands ready(one free, one holding the barasen) to use this weapon in this way. If you are holding another object or weapon, or weilding any sheild larger than a buckler you cannot use the weapon this way. A Masterwork Barasen can be used as a Kousen when combined with the Tetsumaru and temaru below. As such all damage that would normally be subdual, when using a kousen, is instead lethal damage. Balisong This weapon is a highly modified dagger. The blade is thinner and the handle is hollow and folds out around a pivotpoint in two pieces, like a pair of wings. It's been nicknamed the "Sidhe Butterfly", or "Butterfly Dagger" as it's transformation from harmless stick to deadly dagger almost emulates a butterfly's lifecycle. A balisong, fully extended, is essentially a dagger, though it's unweildy shape makes it too difficult to throw. When folded up, the weapon takes up less than half it's normal ammount of space, and grants a +4 bonus to Slight of Hand checks to hide the weapon. A character with 5 or more ranks of Slight of Hand can attempt to draw and unfold the Balisong as a free action(DC 15). Failure means the weapon does not unfold correctly, but can still be drawn as it normally could. Failure by 10 or more means the character has droped the weapon in the unfolding attempt, and must pick it up from the ground to use it. Balisong, Heavy Similar to the normal balisong, this weapon is a larger, heavier version. Unfolded, it has approximately the same combat abilities as a shortsword, though it's longer handle makes it a One Handed weapon for most creatures. When folded up, however, the weapon can be hidden on your person with a Slight of Hand check as though it was a light weapon. Bar Flail This heavy weapon features a staff-like grip, usually about five feet in length, with another bar attached by a short chain at the head. This second bar is usually wraped in iron or steel bands and capped with a steel button to increase it's impact. A Bar Flail is a reach weapon. You can strike opponents up to 10 feet away from you, but you cannot use it to strike adjacent foes. 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 its weilders turn, as a free action, the weapon's weilder chooses whether to use the weapon as a reach weapon or a double weapon. This choice lasts until the weilder's next action, and as such affects all attacks of opportunity they 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, it can strike any opponent within reach, including adjacent foes. As a double weapon, its weilder 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. Chakram A chakram is a light steel ring, sharpened on the outter edges, designed to be thrown accurately. Chakram are usually held in bundles of 5, and a person can hold a bundle of up to 5 chakram and throw them accurately in one hand, allowing for itterative attacks or feats such as Rapid Shot or Multishot to be used. A bundle of 5 chakram can be hidden together as single light weapon with a Slight of Hand check. Chakram follow the rules for thrown weapons for producing masterwork and enchanted versions. Clash Buckler and Spiked Clash Buckler A clash buckler is a unique weapon, designed equally for offense and defense in combat. A clash buckler appears to be a rounded disc of steel with an indentation where the fist grips it, holding it flat against the knuckles. You can punch with a clash buckler and deliver strong blows. A regular Clash Buckler is a bludgeoning weapon. A spiked Clash buckler has a small cluster of steel spikes that extends from the center of the sheild and deals piercing damage. Additionally, a user who has Exotic Weapon Profeciency(Clash Buckler) and Sheild Profeciency gains further bonuses. With both of those feats a weilder gains a special +1 shield bonus to AC while weilding a Clash buckler, even while two weapon fighting. Additionally, if such a character takes the full defense action, they instead gain a +2 sheild bonus. A Clash Buckler is a weapon and not a shield, however, and it cannot gain Armour and Shield magical enhancements. The shield bonus from a Clash Buckler does not stack with the sheild bonus of any other shield, nor with itself if using two Clash bucklers, however it does stack with the shield bonus derived from the Two Weapon Defense Feat Tree. Estoc The Estoc is a heavy, two-handed sword designed for piercing attacks. The base of the blade is a heavy, triangular spike that rises from the oversized bell -guard. The blade has a narrow blood grooves that run along each of it's faces, adding spring and resiliency. While strikes with the weapon do comparitively little damage each, the weapon can pierce both armour and flesh with frightening effeciency. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an estoc sized for you, even though it isn’t a light weapon for you. Flencher A Flencher is a very common weapon. Refered to, alternately, as a "hunting sword" or "Skinning Sword", it's barely larger than a dagger, but features a thick, cleaverlike blade with a chisle-point tip and a single edge. Flencher are similar to short swords in some respects, but they lack the more subtle combat nuances of most martial weapons, and are almost universally employed in wild, hacking strokes. Flencher, however, are utility devices first and foremost, and are primarily used in forestry, hunting, and gamecraft. A masterwork flencher, used as a tool, grants a +2 competence bonus to Survival and any Profession checks made in reference to skinning or preparing animal carcasses, or similar wilderness oriented situations. 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, even though the weapon is light for her. 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. Hiraiba A hiraiba is an exceptionally large boomerang-shaped weapon. The core of the weapon is a "V" shaped length of metal, hollowed out at either end for handholds, usually wrapped with silk. A Hiraiba is used as a two-handed melee weapon, but it's balanced design allows it to be thrown. A Hiraiba, however, is so large and ungainly to throw that only proficient users are able to do so. It takes a full-round action to throw a Hiraiba. A Proficient user who throws a Hiraiba gets the benifit of 1 and 1/2 times his strength modifier on damage rolls. A Hiraiba, unlike normal boomerangs, does not return on its own. Jaialai Adaped from a piece of sporting equipment, a Jaialai(HIGH ah lie) is a specially designed sling weapon. Featuring a heavy, wooden, "L" shaped handpiece that is gripped on the inside, it's shot is placed inside. With a rough sling of the arm, the shot is launched at incredable velocities from the weapon, and skilled users have even claimed to have split helms or broken shields with the weapon. A Jaialai shot that misses it's target has a 50% chance to be destoryed. Any shot that