Adventurer's Blade (for July's weapon theme) [Archive] - Wizards Community

Post/Author/DateTimePost
Tony Vargas

07-08-05, 04:20 PM
Adventurer's Blade

One-handed 25 gp 1d4 1d6 18–20/x2 — 6 lb. Slashing/Piercing/Bludgeoning

This unique weapon resembles a large bowie-type knife, with a very heavy rib and gaurd (a modern character would see it as an absurdly oversized 'survival knife'). It is an effective slashing/chopping weapon and can also be used to stab or bludgeon (with the reverse blunt edge of the blade or with the guard). It is also sturdy enough to use as a an improvised tool, standing in for a hammer, axe, pry-bar, or even spade, in a pinch, or even to support a medium character's weight if it comes to it.

It's expanded threat range depends upon being able to use all three types of attacks - if an opponent has DR vs one type of damage (bludgeoning, slashing or piercing), the threat range is reduced to 19-20/x2, if the victim has DR bypassed by only one of the three types, the threat is reduced to 20/x2, and, if the weapon is made Keen the doubling effect is aplied as if to a 19-20 threat range. The heavy spine also gives the blade 10 hps, instead of the usual 5 for a one-handed bladed weapon, and the gaurd gives it a +2 (doesn't stack with locked gauntlet) to resist (but not make) disarm attempts.

The Adventurer's Blade is ostensibly a martial weapon, but can also be used with Simple or Exotic proficiency. With Simple proficiency a character can choose from one attack to the next whether to use it as a bludgeoning, slashing, or piercing weapon, and the threat/crit is always 20/x2. With martial proficiency, the weapon can be used as slashing/piercing (19-20/x2) or bludgeoning (20/x2) normally, or slashing or piercing /and/ bludgeoning (19-20/x2) with a -1 penalty to the attack roll, or slashing/piercing/bludgeoning (18-20/x2) with a -2. With Exotic Weapon proficiency all damage modes are useable with no penalty and, the wielder can choose to use the weapon as if it were light in a grapple, as an off-hand weapon, and/or for purposes of weapon finesse (when used as a light weapon it also counts as light for purposes of making sunder/disarm/etc attacks, STR & Power Attack bonuses, but not for hit points, resisting sunder/disarm/etc, or other purposes), gains the +2 bonus to making as well as resisting disarm attempts, and can throw the weapon (chossing a single damage type) with a range increment of 10, and a 20/x2 threat/crit.

For an extra 5gp, the sheath of the Adventurer's Blade is often outfitted for multiple uses, as well: equipped with an outter pocket containing a wetstone and steel or other items added by the user, and reinforced and wieghted for use as a weapon, itself (counting as a sap). The strap is adjustable, so the weapon can be worn at the waist, back, or strapped to a leg or pack - and the strap can also be unlatched and used as 10' of braided leather rope (including the length of the sheath).

Masterwork versions of the Adventurer's blade cost an extra 50 gp over and above the usual MW price, and can be used as normal-quality (no improvised penalty) substitutes for any of the following tools: hammer, saw, axe, pick, spade, crowbar or grapnel (rope not included). When made of unusual materials, the blade is most often adamantine, to increase it's durrability, or mithral, to decrease it's weight. The gaurd can also be made of a different material (typically cold iron, or silvered) than the blade (in which case it pays any MW, material or enchantement costs separately from the rest of the weapon), doing the weapon's bludgeoning damage (d6 20/x2) with the alternate material (or enchantment) when the wielder specifically chooses to do so. (This does not make the Adventurer's Blade a double-weapon). The enhanced sheath can also be made into a MW/magical weapon in it's own right, and is often enchanted with a bag-of-holding like effect, as well.

Feat interaction:

EWP: Adventurer's Blade requires a minimum DEX & STR of 13 each.

Weapon Focus & Specialization: Adventurer's Blade aplies to all attacks made with the weapon, including those specificaly made with the guard, or throwing it with the EWP. It does not matter what order the character takes Focus, Specialization, or EWP with the weapon.

Improved Critical: Takes EWP with the Adventurer's Blade as an additional prerequisite. Improved Critical only adds 1 to the threat range of the weapon, instead of doubling it, but always adds one, regardless of DR or mode of use, so the threat range with improved crit could be 17-20, 18-20, or 19-20, depending on whether all three, two, or only one type of damage is being used. Also, because it can enhance the bludgeoning aspect of the weapon's crits, the feat 'stacks' in a limitted way with Keen. A Keen Adventurer's Blade wielded with Improved Crit when all three damage types can aply would have a 15-20/x2 threat/crit (threat/crit would still be 19-20/x2 if only one damage type aplied, but would become 17-20/x2 if two types aplied).


