Create a weapon [Archive] - Wizards Community

Post/Author/DateTimePost
vulgartheswift

07-28-06, 04:05 PM
I made this thread for anyone who wants to make a weapon of thier own design. I really want to see your weapons! Tell what kind of weapon , how much it costs , what damage it does , the size , everything!
Tony Vargas

07-28-06, 06:05 PM
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Estoc

A narrow, stiff, stabbing weapon, similar in overall shape to a two-handed sword, but without a sharpened edge, meant for use against heavier armor. Usually used two-handed, but some may have been used with one.

One-Handed Exotic Cost Dmg (S) Dmg (M) Critical Range Weight Type
Estoc 60 d6 d8 20/x4 - Piercing
* Useable two-handed as a martial weapon


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Tuck

A smaller, more agile, version of the Estoc, useable one handed.

One-Handed Martial Cost Dmg (S) Dmg (M) Critical Range Weight Type
Tuck 20 d4 d6 20/x4 - Piercing
* Finesseable

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Fighting Spear

A spear balanced for use one-handed (typically with a shield in the other hand), rather than for throwing.

One-Handed Martial Cost Dmg (S) Dmg (M) Critical Range Weight Type
Fighting Spear 6 d6 d8 20/x3 - 4 Piercing
* 2x damage w/set vs charge; useable two-handed as a simple weapon (spear proficiency); in any case, counts as an improvised weapon if thrown

====================================

One-handed Longspear ('Footmans Lance'/'Hoplite Spear'/etc)

A long, tapered spear with a light point and a counterweight, so that the point of balance is far back on the shaft, allowing it to be used one-handed, while retaining a reach advantage over most other weapons.

WeaponName Cost Dmg (S) Dmg (M) Critical Range Weight Type
One-handed Longspear 8 d6 d8 20/x2 - 10 Piercing
* 2x damage w/set vs charge; conventional reach (attack at 10' but not adjacent); useable two-handed as a simple weapon (longspear proficiency)

====================================

Pilum

A specialized javelin used by the Roman Legions. Designed to penetrate shields and bend or break on impact so it couldn't be easily removed or scavanged and thrown.

One-handed Martial Cost Dmg (S) Dmg (M) Critical Range Weight Type
Pilum 2* gp 1d4 1d6 20/x3 30 ft. 2 lb. Piercing
* Pili are priced like ammunition, a single Pilum costs 2gp, a MW Pilum would cost 8 gp. Like ammunition pili are only 50% recoverable, and magical ones are destroyed when they hit.
Pili otherwise counts as thrown weapons, not missle weapons. You must still draw a pilum in order to throw it and they do damage and benefit from feats as thrown weapons, for instance.
Pili used in melee are considered improvised weapons, just like arrows or darts.


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vulgartheswift

07-28-06, 09:45 PM
Size: It only comes in a big size
Damage: 3d6
Weight: 40 pounds
Critical: x3 ( x6 if against a dragon)
Cost: 1,000 gold
Range Incrament: Touch
Special Effect: If you face a dragon or dragoon , after you roll for damage you can roll for damage again , but you must take a -2 penalty atk.
Crash01234567890

07-29-06, 07:31 AM
Scorpion Blade
Wielded by the Scorpion Clan of elves from the blinding deserts of Famel, the Scorpion Blade is a double weapon very common to the clan. Designed much like a longsword, the hilt just continues on eventually ending with a spear tip made from the stinger of a Monstrous-scorpion.
Exotic Double Weapon
Damage:1D8/1D8
Weight: 6lbs.
Cost:40 gp
Critical:19-20 x2/x3
Type:S./P.

Now I know that it doesn't seem balanced when compared to the Dwarven Urgost, but the Dwarven Urgosh is underpowered. Compare the Scorpion Blade to the two bladed sword and the Gnomish Hook-Hammer and you'll find that it's on par.
dengarbountyhunter

07-29-06, 08:12 PM
Vulkar Cross
The Vulkars are a small tribe of jungle-dwelling dwarves who were banished from the mountains. They kept the knowledge of stone and steel of their ancestors, but there is little iron to be found in the jungle they live in. Thus, metal is precious for them and each member of the tribe receives a Vulkar cross when they reach adulthood. It looks like a one and a half feet long cross-shaped piece of iron that serves as a tool and weapon. Three of the ends are pointed and barbed to lodge itself in flesh and shields and the other is blunt to use as a hammer. Vulkars mostly use them against the shield-wielding lizardfolk who live near; they plant their cross in the shield
and then finish off its wielder with another weapon.

