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  1. - Top - End - #241
    Bugbear in the Playground
     
    inuyasha's Avatar

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    Default Re: Lemmy's Custom Weapon Generation System

    By the way Lemmy, I just wanted to stop in and say that I have been periodically checking in on this project still. I'm definitely still enjoying it!

    Feels like I haven't commented here in a while, haha!
    Come post a magic item to show that not all unique items are immensely powerful tools of the gods!
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  2. - Top - End - #242
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    SwashbucklerGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Quote Originally Posted by inuyasha View Post
    By the way Lemmy, I just wanted to stop in and say that I have been periodically checking in on this project still. I'm definitely still enjoying it!

    Feels like I haven't commented here in a while, haha!
    Thank you, Inuyasha. I really appreciate your (and everyone's) continued interest... It's a huge help in getting me motivated to continue working on this project. Part of me wishes it's never finished.

    Hopefully this weekthings will be calmer and I'll have the necessary time to make some additions I've wanting to do for a long time.
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  3. - Top - End - #243
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    PirateGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    I promise im not bugging for updates!

    Just wanted to come in here and offer another round of help.
    If you want the martial weapons statted using your system i would be happy to do those. If you have a list of the ones you want made ill get on it when i have time :P
    Quote Originally Posted by Orderic View Post
    Quote Originally Posted by swaoeaeieu
    Or maybe, i dont know... adoption?
    Don't be ridiculous. We need those orphans...
    If at any point you notice mistakes in my English, please let me know, I am always looking to improve.

  4. - Top - End - #244
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    SwashbucklerGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Quote Originally Posted by Swaoeaeieu View Post
    I promise im not bugging for updates!

    Just wanted to come in here and offer another round of help.
    If you want the martial weapons statted using your system i would be happy to do those. If you have a list of the ones you want made ill get on it when i have time :P
    I'd love getting some help... (Preferably in a table that I can copy-paste ).

    But as it turns out... I'm having so little free time lately (in front of my own PC, anyway) that I can't even get done a list of the martial weapons I want.
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  5. - Top - End - #245
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    PaladinGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Man, this little homebrew has to be one of my favorite finds on here. I might start having my players use this. Though, I am confused on something: what's the benefit of the "twin" property? Like, I'm not sure why/when you'd use it. 'cause, if you're dual wielding something (like say ember cecilia, as Yang does) its the exact same weapon. Would I be right in that it'd be used with something like, say, the Farron Greatsword from DSIII: http://darksouls.wikia.com/wiki/Farron_Greatsword

    I'd imagine it'd stat out like this:
    Farron Greatsword: Exotic One-handed and Exotic Light melee weapon.
    CP: 6 and 6
    Greatsword Weapon: Slashing Template: 1d10 slashing, 19-20/x2
    Improved Damage x2: (4 cp)
    Finesse: 1 CP
    Twin: 1 CP
    Dagger Weapon: Slashing Template: 1d4 slashing or piercing, 19-20/x3
    Twin: 1 cp
    Additional damage type: 0 cp
    Distracting: 1 cp
    Disarm: 1 cp
    Improved Critical Multiplier: 3 cp

    In this case, you could take, say, Weapon Focus (Farron Greatsword) and it apply both to the greatsword half and the dagger half?

  6. - Top - End - #246
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    PirateGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Quote Originally Posted by BioCharge View Post
    Man, this little homebrew has to be one of my favorite finds on here. I might start having my players use this. Though, I am confused on something: what's the benefit of the "twin" property? Like, I'm not sure why/when you'd use it. 'cause, if you're dual wielding something (like say ember cecilia, as Yang does) its the exact same weapon. Would I be right in that it'd be used with something like, say, the Farron Greatsword from DSIII: http://darksouls.wikia.com/wiki/Farron_Greatsword

    I'd imagine it'd stat out like this:
    Farron Greatsword: Exotic One-handed and Exotic Light melee weapon.
    CP: 6 and 6
    Greatsword Weapon: Slashing Template: 1d10 slashing, 19-20/x2
    Improved Damage x2: (4 cp)
    Finesse: 1 CP
    Twin: 1 CP
    Dagger Weapon: Slashing Template: 1d4 slashing or piercing, 19-20/x3
    Twin: 1 cp
    Additional damage type: 0 cp
    Distracting: 1 cp
    Disarm: 1 cp
    Improved Critical Multiplier: 3 cp

    In this case, you could take, say, Weapon Focus (Farron Greatsword) and it apply both to the greatsword half and the dagger half?
    That is exactly how twin works yes. Good job!
    Quote Originally Posted by Orderic View Post
    Quote Originally Posted by swaoeaeieu
    Or maybe, i dont know... adoption?
    Don't be ridiculous. We need those orphans...
    If at any point you notice mistakes in my English, please let me know, I am always looking to improve.

  7. - Top - End - #247
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    PaladinGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Quote Originally Posted by Swaoeaeieu View Post
    That is exactly how twin works yes. Good job!
    Huh, neat. Thank you, that shall open up some interesting options.

  8. - Top - End - #248
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    PirateGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Quote Originally Posted by Lemmy View Post
    I'd love getting some help... (Preferably in a table that I can copy-paste ).

    But as it turns out... I'm having so little free time lately (in front of my own PC, anyway) that I can't even get done a list of the martial weapons I want.
    Aaw, poor Lemmy. crunch time is hard time.
    Let me help by just statting up some weapons. No handy tables however, for i do not know how.

    Spoiler: Martial weapons
    Show

    Martial weapons get up to 4 modification points.
    Spoiler: Martial Light Weapons
    Show

    Spoiler: Axes
    Show

    There are three different Martial light axes in the pathfinder srd, for the collector:

    Handaxe Light Slashing template
    1d6 20/x3 (S)
    Modifications: [Chop](2),
    Matches Pathfinder version, could be a simple weapon looking at mod points, or just add more.

    Axe, Throwing Light Slashing template
    1d6 20/x3, (S) 10 ft increment
    Modifications: [Chop](2), [Thrown](0),
    Difference with Pf version is x3 instead of x2. You can reduce that for even more waste of mod points.

    Axe, Boarding Light Slashing template
    1d6 20/x3 (S or P)
    Modifications: [Alternate Damage Type, Piercing](0), [Chop](2), [Utility, Major, +2 climb check](1)
    Matches Pathfinder version.

    Spoiler: Swords and blades
    Show

    A variety of bladed weapons are on the srd listing, here are some translations.

    Sword, Short Light Slashing template
    1d6 19-20/x2 (S or P)
    Modifications: [Alternate Damage Type](0), [Improved Damage Die](2)
    Matches Pathfinder version except for the damage type. In Pf these weapons are piercing dmg, i feel this fits better for a sword (and is easier to stat using this system)

    Dogslicer Light Slashing template
    1d6 19-20/x2 (S)
    Modifications: [Improved Damage Die](2), [Unreliable](+1)
    Sadly Unreliable is only for ranged weapons, except Pathfinder put it on this cute goblin blade. Time to change Unreliable flaw a litle?

