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arguskos
2010-04-16, 06:59 PM
"It is said that a man is measured in the afterlife by his skills, with blade, word, and spell. If that is the truth, then he who masters any of these will stand tall in the afterlife."
-Master Chang, of the Bladeweave School, to his pupils.

Many of you may recall my little project from January of this year, the Measure of a Man (http://www.giantitp.com/forums/showthread.php?t=137520) weapon project. Well, I did a vast amount of crappy planning, and as such, the weapons in that thread are all over the damn place. I thought it might be time to fix that issue, and so, I decided to make a redux thread in which they are all compiled wisely in the first several posts, and a table in the first one to give you all the details ASAP. In addition, I've had some more ideas about weapons, and figured it might be nice to update the collection a little. :smallwink:

Without further ado, allow me to present, the new and improved Measure of a Man weapon tables, including the new weapons you haven't seen yet! Thanks go to Zeta Kai and Lappy9000 for the table aid. :smallwink:

As always, credit for the images goes to the truly excellent Ironstaff (http://ironstaff.deviantart.com/), known on the forums as Tetsubo 57, whose fine artwork has inspired me greatly.

Table: SimpleWeapons

Simple Melee WeaponCostDmg (S)Dmg (M)CriticalRange IncrementWeightType

Light Melee Weapons

Hand Razor
45 gp
1d4
1d6
Χ3
—
1 lb.Slashing

O'Ryan's Razor
50 gp
1d2
1d3
Χ4
—
1 lb.Slashing

One-Handed Melee Weapons

Dwarven Demo Bar
20 gp
1d6
1d8
Χ2
—
5 lbs.Bludgeoning


Engineer’s Sword
55 gp
1d6
1d8
Χ2
—
3 lbs.Slashing


Utility Axe
8 gp
1d4
1d6
Χ2
—
4 lbs.Piercing or Slashing


Table: Martial Weapons

B]Simple Melee Weapon[/B]CostDmg (S)Dmg (M)CriticalRange IncrementWeightType

Light Melee Weapons

Elven Hookaxe
20 gp
1d6
1d8
Χ2
—
3 lbs.Slashing

Tunnel Blade
50 gp
1d4
1d6
19-20/Χ2
—
3 lbs.Piercing

One-Handed Melee Weapons

Dwarven Wrench
60 gp
1d4
1d6
Χ2
—
6 lbs.Bludgeoning

Gnomish War Mill
40 gp
1d8
1d10
19-20/Χ2
—
3 lbs.Bludgeoning

Two-Handed Melee Weapons

Dwarven Engineer Axe
70 gp
1d8
1d10
Χ3
—
11 lbs.Bludgeoning/Slashing




Table: Exotic Weapons

Exotic Melee WeaponCostDmg (S)Dmg (M)CriticalRange IncrementWeightType

Light Melee Weapons

Switchblade
20 gp
1d3
1d4
19-20/x2
—
2 lbs.Slashing or Piercing

Armblade
150 gp
1d3
1d4
19-20/x2
—
6 lbs.Piercing

Double Dagger
100 gp
1d3
1d4
19-20/x2
—
2 lbs.Slashing or Piercing

Double Ulu
100 gp
1d3
1d4
x3
—
2 lbs.Slashing

One-Handed Melee Weapons

Radiant Halberd
95 gp
1d8
1d10
x3
—
9 lbs.Piercing

God Hammer
1,000 gp
1d4
1d6
19-20/x2
—
20 lbs.Bludgeoning

Bladed Shield
150 gp
1d6
1d8
19-20/x3
—
15 lbs.Slashing

War Talon
50 gp
1d4
1d6
x3
—
2 lbs.Slashing

Falling Star
100 gp
1d8
1d10
Χ2
—
10 lbs.Piercing and Bludgeoning

Two-Handed Melee Weapons

Broken Staff Polearm
40 gp
1d8
1d10
x3
—
15 lbs.Piercing or Slashing

Double Fork
100 gp
1d6/1d6
1d8/1d8
19-20/x3
—
8 lbs.Piercing

M.U.S.
500 gp
1d4/1d4
1d6/1d6
x2
—
6 lbs.Bludgeoning

Spiked Axe
110 gp
1d10
1d12
x4
—
15 lbs.Piercing

Dragon Mane
150 gp
1d12
2d6
19-20/x2
—
8 lbs.Slashing

Infernal Blossom
250 gp
2d6
2d8
x3
—
10 lbs.Piercing

Demon Crook
50 gp
1d8/1d6
1d10/1d8
x2/x3
—
8 lbs.Slashing/Piercing

Gaff-Fork
200 gp
1d4/1d6
1d6/1d8
x3/x3
—
8 lbs.Piercing/Piercing or Slashing

Orcish Dragon Paw
150 gp
1d6/1d6/1d8
1d8/1d8/1d10
19-20/x2/19-20/x2/x3
—
15 lbs.Slashing/Slashing/Slashing and Piercing