strikes it's target is automatically destoryed. A Jaialai adds its weilders strength modifier to all damage rolls, as with a one handed weapon. A Jaialai cannot be used in two hands. A Jaialai can be used to make sunder attempts against targets within 30ft. A Jaialai ignores the rule about objects taking half damage from ranged attacks as long as the object being attacked is within 30ft of the jaialai weilder. Loading a Jaialai is a Move action that provokes an attack of opportunity. A character may take Rapid Reload(Jaialai), as long as they are proficient with the Jaialai. They may load and fire a jaialai as many times in a full attack as as they could fire a bow, however they still provoke attacks of opportunity for loading a Jaialai. A character must have a free hand to load a Jailai. A character wearing a buckler can load and fire a Jailai with no penalty, but a character wearing a light, heavy or tower shield may not. A character may fire (but not load) a Jailai sized for them with one hand. Jaialai Ammunition Jaialai Bullet These specially designed bullets have a heavy leaden core and are jacketed in a thick clay, earthenware, or terra cotta shell. Each bullet weighs nearly a full pound, and can deal blows with considerable force. Acid Bullet This weapon deals damage as a Flask of Acid, but is launched from the Jaialai. You may use your Attack roll for the Jaialai, including any enhancement bonuses, for the ranged touch attack. You use the Jaialai's Range Increment to determine penalties to hit and maximum range. You may use an Acid bullet as a grenadelike weapon if you wish, in which case treat it as a Flask of Acid. Alchemist Fire Bullet This weapon deals damage as a Flask of Alchemist's fire, but is launched from the Jaialai. You may use your Attack roll for the Jaialai, including any enhancement bonuses, for the ranged touch attack. You use the Jaialai's Range Increment to determine penalties to hit and maximum range. You may use an Alchemist's Fire bullet as a grenadelike weapon if you wish, in which case treat it as a Flask of Alchemist's Fire. Holy Water Bullet This Weapon deals damage as a Flask of Holy Water, but is launched from the jaialai. You may use your attack roll for the jaialai, including any enhancement bonuses, for the ranged touch attack. You use the jaialai's range increment to determine panalties to hit and maximum range. You may use a Holy Water bullet as a grenadelike weapon if you wish, in which case treat it as a Flask of Holy Water. Poisonspew Bullet This is a special glassware vessel with a small opening that can be sealed with wax, and is idea for delivering poisons and similar threats. This item can hold one dose of any type of poison except ingested. You attack with this as a you would with a regular Jaialai bullet, though a successful hit deals only 1d3 points of piercing and slashing damage from shattered glass(1d2 small). However, this attack can be sufficient to deliver the poison to the target. Injury and Contact poisons both require a successful ranged attack roll to take affect(the Contact poison must touch the opponent, not glance off of thier armour). Inhaled poison bullets create a 10ft wide cloud of poison, spreading from the square they strike, that affects all creatures within it(as the Inhaled Poison attack, see the SRD or DMG section on poison for more information). The cost above is for an empy Poisonspew bullet. Pre-prepared Poisonspew Bullets usually cost the same as a Dose of the Poison + 5gp, which includes costs for the bullet and for preperation. Preping an empty Poisonspew Bullet with poison carries the same chance of exposing yourself to poison as applying poison to any other weapon. Note that, despite the name, you can use this bullet to deliver any similar material to a target including Diseased matter, lamp oil, Magical dusts, Oils, and Salves, and any liquid or powdered alchemical or mundane item that merely requires contact. Thunderstone Bullet This weapon functions as a thunderstone, except that it can be launched from a Jaialai. You may use your attack roll for the jaialai, including any enhancement bonuses, for the ranged touch attack. You use the jaialai's range increment to determine panalties to hit and maximum range. You may use a Thunderstoner bullet as a grenadelike weapon if you wish, in which case treat it as a normal Thunderstone. Kousen A Kousen is a finely wrought lenght of wire, approximate 10ft in length at most. While it's too light to be used as normal weapon, when combined as with the Tetsumaru and Maeudemaru it becomes a useful tool. A Kousen cannot be used as a weapon normally. A Kousen can be used in a grapple. In that case, it deals 1d4 points of subdual damage, though it does apply 1 1/2 times the users strenght bonus to this damage. If used as a wepon in a grapple, it applies it's enhancement bonus to attack(if any) to all grapple checks. You must have two hands ready(one free, one holding the kousen) to use this weapon in this way. If you are holding another object or weapon, or weilding any sheild larger than a buckler you cannot use the weapon this way. If you have at least one Tetsumaru or temaru ring to hook the Kousen too, you can use it to make Disarm attacks(though the weapon deals no damage). When using a kousen in this form, 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). If you have one or more Tetsumaru or temaru rings to hook the wire too, you can use the Kousen with any Use Rope skill check, albeit at a -2 penalty. Masterwork versions of the Kousen impose no penalty to Use Rope skill checks made with it. Masterwork Tetsumaru and temaru grant no bonus to this skill check. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a kousen sized for you, even though it isn’t a light weapon for you. With two or more Tetsumaru or temaru rings to work with, the Kousen can be used as a rope to assist with climbing. It adds a +2 bonus to all Climb checks made with it. A Masterwork Kousen and Masterwork Tetsumaru/Maeudemaru rings used in this fashion apply a +4 bonus to climb checks. A Kousen attached to two temaru rings(Called a Kousenmaru) can be used as a special ranged weapon. This weapon deals 1d4 points of subdual damage(1d3 small), has a range increment of 10ft, and can be used to make a ranged trip attack. You cannot be tripped as result of using a Kousenmaru to make a trip attack. If you are proficient with at least one of the parts of this weapon(either the Kousen or the Maedamaru) you may attack with a Kousenmaru at a -2 penalty. If you are proficient with both parts, then you are considered fully proficient with a Kousenmaru. A Temaru is simply a small steel handring which can clip easily to the wire. A new kousen comes with two temaru, and more temaru can be purchased at 5gp each(105gp for a masterwork temaru) Kozuka