Exotic, one-handed weapon
Damage: 1d4 (P), 1d6 (M) piercing or bludgeoning
Critical: 20/x2
Range Increment: 10 feet
Weigth: 7 lbs.
Cost: 5 gp (but it is rarely traded)

The user of a Vulkar cross can attack with one of the points or the blunt end, dealing piercing or bludgeoning damage (respectively).
It also can be used to reduce the effectiveness of a shield, either when thrown or in melee.
The attacker must make a sunder attempt (it's an exception to the rule that says that piercing and thrown weapon can’t be used to sunder; it isn't a real sunder attempt anyway) against the shield. If the damage dealt is enough to overcome the solidity of the shield, the iron cross stays stuck in it but doesn’t deal damage.
Once the cross is stuck, the additionnal weigth increases the shield's penalty to Dexterity related checks by 2 and the AC bonus of the shield is decreased by 1. A Strength check of 15+(amount of damage the iron cross would have dealt) is necessary to take off the weapon, by a full-round action. If the damage dealt isn’t enough to plant in the shield, the weapon simply bounces back (or falls to the ground if it was thrown).

Feel free to change the name and description, it's campaing specific for my world. It could also works as well as a barbed halfspear with a heavier head (explaining the lower range increment).

/\ -point
point- <===D -hammer end
lll
lll -handle <--Crude drawing of a iron cross
lll
point- \/


Katar
The katar is a longsword-long punching dagger.

Martial, one-handed weapon
Damage: 1d6 (P), 1d8 (M) piercing
Critical: 20/x3
Weigth: 4 lbs.
Cost: 12 gp

Katar, light
The light katar is a shortsword-long punching dagger.

Martial, light weapon
Damage: 1d4 (P), 1d6 (M) piercing
Critical: 20/x3
Weigth: 2 lbs.
Cost: 8 gp

Katar, jamadhar
The jamadhar katar features three divergent blades that are shorter but can ensnare the weapon of opponents.

Martial, one-handed weapon
Damage: 1d4 (P), 1d6 (M) piercing
Critical: 20/x3
Weigth: 5 lbs.
Cost: 17 gp

The jamadhar katar grants a +4 bonus on disarm checks.

Katar, light jamadhar
The light jamadhar katar works like a smaller jamadhar katar

Martial light weapon
Damage: 1d3 (P), 1d4 (M) piercing
Critical: 20/x3
Weigth: 3 lbs.
Cost: 12 gp

The light jamadhar katar grants a +4 bonus on disarm checks.

Body spikes

Martial light weapon
Damage: 1d4 (S), 1d6 (M) piercing
Critical: 20/x2
Cost: 50 gp for a full set
Weigth: 10 pounds for a full set

The body spikes are flat metal plates with spikes jutting out of them. They are fixed to body places, like the elbows and feet, with leather straps. In short, they're all the fun of armor spikes for those who don't wear metallic armor (or no armor at all). Plus, you can take them off more quickly than a full plate of armor (1 minute).

Splash mace

Simple one-handed weapon
Damage: 1d2 (S), 1d3 (M) bludgeoning or special (see text)
Critical: 20/x2
Cost: 50 gp
Weigth: 3 lbs

The splash mace looks like a metal shaft with a cup that is designed to hold a single glass or ceramic flask on one end. The mace itself deals very little damage, but its user can strike an enemy with a touch attack to shatter the flask and spill its content on the target, be it alchemical fire or holy water. The user does not suffer from splash damage. It can be reloaded with any flask by a full-round action.
RavenDrake

07-29-06, 10:37 PM
A link to my Weapons Thread (http://boards1.wizards.com/showthread.php?t=511150[/url).

Approximately 35 "new" weapons in both Simple, Martial, Exotic and even two splash weapons.
Mecha_Pope

07-30-06, 06:00 AM
First of all, I make some changes to existing weapons.

Greatclub- simple weapon
falcion- name changed to great scimitar & damage bumped up to d10

Martial weapon
Greathammer- 1d12 20/x3 two handed bludgioning

exotic weapons
falcion- 1d8 19-20/x3 -1 to attack rolls one handed slashing, two handed martial
Danish axe- 2d8 20/x3 twohanded slashing
longspear- one haneded as exotic
machete- 1d6 19-20/x3 -1 to attack rolls light slashing, one handed martial

parrying dagger- 1d4 19-20/x2 light slashing.
when used in off hand and you shift attack bonus to ac with combat exp. you need only deduct the accuracy from your parrying dagger's attack roll. the parrying dagger provides a plus 2 bonus to disarm checks

franchesca- 1d8 20/x3 light slashing range inc. 15 feet

________________________________________ _________________________

I also allow a weapon to be combined with a smaller version of another weapon in a historicly accurate fashion, but the attached weapon looses all benifits from size.

