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View Full Version : Exotic Weapons of mine [PEACH]



Phosphate
2012-05-07, 09:21 AM
Cause...yeah, I didn't come with anything more original today. Also, implementing this new thing:

Technique Requirement (TR): These exotic weapons, apart from being available to those who use EWP to obtain them, are automatically treated as martial weapons for all characters with the required number of fighter levels or more. For instance, if a weapon has TR 3, everyone who has 3+ fighter levels is proficient with it.

All weapons, not just those, should technically have a TR.
All weapons presented here are meant for Medium creatures.

Cane Sword
Type: Two-handed Melee weapon
Cost: 50 gp
Damage: 1d10/2d6
Critical: 19-20/x2
Range in: -
Weight: 6 lb
Damage Type: bludgeoning/slashing
Technique Requirement: 4

A cane sword is a special type of sword sheathed inside a wooden cane. It can attack both with the edge inside and outside the cane. If inside, it deals 1d10 bludgeoning damage, and if outside, it deals 2d6 slashing damage.

Also, if the sword is unsheathed at the beginning of a full attack, you may choose to give up your last attack in the chain to sheathe your sword at the end of your round. If you do so, you gain a +4 shield bonus to AC until your next round.

Warden's Baton
Type: One-handed Melee weapon
Cost: 5 gp
Damage: 1d12
Critical: x2
Range in: -
Weight: 8 lb
Damage Type: Blodgeoning, Slashing, and Piercing
Technique Requirement: 7

The Warden's baton is basically a mace with nails, needled and razors protruding from it. Its damage is treated as all damage types at once.


Forearm Kaiser Blade
Type: One-handed Light Melee weapon
Cost: 30 gp
Damage: 1d8/2d6
Critical: 20/x2
Range in: -
Weight: 2 lb
Damage Type: slashing
Technique Requirement: 6

A wide axe-like blade strapped to your forearm, this weapon deals 1d8 slashing damage normally and 2d6 damage if you are dual wielding two of them at once.

Additionally, using a forearm kaiser blade while fighting defensively does not incur any penalty to attack.


Press Crossbow
Type: Ranged weapon (one-handed, projectile)
Cost: 70 gp
Damage: 1d8
Critical: 19-20/x2
Range in: 100 ft
Weight: 4 lb
Damage Type: piercing
Technique Requirement: 3

A press crossbow is strapped to your arm, and is fired by squeezing a pump in your palm. It is the same as a regular crossbow, except that you can attack with it as a move action by taking a -2 penalty to attack.

Acupuncture Needles
Type: Ranged weapon (one-handed, thrown) or ammunition
Cost: 5 sp each
Damage: 1/-2
Critical: 18-20/x2 and special
Range in: 40 ft/the weapon's
Weight: 0,5 lb
Damage Type: piercing
Technique Requirement: 4

Acupuncture needles can be used either as ammo for crossbows only or on their own as thrown weapons. On their own, they deal 1 piercing damage. Used with a crossbow, they reduce the crossbow's damage by 2 (minimum 1).

Either way, when an acupuncture needle scores a critical hit against an opponent, that opponent is paralyzed for 1 round.


Scaly Polearm
Type: Two-handed Melee weapon (reach)
Cost: 25 gp
Damage: 3d4/2d4
Critical: x3/none
Range in: -
Weight: 4 lb
Damage Type: piercing
Technique Requirement: 7

A scaly polearm is a reach weapon with a reach of 10 feet, that has scales on its length that can be used to harm nearby foes. It deals 3d4 piercing damage at x3 critical to foes 10 feet away and 2d4 damage at no increase for a critical to foes 5 feet away.

Also, an unarmed opponent that successfully disarmed a scaly polearm receives 3d6 damage.


Orc's Basher
Type: One-handed Melee weapon
Cost: 1 gp
Damage: 1d12
Critical: x2
Range in: -
Weight: 8 lb
Damage Type: Bludgeoning
Technique Requirement: 8

The Orc's Basher is a peculiar weapon. It is basically a glove connected at the back with four fine chains to a boulder. It can either be used by swinging it backwards or just holding it in your hand and smashing the opponent.

When used to attack in melee as a standard action, add 1 and a half your Str mod to the Orc's Basher's damage. When used to full attack, or attack in any way that does not constitute a standard action (and a single attack as a standard action) add only half your Str mod to damage.


