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| D.K.R.01-14-06, 09:57 PM | Okay, I found this on some website while searching for pretty much this exact thing - I wanted a weapon which could be lodged into an enemy. But now I can't find the website again. I luckily copied the info, but I would like to have an online reference for my DM to go and look at it. Does anyone know of an online source (or better yet, a published source) with this or something very similar? Barbed blades: these blades deal 1 die lower damage than a standard blade, but on any successful hit are embedded in the wound. The wielder can use a second attack action (if available) to rip the blade out, or the target can take a full round action requiring both hands to remove it. Either way causes an automatic 'hit' with no strength bonus to damage. Taking any move action or attack action (other than removing the barbed blade) while a blade is embedded in the flesh deals 1 point of damage per round. If a skilled healer succeeds a heal check (DC 15+damage) she can remove the blade without causing further damage. This is a non-magical enhancement that can be applied to any piercing weapon, and to some slashing weapons (with DM approval). A weapon must be crafted to be barbed from the start; it cannot be upgraded at a later date. Making a weapon barbed doubles its cost. Double weapons must have each end made separately, and if both ends are to be barbed, the cost of the base weapon is tripled. Crafting DCs to make a barbed weapon are 5 points higher than a standard weapon of the same type. ~ ~ ~ ~ Next, I am making a character who uses barbed spears or shortspears (not sure which yet), based on the above. My DM stated he thought I could realistically carry only 1 spear, or I could have 6 shortspears - 1 in hand and 5 in a quiver. Is there any official (or unofficial) source for a spear quiver or other method of carrying multiple spears (short or normal, or even long)? The game starts tomorrow, so quick response would be appreciated! Thanks! |
| masterofmayhem01-14-06, 10:03 PM | Next, I am making a character who uses barbed spears or shortspears (not sure which yet), based on the above. My DM stated he thought I could realistically carry only 1 spear, or I could have 6 shortspears in a quiver. Is there any official (or unofficial) source for a spear quiver or other method of carrying multiple spears? The game starts tomorrow, so quick response would be appreciated! Thanks! Efficient Quiver. (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#efficientQuiver) And I will also point out that the way the above barbed weapons work does not support how hit points are generally considered to work in D&D. Any hit where the target is actually impaled to the point where the barbs become a problem is either a death blow or one severely debilitating critical. But I haven't seen anything official about barbed weapons. Just a thread every few weeks where people ask about them/create stats for them. |
| D.K.R.01-14-06, 10:07 PM | Thanks for the quick response! Unfortunately, I am starting a 1st level fighter, with 180 gold. While magic items are okay, 180 gold won't get that, or anything else I could imagine that would work... So I guess I should have clarified, I'm looking for stats on a non-magical spear quiver (or short-spear quiver) |
| masterofmayhem01-14-06, 10:13 PM | Then tell your DM to properly define "realistic" and allow you to carry at least two or three spears. ;) Or keep a few on your horse/mule. Mules are only eight gold (a bargain!), and help out a lot at low levels. |
| D.K.R.01-14-06, 10:22 PM | LOL, I understand what you're saying. However, I'm not wanting to argue with my DM... especially since I think he is right. I mean, yes we are playing in a game with magic and tons of other methods of making the unrealistic possible; however for a first-level human fighter with no magic items, I would prefer my character DOES stay within the bounds of reality. And, honestly, I have to agree that carrying around several 8' long sticks with sharp pointy ends is not very viable. even the 5' long shortspears would be hard to manage, and I don't think 5 is too bad a number, with 1 in hand that gives 6, plus I can have some other weapon on my belt for the point that all the spears are gone (if it gets to that point). I just was wondering if there are any spear quivers statted out, or any rules which already define such things. It would be nice to not be re-inventing the wheel if something does exist. As to the mule; I planned on having some kind of pack animal - was thinking of a small cart though. Thanks again for the speedy replies! |
| bondious01-15-06, 01:31 PM | How about instead of short spears you use javelins? They have similar statistics and prices, with the differences being that javelins have a 30 foot range instead of 20 foot, and javelins take a penalty for melee combat. Now, they don't come in quivers, but based on some of the pictures throughout many of the D&D books I've seen I would say you could have a javelin quiver with 4 to 6. Also, I was just looking at that Efficient Quiver and I noticed that the arrow storage capacity is 60 arrows, 3 times the number of a standard quiver. With the same magic item you can store 18 javelins, so if you divide this number by 3 then I'm thinking you might just have a "standard" javelin quiver...6 javelins. Hope this helps. :cool: |
| DensharrRagingfire01-15-06, 05:41 PM | try out the harpoon, I only have Arms and Equipment guide, so you might want to look in your nearest store for Stormwrack for 3.5 rules. as stated in Arms and Equipment: exotic two handed weapon that deals 1d10 and crits on a 20 with a range increment of 30 ft. when hit opponent must succeed on a ref save dc 10 +damage dealt or be impaled. if impaled they cannot run or charge and can only move at half speed. if you succeed on an opposed str check they can only move within the bounds of the trailing rope (30 ft). they can remove it if they have two free hands and take a full round action to do so but if they do the take damage equal to the initial damage dealt. so if you impale them and deal 8 damage they take 8 damage when they remove it. a dc 15 heal check removes it without further damage. any caster impaled has to make a concentration check when impaled in order to successfully cast. ALSO, I cant remember where I found it but there are barbed arrows as well the deal their damage even if the person succeeds at the heal check or even if they receive magical healing as the arrow is forced out of the wound. the secondary damage is 1d6. hope this helps. |