For example, a classic warhammer with the crow's beak on the back would count as both a warhammer and a light pick, only the light pick is no longer light. this does not allow you to deul wield one weapon or provide extra attacks, it just lets you change to a more advantagous attack form without changing weapons. The secondary weapon shares the primary weapns magic qualities, but only if it's damage type allows. This way if you need blugeoning for one enimy you have it, than if you need piercing, you have it, only sub-optimal. Other combos include axe-pick, and thrusting with a longsowrd at 1d6 19-20/x2 one handed or with a greatsword 1d8 19-20/x2 twohanded

I also include a fighter only feat wich allows such a weapon to bestow one extra attack per round with the secondary attack form at a -2 attack bonus with no penalty to other attacks, prereqisits bab 4 and weapon focus
Werecow

07-30-06, 02:47 PM
Defenestrating Greatclub: This greatclub is 8 feet long and is carved from a single slab of stone in the shape of a fist. If used as a weapon, it is the equivalent of a Huge +3 greatclub, dealing 3d8 points of base damage, plus any creature struck by the weapon must succeed on a Fortitude save (DC 27) or be knocked flying 1d8x10 feet from their original position in a random direction, determined by a d10 (See below). If some obstacle prevents the target from reaching its expelled distance, it takes 1d6 points of damage for every 10 feet of movement it was unable to complete. If the target fails the saving throw, he is always knocked prone regardless of hitting an obstacle or not. On inanimate objects, the weapon deals quadruple damage. However, the wielder must have a Strength score of at least 30 to wield it properly. Otherwise he takes -8 penalty on attack rolls and the weapon only does double damage on inanimate objects.

Random Direction (d10):

Roll Direction

1-2 Left
3-4 Left Front (Diagonal)
5-6 Front (Straight ahead)
7-8 Right Front (Diagonal)
9-10 Right

Strong Evocation; CL 12; Craft Wondrous Item; Craft Magic arms and Armor; Price 81,305 gp; Cost Defenestrating Sphere; Weight 850 lb.
pres_man

07-30-06, 04:16 PM
Double-Mace (Two-Handed Martial)
Cost: 90 gp
Dmg(S): 1d6/1d4
Dmg(M): 1d8/1d6
Critical x2/x2
Weight: 16 lbs
Type: B/B
The double-mace is effectively a heavy mace and a light mace in one double weapon.

Dire Staff (Two-handed Martial)
Cost: 50 gp
Dmg(S): 1d6/1d4
Dmg(M): 1d8/1d6
Critical: x2/x2
Weight: 10 lbs
Type: B&P/B
The dire staff is effectively a quarterstaff with a morningstar head on one end.
Waterhammer

07-31-06, 12:59 AM
Simple weapon
Two-handed Melee
bladed staff
cost: 25 gp
Dmg: S 1d6 M 1d8
Critical: 19-20 x2
Range: none
Weight: 7 lbs
Type: slashing or piercing or bludgeoning

Notes: Characters with martial weapon proficiency may use the bladed staff as a double weapon. In this case the staff end does 1d4(S) 1d6(M) bludgeoning. Any character able to use a quarterstaff may also do single attacks as if using a quarterstaff. Due to the sharp blade at one end of the weapon, no bludgeon attacks may add more than the base Str bonus to Dmg.


Martial weapon
light Melee weapon
sword, short
Cost: 10 gp
Dmg: S 1d4 M 1d6
Critical: 19-20 x2
Range: none
Weight: 2 lbs
Type: Piercing or slashing

Notes: If daggers are good for slashing, then shortswords are better.
vulgartheswift

08-06-06, 08:21 AM
Dragon Block Staff
Martial weapon
Two handed melee
Staff
Cost: 1,000 GP
Damage: 2d8 (Humans) 4d8 (Dragons and Dragoons)
Critical: 18-20 x2 (Humans) 20 x6 (Dragons and Dragoons)
Type: Bludgeoning

Special Effect: When facing a dragon and / or Dragoon at the beginning of battle you can roll 1d20 and whatever you get you'r opponent loses stat points from each stat equal to your result. (Example: 1d20+5 2+5=7 Strength before : 15 Strength after : 14 You applie this to all of your opponents stats. Note: That they have to be a dragoon or dragon for this to work.
Secrets Untold

08-06-06, 09:24 AM
Kama no Itachi
(Literally: "Sickle of the Weasel)