Hook and Dagger
200 gp
1d6/1d3
1d8/1d4
x4/19-20/x2
—
15 lbs.Piercing/Piercing

Crescent Sword
500 gp
2d6
2d8
19-20/x3
—
7 lbs.Slashing

Mjolnir Sword
6,500 gp
1d8
1d10
19-20/x3
—
20 lbs.Slashing and Bludgeoning

Forked Staff Sword
350 gp
1d6
2d4
x3
—
9 lbs.Slashing

Ranged Exotic Weapons

Bolt Launcher
600 gp
1d10
1d12
x4
110 ft
12 lbs.Piercing

Case of Bolts (14)
10 gp
--
--
--
—
2 lbs.--

It naturally goes without saying that you'll want to check the full description of anything on this table, as everything has special rules. :smallwink:

arguskos
2010-04-16, 07:01 PM
The Broken Staff Polearm
http://fc08.deviantart.net/fs47/f/2009/207/2/7/Broken_Staff_Polearm_by_Ironstaff.jpg
Named for Master Broken Staff, a famed weapon master, the broken staff polearm is a rare and unique weapon. It is a two-handed exotic reach weapon, dealing 1d10 slashing or piercing damage with a critical range of x3. More importantly than that however, are the weapon's unique combination of tricks. A proficient wielder of a broken staff can use it to disarm (at a +2 bonus) or to trip an opponent, as per a flail or guisarme. Lastly, the wielder of a broken staff may use it in a unique attack called a reversing strike. By accepting a -2 on the attack, the broken staff may be used to attack adjacent creatures as though it did not have reach.
Price: 40 gp

The Radiant Halberd
http://fc00.deviantart.net/fs50/i/2009/339/3/f/Radiant_Halberd_by_Ironstaff.jpg
An interesting weapon, the radiant halberd was created by a man who desired the reach of a longspear, the punch of a halberd, and the trickery of a chain weapon. A radiant halberd is a one-handed exotic reach weapon, dealing 1d10 piercing damage with a critical range of x3. It counts as a halberd for the purposes of feats (such as Weapon Focus, Spinning Halberd, etc). Further, the radiant halberd, due to the collection of spikes around the head of the weapon, grants it's wielder one extra attack of opportunity per round.
Price: 95 gp

The Double Fork
http://fc06.deviantart.net/fs51/i/2009/329/f/4/Double_Fork_by_Ironstaff.jpg
This strange design was wrested from the clutching claws of the Sahuagin sharkfiends. The double fork is an exotic double weapon, dealing 1d8/1d8 piercing damage with a critical range of 19-20/x3. It can be used to disarm opponents at a +2 bonus, similar to a flail.
Price: 100 gp

The Engineer's Sword
http://fc06.deviantart.net/fs44/i/2009/125/5/5/Engineer__s_Sword_by_Ironstaff.jpg
More a tool than a weapon, the Engineer's Sword was invented by a clever gnome inventor. It is a simple weapon, dealing 1d6 slashing damage with a critical range of x2. However, it doubles as a masterwork tool for any Craft check that could make use of a fine cutting edge, a saw blade, a ruler, or a hammer. Lastly, cruel wielders of an engineer's sword can use the saw blade to grind into a helpless opponent. When taking the coup de grace action with an engineer's sword, the attack deals x3 damage, instead of x2.
Price: 55 gp

The Multi-Use Weapon Tool System
http://fc05.deviantart.net/fs44/i/2009/116/9/7/Multi_Weapon_Tool_System_by_Ironstaff.jpg
Oh dear, this one is tricky indeed to master. The Multi-Use Weapon Tool System (shortened here to MUS) is the product of a design team of gnomes and dwarves who desired to create the ultimate product of versatility. The MUS has 8 attachments that it can be used with, and has the potential for many many more. Proper use of the MUS requires the user to be proficient with all Simple and Martial weapons, and to take the Exotic Weapon Proficiency (Multi-Use Weapon Tool System) feat. The MUS is always masterwork.