    Gladius Light Slashing template
    1d6 19-20/x2 (S or P)
    Modifications: [Alternate Damage Type](0), [Improved Damage Die](2), [Performance](0)
    Matches Pathfinder version, sane dm’s would let this count as a short sword for feats and such, just like in Pf

    Knife, Switchblade Light Piercing template
    1d4 19-20/x2 (P)
    Modifications: [Concealable](0) [Improved Crit Threat](3), [Retractable](1), [Utility, Minor] (0), [Reduced Crit Multiplier](+3)
    Matches Pathfinder version but it doesnt have to. The reduced Crit modifier is just to make it true to the source. Utility minor because the srd states you can disguise these as ordinary objects.

    Kukri Light Slashing template
    1d4 18-20/x2 (S)
    Modifications: [Improved Crititcal Threat](4)
    Matches Pathfinder version, hurray.

    Machete Light Slashing template
    1d6 19-20/x2 (S)
    Modifications: [Improved Damage Die](2), [Utility, Major +1 on survival](1)
    Matches Pathfinder version, Utility is such a flexible mod

    Spoiler: Flails, Hammers, and Miscellaneous…
    Show

    All those other weapons that aren’t that weird, but do not have enough similar members to earn their own category.

    Whip, Cat-o’-Nine-Tails Light Slashing template
    1d4 19-20/x2 (S)
    Modifications: [Disarm](1), [Nonlethal](0)
    Not a perfect copy, bit higher threat range, and original only does Nonlethal instead of the option this weapon gives, mostly a weapon you use for flavour anyway.

    Hammer, light Light Bludgeoning template
    1d4 20/x2 (B) 20ft increment
    Modifications: [Improved Range] (1), [Thrown](0), [Reduced Damage Die](+2)
    Matches Pathfinder version, hurray. You don't have to reduce the damage of course, but this way it matches. And aparantly, Hammers are better for throwing then axes?

    Pick Light Piercing template
    1d4 20/x4 (P)
    Modifications: [Improved Critical Multiplier](4)
    Matches Pathfinder version.

    Sap Light Bludgeoning template
    1d6 20/x2 (P)
    Modifications: [Nonlethal] (0)
    Matches Pathfinder version, just pretend the Nonlethal damage isn’t optional

    Starknife Light Piercing template
    1d4 20/x3 (P) 20 ft range increment
    Modifications: [Thrown weapon](0), [Improved Range](1)
    Matches Pathfinder version.

    War Razor Light Slashing template
    1d4 19-20/x2 (P)
    Modifications: [Concealable](0)
    Matches Pathfinder version.

    Spoiler: Sneaky and Unorthodox weapons attached to things that are not weapons. (SAUWATTTANW’s for short)
    Show


    Blade Boot Light Piercing template
    1d4 20/x3 (P)
    Modifications: [Attached, foot](1), [Concealable](0), [Retractable](1), [Utility, minor, Boot](0)
    Not the best translation, crit modifier is off, and halves your speed when used. The original Makes everything difficult terrain, so this might be better.

    Kobold tail attachment, Long lash Light Slashing template
    1d6 19-20/x2 (S)
    Modifications: [Attached, tail](1), [Improved Damage Die](2). [Reach](0), [Reduced Critical Threat Range](+3)
    Reduced crit range isn't necessary, but now it matches the Pathfinder version.

    Kobold tail attachment, Pounder Light Bludgeoning template
    1d8 20/x2 (B)
    Modifications: [Attached, tail](1), [Improved Damage Die](2).
    Fits the original.

    Kobold tail attachment, Razored Light Slashing template
    1d6 19-20/x2 (B)
    Modifications: [Attached, tail](1), [Improved Damage Die](2)
    Less damage then the original, but that because of the difference between damage types in this system.

    Kobold tail attachment, Spiked Light Piercing template
    1d6 20/x3 (P)
    Modifications: [Attached, tail](1), [Improved Damage Die](2)
    Less damage then the original, but that because of the difference between damage types in this system.

    Kobold tail attachment, Sweeper Light Bludgeoning template
    1d6 20/x2 (B)
    Modifications: [Attached, tail](1), [Trip](0)
    Fits the pathfinder version. I think attached overrules the part in Trip where you can drop the weapon on a countertrip, so it all works out.

    Ratfolk tailblade Light Slashing template
    1d4 19-20/x2 (S)
    Modifications: [Attached, tail](1),
    Not the best conversion, has more damage and better crits. Making it fit would be a hassle, just enjoy your slightly higher damage Ratfolk!

    Sea-Knife Light Slashing template
    1d4 19-20/x2 (S)
    Modifications: [Attached, leg](1), [Submariner](0)
    In pathfinder this weapon makes you unable to walk, only able to use it underwater. Since we have no rules for this, this setup is the most acurate i think.

    Spiked armor Light Piercing template
    1d6 20/x3 (P)
    Modifications: [Attached, armor](2), [Improved Damage Die](2)
    Better crits then the original otherwise the same.

    Spiked Shield, Light Light Piercing template
    1d4 20/x3 (P)
    Modifications: [Attached, shield](2),
    Better crits then the original otherwise the same.


    Spoiler: Martial One-Handed Weapons
    Show

    Spoiler: Swords and sword like objects
    Show

    Cutlass One-Handed Slashing template
    1d6 18-20/x2 (S)
    Modifications: [Improved Critical Threat](4)
    Fits perfectly with the original.

    Longsword One-Handed Slashing template
    1d8 19-20/x2 (S)
    Modifications: [Improved Damage Die](2)
    The most boring weapon in the game, no wonder it has mod points left over.

    Rapier One-Handed Slashing template
    1d6 18-20/x2 (S or P)
    Modifications: [Alternate Damage Type](0), [Improved Critical Threat](4)
    Original does not really do slashing damage, but working from that template makes it possible to match the stats.

    Scimitar One-Handed Slashing template
    1d6 18-20/x2 (S)
    Modifications: [Improved Critical Threat](4)
    Fits perfectly with the original. Is also the exact same as a Cutlass.

    Terbutje One-Handed Slashing template
    1d8 19-20/x2 (S)
    Modifications: [Improved Damage Die](2), [Unreliable](+1)
    I have no clue what kind of weapon this is, but if you allow the Unreliable on a melee weapon, it fits the SRD version.

    Terbutje, steel One-Handed Slashing template
    1d8 19-20/x2 (S)
    Modifications: [Improved Damage Die](2),
    Still no clue what this is, but now it doesn’t break.

    Spoiler: Spears and Spear like weapons
    Show

    Ankus One-Handed Piercing template
    1d8 20/x2 (P)
    Modifications: [Disarm](1), [Improved Damage Die](2), [Trip](0). [Reduced Critical Multiplier](+3)
    Ah the curse of the Piercing weapons, needing to reduce the crit multiplier just to match the Pathfinder stats...

    Gandasa One-Handed Slashing template
    1d8 20/x3 (P)
    Modifications: [Improved Damage Die](2), [Improved Critical Muliplier](3), [Reduced Crititcal Threat range](+3)
    Also called an elephant knife, this knife on a big stick looks like a spear, is wielded like an axe, and has crits like a piercing weapon. The Gandasa is a mess, but if you ignore the 1d8 instead of 2d4, it matches the Pathfinder version.

    Trident One-Handed Piercing template
    1d8 20/x2 (P)
    Modifications: [Improved Damage Die](2), [Thrown](0)[Reduced Critical Multiplier](+3)
    Matches the Pathfinder version, but the piercing weapon curse strikes again.

    Spoiler: Axes, Hammers and Miscellaneous
    Show

    Yes in light weapons axes had their own category, there just arent enough in one-handed to justify it. Also these are super boring, i will not blame you if you just skip these.