Kozuka are small barbed throwing darts similar in size to Shuriken. Each kozuka is made of three hook-barbed blades, arranged in a pyramid-like shape[Ed. Note: Similar to the heads of modern hunting arrows]. Each blade, however, is separate and held together in a point by a small spot of wax. The blades taper backward to a small leather-wrapped grip at the base. When throw, a kozuka strikes it's opponent head on, the force of the impact dislodging the wax and allowing the blades to spread as they penetrate, anchoring the Kozuka in place. A character who has a Kozuka imbedded in him incurs a -2 circumstance penalty to attack rolls and skill checks. Removing a Kozuka inflicts 1d4 points of damage on the subject it's imbedded in. A DC 15 heal check, however, will allow the kozuka to be removed with no further damage. Although they are thrown weapons, kozuka are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown. Because they are ammunition, a kozuka that strikes an opponent will lose all magical benefits and effects like Flaming or Frost will only inflict thier damage when they hit, regardless of how long the kozuka remains imbedded. Kusari A Kusari is a finely wrought length of chain with a heavy, steeljacked lead weight at one end, primarily used to disable opponents. A Kusari is a reach weapon. You can strike opponents up to 15 away with a Kusari. However, unlike most reach weapons, a Kusari can be used to strike any opponent within reach, including adjacent opponents. When using a Kusari, 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). A Kusari can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the Kusari to avoid being tripped. A character with the Weapon Finesse feat may apply that feat to a Kusari, even though the Kusari is not a light weapon for them. Using a Kusari provokes attacks of opportunity just as though the weilder had used a ranged weapon. This does not apply, however, when the Kusari is being weilded as part of a double weapon(see below). A Kusari can be attached to any One Handed or Light Melee weapon via a small hoop on the weapons base (Craft: Blacksmithing check DC 15, +2gp base price). As long as the person weilding the new Kusari and weapon combo is proficient with both weapons, he may wield it as a double weapon, incuring all the normal penalties as though fighting with an One handed weapon and a light weapon, however doing so reduces the Kusari's reach to 5ft. A Kusari cannot be attached to itself. A kusari attached to a weapon that can be thrown as a ranged weapon will allow the weapon to be retrived after being thrown without the thrower having to move. However, this is a move-equivilent action that provokes attacks of opportunity. Additionally, this limits the thrown weapon's maximum range to 15 feet. Lochaber Axe A Lochaber Axe is a particularly large and heavy weapon. It features an exceptionally long haft, nearly five feet in total. Its blade is even longer, stretching from above the top of the haft, all the way almost to the base. A Lochaber Axe is held with one hand at the base, just below the bottom portion of the blade, and one hand about halfway up the haft. The blade is so heavy it's actually attached at four points(top, upper quarter, lower quarter, and base) along the haft. Lochaber Axes are heavy and difficult to use in combat for the untrained hand, but those who favour them have claimed the weapon has split opponents in two with a well aimed blow. Partisan A partisan is a polearm which features a wide, almost triangular, head which is edged on both sides. Most Partisan also have two short "fins" or flanges at the base of the blade to ensure that they don't get stuck within an opponent as they strike. A partisan is a reach weapon. You can strike opponents up to 10 feet away from you, though you cannot strike adjacent targets. P'Kunk This unique item is both a weapon and an instrument. It features a hollow steel ball at the end of an iron shaft, with four wires of differeing lengths that extend from the top of the ball to frets on the iron shaft. It's played by plucking the strings with the hand or a plecturn, or by striking the hollow ball against an object. As a weapon, it functions as a Heavy Mace, and anyone proficient with a Heavy Mace can use a P'Kunk as a weapon with no penalty, though they may not attack and play at the same time. A P'kunk counts as a percussion instrument or a stringed instrument. A proficient weilder of a p'kunk can play the instrument and attack in the same turn with no penalty, as long as they have at least one hand free. Playing a P'Kunk out of combat takes two hands. Masterwork versions of the P'Kunk cost an additional 100gp(over and above the normal costs for a masterwork weapon), and profer a +2 bonus to perform checks made when playing the instrument. Rastas This is a specially designed sword. With no hilt or crossguard, and a thin blade that widens into a flanged head at the far end, it's balanced to be thrown with no penalty. Ryouba-Giri The Ryouba-giri, or "double-edged saw" is a rough and vicious weapon. It's easily three feet from one to the other, and the blade is widest at it's far end, ending in a wide rounded metal lip at it's tip four inches wide. The blade of the weapon tapers back to the hilt, nearly half as wide here at the base. The two edges of the Ryouba-giri are made of serrated teeth made by overlapping multiple layers of wafer-thin metal while the weapon is forged. The resulting saw-edge, as it's called, can create deep, gaping wounds that not only induce shock and searing pain, but blood loss. On a roll of a natural 20 with a ryouba-giri, you have a 50% chance to cause a bleeding wound on the target. This wound will bleed for 1 point of damage each round for 1 minute unless the target recieves at least 1 point of magical healing or a successful Heal check (DC 15). Multiple bleeding wounds stack. Sabremace 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). Serpent Spike This unusual item, typically made to resemble an actual snake, is a unique double weapon. One head features a heavy metal cap or knot with two long-ish metal hooks that curve downward. This end is usually made as the serpent's head. The bottom cap, or tail, is a long, wavy, flamberge-bladed spear tip, and is often made to resemble the tail or rattle of a serpent. A serpent spike 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 serpent spike in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. Strikes with the "head" portion of the staff can deal either bludgeoning or piercing damage. The Head can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the Serpent Staff to avoid being tripped. The Tail of the staff deals either piercing or slashing damage. On roll of a natural 20 with the tail of the staff, you have a 50% chance to