| Post/Author/DateTime | Post |
|---|---|
| Harmor06-23-04, 04:29 PM | I don't mean Throw or Returning ability I mean that the chain potion of weapons like Flails and Morningstars have their heads whip out an extra 5' like a whip. I don't mean for them to actually threaten an extra 5', but allow you to make an attack 10' when you activate this extending chain in the weapon. Look at this picture: http://www.wizards.com/dnd/images/ph35_gallery/PHB35_PG120_WEB.jpg Notice the flails in the upper left corner how they have a chain. What if you could add some property or magical effect that would allow you to whip out the spiked ball and hit a target 10' away? I was thinking of something like: Reach: This ability can only be placed on a hafted-chain weapon such as a flail or morningstar. The chain portion of the hafted-chain weapon extends an extra 5-feet. This extended range, however, does not threaten so attacks of opportunities in this extended range cannot be acted upon. Also extending the weapon to hit targets outside its normal range provokes an attack of opportunity. Faint transmutation; CL 5th; Craft Magic Arms and Armor, animate rope; Price +1 bonus. and Improved Reach: This ability can only be placed on a hafted-chain weapon such as a flail or morningstar. The chain portion of the hafted-chain weapon extends an extra 5-feet. This extended range, however, does threaten so attacks of opportunities in this extended range can be acted upon. Also extending the weapon to hit targets outside its normal range does not provoke an attack of opportunity. Faint transmutation; CL 10th; Craft Magic Arms and Armor, animate rope; Price +3 bonus. What do you guys think? |
| Deep Blue 900006-23-04, 06:05 PM | I think it looks fine. Reach without AoO is only moderately useful but full reach sounds about right at +3. You might want to consider allowing the ability to extend any weapon that's the same size category as the wielder or larger. I mean, its magic so swords and stuff could do it too. You should probably say its a free action to activate either ability and it lasts until the end of your turn. |
| Harmor06-23-04, 07:48 PM | I was thinging particularly hafted-chain weapons. I guess you could make it any weapon, but it didn't make sence to have a reaching Two-handed sword or Dagger!!! To me the chain portion of the weapon could entend giving it that extra 5-foot reach. |
| [GSV] Kirstar06-24-04, 03:34 AM | not bad. except that a morning star isnt a chain / haft weapon. a morning star is a mace type weapon with a spikey ball at the end. The original use of flails as weapons was to bypass shields. the chain would hit the shield and the ball woould whip round still hitting the target. why not make another property as well to bypass shield ac. |
| BlackSmith06-24-04, 04:13 AM | Originally posted by [GSV] Kirstar why not make another property as well to bypass shield ac. Already done Feat: Pin Shield. |
| Harmor06-24-04, 07:03 PM | Pin Shield requires that you use your off-hand weapon when fighting with two weapons I believe. In real-life Flails would wipe around shields. Come to think of it I think that a light flail should be able to be used in a grapple and by-pass the enemy's shield. Or some kind of feat similar to Pin Shield that could by-pass the shield? Anyhow there's a special weapon property in Arms and Equipment that allows extra range AND a sneak attack once/day...that ability is +2. So do you guys think that +3 is good for the Improved Reach ability? PS: I thought Morninstars where just like flails except they had multiple smaller balls at the end instead of just 1 large one? |
| [GSV] Kirstar06-25-04, 03:31 AM | i meant for a chain type weapon. |