|
|
|
|
|
|
Posted: Mon Apr 13, 2009 7:03 pm
All of these I took from dandwiki.com
FIRST WEAPON YAY OR NAY
Ball and Chain Exotic Two-Handed Melee Critical: 20/x3 Range Increment: — Type: Bludgeoning Hardness: 10 Size Cost1 Damage Weight1 hp Fine * 1d2 * 1 Diminutive * 1d3 * 1 Tiny * 1d4 * 3 Small 40gp 1d6 30 lb. 7 Medium 40gp 1d8 50 lb. 15 Large 60gp 1d12 75 lb. 30 Huge * 4d6 * 60 Gargantuan * 6d6 * 120 Colossal * 8d8 * 240 The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any supplied values are the author's best determination.
A Ball and Chain is a 10 Ft. long chain connected to a heavy round weight. The Ball and Chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
The wielder of a Ball and Chain who also has the Power Attack feat may make a special attack action (A building of momentum strike as the Ball and Chain whirls around the wielders head gathering force.) if he has a base attack bonus of 6: As a full round action, the wielder may make a power attack of at least a -5 penalty (He still gets the benefits of Power Attack.) to add an additional 1d8 points of bludgeoning damage for a medium Ball and Chain (1d12 for a large Ball and Chain and so on...), and an expanded Critical of 20/x4. the additional bludgeoning damage is multiplied on a confirmed threat. If the wielder misses the attack he must make a Fortitude save (DC 14) or fall prone due to a loss of balance.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Apr 13, 2009 7:08 pm
Bidenhänder Exotic Two-Handed Melee Critical: 19–20/×2 Range Increment: — Type: Slashing Hardness: 10 Size Cost1 Damage Weight1 hp Fine 50 gp 1d6 1-1/5 lb. 1 Diminutive 50 gp 1d8 1-1/5 lb. 1 Tiny 50 gp 1d10 1-1/5 lb. 2 Small 100 gp 2d6 6 lb. 5 Medium 100 gp 2d8 12 lb. 10 Large 200 gp 3d8 24 lb. 20 Huge 400 gp 4d8 60 lb. 40 Gargantuan 800 gp 6d8 96 lb. 80 Colossal 1600 gp 8d8 144 lb. 160 The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. The costs and weights for Fine, Diminutive, Tiny, Huge, Gargantuan, and Colossal versions have been determined by using the rules for armor for unusual creatures.
A bidenhänder is larger than a greatsword, and is too large to use without special training (the appropriate Exotic Weapon Proficiency feat which has an additional prerequisite of Str 13).
Creatures larger than the intended size of the wielder may treat a bidenhänder as a martial weapon. Treat as a two-handed martial weapon for creatures one size larger, as a one-handed weapon for creatures two sizes larger (with the appropriate Exotic Weapon Proficiency feat, the creature must choose at the beginning of each turn whether to wield as a light weapon or a one-handed weapon), and as a light weapon for creatures three sizes larger. In all cases, the penalty for wielding an inappropriately sized weapon still applies.
With DM's permission, his weapon may be considered as the revised 3.5 version of the fullblade found in Arms and Equipment Guide and Sword and Fist.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Apr 13, 2009 7:12 pm
Bat'leth http://images.auctionworks.com/hi/3/3282/profiles-batleth.jpg Exotic Two-Handed Melee Critical: 19-20/x3 Range Increment: — Type: Piercing and slashing Hardness: — Size Cost1 Damage Weight1 hp Fine * 1d2 * 1 Diminutive * 1d3 * 1 Tiny * 1d4 * 1 Small 150gp 1d6 6 2 Medium 150gp 2d4 12 5 Large 200gp 2d6 24 10 Huge * 3d6 * 20 Gargantuan * 4d6 * 40 Colossal * 6d6 * 80 The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any supplied values are the author's best determination.
An elegant and unusual weapon, the bow-shaped bat'leth deals damage with it's cutting edge in the middle and the large peircing spikes. Experienced wielders can use the weapon with much more precision then unskilled ones, but it is a suprisingly easy, if different, weapon to use.
Characters with proficiency in martial weapons can use the bat'leth without the normal -4 to hit but they incur penalties. The critical range becomes 20/x3 and it no longer deals slashing damage. In addition instead of dealing strength-and-a-half they only deal their strength bonus in addition to the weapon damage.