In it's base configuration, the MUS is a masterwork quarterstaff, dealing 1d6/1d6 bludgeoning damage with a critical range of x2. It can be broken down into a set of masterwork nunchaku, dealing 1d6 bludgeoning damage with a critical range of x2, and permitting the user to disarm opponents. The various attachments can only be attached to the full quarterstaff, and are as follows:
-Pick: one end of the quarterstaff becomes a masterwork heavy pick, dealing 1d6 piercing damage with a critical range of x4.
-Butt Spike: one end of the quarterstaff becomes a masterwork dagger, dealing 1d4 piercing damage with a critical range of 19-20/x2.
-End Cap: one end of the quarterstaff becomes equivalent to a masterwork heavy mace, dealing 1d8 bludgeoning damage with a critical range of x2.
-Spear Point: one end of the quarterstaff becomes equivalent to a masterwork spear, dealing 1d8 piercing damage with a critical range of x3.
-The Frog Jig, Hook, and Eye Bolt attachments function as masterwork tools for any Craft checks that would benefit from their use, except that they grant +3 to the check instead of +2.
-The Cutting/Sawing/Prybar attachment functions as a masterwork tool for almost any Craft check, and also can be used as an improvised weapon dealing 1d6 slashing or piercing damage with a critical range of x2.
Attaching each attachment is a standard action. Breaking the MUS into a set of nunchaku is a standard action.

The MUS has one final special trick. If enchanted, the entire set can be enchanted as one object, or as individual parts, at the enchanters whim. If enchanted individually, each attachment only costs half price, since the MUS is easily accepting of magical enhancement.
Price (complete MUS set): 500 gp
Price (staff+nunchaku): 100 gp
Price (each attachment): 50 gp

The Utility Axe
http://fc04.deviantart.net/fs44/f/2009/101/0/f/Utility_Axe_II_by_Ironstaff.jpg
This commonsense dwarven design is a simple weapon, dealing 1d6 slashing or piercing with a critical range of x2. It's main use is that it bypasses the hardness on non-stone and non-metal objects, making it perfect for snapping through rope, hacking through a door, or any such utility use.
Price: 8 gp

Dwarven Wrench
http://fc08.deviantart.net/fs23/i/2009/253/2/a/Dwarven___Dragon___Wrench_by_Ironstaff.jpg
A famous tool, the dwarven wrench has seen much action and fame. It is more useful as a tool than as a weapon, to be honest. It comes with a prybar, a light hammer, and obviously, a wrench. It serves as a masterwork tool for Craft checks where the above tools would be important. If used as a weapon, it serves as a simple weapon that deals 1d6 bludgeoning damage with a critical range of x2.
Price: 60 gp

Dwarven Engineer Axe
http://fc04.deviantart.net/fs25/i/2009/247/8/3/Dwarven_Engineer_Axe_by_Ironstaff.jpg
Another piece of fine dwarven engineering, this axe serves as a great tool for dwarven digging crews. The dwarven engineer axe is a two-handed martial weapon that deals 1d10 slashing or bludgeoning damage with a critical range of x3. It has the added benefit of ignoring hardness of stone objects.
Price: 70 gp

The Dwarven Prybar
http://fc00.deviantart.net/fs70/i/2010/008/5/f/Dwarven___Demolition_Bar___by_Ironstaff.jpg
This sturdy tool is of obvious dwarven make, and is a masterwork tool for Craft checks involving taking a structure or large object apart. It can be wielded as a one-handed simple weapon, dealing 1d8 bludgeoning damage with a critical range of x2.
Price: 20 gp

The God Hammer
http://fc02.deviantart.net/fs70/i/2009/365/a/f/God_Hammer____by_Ironstaff.jpg
Ah, the favored weapon of the god of chance, the god hammer is shaped after the icosahedron, the most famed of all dice, and favored die of the god of chance. A god hammer is a one-handed exotic weapon, dealing 1d8 bludgeoning damage with a critical range of 19-20/x2. It has one special ability though. As a standard action, the wielder of a god hammer may detach the head of the weapon, and roll it while invoking a short prayer to the god of chance. If he favors them, the die will show a mystical number on the side that lands up, and the wielder will gain that number as a bonus to attack rolls for the next minute. If he does not, the number will be on the downward facing side, and the wielder will accrue that as a penalty instead. The DM is encouraged to determine both his favor and the number randomly, as befits the god of chance.
Price: 1,000 gp

The Hand Razor
http://fc02.deviantart.net/fs44/f/2009/101/6/1/Hand_Razor_by_Ironstaff.jpg
A quick weapon designed by martial artists, the hand razor has since been co-opted by street rogues looking to cut purses. The hand razor is a light simple weapon that deals 1d6 slashing damage with a critical range of x3. Monks begin play with proficiency in the hand razor, at their option, and treat it as a special monk weapon for use with flurry of blows. Further, a monk may use a hand razor to deliver a stunning fist attack. Finally, a hand razor may be easily hidden on your person, granting a +2 to Sleight of Hand checks to hide/draw a hand razor unobtrusively.
Price: 45 gp