cause a bleeding wound on the target. This wound will bleed for 1 point of damage each round for 1 minute unless the target recieves at least 1 point of magical healing or a successful Heal check (DC 15). Multiple bleeding wounds stack. Shamshir This weapon, a very fine-bladed sword flares gracefully at it's tip to a wide, triangular flange. Ostensibly similar to a Scimitar, the shamshir is a bit lighter, and balanced to allow maximum precicion with each strike. A character with the Weapon Finesse feat may apply that feat to a Shamshir, even though the shamshir is not a light weapon for them. Tetsubo The tetsubo is one of the heaviest weapons available. Also called an "Ogre breaker" club, the Tetsubo is in essence a heavy iron greatclub. A three foot grip of steel extends below the main portion of the club, which is heavy iron with large steel spikes that extend outward, then hook into sharp ninety degree turns, alternating up and down, an creating a sort of web of spikes that can trap and hold weapons. When using a tetsubo, 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). A tetsubo also grants a +2 bonus on attack rolls made to sunder a weapon. A tetsubo is a two-handed martial weapon. A character who chooses Exotic-Weapon profeciency(Tetsubo) may weild a Tetsubo in one hand. Tetsumaru This weapon is a large steel ring, typically eight to 12 inches in diamater. These steel rings are well balanced, and can deliver powerful blows by hand, or even be thrown quite accurately. When using a tetsumaru, 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). A Tetsumaru has special options available to it when combined with a Kousen or Barasen. See those weapon entries for special rules. Three-Teir Staff A Three-teir staff featues a central staff portion, approximately four feet in length, and two outer staff portions at three feet long each. The outer staff portions are attached to the central shaft by short lengths of chain. This flexible weapon sacrifices damage for utility. A three-teir staff can be used as either a double wepon or a reach weapon. At the begining of it's weilders turn, as a free action, the weapon's weilder chooses whether to use the weapon as a reach weapon or a double weapon. This choice lasts until the weilders next action, and as such affects all attacks of opportunity they may make before then. A three-teir staff follows the rules for double weapons for producing masterwork and enchanted versions. As a reach weapon, a three-teir staff can strike opponents up to 10ft away. Unlike most reach weapons, it can strike any opponent within reach, including adjacent foes. As a double weapon, it's weilder may fight as though weilding a one handed weapon and a light weapon, incuring all the normal penalties. Tokko This weapon, also called a Twinspike, is a small but deadly weapon. It's a short, ornate shaft, little more than a foot long, with two long, triangular spikes at either end. Originally used as a religous implement in bloodletting rituals, it's been adapted to combat uses. On a roll of a natural 20 with the Tokko you have a 50% chance to cause a bleeding wound on the target. This wound will bleed for 1 point of damage each round for 1 minutes unless the target recieves at least 1 point of magical healing or a successful Heal check (DC 15). Multiple bleeding wounds stack. Tonal Blade A tonal blade, also called a Chiming Axe, is both a weapon and an instrument. It's composed of a short haft, usually steel or iron, that attaches to two long, curving steel bars. These bars are edged at the top, and attacks are made by hacking with the far end. The weapon resembles a tuneing fork, and is played by striking the blade, broadside, against solid objects. Different tones are produced by changing your grip on the blade, swinging the blade through the air, and striking with differing degrees of force. A Tonal blade counts as a percussion instrument. When using a tonal blade, 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). A proficient weilder of a tonal blade can play the instrument and attack in the same turn with no penalty, as long as they have at least one hand free. Playing the Tonal blade, even out of combat, takes two hands. Masterwork versions of the tonal blade cost an additional 100gp(over and above the normal costs for a masterwork weapon), and profer a +2 bonus to perform checks made when playing the instrument. Because the blade produces high-pitched sound waves, any creature that relies on superior hearing to hunt, such as a bat, suffers a -2 penalty to hit a person playing one of these weapons. Any such creature that attempts to play a tonal blade suffers a -4 penalty to perform checks. Viper's Spite This small pseudo-weapon is commonly used by assassins, rogues, and evil monks as a holdout weapon. It's composed of a leather strap that wraps around the hand. Mounted on one side of the strap, away from the buckle, is a steel plate riveted into place with two short steel spikes that extend outward. A viper's spite can be worn either outward(on the back of the hand) or inward(palm side), however since it's usually poisoned it's not recomended to wear inward unless you're very careful, or immune to poison. In either position, because of it's unique design, you can deliver contact poisons with a melee touch attack(though these touches deal no damage, and thus cannot apply an injury poison) However, since you do not appear armed you provoke attacks of opportunity as normal unless the subject makes a successful spot check(DC 20) to notice the weapon, or is otherwise aware of it. This touch attack cannot be made against targets with an armour bonus of 2 or greater, or a natural armour bonus of 3 or greater. When worn inwardly, each successful grapple check you make automatically deals one additional point of piercing damage to the target, and can expose them to the poison, if any, on the weapon. However, because the spikes are in the way, any weapon wielded in that hand will suffer a -2 to hit. If worn on the outside of the hand, then you may use any item or weapon with that hand with no penalty, and can strike with the spike as part of an unarmed attack which may or may not provoke an attack of opportunity depending on your character's feats and abilities. If used in an attack(either a grapple or an unarmed attack) the weapon can apply any enhancement bonus to hit and damage and special abilities. Touch attacks do not apply either. 