    Battleaxe One-Handed Slashing template
    1d8 20/x3 (S)
    Modifications: [Chop](2)
    Perfect fit for the Chop mod. Perfect copy of Pathfinder stats.

    Flail One-Handed Bludgeoning template
    1d8 20/x2 (B)
    Modifications: [Disarm] (1), [Trip](0)
    Once more a basic weapon that is easy to recreate using Lemmy’s system. rejoice!

    Pick, Heavy One-Handed Piercing template
    1d6 20/x4 (P)
    Modifications: [Improved Critical Multiplier](4)
    Once more a basic weapon that is easy to recreate using Lemmy’s system. rejoice!

    Warhammer One-Handed Bludgeoning template
    1d8 20/x3 (B)
    Modifications: [Improved Critical Multiplier](3)
    Once more a basic weapon that is easy to recreate using Lemmy’s system. rejoice!

    Spoiler: One-Handed SAUWATTTANW’s
    Show

    The One-Handed category has a bunch of these odd weapons.

    Combat Scabbard One-Handed Bludgeoning template
    1d8 20/x2 (B)
    Modifications: [Blunt](+2), [Utility, Major. Scabbard](1),
    Ok so the original Pathfinder version makes this an improvised weapon. But who buys a Scabbard designed for combat, and then improvises with it? It makes no sense, so it does a little more damage, but always nonlethal.

    Combat Scabbard, sharpened One-Handed Slashing template
    1d6 20/x2 (S)
    Modifications: [Utility, Major. Scabbard](1), [Reduced Critical Threat Range](+3)
    A more lethal version of a combat scabbard that matches the pathfinder version. Only problem is Martial weapons can not have flaws of more than 2 points, luckily we are not using those points anyway for this dumb weapon.

    Klar One-Handed Slashing template
    1d6 19-20/x2 (S)
    Modifications: [Attached, shield](1),
    A Klar counts as a shield according to the srd, except it does slightly better damage.

    Manople One-Handed Piercing template
    1d8 20/x3 (S or P)
    Modifications: [Alternate Damage Type](0) [Attached, hand](1), [Blocking](1), [Improved Damage Die](2)
    In pathfinder this also gets Disarming, but i feel that is either not worth the flaw it requires or just plain not worth it. I just let it keep the better crits

    Scizore One-Handed Piercing template
    1d10 20/x3 (P)
    Modifications: [Attached, light shield](1), [Improved Damage Die x2](4), [Unwieldy](+2)
    In pathfinder this isn’t a shield, but gives a +1 Ac when you do not attack with it, just like a shield then… Had to give it a flaw to make the damage match, the x3 instead of x2 is the curse of the Piercing template.

    Spiked Shield, heavy One-Handed Piercing template
    1d6 20/x3 (P)
    Modifications: [Attached, shield](1),
    Only difference with Pathfinder is x3 instead of x2. Damn you Piercing Template!

    Sword cane One-Handed Piercing template
    1d6 20/x3 (P)
    Modifications: [Concealable](0), [Finesse](1), [Utility, minor](0)
    Impossible to emulate the drawing rules and perception penalties using Lemmy’s system, but the stats and spirit of the weapon remain. small rejoice.


    Spoiler: Two-Handed Melee Weapons
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    Spoiler: Spears and Polearms
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    Bardiche Two-Handed Slashing template
    1d10 19-20/x2 (S)
    Modifications: [Brace](0), [Handguard](0)[Improved Damage Die](2), [Reach](1)
    Matches the pathfinder version, with a little bonus of a +2 to resist disarming as well as sundering

    Bec de corbin Two-Handed Piercing template
    1d10 20/x3 (B or P)
    Modifications: [Brace](0),[Blocking](1), [Improved Damage Die](2), [Reach](0), [Sunder](1)
    Fits the original to perfection.

    Bill Two-Handed Slashing template
    1d8 19-20/x2 (S)
    Modifications: [Brace](0), [Disarm](1), [Reach](0),
    Now this could fit the original (the crits are off) by reducing crit threat and increasing crit modifier. But martial weapons can only have 2 points from flaws, so that is where this weapon conversion ends.

    Glaive Two-Handed Slashing template
    1d10 19-20/x2 (S)
    Modifications: [Improved Damage Die](2), [Reach](0),
    Once again we can not match the crit stats of the pathfinder version.

    Glaive-guisarme Two-Handed Slashing template
    1d10 19-20/x2 (S)
    Modifications: [Brace](0), [Improved Damage Die](2), [Reach](0),
    Once again we can not match the crit stats of the pathfinder version.

    Guisarme Two-Handed Slashing template
    2d4 19-20/x3 (S)
    Modifications: [Improved Critical Multiplier](3), [Reach](0), [Trip](0)
    Once again we can not match the crit stats completely of the pathfinder version, but this is an improvement to the original.

    Halberd Two-Handed Piercing template
    1d10 20/x3 (P or S)
    Modifications: [Alternate Damage Type](0), [Brace](0), [Improved Damage Die](2), [Trip](1)
    Another good translation. hurray

    Lucerne Hammer Two-Handed Bludgeoning template
    1d12 20/x2 (B or P)
    Modifications: [Alternate Damage Type](0), [Brace](0), [Reach](1), [Sunder](1)
    Another good translation. hurray

    Horsechopper Two-Handed Piercing template
    1d10 20/x3 (P or S)
    Modifications: [Alternate Damage Type](0),[Reach](1), [Trip](0)
    Another good translation. hurray

    Lance Two-Handed Piercing template
    1d8 20/x3 (P)
    Modifications: [Jousting](1), [Reach](1),
    Another good translation. hurray

    Planson Two-Handed Bludgeoning template
    1d10 20/x2 (P)
    Modifications: [Alternative Damage Type](0), [Brace](0), [Reduced Damage Die](+2)
    Another good translation. hurray

    Ranseur Two-Handed Piercing template
    2d4 20/x3 (P)
    Modifications: [Disarm](1), [Reach](1),
    Another good translation. hurray

    Scythe Two-Handed Piercing template
    2d4 20/x4 (P)
    Modifications: [Alternative Damage Die](0), [Improved Critical Modifier](4), [Trip](0)
    Another good translation. hurray

    Spear, syringe Two-Handed Piercing template
    1d8 20/x3 (P)
    Modifications: [Brace](0), [Improved Range](1), ], [Syringe](1), [Throwing](0),
    Faster reload than the original (1 round vs 1 minute) but the flaws do not have a minute setting, just an hour...

    Spoiler: Swords, axes and other heavy hitters
    Show

    Earth Breaker Two-Handed Bludgeoning template
    2d6 20/x3 (B)
    Modifications: [Improved Critical Multiplier](3)
    Another good translation. hurray

    Falchion Two-Handed Slashing template
    2d4 18-20/x2 (S)
    Modifications: [Improved Critical Threat](4)
    Another good translation. hurray

    Flail, heavy Two-Handed Bludgeoning template
    1d8 19-20/x2 (B)
    Modifications: [Disarm](1), [Improved Critical Threat](3), [Trip](0), [Reduced Damage Die](+2)
    The reduced damage is to match it closer to the original of 1d10, but two-handed weapons do not get 1d10 in Lemmy’s system.

