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Thread: Princess Celestia's Homebrew Corner

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    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Weapons of RWBY

    The Weapons of RWBY

    Crescent Rose:
    Exotic Two-Handed Melee/Ranged

    Damage: 2d6 (scythe) or 1d10 (rifle)
    Critical: ×4 (scythe) or 19-20/×2 (rifle)
    Range Increment: 120 feet
    Type: Piercing or Slashing (scythe) or Piercing (rifle)
    Hardness: 10

    Crescent Rose has three modes that it can switch between as a swift action. In its storage mode, it is compact and easy to carry.

    It its scythe mode, Crescent Rose can make melee attacks. It can also ranged attacks at a -4 penalty. In this mode, Crescent Rose counts as a scythe for all purposes and can be used to make trip attacks just like a scythe.

    The weapon's third form is that of a rifle allowing it to make ranged attacks without penalty, but it cannot make melee attacks. Crescent Rose holds ten rounds. As long as it holds rounds, it can be reloaded as a free action. Loading a new clip of rounds is a full-round action that provokes attacks of opportunity. While in either scythe or rifle mode, Crescent Rose counts as a heavy repeating crossbow for all purposes.

    Crescent Rose can be loaded with different types of ammunition to deal different types of damage with its ranged attack. It can alternatively deal cold, electricity, or fire damage. Using any alternate damage types costs one charge per attack. Crescent Rose has 50 charges that can be refilled at a cost of 20 gp per charge. Recharging the weapon takes five minutes. This is a non-magical effect.

    Crescent Rose is always a masterwork weapon.

    Myrtenaster:
    Exotic One-Handed Melee

    Damage: 1d8
    Critical: 18-20/×2
    Range Increment: ---
    Type: Piercing
    Hardness: 10

    Myrtenaster counts as a rapier for all purposes and can use Weapon Finesse even though it is not a light weapon. It also cannot be used two-handed, just like a rapier.

    Myrtenaster contains a revolver chamber that holds various types of dust. This dust can be used to make ranged touch attacks with a range of 60 feet. Doing so is a standard action that does not provoke attacks of opportunity. Each ranged attack costs one charge. Myrtenaster has 50 charges that can be refilled at a cost of 20 gp per charge. Recharging the weapon takes five minutes.

    This attack can deal 2d10 cold, electricity, or fire damage. It can also generate an effect the same as a Gust of Wind spell with a caster level of 3 or an effect the same as a Shield spell with a caster level of 1. Myrtenaster's dust is a non-magical effect.

    Myrtenaster is always a masterwork weapon.


    Gambol Shroud:
    Exotic One/Two-Handed Melee/Ranged

    Damage: 1d10 (katana) or 1d8 (cleaver) or 1d6 (kusarigama) or 1d8 (pistol)
    Critical: 19-20/×2 (katana) or ×3 (cleaver) or ×2 (kusarigama) or 19-20/×2 (pistol)
    Range Increment: 80 feet
    Type: Slashing (katana/cleaver) or Piercing (kusarigama/pistol)
    Hardness: 10

    The Gambol Shroud has two modes that it can switch between as a swift action.

    In its katana mode, the blade can be wielded either one or two-handed. The sheath can also be used as a cleaver to dual wield with the katana. The sheath is a light weapon. While in this mode, Gambol Shroud counts as a bastard sword for all purposes, and the sheath counts as a battleaxe for all purposes.

    The blade of Gambol Shroud can also be folded into the form of a kusarigama. While in this form, it must be wielded two handed and counts as a spiked chain for all purposes. It has reach, can be used to make disarm attempts at a +2, can be used to make trip attempts, and can use Weapon Finesse. While in this form, it can also be used to attack at range with the embedded pistol. The pistol holds 10 bullets. As long as it holds bullets, it can be reloaded as a free action. Loading a new clip of bullets is a full-round action that provokes attacks of opportunity. It counts as a light repeating crossbow for all purposes.

    Gambol Shroud is always a masterwork weapon.

    Ember Celica:
    Exotic Two-Handed Melee/Ranged

    Damage: * (gauntlet) or 1d12 (shotgun)
    Critical: ×3
    Range Increment: 80 feet
    Type: Bludgeoning (gauntlet) or Piercing (shotgun)
    Hardness: 10

    Ember Celica has two modes that it can switch between as a swift action. In its storage mode, it is compact and easy to carry. Wearing Ember Celica does not fill your hands, and they are still considered free for all purposes.