Spiral Scepter
Type: Two-handed Melee weapon (reach) / Thrown
Cost: 125 gp
Damage: 4d4
Critical: x4
Range in: - / 80 ft
Weight: 10 lb
Damage Type: Piercing
Technique Requirement: 10

The spiral scepter is a long spear with a steel spiral circling it from the tip to the middle.

Spiral scepters have a reach of 10 feet, and due to their aerodynamic shape can be thrown at incredibly high ranges. Therefore, unlike regular thrown weapons, it has a range increment of 80 feet.

Keen Razor Pike
Type: One-handed Melee weapon
Cost: 50 gp
Damage: 2d4
Critical: x2
Range in: -
Weight: 4 lb
Damage Type: Piercing
Technique Requirement: 4

Looks like a regular miner's pike, except it has a razor sharp edge across the horizontal.

Keen Razor Pikes do at least some damage, even against the most well protected foes. The first 5 damage dealt by them are always treated as untyped damage, ignoring hardness, DR, and regeneration.

Snaketongue Sword
Type: One-handed Melee weapon
Cost: 15 gp
Damage: 1d10
Critical: 19-20/x2
Range in: -
Weight: 4 lb
Damage Type: Slashing
Technique Requirement: 7

A snaketongue sword is a sword with a bifurcated tip edge, which ravages an opponent's system on a successful hit.

Whenever you deal enough damage with a snaketongue sword to force the opponent to make a fortitude save against death from massive damage, increase the DC by 5. Also, even if he saves, reduce his Regeneration or Fast Healing, if any, by 2 (minimum 0) for 24 hours.

Overelaborate Weapon
Type: Two-handed Melee weapon
Cost: 100 gp
Damage: 1d20-2 (minimum 1)
Critical: special
Range in: -
Weight: 14 lb
Damage Type: roll 1d3
Technique Requirement: 8

Looks too weird to describe.

Whenever you succeed on an attack roll to hit with an overelagorate weapon, you must then immediately roll 1d3 for damage type (1 is bludgeoning, 2 is slashing, 3 is piercing). Then, roll 1d10 and apply one of the effects below:

{table]Roll|Effect
1|nothing happens
2|damage is nonlethal
3|deal half damage to yourself
4|lose Dex to AC for 1 round
5|drop weapon
6|deal 2d6 more damage
7|opponent gets Ref save against a DC of 10+str mod+dex mod, falls prone if failed
8|opponent falls prone, no save
9|gain +2 to AC for 1 round
10|reroll[/table]

If the hit is a critical, the damage is not doubled, but you can choose damage type and the effect of the d10 roll (you can't choose reroll, of course).


Exaggeratedly long sword
Type: One-handed Melee weapon
Cost: 100 gp
Damage: 3d6/2d6/d6
Critical: 19-20/x2
Range in: -
Weight: 16 lb
Damage Type: Slashing
Technique Requirement: 12

Go watch an anime.

The Exaggeratedly long sword can't be used at all by people that are not proficient with it, and people that ARE incur the nonproficiency penalty.

Additionally, if you miss with the Exagerratedly long sword, you lose your next move action.

It's a reach weapon with a reach of 15 feet, that deals less damage the closer you get.

Phosphate
2012-05-09, 07:49 AM
Finally added all of them.

Morph Bark
2012-05-09, 10:25 AM
I'll admit, the last two made me laugh.

Technique requirements are an interesting idea. Gives Fighters something extra, nice.

SinsI
2012-05-09, 10:56 AM
Keen Razor Pike is too powerful, allowing you to hire an army of 4th level fighters to kill adamantite golems and destroy lich phylacteries with ease. What is it supposed to be made of?
Warden's Baton - you can't really do all types of damage at the same time, at least some of them are mutually exclusive. And it really shouldn't be any more effective than an actual sword, so that damage dice is absurd.

Phosphate
2012-05-09, 02:15 PM
Keen Razor Pike is too powerful, allowing you to hire an army of 4th level fighters to kill adamantite golems and destroy lich phylacteries with ease.

Being able to deal 5 untyped damage is a much lower concern than being able to hire an army of 4th level fighters ANYWAY. Plus, are you SURE those 4th level fighters won't miss on their attack rolls?


Warden's Baton - you can't really do all types of damage at the same time, at least some of them are mutually exclusive. And it really shouldn't be any more effective than an actual sword, so that damage dice is absurd.

Of course you can. It's a baton, so it bruises on impact (bludgeoning), it has needles that penetrate the opponent's skin and reach his organs (piercing), and razors that cut him (slashing). Also, I'd imagine it cumulatively deals as much damage as the chop of a greataxe, which is 1d12. Therefore....1d12.