    Greataxe Two-Handed Slashing template
    1d12 20/x3 (S)
    Modifications: [Chop](2)
    Another good translation. hurray

    Greatclub Two-Handed Bludgeoning template
    1d12 20/x2 (B)
    Modifications:
    A well made big stick. Pathfinder gives it 1d10 but that just is not possible here.

    Greatsword Two-Handed Slashing template
    2d6 19-20/x2 (S)
    Modifications: [Improved Damage Die](2)
    Another good translation. hurray. you could plonk another improved damage on it for a truly great sword. but this fits the original.

    Ogre hook Two-Handed Piercing template
    1d8 20/x3 (P)
    Modifications: [trip](0)
    A victim of the no-1d10’s-for-two-handed rule.

    Pickaxe Two-Handed Piercing template
    1d8 20/x3 (P)
    Modifications: [Improved Critical Multiplier](4)
    Another good translation. hurray


    Spoiler: Ranged Weapons
    Show

    Not going to give separate categories here. I will also be skipping the Pilum, Spear-sling and Throwing arrow cord, because they are impossible to do, and are more effort than they are worth in any situation.

    Ammentum Ranged One-Handed Piercing Template
    1d6 20/x2 (P) 60 ft. full round reload
    Modifications: [Performance](0), [Reduced Reload Speed](+1)
    Such a weird weapon, it is actually a cord you wrap around a javelin to make it better. Read the reload speed as wrapping a new Javelin.

    Chakram Ranged Thrown Slashing Template
    1d8 20/x2 (S) 30 ft.
    Modifications: [Improved Damage Die x3](6), [Treacherous](+2),
    Can be thrown, but using in melee brings a risk with it. Not the same risk as the pathfinder version but i think it works.

    Dart, Joltin Ranged Thrown Piercing Template
    1d4 20/x2 (P) 30 ft.
    Modifications: [Energy Conduit electricity](2), [Improved Damage Die](2)
    The real weapon is destroyed upon use like ammo, how would we simulate that now?

    Hunga munga Melee One-Handed Piercing template
    1d6 20/x2 (P) 20 ft.
    Modifications: [Improved Range](1), [Thrown](0), [Reduced Critical Multiplier](+3)
    A three sided dagger you can throw and use in melee… Why is this a ranged weapon in the srd?

    Hurlbat Melee One-Handed Piercing template
    1d6 20/x3 (P or S) 20 ft.
    Modifications: [Additional Damage Type](0), [Treacherous](+2), [Thrown](0)
    A throwing axe that hurts the user, get something else.

    Longbow Ranged Two-Handed Piercing Template
    1d8 20/x2 (P) 90 ft. Free action reload
    Modifications: [Improved Damage Die](2), [Improved Range](1), [Improved Reload](1), [String Weapon](0)
    Just like a normal longbow, but with lesser crits and 10 feet reduced range. So maybe no like a normal longbow. Composite bows use the same modifications, just pick a strength score..

    Shortbow Ranged Two-Handed Piercing Template
    1d6 20/x3 (P) 60 ft. Free action reload
    Modifications: [Improved Critical Multiplier](3), [Improved Reload](1), [String Weapon](0)
    The shortbow does get the Pathfinder stats unlike the longbow. But i am just going to ignore that a composite shortbow has 70 ft range in the srd

    Spoiler: Amunition
    Show

    TRICK! no way i am also doing all those arrows…




    Pick out any you want, or correct my work, this has been good practice, although a bit boring. Do give me a list for the exotics next time, for this sure was a waste of time XD
    Quote Originally Posted by Orderic View Post
    Quote Originally Posted by swaoeaeieu
    Or maybe, i dont know... adoption?
    Don't be ridiculous. We need those orphans...
    If at any point you notice mistakes in my English, please let me know, I am always looking to improve.

  9. - Top - End - #249
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    HisHighestMinio's Avatar

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    Default Re: Lemmy's Custom Weapon Generation System

    Quote Originally Posted by Swaoeaeieu View Post
    Sneaky and Unorthodox weapons attached to things that are not weapons. (SAUWATTTANW’s for short)
    Why am I not surprised this was written by Sw... Swao..... You?

    What does your name stand for?
    My username should have been HisHighestMinion, with an N.
    15 is an unusual character limit.

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    PirateGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Quote Originally Posted by HisHighestMinio View Post
    Why am I not surprised this was written by Sw... Swao..... You?

    What does your name stand for?
    I dont know what you are talking about, this is a perfectly ordinary name.
    Quote Originally Posted by Orderic View Post
    Quote Originally Posted by swaoeaeieu
    Or maybe, i dont know... adoption?
    Don't be ridiculous. We need those orphans...
    If at any point you notice mistakes in my English, please let me know, I am always looking to improve.

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    Default Re: Lemmy's Custom Weapon Generation System

    Quote Originally Posted by Swaoeaeieu View Post
    I dont know what you are talking about, this is a perfectly ordinary name.
    This is why i call monsieur a french mate for my self cuz you can decode a f ing pact primevil with the bastards name
    Quote Originally Posted by Dark Shadow View Post
    Threads are like cats. They go where they want, and never listen to what you want them to do.


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    SwashbucklerGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Quote Originally Posted by BioCharge View Post
    Man, this little homebrew has to be one of my favorite finds on here. I might start having my players use this. Though, I am confused on something: what's the benefit of the "twin" property? Like, I'm not sure why/when you'd use it. 'cause, if you're dual wielding something (like say ember cecilia, as Yang does) its the exact same weapon. Would I be right in that it'd be used with something like, say, the Farron Greatsword from DSIII: http://darksouls.wikia.com/wiki/Farron_Greatsword

    I'd imagine it'd stat out like this:
    Farron Greatsword: Exotic One-handed and Exotic Light melee weapon.
    CP: 6 and 6
    Greatsword Weapon: Slashing Template: 1d10 slashing, 19-20/x2
    Improved Damage x2: (4 cp)
    Finesse: 1 CP
    Twin: 1 CP
    Dagger Weapon: Slashing Template: 1d4 slashing or piercing, 19-20/x3
    Twin: 1 cp
    Additional damage type: 0 cp
    Distracting: 1 cp
    Disarm: 1 cp
    Improved Critical Multiplier: 3 cp
    I'm glad you likeit! It always feels great to see players having fun with this system... Then I feel bad that I'm currently with so little time to update it (and my other homebrew projects).

    Quote Originally Posted by BioCharge View Post
    In this case, you could take, say, Weapon Focus (Farron Greatsword) and it apply both to the greatsword half and the dagger half?
    Uh... Yes. Of course! That's exactly what I had in mind when I created that modification... I certainly didn't just think it'd be cool to split a double into two different weapons after watching some anime...
    Last edited by Lemmy; 2017-06-22 at 11:25 AM.
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    Default Re: Lemmy's Custom Weapon Generation System

    Quote Originally Posted by Swaoeaeieu View Post
    Aaw, poor Lemmy. crunch time is hard time.
    Let me help by just statting up some weapons. No handy tables however, for i do not know how.

    Spoiler: Martial weapons
    Show

    Martial weapons get up to 4 modification points.
    Spoiler: Martial Light Weapons
    Show

    Spoiler: Axes
    Show

    There are three different Martial light axes in the pathfinder srd, for the collector:

    Handaxe Light Slashing template
    1d6 20/x3 (S)
    Modifications: [Chop](2),
    Matches Pathfinder version, could be a simple weapon looking at mod points, or just add more.