Dmg: 2d4 Slashing
Exotic 2-handed
Crit: 18-20/x3
Reach: 10 ft.
Range: 30 ft. (See Text)
Cost: 1,200

Taking its name from "kamaitachi", a phenomenon, where people will be knocked over by a strong wind, only to find that they have been cut, the kama no itachi (alternatively: kama-no-itachi, or kamanoitachi) is a sycthe with a hollow staff and very thin blade. As a full round action, the weilder of a kama no itachi can force air through the staff, and deal the normal damage at a range of 30 ft. A kama no itachi can be used for trip attacks, because of its curved blade.
Method

08-06-06, 08:01 PM
Arashivan Claws

Dmg: 2d2 Piercing (or 1d2, see text)
Exotic light ranged
Crit: 19-20/x2
Range inc: 10 feet
Ammo: Claw darts (2)
Cost: 30 Gp

Arashivan claws are small dart-launchers designed to be worn on the wrists. They are about 3-5 inches long and 2-3 inches wide, and fired by pulling a short leather thong usually looped around a finger. The darts they fire are small and usually poisoned. arashivan claws are commonly used by assassins, or as self-defense weapons by wealthy merchants. They hold two darts and fire both into the target at once. If only one dart is loaded, the weapon deals 1d2 damage. Reloading an arashivan claw is a full-round action, no matter if you load one dart or two. An arashivan claw leaves the hand and arm is is attached to free, though you cannot fire it if you have a shield of any type attached to that arm. You cannot have 2 arashivan claws on the same arm.

Claw darts (box of 10)
Cost: 5 Gp

Claw darts are small darts for use in Arashivan Claws. A box of 10 is usually good for 5 shots, as the launcher fires 2 at once, though it is possible to load only one dart.
vulgartheswift

08-13-06, 07:04 PM
WOW guys you have some great weapons! I like every one of them! Man where can I get one of these? You guys are doing a super job! Keep the good work up! I wanna see more great wepons!
MagnaSecuris

08-13-06, 08:44 PM
Mecha_Pope, I really like the Dane-Axe. I would use that without a second thought. Though technically it's supposed to be covered by the Greataxe.
DoomSquirrel718

08-14-06, 07:44 AM
Pendulum (Exotic Weapon): This half-moon shaped blade attached to a chain can strike opponents up to 10ft. away. Unlike other reach weapons it may also be used against opponents 5ft. away. This weapon is heavy and unwieldly, it incurs a -2 penalty to attack rolls made with it.

Cost---Dmg (S)---Dmg (M)---Critical---Weight---Type
150 gp 1d6 2d4 18-20/x2 16 lb. slashing

Source (http://boards1.wizards.com/showthread.php?t=593479)
Hinata

08-14-06, 12:36 PM
Simple Weapon
Beast Fangs
Damage: (Small) 1d4 (Medium) 1d6 (large) 2d4
Cost: 800 SP
Range Increment: Touch
Critical : 18-20 x2
Weight : 12 lbs
Type : Bludgeoning

Special Effect: When you have already rolled damage from your attack with this weapon you may roll 1d20+melee bonus then your opponent rolls a fortitude saving throw. If your opponent fails he/she is inflicted with fear.
Hinata

08-14-06, 12:39 PM
Yes , I must agree with you vulgar. These are indeed great weapons. I intend to use them very soon. Just as soon as I make a character that is.
Monsco

08-14-06, 05:39 PM
slicing shield.

Dmg: 1d6 Slashing
Exotic light 1-handed
Crit: 19-20 x2
cost: 35 gp

this is a wepon thats put on your arm much like a gauntlet, and is shaped like a shield, and is effectievly a light metal sheald, but the end of the shield that is extended to over your hand is sharpend into a edge. It is basicly a light shield combined with a punching dagger. you cant use the hand that this wepon is on to hold things. Many choose to where one on boath hands. effectivly mixing attack and defence.

did that make sense?
vulgartheswift

08-14-06, 06:45 PM
Martial Weapon-Two handed melee
Vampire Blade
Damage: (Small) 1d6 (Medium) 1d8 (Large) 2d8
Cost: 2,500 GP
Range Increment: 13 ft.
Critical: 19-20 x2 (Humans) 20 x4 (Vampire)
Weight: (Small) 10 lbs (Medium) 15 lbs (Large) 20 lbs
Type: Slashing or Peircing

If the user is a vampire and rolls damage , he/she may roll 1d8 after they roll damage. Their result is divided by 2 and is added to thier current hp. (Note: If the vampire's health is full this effect cannot be used. Also note that this effect can only be used once per round.) This blade benifiets Vampires.
vulgartheswift

08-14-06, 06:59 PM
Simple Weapon
Fire Blade
Damage: 3d4
Cost: 4,000 GP
Range Increment: 12 ft.
Critical: 19-20 x2 (Non-Spell casters) 21 x4 (Any spell caster)
Weight: 20 lbs
Type: Slashing

If the user is any kind of spell caster they can use the following effect once per round : After damage is rolled you may chose any kind of fire based spell and chose to cast it along with a normal attack. (Note: If you chose to cast a spell along with a normal attack it will count as one of your spells for your spell limit.)