Characters with proficiency in the bat'leth as an exotic weapon can use Weapon Finesse with it. Also they may forgo adding strength-and-a-half and only deal their strength bonus to provide +1 shield bonus for 1 round. The character need not attack that round to get the bonus but it must be declared.
While using Whirlwind Attack with a bat'leth it deals an additional 1d3 slashing damage to all affected creatures.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Apr 13, 2009 7:41 pm
Garrote Exotic Two-Handed Melee Weapon Weapon Cost Dmg (S) Dmg (M) Dmg (L) Critical Range Increment Weight1 Type Garrote (cloth or leather) 1 gp 1d3 1d4 1d6 19–20/×2 — — Bludgeoning (nonlethal) Garrote (wire) 3 gp 1d4 1d6 1d8 18–20/×2 — — Slashing (lethal) Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
The garrote is an exotic weapon. However, it is a bonus weapon proficiency of any class that has the sneak attack special ability, including rogue and assassin.
Using a garrote requires two hands. It is ineffective against a character with metal neck protection, such as comes with any form of heavy armor. It can only be used against a target with a neck, no more than one size category larger than the attacker.
Using a garrote is a form of grapple attack. As such, it provokes an attack of opportunity, unless the attacker has the improved grapple feat. The attack chance ignores armor and shields, but not natural armor. If the target's condition is eligible for a Dexterity bonus to AC (whether or not he actually has one), the attack receives a -10 penalty.
If the attack succeeds, the target takes damage (with full Strength modifier, if any), and the attacker receives an immediate opportunity to pin the target, with a +2 bonus to the opposed grapple check. In later rounds, the attacker receives a +4 bonus to further attempts to do damage, but may not perform any of the other actions typically available to a pinning character, other than releasing the hold. The defender receives a -4 penalty to any attempts to escape the hold, and is unable to speak.
A leather garrote does nonlethal damage until the victim is unconscious, at which point the damage converts to lethal damage. A wire garrote always does lethal damage.
A garrote can be used in combination with a sneak attack, or with an assassin's death attack.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Apr 13, 2009 7:54 pm
Mace, Orc Tribal Exotic Two-Handed Melee Critical: ×2 Range Increment: — Type: Bludgeoning Hardness: 10 Size Cost1 Damage Weight1 hp Fine 35 gp 1d8 2 lb. 2 Diminutive 35 gp 1d10 2 lb. 5 Tiny 35 gp 2d6 2 lb. 10 Small 70 gp 2d8 10 lb. 20 Medium 70 gp 3d6 20 lb. 40 Large 140 gp 4d6 40 lb. 80 Huge 280 gp 6d6 100 lb. 160 Gargantuan 560 gp 8d6 160 lb. 320 Colossal 1120 gp 12d6 240 lb. 640 The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. The costs and weights for Fine, Diminutive, Tiny, Huge, Gargantuan, and Colossal versions have been determined by using the rules for armor for unusual creatures.
An orc tribal mace is made of metal, even the haft, which makes it very hard to break, and so heavy that it imposes a −1 penalty to Armor Class because it is difficult to recover quickly from swinging it. An orc tribal mace is too large to use without special training (the appropriate Exotic Weapon Proficiency feat which has an additional prerequisite of Str 13).
Creatures larger than the intended size of the wielder may treat an orc tribal mace as a martial weapon. Treat as a two-handed martial weapon for creatures one size larger, as a one-handed weapon for creatures two sizes larger (with the appropriate Exotic Weapon Proficiency feat, the creature must choose at the beginning of each turn whether to wield as a non-finessable light weapon or a one-handed weapon), and as a (finessable) light weapon for creatures three sizes larger. In all cases, the penalty for weilding an inappropriately sized weapon still applies.
A creature that wields an orc tribal mace sized for a creature two or more sizes smaller than itself does not suffer the Armor Class penalty, nor does a creature wielding one in two hands sized for a creature one size smaller than itself.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Apr 13, 2009 8:00 pm
Kunai Exotic Light Melee Critical: ×2 Range Increment: 30 ft Type: Piercing or slashing Hardness: 10 Size Cost1 Damage Weight1 hp Fine 2 sp, 5 cp 1 1/16 lb 1 Diminutive 5 sp 1 1/8 lb 1 Tiny 1 gp 1d2 1/4 lb 1 Small 2 gp 1d3 1/2 lbs 1 Medium 2 gp 1d4 1 lbs 2 Large 4 gp 1d6 2 lbs 4 Huge 8 gp 1d8 4 lbs 8 Gargantuan 16 gp 2d6 8 lbs 16 Colossal 32 gp 3d6 16 lbs 32 The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any supplied values are the author's best determination.