    Axe, Throwing Light Slashing template
    1d6 20/x3, (S) 10 ft increment
    Modifications: [Chop](2), [Thrown](0),
    Difference with Pf version is x3 instead of x2. You can reduce that for even more waste of mod points.

    Axe, Boarding Light Slashing template
    1d6 20/x3 (S or P)
    Modifications: [Alternate Damage Type, Piercing](0), [Chop](2), [Utility, Major, +2 climb check](1)
    Matches Pathfinder version.

    Spoiler: Swords and blades
    Show

    A variety of bladed weapons are on the srd listing, here are some translations.

    Sword, Short Light Slashing template
    1d6 19-20/x2 (S or P)
    Modifications: [Alternate Damage Type](0), [Improved Damage Die](2)
    Matches Pathfinder version except for the damage type. In Pf these weapons are piercing dmg, i feel this fits better for a sword (and is easier to stat using this system)

    Dogslicer Light Slashing template
    1d6 19-20/x2 (S)
    Modifications: [Improved Damage Die](2), [Unreliable](+1)
    Sadly Unreliable is only for ranged weapons, except Pathfinder put it on this cute goblin blade. Time to change Unreliable flaw a litle?

    Gladius Light Slashing template
    1d6 19-20/x2 (S or P)
    Modifications: [Alternate Damage Type](0), [Improved Damage Die](2), [Performance](0)
    Matches Pathfinder version, sane dm’s would let this count as a short sword for feats and such, just like in Pf

    Knife, Switchblade Light Piercing template
    1d4 19-20/x2 (P)
    Modifications: [Concealable](0) [Improved Crit Threat](3), [Retractable](1), [Utility, Minor] (0), [Reduced Crit Multiplier](+3)
    Matches Pathfinder version but it doesnt have to. The reduced Crit modifier is just to make it true to the source. Utility minor because the srd states you can disguise these as ordinary objects.

    Kukri Light Slashing template
    1d4 18-20/x2 (S)
    Modifications: [Improved Crititcal Threat](4)
    Matches Pathfinder version, hurray.

    Machete Light Slashing template
    1d6 19-20/x2 (S)
    Modifications: [Improved Damage Die](2), [Utility, Major +1 on survival](1)
    Matches Pathfinder version, Utility is such a flexible mod

    Spoiler: Flails, Hammers, and Miscellaneous…
    Show

    All those other weapons that aren’t that weird, but do not have enough similar members to earn their own category.

    Whip, Cat-o’-Nine-Tails Light Slashing template
    1d4 19-20/x2 (S)
    Modifications: [Disarm](1), [Nonlethal](0)
    Not a perfect copy, bit higher threat range, and original only does Nonlethal instead of the option this weapon gives, mostly a weapon you use for flavour anyway.

    Hammer, light Light Bludgeoning template
    1d4 20/x2 (B) 20ft increment
    Modifications: [Improved Range] (1), [Thrown](0), [Reduced Damage Die](+2)
    Matches Pathfinder version, hurray. You don't have to reduce the damage of course, but this way it matches. And aparantly, Hammers are better for throwing then axes?

    Pick Light Piercing template
    1d4 20/x4 (P)
    Modifications: [Improved Critical Multiplier](4)
    Matches Pathfinder version.

    Sap Light Bludgeoning template
    1d6 20/x2 (P)
    Modifications: [Nonlethal] (0)
    Matches Pathfinder version, just pretend the Nonlethal damage isn’t optional

    Starknife Light Piercing template
    1d4 20/x3 (P) 20 ft range increment
    Modifications: [Thrown weapon](0), [Improved Range](1)
    Matches Pathfinder version.

    War Razor Light Slashing template
    1d4 19-20/x2 (P)
    Modifications: [Concealable](0)
    Matches Pathfinder version.

    Spoiler: Sneaky and Unorthodox weapons attached to things that are not weapons. (SAUWATTTANW’s for short)
    Show


    Blade Boot Light Piercing template
    1d4 20/x3 (P)
    Modifications: [Attached, foot](1), [Concealable](0), [Retractable](1), [Utility, minor, Boot](0)
    Not the best translation, crit modifier is off, and halves your speed when used. The original Makes everything difficult terrain, so this might be better.

    Kobold tail attachment, Long lash Light Slashing template
    1d6 19-20/x2 (S)
    Modifications: [Attached, tail](1), [Improved Damage Die](2). [Reach](0), [Reduced Critical Threat Range](+3)
    Reduced crit range isn't necessary, but now it matches the Pathfinder version.

    Kobold tail attachment, Pounder Light Bludgeoning template
    1d8 20/x2 (B)
    Modifications: [Attached, tail](1), [Improved Damage Die](2).
    Fits the original.

    Kobold tail attachment, Razored Light Slashing template
    1d6 19-20/x2 (B)
    Modifications: [Attached, tail](1), [Improved Damage Die](2)
    Less damage then the original, but that because of the difference between damage types in this system.

    Kobold tail attachment, Spiked Light Piercing template
    1d6 20/x3 (P)
    Modifications: [Attached, tail](1), [Improved Damage Die](2)
    Less damage then the original, but that because of the difference between damage types in this system.

    Kobold tail attachment, Sweeper Light Bludgeoning template
    1d6 20/x2 (B)
    Modifications: [Attached, tail](1), [Trip](0)
    Fits the pathfinder version. I think attached overrules the part in Trip where you can drop the weapon on a countertrip, so it all works out.

    Ratfolk tailblade Light Slashing template
    1d4 19-20/x2 (S)
    Modifications: [Attached, tail](1),
    Not the best conversion, has more damage and better crits. Making it fit would be a hassle, just enjoy your slightly higher damage Ratfolk!

    Sea-Knife Light Slashing template
    1d4 19-20/x2 (S)
    Modifications: [Attached, leg](1), [Submariner](0)
    In pathfinder this weapon makes you unable to walk, only able to use it underwater. Since we have no rules for this, this setup is the most acurate i think.

    Spiked armor Light Piercing template
    1d6 20/x3 (P)
    Modifications: [Attached, armor](2), [Improved Damage Die](2)
    Better crits then the original otherwise the same.

    Spiked Shield, Light Light Piercing template
    1d4 20/x3 (P)
    Modifications: [Attached, shield](2),
    Better crits then the original otherwise the same.


    Spoiler: Martial One-Handed Weapons
    Show

    Spoiler: Swords and sword like objects
    Show

    Cutlass One-Handed Slashing template
    1d6 18-20/x2 (S)
    Modifications: [Improved Critical Threat](4)
    Fits perfectly with the original.

    Longsword One-Handed Slashing template
    1d8 19-20/x2 (S)
    Modifications: [Improved Damage Die](2)
    The most boring weapon in the game, no wonder it has mod points left over.

    Rapier One-Handed Slashing template
    1d6 18-20/x2 (S or P)
    Modifications: [Alternate Damage Type](0), [Improved Critical Threat](4)
    Original does not really do slashing damage, but working from that template makes it possible to match the stats.

    Scimitar One-Handed Slashing template
    1d6 18-20/x2 (S)
    Modifications: [Improved Critical Threat](4)
    Fits perfectly with the original. Is also the exact same as a Cutlass.