The Elven Hookaxe
http://fc08.deviantart.net/fs42/f/2009/101/2/9/Elven_Boarding_Axe_by_Ironstaff.jpg
A design dating from the ancient days of elven expansionism, the elven hookaxe has recently been rediscovered. An elven hookaxe is a light martial weapon, dealing 1d8 slashing damage with a critical range of x2. The main power of a hookaxe is it's ability to be used in grapples without penalty. As an added benefit, a hookaxe grants a +2 bonus to Climb checks.
Price: 20 gp

The Spiked Axe
http://fc07.deviantart.net/fs44/f/2009/101/5/0/Axe_of_Sorrow_by_Ironstaff.jpg
A brutal weapon developed by primitives in the deep jungle, the spiked axe is a fearsome weapon. A spiked axe is a two-handed exotic reach weapon that deals 1d12 piercing weapon with a critical range of x4.

If the wielder is trained in the use of the spiked axe, they may make a special hooking attack at their option. By accepting a -2 penalty on the attack roll, the wielder of the spiked axe may start a grapple from one square away with the target if the attack hits. This works as if he had the improved grab special ability, except that the target remains in its square if grappled. You cannot pin your opponent while grappling him with a spiked axe, nor can you attack him with natural weapons or use his weapon to attack unless he is within your natural reach. You must keep both hands on the spiked axe, so you cannot draw a light weapon or cast a spell with somatic components. If you win a grapple check to damage your opponent, you deal normal damage for the spiked axe instead of your unarmed striked damage. The grapple ends if the axe is released by the wielder for some reason.
Price: 110 gp

The Dragon Mane
http://fc01.deviantart.net/fs44/i/2009/105/6/0/Dragon_Mane_by_Ironstaff.jpg
A flowing, hard to handle weapon, the dragon mane is a very unique and rare blade. A dragon mane is a two-handed exotic weapon, dealing 2d6 slashing damage with a critical range of 19-20/x2. You can use Weapon Finesse with a dragon mane. A wielder proficient in the dragon mane may use it in a unique attack called the Flowing Mane Strike. If you attack and damage an opponent at least twice in one full attack with the dragon mane, you may take one extra attack with the dragon mane, at your highest attack bonus.
Price: 150 gp

The Infernal Blossom
http://fc09.deviantart.net/fs44/f/2009/104/0/3/Infernal_Blossom_by_Ironstaff.jpg
This unique and devastating polearm is a rare sight on mortal battlefields, given that it was developed by demons for breaking up devilish regiments in the Blood War. An infernal blossom is a two-handed exotic reach weapon, dealing 2d8 piercing damage with a critical range of x3. A skilled wielder may use the infernal blossom to trip enemies, and they may drop the weapon to resist being tripped back. Additionally, the infernal blossom can be used in a unique, magical attack called a devilbreaker charge. To perform a devilbreaker charge, the wielder has to take a charge action and expend a spell slot. In exchange, they gain a bonus to the attack at the end of the charge equal to the spell slot expended, along with the attack being treated as magical and made with a silvered weapon for purposes of beating DR.
Price: 250 gp

The Switchblade
http://fc03.deviantart.net/fs45/i/2009/102/3/b/Sub_Hilt_Fighter_by_Ironstaff.jpg
Not a traditional version of the weapon, the switchblade is in actuality a well balanced dagger with a finger loop at the guard between the hilt and blade. This loop permits the wielder to perform a spinning action with the weapon, granting the free use of the Quick Draw feat, for the switchblade only. The switchblade is a light exotic weapon, dealing 1d6 slashing or piercing damage, with a critical range of 19-20/x2.
Price: 20 gp

The Demon Crook
http://fc06.deviantart.net/fs42/f/2009/102/f/f/Demon_Crook_by_Ironstaff.jpg
An ancient weapon, the demon crook is primarily famous as the first true battlestaff, a weapon category of double weapons with differing ends. The demon crook is a two-handed exotic double weapon, dealing 1d10 slashing/1d8 piercing damage, with a critical range of x2/x3. The demon crook can be used to trip opponents with the crook end, and can be dropped to avoid being tripped back. The demon crook can be set against a charge, dealing double damage on a successful readied action against a charging creature.
Price: 50 gp

Gnomish... War Mill?
http://fc02.deviantart.net/fs43/f/2009/106/8/e/Gnomish_War_Mill_by_Ironstaff.jpg
This... um... "weapon" was designed by a famed adventurer and chef, Symon Cora. He found that sometimes, what he needed was a pepper mill that would hold up to the hard life of adventuring, and this, the gnomish war mill came to be. A gnomish war mill is a one-handed martial weapon, dealing 1d8 bludgeoning damage with a critical range of 19-20/x2. It may, as a standard action that provokes attacks of opportunity, be used as a pepper mill to season up to a 5-ft square with pungent and delicious cracked black pepper. The war mill can hold up to 20 doses of pepper, and takes 1 minute to be refilled.
Price: 60 gp (including 20 doses of pepper); 40 gp (no pepper)