Yes, this weapon is needlessly complicated. It's designed to delight detail-oriented players obsessed with 'being ready for anything.' ;) No, I don't expect anyone to introduce it into thier games, or even read all the way through the description. But, if you did, you earned a cookie. :cookie:
jaelis

07-08-05, 06:28 PM
That is ridiculously complicated, but I do like cookies. It would be neat to have a more ordinary weapon that did all three damage types. Maybe:

Dagger-club:
Martial light weapon 1d4/1d6 x2, bludgeoning or slashing or piercing, 2lb, 5gp


It would make the ultimate backup weapon. No, yours is the ultimate backup weapon. This would just be the ultimate backup weapon for people who don't enjoy complexity so much.
Tony Vargas

07-08-05, 06:43 PM
Well, a halberd does slashing/piercing, and if you have the Spinning Halberd feat you can smack with the pole for bludgeoning.

So color my idea not just needlessly complicated, but uh, just needless. Still, it was fun seeing just how complicated I could make statting out a big knife. :P
jaelis

07-08-05, 06:51 PM
OK, that's true with the halberd, but I don't know if the halberd's really a backup weapon. A light weapon that you can use in a grapple would still be nice.

Also, with your thing, you should make it so you can get a continual light effect with the storage compartment, so that if you turn the cover one way you get the light and another way you don't.
Tony Vargas

07-08-05, 07:00 PM
A non-crazy version, in case anyone actually wants to use something like this:

Light Exotic Melee Weapon:
Adventurer's Blade 25 gp 1d4 1d6 19–20/x2 — 4 lb. Slashing/Piercing/Bludgeoning

Adventurer's Blade: A single-edged, basket-hilted shortword something like a cutlass or oversized 'survivial knife,' this weapon has a blade so heavy that it counts as a metal-hafted weapon (10hps) and can be used to deliver crushing blows.
When using an adventurer's 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).
Tony Vargas

07-08-05, 07:02 PM
Also, with your thing, you should make it so you can get a continual light effect with the storage compartment, so that if you turn the cover one way you get the light and another way you don't. Y'know, I almost included something like that!
Twisted minds think alike. :D
NeueRegel

07-08-05, 07:40 PM
It is also sturdy enough to use as a an improvised tool, standing in for a hammer, axe, pry-bar, or even spade, in a pinch, or even to support a medium character's weight if it comes to it.
Only thing you forgot is a sawtoothed spine; How can you have a survival knife without visions of Rambo? Some trees can't be chopped through; you just have to have a saw!

btw; The blade you describe exists, IRL. It's called a Swamp Rat.

Neue
Tony Vargas

07-08-05, 07:55 PM
Only thing you forgot is a sawtoothed spine; How can you have a survival knife without visions of Rambo? Some trees can't be chopped through; you just have to have a saw!

btw; The blade you describe exists, IRL. It's called a Swamp Rat.
I didn't know about that specific one, but, yes, it's inspired by modern 'survival' or 'combat' knives. And, though I didn't spell out that it was serrated, the MW version /is/ useable as a saw! :D
Rakasha#5

07-09-05, 10:10 AM
In the words of jim carry B-E-A-UTIFUL! AMAZING I LOVE IT!!!!! Oh how about the sheath has the ability to keep it clean and polished.
Solamar

07-09-05, 10:26 AM
tis great I like, I think my ranger is going to get a couple of them (he TWF with a pair of short swords right now) but I just have one question where's the fishing line and hooks, the needle, the compass, and the water proof matches you can't truly have an "adventurers" (survival) knife with out them.
Tony Vargas

07-11-05, 02:25 PM
tis great I like, I think my ranger is going to get a couple of them (he TWF with a pair of short swords right now) Good luck. :) If your DM balks at the lengthy and detailed write-up, try the toned-down version in post #5, above.

but I just have one question where's the fishing line and hooks, the needle, the compass, and the water proof matches you can't truly have an "adventurers" (survival) knife with out them. I don't know if any sort of compass is available in D&D, though a magical version with some sort of Know-Direction cantrip shouldn't be too expensive. A flint and steel would be the medieval /waterproof matches.'