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, 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. Yoyo Not to be confused with the common toy, this hunting weapon was originally developed by halflings. While the toy version is mostly wood and yarn, this is a heavy steel ball, usually packed with lead, with a central spindle around which a tightly braided leather cord or lenght of fine wire is wraped. The weapon is hurled out to attack, then recalled with a quick snap of the wrist. Nonproficient weilders lack the proper training to recall the yoyo correctly; as such, they cannot use it to make itterative attacks, even with a full attack action, and they must use a Move-equivilent action that provokes attacks of opportunity to wind the central cord back into place or suffer an additional -4 penalty on all attack rolls made with the weapon. A Yoyo is a reach weapon. It can strike targets up to 10 feet away. Unlike most reach weapons, a Yoyo may be used to strke any opponent within reach, including adjacent foes. When using a Yoyo, 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). A yoyo can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the yoyo to avoid being tripped. You do not threaten the area around you when weilding a Yoyo. Attacking with a Yoyo provokes attacks of opportunity as though you attack with a ranged weapon. Grenadelike Weapons Gnomish Zapclap A Zapclap is a coil of fine, alchmically treated copper wire wrapped around a powerful magnet on a spring. All of this is encased within a thin walled copper sphere. The weapon has to be wound to be useful(this takes approximately one minute), but can be stored wound by snapping a small safety lever on the side. This weapon strikes as a ranged touch attack with a range increment of 20ft. On a direct hit, the spring unwinds, spinning the wire coil and generateing a powerful electric surge dealing 1d6 points of non-lethal electricity damage. Addtionally, the subject of a direct hit must succed a DC 15 fortitude save or be stunned for one round. A creature immune to electricity damage is also immune to the stunning effect. A Zapclap that does not make a direct hit discharges harmlessly. A Zapclap can be reused, but each time it's employed it has a 10% chance to break some part of the delicate clockwork mechanism inside, requireing repairs totaling 100gp. Halfling Springsling A Springsling is a tightly wound razorwire spring packed into a thin-walled ceramic vessel. A springsling can be hurled as a splash weapon. Treat this as a ranged touch attack with a range increment of 10ft. When the springsling strikes it's target, the ceramic bursts and the spring uncoils violently, slinging springlike metal shards against it's target and everyone in an adjacent square. This deals 1d4 points of slashing and piercing damage on a direct hit. Every creature within 5ft of the point the springsling struck takes one point of slashing and piercing damage. Additionally, the square the springsling landed in, and all adjacent squares, are treated as having been covered in caltrops(see the Caltrops entry for more information). |
| tarkin09-30-05, 12:42 PM | Here is what I think Antler Mace Fine if you remove the tripping. Not everythign that is hooked can trip, this weapon is already powerfull without that abilty. Axe Fist Either: 1) Reduce Critical from x2 to x3. or 2) Just declare it to be an Exotic Light weapon, thereby giving up the ability to Power Attack and the ability to be used two handed style. Neither of these abilities make sense considering the removal of the handle, but removing both would make it too weak. Barasen Two many powers and too similar to a Spiked Chain. The bleeding ability itself is very powerfull - espeically when fighting non-spellcasting non-humanoid types. (They can neither do a heal type nor cast a healing spell.) I would remove: Disarm Bonus, and Weapon Finesse. Neither of these make a huge amount of sense anyway. (Wire is less flexible than chain, so it can't 'wrap' as much, making disarm more dificult, and weapon finesse was a strecth to begin with). Otherwise, I like this weapon a lot. Bilko Nicely balanced. Balisong Nice weapon, but I would increase the price signficantly. The kind of hinges you describe are complex, particularly for a midievil smith. Maybe make it cost 80 gp, not 8. Balisong, Heavy Similar concept, raise the price to maybe 95 gp. Bar Flail I dislike this idea. If it attacks someone both 10ft and 5ft, I see it being more dangerous to the user. It should at least be an Exotic weapon, indicating the extra training it takes to not hit yourself. Also, I see no no reason for this to be usefull as a trip attack. So they attack the legs, so what? Being a bar, it can't wrap around the legs at all. Chakram OK. Clash Buckler and Spiked Clash Buckler I would describe the Spiked Clash Buckler as having a single SMALL spike, not large, as the damage does not go up as it normally does with a spike. Estoc I hope that the 19-20/x3 was an error. If it was correct, this weapon should be doing 1d2/1d3 damage, not 1d4/1d6. While 19-20/x3 weapons are not abusive as is, with the addition of both crit range enhancing things and crit multipliers, the damage becomes RIDICULOUSLY high, very quickly. Improved Crit + Thundering alone makes for a +2 weapon that does 17-20 (20% of the time), does (1d6+1+strength, etc.)x3 + 2d8, a powerfull amount of damage for very cheap. Do it on a Spirited Charge and that becomes x4 not x3 (and some will argue +3d8 not +2d8). Flencher Nice idea, but a little two powerfull. The weapon as listed is better than any of the WoTC simple light weapons even before you add in the non-combat ability. I would either reduce damage one class or put in some kind of penalty, such as "not intended for combat, this weapon auto-misses and fumbles (Dex check 10 or drop the weapon) on a natural 2 or 1, instead of just the typical 1" Hiraiba There is an official rule that throwing any two handed weapon takes a Full Round Action, not a regular attack. As is, this weapon is a fair item, assuming you do not put in an exception that violates this rule. If you want to state that throwing it counts as a single attack, not a Full Round Action, reduce the damage one category. Jaialai Assuming that: 1) Using the Jaiali only does x1 strength 2) you clarify that it requies two free hands to use a Jaialai. Then this is a fair weapon. Jaialai Ammunition All but Poisonspew are good. Poisonspew Bullet Ingested poisons should be forbidden, not "special ruled". Contact poisons should require a REGULAR melee attack (to break the glass and get the poison to contact your flesh, not your armor.), not just a touch attack. Otherwise this is good. Kousen Complicated, but reasonable. Kozuka 3.0 style shuriken that use thrown weapon rules. You do realize that thrown weapons are treated like NORMAL weapons. As such, these are very expensive to make and use, x3 for a regular attack. This returns them as being the poison delivery/flaming/wounding/shock/frost deliveryweapon. Kusari OK. Lochaber Axe Crit is too high for the damage done. 3d4 at first look appears to be the same as 1d12, but it is not. 1d12 averages 6.5 damage. 