If the user is a non-spell caster this weapon gains the following effect : You gain a +3 attack bonus on all of your melee attacks.
pres_man

08-16-06, 01:31 AM
Spellstaff: A spellstaff is a masterwork quarterstaff specially prepared which has room for 100 pages worth of spells, and each spell takes up one page worth per spell level (one page each for 0-level spells). The spellstaff can be used as a normal masterwork quarterstaff for combat, also it may be magically enhanced as a weapon. Cost: 615 gp.

Spellclub: A spellclub is a masterwork club specially prepared which has room for 50 pages worth of spells, and each spell takes up one page worth per spell level (one page each for 0-level spells). The spellclub can be used as a normal masterwork club for combat, also it may be magically enhanced as a weapon. Cost: 308 gp.

To scribe a spell onto a spellclub or spellstaff, it costs the same as scribing a spell into a spellbook.
CryoSilver

08-16-06, 02:14 AM
Water Axe: The Water Axe is the signature weapon of the doppelgangers. It is not really axe, nor is it really any given weapon. As a move equivalent action (or free action if the wielder has Quick Draw) the wielder of the weapon may change the form of the Water Axe to that of any melee weapon of appropriate size. Doing this requires the wielder to use a shapechanging spell, spell-like ability or supernatural ability to initiate the change; this takes no time in itself and is part of the process. The Water Axe grants no extra proficiencies. It may be enhanced as any normal weapon, and always counts as masterwork (since the wielder simply chooses to have it take the optimal form when he changes its shape).
Cost: 1,500 gp, Smith must be a doppelganger and know the secret rituals.
ericSHINRA

08-17-06, 12:05 AM
Double Bladed Sword

Two-Handed Exotic Weapon(A Double Bladed Sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a Double Bladed Sword two-handed as a martial weapon)
Damage: 2d6
Cost: 80gp
Critical: 18-20 x2
Weight: 6 lbs.
Type: Slashing

The Double Bladed Sword gets a +4 bonus on disarm checks.
AnonymousInternets

08-17-06, 12:59 AM
Scyne
This thin, curved blade looks like a dagger-sized scythe with a much smaller handle. It has an extremely sharp tip, but its edges get duller as the blade gets closer to the handle. It is intended to cause a quick, small puncture that strikes vital points without causing excessive bleeding. Unlike a dagger, it is not shaped in a way well-suited for throwing, and cannot be used as a thrown weapon. It is sometimes referred to as "the nerve cutter."
Type: Exotic Light Melee Weapon
Cost: 20 gp
Dmg (S): 1d2
Dmg (M): 1d3
Critical: 18-20/x3
Range: -
Weight: 1/2 lb.
Type: Piercing
AnonymousInternets

08-17-06, 01:17 AM
Cleaver
This short, wide, rectangular blade is traditionally used by butchers to cut meat. Although very rarely used as a weapon, it is made for cutting flesh, and function quite well as such. While wielded by a fierce fighter, it is often viewed as unorthodoxly frightening, especially when it hasn't been cleaned (yet always sharpened). Anyone wielding a cleaver gains a +1 bonus to intimidate checks. It can be thrown like a dagger if needed.
Type: Exotic One-Handed Weapon
Cost: 1 gp
Dmg (S): 2d4
Dmg (M): 3d4
Critical: 20/x3
Range: 10 ft.
Weight: 1 lb.
Type: Slashing
Flay Crimsonwind

08-17-06, 02:16 AM
My take on the Buster Sword

Buster Sword (Large Balanced Heavy Greatsword)
Damage: 6d6 (http://boards1.wizards.com/showthread.php?t=683989)
Crit: 19-20/x2
Size: Large
Weight: 8 lbs
cost: 2350 (350 for masterwork GS, then 2000 for the +1 balanced enhancement)
Feats: Monkeygrip + EWP (Heavy GS)

Fullblades? We don't need no stinkin' fullblades! :D