A kunai is a throwing knife favored mainly by ninjas. You get a +2 bonus on Sleight of Hand checks made to conceal a kunai on your body. This is added to the list of weapons the ninja is already proficient with. Although this weapon is called a kunai, any knife that can be thrown can be referred to as a kunai.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Apr 13, 2009 9:35 pm
I'll go in order.
-The Ball and Chain could be used as a reach weapon (not sure if reach is a 3.5 thing, though...). -I think there's already a weapon similar to the Bidenhander in 3.5. -No comment -Rather ineffective. Poison works much better. -No comment -Already made
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue Apr 14, 2009 4:50 am
fullblade is similar to the bidanhander
and come on the garrote is better if your are not skilled in poisens like a ninja or assassin. so rogues it is more effective cause there is not the risk of poisoning yourself
and kunai is made? is it in oriental? I must have missed it if it is
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu May 14, 2009 1:19 pm
Ball and Chain: OK, I guess Bidanhander: I Like it Bat'leth: Rules too complex Garrote: Already exists (Song and Silence) Orc Tribal Mace: I have been looking for something like this Kunai: I would make this an alternate masterwork dagger instead.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu May 14, 2009 1:26 pm
I believe the Kunai is in Oriental.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri May 15, 2009 6:26 am
Kunai are already made in oriental adventures I just did not realize it. and I hate turning japanese stuff into just masterwork variants of something else.
for example a Japanese sword should be a piercing and slashing sword that can be used with weapon finess, since japanese swords are somewhat lighter than its european counterpart and can be used for piercing and slashing purposes easier than most other swords.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue May 19, 2009 11:06 pm
Eye of Grummsh All of these I took from dandwiki.com FIRST WEAPON YAY OR NAY Ball and Chain Exotic Two-Handed Melee Critical: 20/x3 Range Increment: — Type: Bludgeoning Hardness: 10 Size Cost1 Damage Weight1 hp Fine * 1d2 * 1 Diminutive * 1d3 * 1 Tiny * 1d4 * 3 Small 40gp 1d6 30 lb. 7 Medium 40gp 1d8 50 lb. 15 Large 60gp 1d12 75 lb. 30 Huge * 4d6 * 60 Gargantuan * 6d6 * 120 Colossal * 8d8 * 240 The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any supplied values are the author's best determination. A Ball and Chain is a 10 Ft. long chain connected to a heavy round weight. The Ball and Chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. The wielder of a Ball and Chain who also has the Power Attack feat may make a special attack action (A building of momentum strike as the Ball and Chain whirls around the wielders head gathering force.) if he has a base attack bonus of 6: As a full round action, the wielder may make a power attack of at least a -5 penalty (He still gets the benefits of Power Attack.) to add an additional 1d8 points of bludgeoning damage for a medium Ball and Chain (1d12 for a large Ball and Chain and so on...), and an expanded Critical of 20/x4. the additional bludgeoning damage is multiplied on a confirmed threat. If the wielder misses the attack he must make a Fortitude save (DC 14) or fall prone due to a loss of balance. i would make the original threat mod X2 and make the special attack at X3, and also add the ability to trip.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Tue May 19, 2009 11:11 pm
Eye of Grummsh Bidenhänder Exotic Two-Handed Melee Critical: 19–20/×2 Range Increment: — Type: Slashing Hardness: 10 Size Cost1 Damage Weight1 hp Fine 50 gp 1d6 1-1/5 lb. 1 Diminutive 50 gp 1d8 1-1/5 lb. 1 Tiny 50 gp 1d10 1-1/5 lb. 2 Small 100 gp 2d6 6 lb. 5 Medium 100 gp 2d8 12 lb. 10 Large 200 gp 3d8 24 lb. 20 Huge 400 gp 4d8 60 lb. 40 Gargantuan 800 gp 6d8 96 lb. 80 Colossal 1600 gp 8d8 144 lb. 160 The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. The costs and weights for Fine, Diminutive, Tiny, Huge, Gargantuan, and Colossal versions have been determined by using the rules for armor for unusual creatures. A bidenhänder is larger than a greatsword, and is too large to use without special training (the appropriate Exotic Weapon Proficiency feat which has an additional prerequisite of Str 13). Creatures