3d4 averages 7.5 damage. Great Axe does 1d12 x3. To make an Exotic version I could see Either increasing damage to 3d4 OR increasing crit to x4, but not both. Maeudemaru 1) very complex, with powers that make no sense (or are poorly explained. 2) excessive damage for a blunt weapon of that size. Partisan Reasonable P'Kunk Seems reasonable, but you should specify that if you are playing the instrument it requires two hands (while attacking or not), and there should be a penalty to any performance check made while attacking. Rastas Fine, if you make it Exotic. Granting the ability to be thrown without subtracting any thing else, boosts the category. Ryouba-Giri Way too much damage for a weapon that also does wounding on a crit 50% of the time. Try 1d6 with a x4 crit instead of 1d8 x3. Sabremace Reasonable. Serpent Spike 1) See problem above with wounding. Wounding, even 50% on a crit, is POWERFULL. Reduce damage one step. 2) Forget about setting the weapon. Already has enough powers and it is hard to set a double weapon. Shamshir fine. Tetsubo Wierd way to do the one size smaller. I assume you mean you can't use a weapon of your actual size without penalty, but can use one of a single size smaller. Just lower damage one category and mention instead that if you have martial proficiency, you can use a testubo of one size greater than normal, as if you had the Monkey Grip feat. Tetsumaru Fine. Three-Teir Staff (Note, all the weapons you listed are "very special") How can use use this as a reach weapon? by holding it by one end? So you hold it 3ft away, then a bend, then the head reaches 7 ft back? This weapon sounds more dangerous to the USER than the victim if used as a reach weapon. Also, like the bar flail, it has no logical advantage for tripping, staves do not wrap around people. Tokko More bleeding things. Again, reduce damage one step. Tonal Blade Good, also needs a statement about requiring two hands to play. Viper's Spite Delivering contact poison with a touch attack= fine. Doing damage with a touch attack = not reasonable. Yoyo Interesting idea, but needs a lot of work. This should not threaten, just as a whip does not threaten. The reason is that attacking is like a throwing action, not a melee attack. Grenadelike Weapons Zap Clap I simply would not allow this item. Too advanced for them. I don't think we can make this now. Halfling Springsling I simply would not allow this item. I don't think we can make this now. |
| RavenDrake10-01-05, 12:42 AM | I can see most of what you're saying, and It's a fair assessment. The reason for the Bleeding Wounds thing is that I was trying to find something new to give Exotic weapons... there's only so much "Trip, finesse, disarm, reach" you can give without it being just a copy of another weapon... but again, finding a decent balance between useful and abusive is difficult. On the Springsling and the Zapclap: They're intended to be psuedo-magical weapons like the alchemical weapons, with a bit of Clockwork tinkering built in... I think both of them need a MUCH higher cost per unit, but in a world where a Sunrod or a Tanglefoot bag is available, are they so unreasonable? I really wish I could get my scanner working so I could provide some actual drawings of some of these weapons as I envision them, rather than just the descriptive text... it would help to explain some of what I'm doing with them... At any rate, I really appreciate your input, I'm going to take some time to analyse the weapons, and will probably update the list tomorow or the next day... |
| JiCi10-01-05, 07:48 AM | Very nice concepts there. But like Tarkin said, a bleeding wound is powerful, either drop it or change it to 10% or even 5%. Beside, just about any weapon makes a bleeding wound :P Seriously, I believe Tarkin did most of the correction. Although, I have a different alternative for the serpent spike. 1- change the damage to 1d8/1d6 with a critical threat of x2/(19-20/x2): think about it, you got the equivalent of a morningstar and a shortsword. 2- make a "reach weapon" option, but with the rules of the longspear: since it looks like a spear, this option would plausible with either the head or tail. 3- no bleeding wounds, but poison: for this weapon, just drop the wound, but it might give the serpent spike some flavor if the wielder could apply a injury or contact poison on the fangs or tail. Aside from that Tarkin beat me to it. Nice job. |
| UgtarBigStrongie10-01-05, 08:56 PM | The Maeudemaru are awesome weapons and I know exactly what you are talking about. If you don't know what they are they are rings that when you open you hand they fight through then you close your hand and then wont come off and they have tremendous weight which alows you to train your muslces or in this case punch harder. I think it was in the movie Kung Fu Hustle. |
| RavenDrake10-02-05, 02:34 AM | UgtarBigStrongie: Yes, that was(more or less) the insperation for the weapons... however, the logistics of the weapon makes them very complicated... currently, I'm excising them from the list to undergo tinkering to see if they can be reworked into something less frustrating. Ok, edits as follows: Antler Mace: Removed Trip. Axe Fist: Dropped Crit to x2, explained it in the weapon's description. Barasen: Reduced it to it's original damage(1, 1d2) and removed Trip feature. Kept the Disarm bonus though, since I can see it disarming much easier than tripping. Also, I made sure that the bleeding attacks are ONLY on weapons with a Critcal of natural 20.... though I'm still thinking about reseting the bleeding weapons critical damage to 20/x2 for all... have to see... Oh, and modified the way the Barasen and Kousen work in a grapple(requried a free hand, basically to represent twining the weapon around your oponent's vitals and squeezing and choking). Balisongs: Upped the costs signifigantly... but not quite as much as you reckoned... for a non-throwable dagger (martial, no less) that only profers a bonus to slight of hand checks to hide, (and a one handed shortsword) tacking on an overly punishing cost is a bit much... Bar Flail: I firmly belive there's a niche for a martial blunt weapon with reach, so I'm keeping it... but I'm removing the part about striking anywhere within reach and the trip ability... and adjusting the damage. Makes it more inline with other martial reach weapons. Bilko: No changes(though I DID put it back into alphebetical order) I'm just glad someone liked this one... I designed it for a pair of dance-oriented prestige classes I designed(check my sig, the Terpsicarians), but it's based off of a real world weapon. Clash Buckler: Minor clarification of the text... I gave the spiked clash buckler a "small cluster of steel spikes"(something inline with a set of spiked brass knuckles, say) insead of the single 'large' spike. Estoc: