Soniku
2006-07-24, 08:44 PM
Alright, this is my first thread of my random stuff I never really used in my campaign and decided to share with you all :D
Because it was made by someone with very little balanceing ability or common sence, they may well be a bit unbalenced/weird/totally stupid. Still, if you want to "fix" them go ahead, and if you want to use them in your game then great! Thats why I put them here anyway ;D
Also worth noteing, this was a low magic campaign so I added possible enchantments for a few weapons to make them more suited for a high magic game.
So, without futher adou (which I will be suprised if I spelt right) here are the weapons!
Guard Blade
The Guard blade is a rather unusual weapon, much like the longsword but with an extra handle sticking out of the usual one just under the hilt. Because of this the balenceing is a little strange and the sword needs more skill to use, but if skilled and well trained in the weapon it allows for a larger range of stances that dispite being less effective than the usual have the advantage of catching an opponent off-guard.
Being spesificly designed for Elderguards this weapon is only avalible in medium size and will require a specialised smith to create a modified version.
If in a high magic world the Guard Blade will give a +2 to armour class via magically enhanced parrying, the sword can detect incomeing blows and if the wielder wishes it the sword will parry them by moveing itself at high speeds. They were enchanted like this because they were designed for elite troops whos fighting style focused around defence and counterattack.
Exotic Weapon. 30 gp , (M): 1d8 , 19-20 x2, Weight 5lb , Slashing.
There are also a line of feats for the Guard Blade, which I will put in my feats thread if I get enough responses from this.
Raptar
A strange cross between a rapier and a scimitar, the Raptar is the weapon of choice for Illuminati who do not use the heavy blade fighting style. Its curved edges give it the same effect in combat as a scimitar but its lighter build allow it to be used with more speed focused fighting styles.
In a high magic world this weapon would most likely be enchanted as keen to improve on its already deadly strike.
Martial Weapon, 20 gp , (S) 1d4 (M) 1d6, 18-20/×2, 3 lb, Slashing
The Raptar can be used with weapon finesse
Squad Crossbow
When going to battle each squad of the Khemish army would carry a Squad crossbow between them for the purposes of destroying rank upon rank of enemys before an upcomeing battle. Very large and heavy this is somewhat like a small seige device. One of these crossbows cannot be loaded in combat and requires a crank to load unless used by a creature with a stength of at least 22. They also require special bolts that are nearly impossible to aquire outside the army.
If a squad crossbow kills its target or inflicts a critical hit the bolt will pass through and hit anyone standing behind as if it were fired at them. The target is counted as flat footed unless he knows of this ability.
In a high magic world these would be enchanted with the ability to set any bolt alight to cause further confusion and chaos in the enemy ranks after it fires.
Squad Crossbow, 500 gp , (M) 2d12, 19-20/×2, 200 ft. 20 lb, Piercing
Quad-bow
Contradicting the usual design philosophy for the Illuminati, these ranged weapons are far from elegent. If one were not careful it would appear more like a hunk of wood than a weapon, but in the right hands it is deadly. Upon pulling the trigger four bolts are shot out and strike with alarming accuracy for such a crude looking weapon.
When rolling to hit with this weapon it is a little complex. Skip the next block of text if you don't like rolls clogging up you're combat. (this is converted from a different system where armour works differently).
First roll to hit once. If a hit is made and would have hit regardless of any dexterity modifiers, roll to hit with the other three missiles as if the target was flat footed. If the first bolt misses but would have hit if the armour modifier were not applied, act as above.
However, if the first bolt misses and would not have hit without the armour modifier applied then all four bolts miss the target.
This is to simulate that while the armour may deflect one bolt, the other three may still pierce the armour although a good dodge or outright miss will mean all four will miss because they are close together in the air.
If you don't like that, either roll all four seperately or roll once and say either they all hit or missed.
In a high magic world this would be enchanted by a spell allowing the user to magicly reload all four bolts in one round as opposed to four.