    Terbutje One-Handed Slashing template
    1d8 19-20/x2 (S)
    Modifications: [Improved Damage Die](2), [Unreliable](+1)
    I have no clue what kind of weapon this is, but if you allow the Unreliable on a melee weapon, it fits the SRD version.

    Terbutje, steel One-Handed Slashing template
    1d8 19-20/x2 (S)
    Modifications: [Improved Damage Die](2),
    Still no clue what this is, but now it doesn’t break.

    Spoiler: Spears and Spear like weapons
    Show

    Ankus One-Handed Piercing template
    1d8 20/x2 (P)
    Modifications: [Disarm](1), [Improved Damage Die](2), [Trip](0). [Reduced Critical Multiplier](+3)
    Ah the curse of the Piercing weapons, needing to reduce the crit multiplier just to match the Pathfinder stats...

    Gandasa One-Handed Slashing template
    1d8 20/x3 (P)
    Modifications: [Improved Damage Die](2), [Improved Critical Muliplier](3), [Reduced Crititcal Threat range](+3)
    Also called an elephant knife, this knife on a big stick looks like a spear, is wielded like an axe, and has crits like a piercing weapon. The Gandasa is a mess, but if you ignore the 1d8 instead of 2d4, it matches the Pathfinder version.

    Trident One-Handed Piercing template
    1d8 20/x2 (P)
    Modifications: [Improved Damage Die](2), [Thrown](0)[Reduced Critical Multiplier](+3)
    Matches the Pathfinder version, but the piercing weapon curse strikes again.

    Spoiler: Axes, Hammers and Miscellaneous
    Show

    Yes in light weapons axes had their own category, there just arent enough in one-handed to justify it. Also these are super boring, i will not blame you if you just skip these.

    Battleaxe One-Handed Slashing template
    1d8 20/x3 (S)
    Modifications: [Chop](2)
    Perfect fit for the Chop mod. Perfect copy of Pathfinder stats.

    Flail One-Handed Bludgeoning template
    1d8 20/x2 (B)
    Modifications: [Disarm] (1), [Trip](0)
    Once more a basic weapon that is easy to recreate using Lemmy’s system. rejoice!

    Pick, Heavy One-Handed Piercing template
    1d6 20/x4 (P)
    Modifications: [Improved Critical Multiplier](4)
    Once more a basic weapon that is easy to recreate using Lemmy’s system. rejoice!

    Warhammer One-Handed Bludgeoning template
    1d8 20/x3 (B)
    Modifications: [Improved Critical Multiplier](3)
    Once more a basic weapon that is easy to recreate using Lemmy’s system. rejoice!

    Spoiler: One-Handed SAUWATTTANW’s
    Show

    The One-Handed category has a bunch of these odd weapons.

    Combat Scabbard One-Handed Bludgeoning template
    1d8 20/x2 (B)
    Modifications: [Blunt](+2), [Utility, Major. Scabbard](1),
    Ok so the original Pathfinder version makes this an improvised weapon. But who buys a Scabbard designed for combat, and then improvises with it? It makes no sense, so it does a little more damage, but always nonlethal.

    Combat Scabbard, sharpened One-Handed Slashing template
    1d6 20/x2 (S)
    Modifications: [Utility, Major. Scabbard](1), [Reduced Critical Threat Range](+3)
    A more lethal version of a combat scabbard that matches the pathfinder version. Only problem is Martial weapons can not have flaws of more than 2 points, luckily we are not using those points anyway for this dumb weapon.

    Klar One-Handed Slashing template
    1d6 19-20/x2 (S)
    Modifications: [Attached, shield](1),
    A Klar counts as a shield according to the srd, except it does slightly better damage.

    Manople One-Handed Piercing template
    1d8 20/x3 (S or P)
    Modifications: [Alternate Damage Type](0) [Attached, hand](1), [Blocking](1), [Improved Damage Die](2)
    In pathfinder this also gets Disarming, but i feel that is either not worth the flaw it requires or just plain not worth it. I just let it keep the better crits

    Scizore One-Handed Piercing template
    1d10 20/x3 (P)
    Modifications: [Attached, light shield](1), [Improved Damage Die x2](4), [Unwieldy](+2)
    In pathfinder this isn’t a shield, but gives a +1 Ac when you do not attack with it, just like a shield then… Had to give it a flaw to make the damage match, the x3 instead of x2 is the curse of the Piercing template.

    Spiked Shield, heavy One-Handed Piercing template
    1d6 20/x3 (P)
    Modifications: [Attached, shield](1),
    Only difference with Pathfinder is x3 instead of x2. Damn you Piercing Template!

    Sword cane One-Handed Piercing template
    1d6 20/x3 (P)
    Modifications: [Concealable](0), [Finesse](1), [Utility, minor](0)
    Impossible to emulate the drawing rules and perception penalties using Lemmy’s system, but the stats and spirit of the weapon remain. small rejoice.


    Spoiler: Two-Handed Melee Weapons
    Show

    Spoiler: Spears and Polearms
    Show

    Bardiche Two-Handed Slashing template
    1d10 19-20/x2 (S)
    Modifications: [Brace](0), [Handguard](0)[Improved Damage Die](2), [Reach](1)
    Matches the pathfinder version, with a little bonus of a +2 to resist disarming as well as sundering

    Bec de corbin Two-Handed Piercing template
    1d10 20/x3 (B or P)
    Modifications: [Brace](0),[Blocking](1), [Improved Damage Die](2), [Reach](0), [Sunder](1)
    Fits the original to perfection.

    Bill Two-Handed Slashing template
    1d8 19-20/x2 (S)
    Modifications: [Brace](0), [Disarm](1), [Reach](0),
    Now this could fit the original (the crits are off) by reducing crit threat and increasing crit modifier. But martial weapons can only have 2 points from flaws, so that is where this weapon conversion ends.

    Glaive Two-Handed Slashing template
    1d10 19-20/x2 (S)
    Modifications: [Improved Damage Die](2), [Reach](0),
    Once again we can not match the crit stats of the pathfinder version.

    Glaive-guisarme Two-Handed Slashing template
    1d10 19-20/x2 (S)
    Modifications: [Brace](0), [Improved Damage Die](2), [Reach](0),
    Once again we can not match the crit stats of the pathfinder version.

    Guisarme Two-Handed Slashing template
    2d4 19-20/x3 (S)
    Modifications: [Improved Critical Multiplier](3), [Reach](0), [Trip](0)
    Once again we can not match the crit stats completely of the pathfinder version, but this is an improvement to the original.