Bolt Launcher
http://fc09.deviantart.net/fs45/f/2009/104/4/d/Spring_Powered_Bolt_launcher_by_Ironstaff.jpg
A weapon devised by the gnomish warrior caste, the bolt launcher is an unorthodox version of the crossbow. Where normal crossbows use tension to launch their bolts, the bolt launcher uses a complex spring system as the propellant. The bolt launcher is a two-handed exotic ranged weapon, dealing 1d12 piercing damage, with a critical range of x4. A bolt launcher has a range increment of 110 ft. The bolt launcher has a cylindrical chamber holding 14 shots, permitting the launcher to be used for iterative attacks. Replacing the chamber is a full round action. The great force of the bolt launcher has a drawback however. Each time the launcher is fired, there is a 5% chance that the recoil overloads the springs in the launcher, causing a jam. It requires a full-round action to unjam the weapon.
Price: 600 gp (launcher), 10 gp (case of 14 bolts)

Armblade
http://fc01.deviantart.net/fs42/i/2009/104/5/a/Retractable_Forearm_Blade_by_Ironstaff.jpg
A sneaky weapon much favored by rogues, ruffians, and thugish fellows of all types, the armblade is a clever weapon, and can be retracted into the hilt for easy hiding as a free action (opening it is a free action as well). The armblade is a light exotic weapon, dealing 1d4 piercing damage with a critical range of 19-20/x2. A retracted armblade grants a +4 on Slight of Hand checks made to conceal it on your person. However, the true power of an armblade is in surprise. If the wielder of an armblade opens it and attacks a flat-footed opponent with it in the same round, they gain +1 attack and +1d6 damage, for that attack only. Armblades take up the bracer slot.
Price: 150 gp

arguskos
2010-04-16, 07:02 PM
The Double Dagger
http://fc02.deviantart.net/fs70/i/2010/100/3/4/Double_Daggers_by_Ironstaff.jpg
A fiendishly difficult weapon to master, the double dagger is a light one-handed exotic double weapon that deals 1d4/1d4 piercing or slashing damage with a critical range of 19-20/x2. A double dagger can be used as a double weapon while being wielded in one hand, leaving the other free to hold another object, such as a shield. However, a clever and proficient wielder may dual wield double daggers, using them both as single or double weapons, at their option. If used as double weapons, the standard two-weapon fighting penalties apply, with an additional -2 penalty to all attacks (eg. a character with BAB +4 and Dex 18 using weapon finesse, two-weapon fighting, and two double daggers attacks four times, all at +4).
Cost: 100 gp

The Bladed Shield
http://fc06.deviantart.net/fs42/f/2009/101/2/4/Bladed_Shield_by_Ironstaff.jpg
Created by a man with too much free time and too little sanity or love of personal safety, the bladed shield functions as a heavily modified heavy steel shield and as a exotic one-handed weapon, dealing 1d8 slashing damage with a critical range of 19-20/x3. It requires Shield Proficiency to be used as a shield, and Exotic Weapon Proficiency to be used as a weapon. For a wielder that has both feats, it may be used as a weapon while retaining it's shield bonus to the wielder's AC.
Cost: 150 gp

The Gaff-Fork
http://fc01.deviantart.net/fs50/i/2009/331/6/e/Gaff_Fork_Battlestaff_by_Ironstaff.jpg
Almost as old as the demon crook, the gaff fork is, like that venerable battlestaff, still seen on modern battlefields. It seems one cannot beat ancient innovations. The gaff-fork is a two-handed exotic double weapon. The hook end deals 1d6 piercing damage with a critical range of x3 and the fork end deals 1d8 piercing or slashing damage with a critical range of x3. The hook may be used to trip opponents, and if they trip the wielder in response, the weapon may be dropped to avoid the trip. The fork grants the wielder a +4 on disarm checks made with it. Finally, a proficient wielder may perform a unique attack called a disarming trip. If the gaff-fork is used to successfully trip an opponent, the wielder gets a free disarm attempt with the fork end of the weapon against the opponent, at the wielder's option. If the wielder has the Improved Trip feat, this disarm does not count as the free attack granted by that feat.
Cost: 200 gp