    In its gauntlet mode, Ember Celica improves unarmed strike damage by one die step and improves unarmed strike critical multiplier to ×3. It can be used to deal lethal damage with unarmed strikes. It is a special monk weapon.

    Ember Celica can also attack at range with its dual shotguns while in gauntlet mode. Each one holds 12 shells. As long as they hold shells, they can be reloaded as a free action. Loading a new magazine is a full-round action that provokes attacks of opportunity. They count as light repeating crossbows for all purposes.

    The shotguns can also utilize special ammunition to deal fire damage. Using this ammunition costs one charge per attack. Ember Celica has 50 charges that can be refilled at a cost of 20 gp per charge. Recharging the weapon takes five minutes. This is a non-magical effect.

    Ember Celica is always a masterwork weapon.



    Crocea Mors:
    Exotic One/Two-Handed Melee

    Damage: 1d10 (longsword) or 2d8 (greatsword)
    Critical: 19-20/×3
    Range Increment: ---
    Type: Slashing
    Hardness: 12

    Crocea Mors has two modes that it can switch between as a swift action.

    As a longsword, Crocea Mors can be used one or two-handed, and the sheath can be expanded to serve as a heavy shield. In this mode, it counts as a longsword for all purposes.

    The sword and shield can be combined to turn the weapon into a two-handed greatsword. While in this mode, it counts as a greatsword for all purposes.

    Crocea Mors is always a masterwork weapon.

    Magnhild:
    Exotic Two-Handed Melee/Ranged

    Damage: 2d8 (hammer) or 1d8 (grenade launcher)
    Critical: ×3 (hammer)
    Range Increment: 60 feet
    Type: Bludgeoning (hammer) or untyped (grenade launcher)
    Hardness: 10

    Magnhild counts as a greatclub for all purposes. It can fire grenades as that deal damage in a 10 foot area radius from the point of impact. The grenades cannot critical hit. Magnhild holds six grenades. As long as it holds grenades, reloading is a free action. Loading grenades takes a one round action that provokes attacks of opportunity. As a standard action, Magnhild can fire all of its remaining grenades in a single attack. It deals 1d8 damage per grenade fired.

    The Weapon can be loaded with special ammunition to deal electricity damage. The damage increases to 1d10 when doing so. Using this ammunition costs one charge per grenade fired. Magnhild has 50 charges that can be refilled at a cost of 20 gp per charge. Recharging the weapon takes five minutes. This is a non-magical effect.

    Magnhild is always a masterwork weapon.

    Miló and Akoúo:
    Exotic One/Two-Handed Melee/Ranged

    Damage: 1d10 (javelin) or 1d8 (shortsword) or 1d10 (rifle)
    Critical: ×3 (javelin) or 19-20/×2 (shortsword/rifle)
    Range Increment: 40 feet (javelin) or 100 feet (rifle)
    Type: Piercing (javelin/rifle) or Piercing or Slashing (shortsword)
    Hardness: 10

    Miló and Akoúo has three forms that it can switch between as a swift action.

    As a javelin, Miló can be used one or two-handed and can be thrown. It counts as a javelin for all purposes. As a shortsword, it can be used one handed and is a light weapon. It counts as a shortsword for all purposes. In either mode, Akoúo can be used as a heavy shield. The final form is a single shot rifle that can be reloaded as a move action. It counts as a light crossbow for all purposes.

    Miló and Akoúo is always a masterwork weapon.

    StormFlower:
    Exotic Light Melee/Ranged

    Damage: 1d6 (kukri) or 1d4 (smg)
    Critical: 17-20/×2 (kukri) or 19-20/×2 (smg)
    Range Increment: 50 feet
    Type: Slashing (kukri) or Piercing (smg)
    Hardness: 10

    StormFlower is a pair of smgs with attached blades. It can be dual wielded in melee or ranged. When used in ranged, each attack fires three bullets, each using its own attack roll. Precision damage can only be applied to one of them, but they can all critical hit. StormFlower holds 30 bullets in each smg. As long as it holds bullets, it can be reloaded as a free action. Loading a new clip of bullets is a full-round action that provokes attacks of opportunity. StormFlower counts as a kukri and a light repeating crossbow for all purposes.

    StormFlower is always a masterwork weapon.
    Last edited by Celestia; 2017-04-11 at 04:10 PM.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!