    Halberd Two-Handed Piercing template
    1d10 20/x3 (P or S)
    Modifications: [Alternate Damage Type](0), [Brace](0), [Improved Damage Die](2), [Trip](1)
    Another good translation. hurray

    Lucerne Hammer Two-Handed Bludgeoning template
    1d12 20/x2 (B or P)
    Modifications: [Alternate Damage Type](0), [Brace](0), [Reach](1), [Sunder](1)
    Another good translation. hurray

    Horsechopper Two-Handed Piercing template
    1d10 20/x3 (P or S)
    Modifications: [Alternate Damage Type](0),[Reach](1), [Trip](0)
    Another good translation. hurray

    Lance Two-Handed Piercing template
    1d8 20/x3 (P)
    Modifications: [Jousting](1), [Reach](1),
    Another good translation. hurray

    Planson Two-Handed Bludgeoning template
    1d10 20/x2 (P)
    Modifications: [Alternative Damage Type](0), [Brace](0), [Reduced Damage Die](+2)
    Another good translation. hurray

    Ranseur Two-Handed Piercing template
    2d4 20/x3 (P)
    Modifications: [Disarm](1), [Reach](1),
    Another good translation. hurray

    Scythe Two-Handed Piercing template
    2d4 20/x4 (P)
    Modifications: [Alternative Damage Die](0), [Improved Critical Modifier](4), [Trip](0)
    Another good translation. hurray

    Spear, syringe Two-Handed Piercing template
    1d8 20/x3 (P)
    Modifications: [Brace](0), [Improved Range](1), ], [Syringe](1), [Throwing](0),
    Faster reload than the original (1 round vs 1 minute) but the flaws do not have a minute setting, just an hour...

    Spoiler: Swords, axes and other heavy hitters
    Show

    Earth Breaker Two-Handed Bludgeoning template
    2d6 20/x3 (B)
    Modifications: [Improved Critical Multiplier](3)
    Another good translation. hurray

    Falchion Two-Handed Slashing template
    2d4 18-20/x2 (S)
    Modifications: [Improved Critical Threat](4)
    Another good translation. hurray

    Flail, heavy Two-Handed Bludgeoning template
    1d8 19-20/x2 (B)
    Modifications: [Disarm](1), [Improved Critical Threat](3), [Trip](0), [Reduced Damage Die](+2)
    The reduced damage is to match it closer to the original of 1d10, but two-handed weapons do not get 1d10 in Lemmy’s system.

    Greataxe Two-Handed Slashing template
    1d12 20/x3 (S)
    Modifications: [Chop](2)
    Another good translation. hurray

    Greatclub Two-Handed Bludgeoning template
    1d12 20/x2 (B)
    Modifications:
    A well made big stick. Pathfinder gives it 1d10 but that just is not possible here.

    Greatsword Two-Handed Slashing template
    2d6 19-20/x2 (S)
    Modifications: [Improved Damage Die](2)
    Another good translation. hurray. you could plonk another improved damage on it for a truly great sword. but this fits the original.

    Ogre hook Two-Handed Piercing template
    1d8 20/x3 (P)
    Modifications: [trip](0)
    A victim of the no-1d10’s-for-two-handed rule.

    Pickaxe Two-Handed Piercing template
    1d8 20/x3 (P)
    Modifications: [Improved Critical Multiplier](4)
    Another good translation. hurray


    Spoiler: Ranged Weapons
    Show

    Not going to give separate categories here. I will also be skipping the Pilum, Spear-sling and Throwing arrow cord, because they are impossible to do, and are more effort than they are worth in any situation.

    Ammentum Ranged One-Handed Piercing Template
    1d6 20/x2 (P) 60 ft. full round reload
    Modifications: [Performance](0), [Reduced Reload Speed](+1)
    Such a weird weapon, it is actually a cord you wrap around a javelin to make it better. Read the reload speed as wrapping a new Javelin.

    Chakram Ranged Thrown Slashing Template
    1d8 20/x2 (S) 30 ft.
    Modifications: [Improved Damage Die x3](6), [Treacherous](+2),
    Can be thrown, but using in melee brings a risk with it. Not the same risk as the pathfinder version but i think it works.

    Dart, Joltin Ranged Thrown Piercing Template
    1d4 20/x2 (P) 30 ft.
    Modifications: [Energy Conduit electricity](2), [Improved Damage Die](2)
    The real weapon is destroyed upon use like ammo, how would we simulate that now?

    Hunga munga Melee One-Handed Piercing template
    1d6 20/x2 (P) 20 ft.
    Modifications: [Improved Range](1), [Thrown](0), [Reduced Critical Multiplier](+3)
    A three sided dagger you can throw and use in melee… Why is this a ranged weapon in the srd?

    Hurlbat Melee One-Handed Piercing template
    1d6 20/x3 (P or S) 20 ft.
    Modifications: [Additional Damage Type](0), [Treacherous](+2), [Thrown](0)
    A throwing axe that hurts the user, get something else.

    Longbow Ranged Two-Handed Piercing Template
    1d8 20/x2 (P) 90 ft. Free action reload
    Modifications: [Improved Damage Die](2), [Improved Range](1), [Improved Reload](1), [String Weapon](0)
    Just like a normal longbow, but with lesser crits and 10 feet reduced range. So maybe no like a normal longbow. Composite bows use the same modifications, just pick a strength score..

    Shortbow Ranged Two-Handed Piercing Template
    1d6 20/x3 (P) 60 ft. Free action reload
    Modifications: [Improved Critical Multiplier](3), [Improved Reload](1), [String Weapon](0)
    The shortbow does get the Pathfinder stats unlike the longbow. But i am just going to ignore that a composite shortbow has 70 ft range in the srd

    Spoiler: Amunition
    Show

    TRICK! no way i am also doing all those arrows…




    Pick out any you want, or correct my work, this has been good practice, although a bit boring. Do give me a list for the exotics next time, for this sure was a waste of time XD
    Thank you. I really appreciate it. I'll take a deeper look later... I can access the forums at work, but I don't have the required time to sit and concentrate on the homebrew work...
    Homebrew Stuff:

  14. - Top - End - #254
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    SwashbucklerGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Once again, I'd like to thank you all for your continued interest in my humble project... This project wouldn't be half as good or as fun without your feedback, support and encouragement. I seriously appreciate your participation.

    I'd also like to apologize for the lack of updates recently. I'm really short of time lately, and what little free time I have has to be split between homebrewing, testing homebrew, analyzing feedback, replying to feedback, and then actually playing the game (and non-RPG stuff,of course. But who cares about that? ).

    I promise I'll try to update more often from now on... I'm still getting the hang of my new position at work, so it might be take a while for me to be able to update consistently. But Ipromise I'll do my best to get to that point.
    Last edited by Lemmy; 2017-06-22 at 12:02 PM.
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  15. - Top - End - #255
    Ogre in the Playground
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    Default Re: Lemmy's Custom Weapon Generation System

    Well I looked at his weapon table and the two handed bows are messed up:
    Martial two handed piercing weapons initial damage dice is 1d8 but he behaves like if it was 1d6.
    Their base range is 90 foot and not 60 too.
    Well I am quite sure it is mistakes due to copy pasting.
    Last edited by noob; 2017-06-22 at 01:50 PM.

  16. - Top - End - #256
    Bugbear in the Playground
     
    SwashbucklerGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Well... Just to get a small fix to my update addiction, I added the "Soft" flaw, which is basically a melee-equivalent of the "Unreliable" flaw.
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  17. - Top - End - #257
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    PirateGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Quote Originally Posted by noob View Post
    Well I looked at his weapon table and the two handed bows are messed up:
    Martial two handed piercing weapons initial damage dice is 1d8 but he behaves like if it was 1d6.
    Their base range is 90 foot and not 60 too.
    Well I am quite sure it is mistakes due to copy pasting.
    Just to defend my own work. The string weapon base modification lowers damage. So i had to raise it again. As well as reducing the reload speed.
    Quote Originally Posted by Orderic View Post
    Quote Originally Posted by swaoeaeieu
    Or maybe, i dont know... adoption?
    Don't be ridiculous. We need those orphans...
    If at any point you notice mistakes in my English, please let me know, I am always looking to improve.