The Orcish Dragon's Paw
http://fc05.deviantart.net/fs44/i/2009/102/1/7/Orcish_Dragon_Paw_by_Ironstaff.jpg
Clearly the fanatical dreams of a madman, the orcish dragon's paw is a wild and bizarre weapon. The dragon's paw is a two-handed exotic double weapon. The end-blades of the weapon each deal 1d6 slashing damage with a critical range of 19-20/x2, and the crescent of the weapon deals 1d8 slashing and piercing damage with a critical range of x3. The wielder of a dragon's paw may intersperse attacks with the blades as they see fit, but due to the strange construction, cannot simply attack over and over with one end (ie. they must rotate through the blades). Further, a proficient wielder of the dragon's paw gains one additional attack during a full attack, at their highest attack bonus.
Cost: 150 gp

The Hook and Dagger
http://fc06.deviantart.net/fs43/f/2009/102/f/f/Hook_and_Dagger_by_Ironstaff.jpg
Throughout history, brave souls and gibbering fools alike have sought to master chain weaponry, such as the hook and dagger. The hook and dagger is a two-handed exotic double reach weapon. The hook end deals 1d8 piercing damage with a critical range of x4 and the dagger end deals 1d4 piercing damage with a critical range of 19-20/x2. The hook can be used to trip opponents, and if the wielder is tripped in response, the weapon can be dropped. A hook and chain grants its wielder a +4 to disarm opponents. A hook and chain has reach, but unlike other reach weapons, a hook and chain may be used against adjacent opponents, but at a -2 penalty and doing so provoke attacks of opportunity, as whipping the weapon about in such a manner opens exploitable holes for a canny opponent. The hook and dagger is a finessable weapon.
Cost: 200 gp

The Double Ulu
http://fc02.deviantart.net/fs71/i/2010/107/c/0/Double_Ulu_by_Ironstaff.jpg
An arctic variant of the double dagger, the double ulu serves as a handy tool in the arctic, and a decent weapon to boot. The double ulu is a light one-handed exotic double weapon that deals 1d4 slashing damage with a critical range of x3. A double ulu grants a +2 on Craft (cooking) or (sewing) checks. Any arctic race with natural proficiencies may trade one of their proficiencies for the double ulu, if desired.
Cost: 100 gp

The Crescent Sword
http://fc09.deviantart.net/fs42/i/2009/105/0/f/Crescent_Sword_by_Ironstaff.jpg
Created by a Thri-Kreen smith for a Diopsid warrior, the crescent sword is a unique kind of weapon, in that it comes in two varieties. For creatures with only two hands, a crescent sword functions as a greatsword in all ways, if a bit awkward. For creatures with multiple functional hands, such as the Thri-Kreen or Diopsid, the crescent sword becomes something very different. The stats that follow assume such a wielder. The crescent sword is a two-handed exotic weapon that deals 2d8 slashing damage with a critical range of 19-20/x3. If dual-wielded, crescent swords count as light weapons for determining two-weapon fighting penalties, thanks to their unique construction and ease of use for multi-limbed creatures.
Cost: 500 gp

O'Ryan's Razor
http://fc06.deviantart.net/fs43/i/2009/102/5/4/O__Ryan__s_Razor_by_Ironstaff.jpg
Named for it's creator, an inventive barber with need to defend his shop from thugs, an O'Ryan's razor is a light one-handed simple weapon that deals 1d3 slashing damage with a critical range of x4. An O'Ryan's razor was originally designed as a shaving implement, and still excels at that use, granting a +6 on all Profession (barber) or (hairdresser) checks. In fact, an O'Ryan's razor is so sharp, it can cut anything a species may use for hair or body artwork, such as antenna, hair, snakes, wing spines, or scales. Many dragons are known to keep an O'Ryan's razor on hand for self-grooming after a hard day eating adventurers.
Cost: 50 gp.

The War Talon
http://fc00.deviantart.net/fs45/i/2009/101/9/7/War_Talons_by_Ironstaff.jpg
A strange, yet deadly efficient, weapon from a distant land, the war talon is a one-handed exotic weapon that deals 1d6 slashing damage with a critical range of x3. A war talon has several unique abilities. First, if a proficient wielder possesses a natural claw attack, they may add their claw attack's damage to the damage done by the war talon (just the base dice, nothing else, no rider effects or anything). Second, a war talon permits the wielder to start grapples easily, granting them a +2 bonus on grapple checks as the talon hooks the foe. Finally, a war talon can be used with no penalties in a grapple.
Cost: 50 gp

The Mjolnir Sword
http://fc07.deviantart.net/fs43/f/2009/105/e/e/Mjolnir_Sword_by_Ironstaff.jpg
Conceived by a warrior in Ysgard, and first forged by a master smith from Arcadia, a mjolnir sword is a masterfully crafted weapon. A mjolnir sword has three forms, the greatsword, the maul, and the combination (called mjolnir, after the Ysgardian warrior). The base form into which all mjolnir swords are forged is the mjolnir, which is a masterwork two-handed exotic weapon that deals 1d10 slashing and bludgeoning damage with a critical range of 19-20/x3. However, a mjolnir sword when forged gains the metalline property automatically, granting it the ability to change it's material type. Further, a mjolnir sword can shift between the form of a greatsword, a maul, and it's base form of the mjolnir as a free action.