Quad-bow, 300 gp , (M) d8(x4), 19-20/×2, 80 ft. 8 lb, Piercing
Thank you! More to come if I get enough responses, and comments welcomed. Preferably ego-boosting ones ;D
Because it was made by someone with very little balanceing ability or common sence, they may well be a bit unbalenced/weird/totally stupid. Still, if you want to "fix" them go ahead, and if you want to use them in your game then great! Thats why I put them here anyway ;D
Also worth noteing, this was a low magic campaign so I added possible enchantments for a few weapons to make them more suited for a high magic game.
So, without futher adou (which I will be suprised if I spelt right) here are the weapons!
Guard Blade
The Guard blade is a rather unusual weapon, much like the longsword but with an extra handle sticking out of the usual one just under the hilt. Because of this the balenceing is a little strange and the sword needs more skill to use, but if skilled and well trained in the weapon it allows for a larger range of stances that dispite being less effective than the usual have the advantage of catching an opponent off-guard.
Being spesificly designed for Elderguards this weapon is only avalible in medium size and will require a specialised smith to create a modified version.
If in a high magic world the Guard Blade will give a +2 to armour class via magically enhanced parrying, the sword can detect incomeing blows and if the wielder wishes it the sword will parry them by moveing itself at high speeds. They were enchanted like this because they were designed for elite troops whos fighting style focused around defence and counterattack.
Exotic Weapon. 30 gp , (M): 1d8 , 19-20 x2, Weight 5lb , Slashing.
There are also a line of feats for the Guard Blade, which I will put in my feats thread if I get enough responses from this.
Raptar
A strange cross between a rapier and a scimitar, the Raptar is the weapon of choice for Illuminati who do not use the heavy blade fighting style. Its curved edges give it the same effect in combat as a scimitar but its lighter build allow it to be used with more speed focused fighting styles.
In a high magic world this weapon would most likely be enchanted as keen to improve on its already deadly strike.
Martial Weapon, 20 gp , (S) 1d4 (M) 1d6, 18-20/×2, 3 lb, Slashing
The Raptar can be used with weapon finesse
Squad Crossbow
When going to battle each squad of the Khemish army would carry a Squad crossbow between them for the purposes of destroying rank upon rank of enemys before an upcomeing battle. Very large and heavy this is somewhat like a small seige device. One of these crossbows cannot be loaded in combat and requires a crank to load unless used by a creature with a stength of at least 22. They also require special bolts that are nearly impossible to aquire outside the army.
If a squad crossbow kills its target or inflicts a critical hit the bolt will pass through and hit anyone standing behind as if it were fired at them. The target is counted as flat footed unless he knows of this ability.
In a high magic world these would be enchanted with the ability to set any bolt alight to cause further confusion and chaos in the enemy ranks after it fires.
Squad Crossbow, 500 gp , (M) 2d12, 19-20/×2, 200 ft. 20 lb, Piercing
Quad-bow
Contradicting the usual design philosophy for the Illuminati, these ranged weapons are far from elegent. If one were not careful it would appear more like a hunk of wood than a weapon, but in the right hands it is deadly. Upon pulling the trigger four bolts are shot out and strike with alarming accuracy for such a crude looking weapon.
When rolling to hit with this weapon it is a little complex. Skip the next block of text if you don't like rolls clogging up you're combat. (this is converted from a different system where armour works differently).
First roll to hit once. If a hit is made and would have hit regardless of any dexterity modifiers, roll to hit with the other three missiles as if the target was flat footed. If the first bolt misses but would have hit if the armour modifier were not applied, act as above.
However, if the first bolt misses and would not have hit without the armour modifier applied then all four bolts miss the target.
This is to simulate that while the armour may deflect one bolt, the other three may still pierce the armour although a good dodge or outright miss will mean all four will miss because they are close together in the air.
If you don't like that, either roll all four seperately or roll once and say either they all hit or missed.
In a high magic world this would be enchanted by a spell allowing the user to magicly reload all four bolts in one round as opposed to four.
Quad-bow, 300 gp , (M) d8(x4), 19-20/×2, 80 ft. 8 lb, Piercing
Thank you! More to come if I get enough responses, and comments welcomed. Preferably ego-boosting ones ;D