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Fax Celestis
2009-01-08, 05:43 PM
A winged weapon is an animated, semi-intelligent weapon given the power of flight.

Creating a Winged Weapon
Winged weapon is an acquired template that can be applied to a magical or non-magical weapon to create a creature.

Size and Type
Winged weapons are of the Construct type and have all traits associated with the Construct type. A light weapon is a creature two size categories smaller than an intended wielder. A one-handed weapon is a creature one size category smaller than an intended wielder. A two-handed weapon is an creature of the same size category as an intended wielder.

Hit Dice
The created creature has one Construct Hit Die, plus two additional Construct Hit Dice for each point of effective enhancement bonus the item possesses. For instance, a flaming greatsword +1 would have five Hit Dice: one base, plus two for the +1 bonus, and two for the flaming enhancement.

The created creature does not receive bonus HP for a high Constitution score (largely because it does not have one; see the Abilities section below). Instead, it receives bonus hit points based on size, as per the Construct type. Use the following table:
{table=head]Size | Bonus HP
Fine | —
Diminutive | —
Tiny | —
Small | 10
Medium | 20
Large | 30
Huge | 40
Gargantuan | 60
Colossal | 80[/table]

Speed
The created creature has a 30' fly speed, with Average maneuverability. A created creature with the dancing property instead has Perfect maneuverability. A created creature with the speed property instead has a 60' fly speed.

Armor Class
The created creature has natural armor bonus equal to its effective enhancement bonus. Created creatures with the defending property also gain a deflection bonus to their armor class equal to their numeric enhancement bonus. For instance, a shocking defending dagger +2 would have a natural armor bonus of +4 and a deflection armor bonus of +2.

Attacks
The created creature has a single natural attack, or two natural attacks if the base weapon is a double weapon. These attacks are modified by the weapon's properties (such as flaming or keen) as well as by the enhancement bonuses the base weapon carries. The created creature has a Base Attack Bonus equal to 3/4 it's Hit Dice (as a cleric does).

Damage
The created creature's damage is as the base weapon's damage. This damage is modified by the weapon's properties (such as flaming or keen) as well as by the enhancement bonuses the base weapon carries.

Special Attacks
The created creature retains all special properties of the base weapon and may apply them to all their attacks. A created creature with the speed property, for instance, may make an extra attack during a full-attack.

Special Qualities
The created creature gains the following special qualities:

Construct Traits
The created creature has all abilities associated with the Construct type, including low-light vision, darkvision out to 60', and the typical immunities.

Deanimating Death
When a winged weapon dies, it leaves behind the base weapon, unaltered but now not animated. A swarm of winged weapons loses this quality.

Saves
The created creature has no good saves (as per the Construct type), but receives a bonus on saving throws equal to the base weapon's numeric enhancement bonus.

Abilities
The created creature uses the following ability scores: 10 + numeric enhancement bonus for Strength, 12 + numeric enhancement bonus for Dexterity, -- for Constitution, 3 + numeric enhancement bonus for Intelligence, 14 + numeric enhancement bonus for Wisdom, and 10 + numeric enhancement bonus for Charisma.

Skills
The created creature has (2 + Int) skill points per Hit Die, and quadruple that amount at the first Hit Die. The created creature's class skills are Athletics, Awareness, Disguise, Search, and Stealth.

Prowess
The created creature has 2 points of prowess per Hit Die.

Feats
The created creature has one feat per three Hit Dice, plus one feat for its first Hit Die, just like any other creature.

Alignment
Usually neutral. Created creatures that have alignment properties retain that alignment, so that a axiomatic longsword +2 would be an Always Lawful creature.

Advancement
As construct.

CR
Three-quarters the final creature's Hit Dice.

Sample Winged Weapon
These examples us a shocking defending dagger +3 as the base weapon.

Flying Dagger
Tiny Construct
HP 11d10 (60 HP)
Speed Fly 30 ft. (6 squares, Average)
Init: +2
AC 22; touch 17; flat-footed 18
(+2 size, +2 Dex, +5 natural, +3 deflection)
BAB +8; Grp +1
Attack dagger +15 (1d4 + 1d6 electricity + 5, 19-20/x2)
Full-Attack dagger +15 (1d4 + 1d6 electricity + 5, 19-20/x2)
Space 0 ft.; Reach 0 ft.
Special Attacks Defending property, shocking property
Special Qualities Construct traits, deanimating death
Saves Fort +6 Ref +8 Will +9
Abilities Str 13, Dex 15, Con --, Int 6, Wis 17, Cha 13
Skills Stealth +19
Feats Skill Focus (Stealth), Weapon Focus (Dagger, 8pts), Fly-By Attack, Weapon Finesse (6 pts)
Environment Underground
Organization Solitary, groups (1-4), flight (4-16), or swarms
Challenge Rating 8
Treasure None (See Deanimating Death)
Alignment Usually Neutral
Advancement As Construct
CR 8

Flying Dagger Swarm
Tiny Construct (Swarm)
HP 11d10 (60 HP)
Speed Fly 30 ft. (6 squares, Average)
Init: +2
AC 22; touch 17; flat-footed 18
(+2 size, +2 Dex, +5 natural, +3 deflection)
BAB +8; Grp +1
Attack swarm (3d6 + 1d6 electricity + 5)
Full-Attack swarm (3d6 + 1d6 electricity + 5)
Space 10 ft.; Reach 0 ft.
Special Attacks Defending property, shocking property, distraction
Special Qualities Construct traits, swarm traits
Saves Fort +6 Ref +8 Will +9
Abilities Str 13, Dex 15, Con --, Int 6, Wis 17, Cha 13
Skills Stealth +19
Feats Skill Focus (Stealth), Weapon Focus (Dagger, 8pts), Fly-By Attack, Weapon Finesse (6 pts)
Environment Underground
Organization Solitary, groups (1-4), flight (4-16), or swarms
Challenge Rating 8
Treasure Weapons only
Alignment Usually Neutral
Advancement As Construct
CR 8

Distraction (Ex): Any living creature vulnerable to a flying dagger swarm’s damage that begins its turn in its square is nauseated for 1 round; a Fortitude save (DC 15) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Heliomance
2009-01-08, 06:16 PM
I'd have thought a light weapon would be three sizes smaller than the inteded wielder, a one-handed weapon two sizes smaller, a two-handed weapon one size smaller, and a reach weapon the same size. After all, a greatsword isn't usually 6 feet or so long.

How do you work out the size if it's applied to a ranged weapon?

Fax Celestis
2009-01-08, 06:51 PM
I'd have thought a light weapon would be three sizes smaller than the inteded wielder, a one-handed weapon two sizes smaller, a two-handed weapon one size smaller, and a reach weapon the same size. After all, a greatsword isn't usually 6 feet or so long.

How do you work out the size if it's applied to a ranged weapon?

The size bit is actually directly taken from the Equipment chapter.


A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

PairO'Dice Lost
2009-01-08, 06:51 PM
After all, a greatsword isn't usually 6 feet or so long.

Are you sure? According to Wikipedia (http://en.wikipedia.org/wiki/Zweihander), they were indeed around 6 feet long. The weapon sizing rules Fax pointed out are actually quite accurate for most weapons.

DrakebloodIV
2009-01-31, 08:34 PM
I'd love to see a winged Librum, possibly using its chain as a tail...