| Post/Author/DateTime | Post |
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| JiCi02-22-06, 05:48 PM | Greetings, I have for you another batch of new weapons. This time, I focused... oddly... on crossbow-like weapons and on thrown weapons, and also a new shield. 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 One-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. So what do you think ? Not bad huh ? |
| draconic_swine02-22-06, 06:07 PM | The various crossbows and ballistas seem fine to me, although it should be noted that the barrelled ones are techincally two powerful, because they don't require extra proficiency or have any sort of penalties or other downside, yet hold twice the ammunition of regular repeating crossbows. That said, I don't think that's a problem. The Mighty Boomerang is also good. the Mighty Shuriken could be reduced to a one-handed weapon, which would balance it with the boomerang (d6 & the chance to have it returned vs. d8 and non-retrievable). The Blunted Whip is much too powerful. It is exactly like a whip, only it deals regular damage and can damage armoured opponents and has its damage increased by two dice. Reducing its reach to 10 feet could help remedy this. Dome shield: good as is. I've gotta say, you've got some interesting weapons here, which need less tweaking than your original batch. Good job, JiCi. |
| JiCi02-22-06, 06:27 PM | The various crossbows and ballistas seem fine to me, although it should be noted that the barrelled ones are techincally two powerful, because they don't require extra proficiency or have any sort of penalties or other downside, yet hold twice the ammunition of regular repeating crossbows. That said, I don't think that's a problem.Good... the point is that you need a feat for one weapon. I didn't want the same concept presented in Complete Adventurer, where you can apply one feat to two weapon, such as the greataxe and longaxe. You really got me there... Would doubling the reloading time be enough, since you have twice the bolts to load ? The Mighty Boomerang is also good. the Mighty Shuriken could be reduced to a one-handed weapon, which would balance it with the boomerang (d6 & the chance to have it returned vs. d8 and non-retrievable).Thanks for the boomerang. As for the shuriken, it's just I have a hard time picturing a rogue throwing a rather large shuriken with just one hand, like those anime characters or those with large thowing shields. And would the fact that you apply 1-1/2 your strength modifier offset the fact that it is a two-handed weapon, compared to the boomerang ? The Blunted Whip is much too powerful. It is exactly like a whip, only it deals regular damage and can damage armoured opponents and has its damage increased by two dice. Reducing its reach to 10 feet could help remedy this.Well, it's actually the bludgeoning version of the whip-dagger (from Sword & Fist), which deals slashing with the same conditions. Dome shield: good as is.Thanks. I got the idea from that chinese big bodyguard in Final Fantasy X-2. (Okay so it is a bad reference, but hey, you get your ideas from anything) I've gotta say, you've got some interesting weapons here, which need less tweaking than your original batch. Good job, JiCi.Gee... thanks. I'm actually getting good at it, except for the text format. :P Keep it coming. |
| draconic_swine02-22-06, 07:00 PM | Good... the point is that you need a feat for one weapon. I didn't want the same concept presented in Complete Adventurer, where you can apply one feat to two weapon, such as the greataxe and longaxe. You really got me there... Would doubling the reloading time be enough, since you have twice the bolts to load ? You can double the load time, but I don't really think that's necessary. It's really only a minor thing, really. Thanks for the boomerang. As for the shuriken, it's just I have a hard time picturing a rogue throwing a rather large shuriken with just one hand, like those anime characters or those with large thowing shields. And would the fact that you apply 1-1/2 your strength modifier offset the fact that it is a two-handed weapon, compared to the boomerang ? Well, you describe a variation as being the chakram, which was certainly a one-handed weapon. And applying 1-1/2 your strength modifier doesn't offset the two-handed nature of the weapon, it improves it. I still think making it a one-handed weapon is okay, but if you're still iffy, you can always reduce its range increment to 10 feet, putting it on par with a regular shurkien. Well, it's actually the bludgeoning version of the whip-dagger (from Sword & Fist), which deals slashing with the same conditions. Oh, my bad. I was under the impression that the whip-dagger dealt 1d4 damage for some reason. This is fine then (at least balancing it against existing weapons; I'd still argue that the whip-dagger is overpowered, but that's neither here nor there). |
| JiCi02-22-06, 07:18 PM | Well, you describe a variation as being the chakram, which was certainly a one-handed weapon. And applying 1-1/2 your strength modifier doesn't offset the two-handed nature of the weapon, it improves it. I still think making it a one-handed weapon is okay, but if you're still iffy, you can always reduce its range increment to 10 feet, putting it on par with a regular shurkien.I'll put the One-handed choice. I want to focus on the range. |
| JiCi02-23-06, 01:58 PM | :bump: Any other opinions ? |