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Chieftain Twilight

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PostPosted: Tue May 19, 2009 11:25 pm


Eye of Grummsh
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.


i dunno that i like this one much at all, but... meh... it isn't unbalancing at all, so what the heck.
PostPosted: Tue May 19, 2009 11:27 pm


Eye of Grummsh
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.


the point of this weapon is? a dagger does the job better. neutral not even any difference, other than higher price, lower proficiency, and LESSER crit threat!

Chieftain Twilight

Loyal Rogue

14,550 Points
  • Full closet 200
  • Tested Practitioner 250
  • Elocutionist 200

Chieftain Twilight

Loyal Rogue

14,550 Points
  • Full closet 200
  • Tested Practitioner 250
  • Elocutionist 200
PostPosted: Tue May 19, 2009 11:33 pm


Eye of Grummsh
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.


western swords are specifically DESIGNED for thrusting. though yes, the katana and wakizashi also can thrust easily and were built to do so. in my opinion, all swords except falchion or scimitar should be designated piercing or slashing, rather than just slashing. also, the falchion and scimitar need to swap names. >.> they got them mixed up.
PostPosted: Wed May 20, 2009 2:03 pm


Chieftain Twilight
Eye of Grummsh
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.


the point of this weapon is? a dagger does the job better. neutral not even any difference, other than higher price, lower proficiency, and LESSER crit threat!

this kunai have a range of 30 instead of 10 making it much better for throwing than the dagger. Also a kunai is in the oriental adventures but I do not know the exact specifics on it.

Eye of Grummsh


Eye of Grummsh

PostPosted: Wed May 20, 2009 2:05 pm


Chieftain Twilight
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.

wrong it is from star trek it is used by the klingons
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