Not a misprint on the damage originally, but I did revise the damage. At first, I didn't just want it to be a two-handed rapier... then I thought, a two handed finessable weapon... that's about as exotic as it needs to be. So the critical is reduced to 19-20/x2 Flencher: crit rate down to x2. It's where it should have been for a light simple weapon. Hiraiba: Added in the "Full Round Action" to throw clarification. Jaiali: Clarifed loading it (it's a two handed projectile weapon, like a bow or crossbow, so free hand needed to load) and the Poisonbullet attack. kousen: Modified to match the Barasen's clarification about it's grapple application. Also modified to add mention of temaru(Handrings) to supplement function of the weapon, instead of the maeudemaru rings, until(unless?)I can get them opperational. Kozuka: Excised. I keep running into the same logistical mishmash of how to handle them that made the D&D team make them into ammo. So, for now, they get file 13ed for later release, IF I find a way to fix em. Lochaber: changed the damage to 2d4/2d6 but kept the x4... though I'm gonna cruch some math and see if they need to drop to 1d8/1d10-12... Maeudemaru: Excised till I streamline thier function. P'Kunk: Added the clarifier that you need one hand free to play and fight with no penalty. Rastas: Exotic Ryouba-Giri: Modified damage and crit Serpent Spike: Modified Damage/Crit, Took out Set and ranged attack(dosen't fit for design, really). Tetsubo: Changed reduced damage a step and made it a two handed martial weapon, added a clause to allow you to Monkey grip it(without that feat) with Exotic Proficiency... though i'm unsure if I want to let anyone combine that ability and Monkeygrip... right now I'm saying no, even though it does take two feats to do.... Three-Teir Staff: Yeah, they'er all pretty special aren't they. :D Edited that bit of text. Took out trip(yeah, it dosen't really fit). But I can't see how you can argue with this weapon, but not with the reach ability of the Bilko? Imagine, if you will, for close range attack(or double weapon) you simply grip the weapon in the central portion and strike with one end, like a flail(or strike with either end as if it was a normal staff, or dire flail). For reach attacks, you grip one end of the staff and sort of half swing, half throw the far end of the staff, like it's chain, but stiffer. Yes it's complicated to use. Yes, it's dangerous to weild if you're untrained... that's why it's an exotic weapon.. the -4 penalty represents trying not to hit yourself in the head or crack yourself in balls with the weapon trying to use it... like Nunchaku. Tokko: Damage edit Tonal Blade: Same as with P'Kunk, added an edit that they take two hands to play, in or out of combat. I left in the fact that a PROFICIENT weilder can use them in combat with no penalty. A non-proficient weilder can't play them in combat, either one. Viper's Spite: Edited use for poisons and clarified damage. Yoyo: Added in that the weapon dosen't threaten and provokes attacks of opportunitys when used. Zapclap and Springsling: Damn I need new names for these... Drasticaly incrased the costs for both to represent thier quasi-magical nature(especially the zapclap, since it's reuseable). Ok... that should stand them in fair stead for the time being.... If there are any further questions or comments, feel free to post. |
| RavenDrake10-15-05, 11:57 PM | bump |
| JiCi10-16-05, 07:07 AM | Didn't you said that you had images of these weapons ? |
| Horatio Hornblower10-16-05, 09:20 AM | If there are any further questions or comments, feel free to post. Good weapons ideas. After you make some modifications based on the comments you liked, how about posting it as an article in Regdar's Repository (http://boards1.wizards.com/forumdisplay.php?f=44). That's a good place for new ideas. |
| RavenDrake10-17-05, 12:58 AM | Hmm... I might do that... though I think I'd have to do more than just post weapon stastics... maybe something along the lines of an "Exotic Weapons Design" thread... not just mechanics(which I'm still grappling with) but how to come up with special racial weapons, unique weapons(like the Instrument/Weapons above), things like that.... JiCi Sort of. I have some hand-drawn sketches of most of my weapons(many of these have been designed, in one form or another, for some time from a variety of homebrew system attempts), but my scanner currently does not work... and none of it is to scale. I can make some mspaint attempts at illustrating these, and Might do that, but for now I don't have a way to post my illustrations. |
| Kirech01-16-06, 03:51 PM | Please change the name of the Lochaber Axe. A lochaber axe is a halberd is a lochaber axe. The weapon you are describing is something else. |
| RavenDrake01-17-06, 03:52 AM | *Ahem.* Kirech. Bite me. Now that we've got my stance out of the way, let me explain why I feel like this. First off... I'm perfectly aware of what a Lochaber axe is. But I like the name, it's evocative and interesting, and more importantly, it isn't used anywhere in the game yet (that I'm aware of). So I took the name and used it for my axe idea. Secondly, I don't care that this is "not a lochaber axe". This isn't history class, this is a fantasy game. It's imaginary people doing imaginary things, occasinally with imaginary weapons (see also: Dire flail, Spiked Chain), so I have no reason not to call it what I want. Thirdly, I'm doing it just to spite you and everyone else like you, who automatically attacks anything that dosen't resonate harmoniously with your interpretation of historical accuracy, and the smug and condecending attiude with which you and others of your ilk and stripe dispense such "Constructive" comments. I don't mind you voicing your opinion. I enjoy it and hope that I may see more people commenting. But simply dredging up the thread to tell me that MY interpretation of a weapon idea is WRONG is neither Constructive, nor a critique. It's pedantic nitpickery of the worst sort, and offers nothing useful or constructive to the goings on. Had you phrased your comment differently (for example "Are you aware that the Lochaber, much like the bardiche and other Polearm axes, are largely just the same thing under different names.") at which point we would be having an entirely different conversation. You, on the other hand, sit back on a precieved elevated foundation of superiority constructed of historical accuracy and pass judgement and demands down as you see fit. Well, I coun't give a flying rat-flail about "Historical Accuracy" or "The way things really are". I like things my way. But, out of the kindness of my heart, I'll make sure to add a caveat to the description of the Lochaber to let everyone know just how "it really is". |