  18. - Top - End - #258
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    SwashbucklerGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Hmmm... Now I want to make an Excel table for building custom weapons.

    Tsc... Another one for my ever-growing to-do list.

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  19. - Top - End - #259
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    PirateGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Quote Originally Posted by Lemmy View Post
    Once again, I'd like to thank you all for your continued interest in my humble project... This project wouldn't be half as good or as fun without your feedback, support and encouragement. I seriously appreciate your participation.

    I'd also like to apologize for the lack of updates recently. I'm really short of time lately, and what little free time I have has to be split between homebrewing, testing homebrew, analyzing feedback, replying to feedback, and then actually playing the game (and non-RPG stuff,of course. But who cares about that? ).

    I promise I'll try to update more often from now on... I'm still getting the hang of my new position at work, so it might be take a while for me to be able to update consistently. But Ipromise I'll do my best to get to that point.
    I hope no one here is giving you the impression that we are impatient or NEED you to update. If you are busy with real life we all understand, that stuff goes first. We like your system and hope to make it great together, but you should not feel pressured to work yourself silly on it. :)

    Quote Originally Posted by Lemmy View Post
    Hmmm... Now I want to make an Excel table for building custom weapons.

    Tsc... Another one for my ever-growing to-do list.

    So about all that spare time you keep talking about... Is this really a good idea since we can just do this manually? :P
    Quote Originally Posted by Orderic View Post
    Quote Originally Posted by swaoeaeieu
    Or maybe, i dont know... adoption?
    Don't be ridiculous. We need those orphans...
    If at any point you notice mistakes in my English, please let me know, I am always looking to improve.

  20. - Top - End - #260
    Ogre in the Playground
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    Default Re: Lemmy's Custom Weapon Generation System

    I am sorry I did not see the -1 damage dice progression.

  21. - Top - End - #261
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    SwashbucklerGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Quote Originally Posted by Swaoeaeieu View Post
    I hope no one here is giving you the impression that we are impatient or NEED you to update. If you are busy with real life we all understand, that stuff goes first. We like your system and hope to make it great together, but you should not feel pressured to work yourself silly on it. :)
    Well... I know I don't NEED to do it... But I really want to do it. I really appreciate all the feedback and support I'm given here, so I'd like to do more to make this project (and myself) more deserving of it.

    Quote Originally Posted by Swaoeaeieu View Post
    So about all that spare time you keep talking about... Is this really a good idea since we can just do this manually? :P
    Well... I never said it'd be on the top of my to-do list.
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  22. - Top - End - #262
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    SwashbucklerGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Quote Originally Posted by noob View Post
    I am sorry I did not see the -1 damage dice progression.
    Don't feel bad... Those are easy to miss. They weren't even there, originally, but I wanted to differentiate more between bows and crossbows. At one point I considered allowing crossbows to add 1.5x Strength, like 2-handed melee weapons, but I concluded it'd be too unbalanced in conjunction with feats like Rapid Reload and Crossbow Mastery, so I dumped that idea (it might return as a feat or something). I want longbows and crossbows to be balanced with each other, not just tip the imbalance the other way around, after all.

    On a related note... I'm thinking about reducing the max damage from Cranked[Automatic] and Motorblade from [2 + 1/2 BAB] to [2 + 1/3 BAB]. Attribute points are a far heavier investment than a few hundred gp, so it seems fairer to me.
    Last edited by Lemmy; 2017-06-24 at 12:29 PM. Reason: typos
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  23. - Top - End - #263
    Ogre in the Playground
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    Default Re: Lemmy's Custom Weapon Generation System

    Thrown weapons have feats for getting 1.5 times strength mod and power attacking.
    Crossbows only have feats for going from near unusable to usable.
    On the other hand enchantment mechanics favours crossbows over thrown weapons.
    Last edited by noob; 2017-06-24 at 07:52 AM.

  24. - Top - End - #264
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    khadgar567's Avatar

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    Default Re: Lemmy's Custom Weapon Generation System

    but deppending on how the crosbow made you can play vlad the impaler with it ( as specialy modern re curve cross bows chek skalgrims bow tests if you want provement)
    Quote Originally Posted by Dark Shadow View Post
    Threads are like cats. They go where they want, and never listen to what you want them to do.


  25. - Top - End - #265
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    SwashbucklerGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Quote Originally Posted by noob View Post
    Thrown weapons have feats for getting 1.5 times strength mod and power attacking.
    Crossbows only have feats for going from near unusable to usable.
    On the other hand enchantment mechanics favours crossbows over thrown weapons.
    Also, crossbows are pretty good in this homebrew. I dare say they're (almost) on par with bows. Their rate of fire is still slower, but that's about it... And it's easily fixed with a single feat.
    Last edited by Lemmy; 2017-06-24 at 12:25 PM.
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  26. - Top - End - #266
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    SwashbucklerGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Finally! I have something cool in the works! I finally started the "Weapon Length" chapter. It's a set of optional rules to make sure the length of your blade matters!

    This is the very first draft of my idea... But I'm glad to have finally put it on paper (or digital data analog... You know what I mean)!

    EDIT: Aaaaaand... Of course the image is not showing... Of course.

    EDIT 2: Aha! Success!

    Spoiler: Preview
    Show




    Now... Forgive my poor wording and unclear explanations... Like I said this is my very first draft of the idea. I also have something prepared for Scaling Weapon Proficiency (where everyone can use any weapon, but depending on your BAB and weapon proficiency (simple/martial/exotic), you get to do cool stuff), Armor Penetration (slashing weapons are easier to deal damage, harder to deal with armor. bludgeoning is the opposite, piercing is the middle ground) and... Combat Tricks (free "feats" that allow you to do basic stuff, like half-swording, attacking with your handguard, parrying, etc)!

    I have no idea when any of those will be ready... But I'm so f***ing happy I finally got the time to at least write them down and sketch a little something of them!
    Last edited by Lemmy; 2017-06-27 at 09:44 PM.
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  27. - Top - End - #267
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    PirateGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    that previeuw aint working for me tho... wanna try a third time?
    Quote Originally Posted by Orderic View Post
    Quote Originally Posted by swaoeaeieu
    Or maybe, i dont know... adoption?
    Don't be ridiculous. We need those orphans...
    If at any point you notice mistakes in my English, please let me know, I am always looking to improve.

  28. - Top - End - #268
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    SwashbucklerGuy

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    Default Re: Lemmy's Custom Weapon Generation System

    Spoiler
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    Hopefully it works this time.
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  29. - Top - End - #269
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    HisHighestMinio's Avatar

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    Default Re: Lemmy's Custom Weapon Generation System

    It showed that time. Maybe you should give it its own thread; you'd get more opinions on it.

    Still love the system!

    EDIT: Are the AoOs per round or per attack (assuming Combat Reflexes or something on the opponent)?
    Last edited by HisHighestMinio; 2017-06-28 at 08:54 AM.
    My username should have been HisHighestMinion, with an N.
    15 is an unusual character limit.

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  30. - Top - End - #270
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    Default Re: Lemmy's Custom Weapon Generation System

    Small question guys can someone help me to build shawl as weapon using this system
    Quote Originally Posted by Dark Shadow View Post
    Threads are like cats. They go where they want, and never listen to what you want them to do.


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