A mjolnir sword is entirely non-magical, despite possessing the metalline property.
Cost: 6,500 gp

The Tunnel Blade
http://fc07.deviantart.net/fs44/f/2009/116/e/2/Dwarven_Tunnel_Blade_by_Ironstaff.jpg
Originally created by the dwarves, the tunnel blade has since been adopted by all delvers and dungeoneers in need of a weapon with more heft than a punch dagger, but the same level of versatility and ease of use. A tunnel blade is a light one-handed martial weapon that deals 1d6 piercing damage with a critical range of 19-20/x2. A tunnel blade requires nearly no room to employ, and so can be used in cramped or smaller spaces, and may be employed in grapples at no penalty.
Cost: 50 gp

The Falling Star
http://fc07.deviantart.net/fs42/i/2009/116/9/0/Falling_Star_by_Ironstaff.jpg
Among the most bizarre weapons ever devised, the falling star is an ogre design that resulted when ogres got their hands on a few flails, and decided they weren't ogre-ish enough. A falling star is a one-handed exotic weapon that deals 1d10 piercing and bludgeoning damage with a critical range of x3. A falling star is treated as a flail for all intents and purposes in regards to feats and special abilities, and may be used by a non-proficient user if they have proficiency with flails, at a -2 penalty.
Cost: 100 gp

The Forked Staff Sword
http://fc07.deviantart.net/fs44/f/2009/117/6/2/Forked_Staff_Sword_by_Ironstaff.jpg
Originally thought to be of elven make, the forked staff sword is a rarely-seen but rather effective weapon design. A forked staff sword is a two-handed exotic weapon that deals 2d4 slashing damage with a critical range of x3. The nature of the weapon is such that it must be used in one of three fighting stances: the reckless offense stance, the cautious defense stance, and the scales of balance stance. Switching stances is a move action. The reckless offense stance grants the user unparalleled attack at the cost of personal defense. When charging in the reckless offense stance, the user gains an additional +2 bonus to attack and damage rolls with the forked staff sword, but suffers an additional -2 penalty to AC. The cautious defense stance grants the user increased defense, but cuts their offensive ability. While in the cautious defense stance and using either defensive fighting or total defense, the user gains an additional +2 (or +4, respectively) bonus to AC. In the scales of balance stance, the user gains no additional attack or defense bonuses or penalties, and may simply use the weapon normally.
Cost: 350 gp

arguskos
2010-04-16, 07:03 PM
The Infinity Arms Weapon Locker!

This is a set of 6 weapons I found in Ironstaff's gallery. They are futuristic gladiatorial weapons, that I've given a magical twist to, so they can be used in more normal D&D games without much conversion.

To use the Infinity Arms weapons, a character needs to be proficient in all martial weapons, and then take the Exotic Weapon Proficiency (Infinity Arms) feat, which gives proficiency with all the weapons listed here.

The IA Power Axe
http://fc04.deviantart.net/fs45/f/2009/118/9/3/Infinity_Arms_Power_Axe_by_Ironstaff.jpg
"Infinity Arms is proud to present the IA Power Axe, perfect for all your slicing and dicing needs. The discerning gladiator chooses Infinity Arms! Infinity Arms: Dealing death has never been so entertaining!"
True to the advert, the IA Power Axe is indeed an excellent weapon for the discerning gladiator. The IA power axe is a two-handed exotic weapon that deals 2d8 slashing damage with a critical range of 18-20/x3. Like all Infinity Arms weapons, it takes a move action to activate/deactivate the energy cell in the base of the weapon, which lasts for up to 10 minutes (100 rounds total) before needing to be replaced or recharged. The IA power axe serves as the basic Infinity Arms weapon, the template for all the others.
Cost (assuming IA is a known company): 250 gp
Cost (assuming IA is unknown or such devices are exceptionally rare/highly valued): 1,100+ gp

The IA Lightning Rod
http://fc01.deviantart.net/fs44/f/2009/104/b/9/Infinity_Arms_Lighning_Rod_by_Ironstaff.jpg
"From the workshops of Infinity Arms to your arms comes the IA Lightning Rod! Fry your foes in the arena in safety and style! Infinity Arms: Dealing death has never been so entertaining!"
The IA lightning rod is the main ranged weapon of Infinity Arms' product line. The IA lightning rod is a two-handed ranged exotic weapon that deals 1d10 electricity damage with a critical range of x3 and a range increment of 50 ft. The IA lightning rod may be used in melee, dealing the same amount of damage, but the wielder takes a -2 due to the weapon not actually being designed for such use. Like all Infinity Arms weapons, it takes a move action to activate/deactivate the energy cell in the base of the weapon, which lasts for up to 10 minutes (100 rounds total) before needing to be replaced or recharged.
Cost (assuming IA is a known company): 350 gp
Cost (assuming IA is unknown or such devices are exceptionally rare/highly valued): 1,000+ gp