| The_Owl01-17-06, 05:11 AM | What would be the point in using some of these? For example, the Estoc only deals 1d6 damage and only has a 19-20/x2 critical multiplier. Why not use an Elven Courtblade which, for the same feats, grants you 1d10 damage and an 18-20/x2 critical multiplier two-handed weapon that can be used with Weapon Finesse (and your choice of dealing either Slashing or Piercing damage). Unless the description was meant to be taken literally, in which case a weapon that ignored armor is broken at any damage or critical multiplier unless magical. |
| Kirech01-17-06, 08:54 AM | I said please. Anyways, in a game where words are used to paint mental pictures, how things are named is important. If someone uses your Lochaber Axe, they won't necessarily describe it to everyone at the table, and some at the table may not ask, since they already know what a Lochaber Axe is. Even if it does get described to them, they may have difficulty overriding their old mental image of it. I guess it's none of my business, since I don't even plan to use your list. I'll shut up now. |
| RavenDrake01-17-06, 04:24 PM | What would be the point in using some of these? For example, the Estoc only deals 1d6 damage and only has a 19-20/x2 critical multiplier. Why not use an Elven Courtblade which, for the same feats, grants you 1d10 damage and an 18-20/x2 critical multiplier two-handed weapon that can be used with Weapon Finesse (and your choice of dealing either Slashing or Piercing damage). Unless the description was meant to be taken literally, in which case a weapon that ignored armor is broken at any damage or critical multiplier unless magical. Honestly, The Statistics for the Estoc were under revision(see above commentary with tarkin) and are still open for alteration... I'll evaluate thier change based on several things. As for ignoring armour, how on earth did you get that impression? The descriptive text is flavour and fluff, meant to give you an image of the weapon. If it had any chance of ignoring or bypassing any degree of armour, The rules section of the description would have clearly said so. And, obviously, it never will as ignoreing armour is a highly costly magical ability, and not something to be tied to a weapon regardless of exoticness. But, as you pointed out, the Estoc is still up in the air... with the Courtblade taking center stage as such an effective exotic weapon, I may simply remove the Estoc unless I can think of something to give it to set it apart. Your comment at the begining, also, hinted that you had some other questions about the viability of some other weapons. Now, I agree, many of these are... highly specialized, but I think that, by and large, they have a potential usefulness for some character somewhere. But I'd be happy to discuss thier potential or usefulness further. I said please. Anyways, in a game where words are used to paint mental pictures, how things are named is important. If someone uses your Lochaber Axe, they won't necessarily describe it to everyone at the table, and some at the table may not ask, since they already know what a Lochaber Axe is. Even if it does get described to them, they may have difficulty overriding their old mental image of it. I guess it's none of my business, since I don't even plan to use your list. I'll shut up now. Yes, word's are used to paint mental pictures. Which is why I clearly described what MY lochaber axe is. Yes, I suppose, the name Lochaber Axe may well colour some peoples interpretation of what it actually is, but no more so than the Core weapons. When you say Rapier, I have a very clear idea of what that weapon is, and I can tell you that my initial interpretation of the word was nowhere near what WotC's is. But I adjusted quite easily, and I'm sure those who would use my ideas can do the same, or simply excise what they don't like. Now then, I don't want you leave, necessarily, and I'm sure my post was stinging. Let me clarify that I don't have anything against you, and if you want to contribute to the discussion, feel free. However, my idea of what constitutes "constructive" is limited to Balance(mechanics and game rules) and Flavour(is it Interesting, Unique, and Useful). Fluff, like names and descriptions, are my prerogative as designer, and when I'm 'corrected' on things like that, it tends to set me off. You are far from the first or the worst offender in this category, but as the first poster in this thread to rouse my ire, you happened to catch both barrels. Please understand that the above vicious volume of vitriolic verbage was ment to be spread, liberally and evenly, across several pertenant offenders of the type I described... Please don't take it personally. |
| Raymond_Luxury_Yacht01-17-06, 04:51 PM | Antler Mace Fine if you remove the tripping. Not everythign that is hooked can trip, this weapon is already powerfull without that abilty. Without the tripping, it's weaker than the heavy pick. With it, it's still weaker. Keep the trip and up the damage die to 1d8. |
| RavenDrake04-08-06, 12:32 AM | Bumping to the front with some new modifications... feel free to peruse... I should have colour coded changes, but eh... I'll list them here for those who have already commented on these works: Axe Fist: Changed the weapon to the Hatchet Cestus. Signifigantly modified it's workings... feel free to check it above(it's now listed as a light exotic weapon) Antler Mace Re-added the tripping feature, but I couldn't, in good faith and good conscious, up the damage die for the weapon... For now It will have to stand as is.. I want to give it something unique without having to resort to "bonus to trip"... perhaps I'd give them the Tetsubo's bonus to sunder attacks... Estoc As the Elven weapons(Thinblade, Courtblade) seem to have Finessing tied up for the exotics, I've reimagined the weapon as a two handed martial weapon that still grants finessing(piercing damage only), giving agility minded Fighters and Figher/Whatever crossovers a less feat intensive choice... Overall change: I've modified the "bloodletting" ability on several weapons (Barasen, Ryouba-giri, Serpent Spike, Tokko, etc) so that it's a 50% chance of happening on a roll of a natural 20. I know that's still not enough to satisfy most of the folk who've complained about it, but that's the only change I'm willing to make for those as I consider the ability more than fairly balanced as it stands now. Those are my most recent changes, but Keep an eye out as I'll be putting out a small list of weapon and armour modifications in a few days. |
| RavenDrake07-26-06, 10:50 PM | Most recent update, minor corrections, two new weapons inBlue, the Wrist bow and the Newly reinvented Kozuka. |
| Sutemi02-10-07, 04:28 PM | Hey, since you are obviously very well versed in creating new weapons RavenDrake, could you help me design two-bladed dagger? |