larger than the intended size of the wielder may treat a bidenhänder as a martial weapon. Treat as a two-handed martial weapon for creatures one size larger, as a one-handed weapon for creatures two sizes larger (with the appropriate Exotic Weapon Proficiency feat, the creature must choose at the beginning of each turn whether to wield as a light weapon or a one-handed weapon), and as a light weapon for creatures three sizes larger. In all cases, the penalty for wielding an inappropriately sized weapon still applies. With DM's permission, his weapon may be considered as the revised 3.5 version of the fullblade found in Arms and Equipment Guide and Sword and Fist. yeah, don't see why not.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue May 19, 2009 11:15 pm
Eye of Grummsh Bat'leth http://images.auctionworks.com/hi/3/3282/profiles-batleth.jpg Exotic Two-Handed Melee Critical: 19-20/x3 Range Increment: — Type: Piercing and slashing Hardness: — Size Cost1 Damage Weight1 hp Fine * 1d2 * 1 Diminutive * 1d3 * 1 Tiny * 1d4 * 1 Small 150gp 1d6 6 2 Medium 150gp 2d4 12 5 Large 200gp 2d6 24 10 Huge * 3d6 * 20 Gargantuan * 4d6 * 40 Colossal * 6d6 * 80 The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any supplied values are the author's best determination. An elegant and unusual weapon, the bow-shaped bat'leth deals damage with it's cutting edge in the middle and the large peircing spikes. Experienced wielders can use the weapon with much more precision then unskilled ones, but it is a suprisingly easy, if different, weapon to use. Characters with proficiency in martial weapons can use the bat'leth without the normal -4 to hit but they incur penalties. The critical range becomes 20/x3 and it no longer deals slashing damage. In addition instead of dealing strength-and-a-half they only deal their strength bonus in addition to the weapon damage. Characters with proficiency in the bat'leth as an exotic weapon can use Weapon Finesse with it. Also they may forgo adding strength-and-a-half and only deal their strength bonus to provide +1 shield bonus for 1 round. The character need not attack that round to get the bonus but it must be declared. While using Whirlwind Attack with a bat'leth it deals an additional 1d3 slashing damage to all affected creatures. i love this weapon. it was celtic in origin i believe? correct me ifi am wrong.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Tue May 19, 2009 11:20 pm
Eye of Grummsh Garrote Exotic Two-Handed Melee Weapon Weapon Cost Dmg (S) Dmg (M) Dmg (L) Critical Range Increment Weight1 Type Garrote (cloth or leather) 1 gp 1d3 1d4 1d6 19–20/×2 — — Bludgeoning (nonlethal) Garrote (wire) 3 gp 1d4 1d6 1d8 18–20/×2 — — Slashing (lethal) Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. The garrote is an exotic weapon. However, it is a bonus weapon proficiency of any class that has the sneak attack special ability, including rogue and assassin. Using a garrote requires two hands. It is ineffective against a character with metal neck protection, such as comes with any form of heavy armor. It can only be used against a target with a neck, no more than one size category larger than the attacker. Using a garrote is a form of grapple attack. As such, it provokes an attack of opportunity, unless the attacker has the improved grapple feat. The attack chance ignores armor and shields, but not natural armor. If the target's condition is eligible for a Dexterity bonus to AC (whether or not he actually has one), the attack receives a -10 penalty. If the attack succeeds, the target takes damage (with full Strength modifier, if any), and the attacker receives an immediate opportunity to pin the target, with a +2 bonus to the opposed grapple check. In later rounds, the attacker receives a +4 bonus to further attempts to do damage, but may not perform any of the other actions typically available to a pinning character, other than releasing the hold. The defender receives a -4 penalty to any attempts to escape the hold, and is unable to speak. A leather garrote does nonlethal damage until the victim is unconscious, at which point the damage converts to lethal damage. A wire garrote always does lethal damage. A garrote can be used in combination with a sneak attack, or with an assassin's death attack. my personal favourite weapon. twisted
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|