The IA Power Staff
http://fc04.deviantart.net/fs45/f/2009/104/2/1/IA_Power_Staff_by_Ironstaff.jpg
"New from Infinity Arms: the Power Staff! Destroy your enemies with either end of the devastating weapon! Use the blade to slice them apart, or just drill them to death! Infinity Arms: Dealing death has never been so entertaining!"
The only double weapon to come out of Infinity Arms, the IA power staff is a brutal, if short lived, weapon. The IA power staff is a two-handed exotic double weapon. The bladed end deals 1d12 slashing damage with a critical range of x3, and the drill end deals 1d10 piercing damage with a critical range of x4. The IA power staff's drill end can be used on a prone, netted, or stunned opponent to devastating effect. The wielder may take a full-round action to stab the opponent with the drill (as an attack roll), and activate it, causing an automatic critical if the attack connects. Like all Infinity Arms weapons, it takes a move action to activate/deactivate the energy cell in the base of the weapon, which lasts for up to 5 minutes (50 rounds total) before needing to be replaced or recharged (due to the double ends of the weapon, the power staff drains charge faster than normal).
Cost (assuming IA is a known company): 400 gp
Cost (assuming IA is unknown or such devices are exceptionally rare/highly valued): 1,200+ gp

The IA Maelstrom
http://fc06.deviantart.net/fs42/f/2009/104/f/a/IA_Maelstrom_Mark_III_by_Ironstaff.jpg
"From the depths of our R&D departments comes the latest, and dare we say, the greatest, weapon from Infinity Arms: the Maelstrom. With it's razor sharp and magically enhanced rotating blade, if your foes weren't scared before, they sure are now! Buy one today! Infinity Arms: Dealing death has never been so entertaining!"
The IA maelstrom is the strangest, yet possibly the most terrifying, weapon produced by Infinity Arms. The IA maelstrom is a two-handed exotic weapon that deals 2d12 slashing damage with a critical range of 19-20/x3. Due to the positioning of the blade, and the increased speed at which it spins compared to weapons such as the IA power axe or IA power staff, the IA maelstrom is superior for destruction than those weapons. The IA maelstrom grants a +4 on opposed checks during offensive sunder attempts, and ignores half the hardness of any object it is used to sunder. Like all Infinity Arms weapons, it takes a move action to activate/deactivate the energy cell in the base of the weapon, which lasts for up to 3 minutes (30 rounds total) before needing to be replaced or recharged (the IA maelstrom draws an immense amount of power compared to normal IA weapons).
Cost (assuming IA is a known company): 500 gp
Cost (assuming IA is unknown or such devices are exceptionally rare/highly valued): 1,300+ gp

The IA Combat Handsaw
http://fc06.deviantart.net/fs45/f/2009/104/d/a/Infinity_Arms_Combat_Handsaw_by_Ironstaff.jpg
"Are normal sidearms, such as daggers and short swords, just not doing the job? Do you need a sidearm with some real punch behind it? Then try the new Infinity Arms Combat Handsaw! It's got power where it counts! Infinity Arms: Dealing death has never been so entertaining!"
The Infinity Arms response to more standard sidearm weapons, the IA combat handsaw is a light one-handed exotic weapon that deals 1d8 slashing damage with a critical range of 19-20/x2. The IA combat handsaw is an excellent tool as well as a weapon, granting a +4 on all Craft checks where a knife would be useful. Like all Infinity Arms weapons, it takes a move action to activate/deactivate the energy cell in the base of the weapon, which lasts for up to 1 hour (600 rounds total) before needing to be replaced or recharged.
Cost (assuming IA is a known company): 100 gp
Cost (assuming IA is unknown or such devices are exceptionally rare/highly valued): 900+ gp

The IA Force Blade
http://fc04.deviantart.net/fs44/f/2009/104/c/8/IA__Separ8__Force_Blade_by_Ironstaff.jpg
"Are you tired of being caught with your guard down? Want a way to scare off that mugger? Then try this: the new Infinity Arms Force Blade! You go from scared victim to confident defender in a split second! Infinity Arms: Dealing death has never been so entertaining!"
The first (and so far only) weapon from Infinity Arms marketed towards civilians, the IA force blade is a surprisingly useful sidearm for guardsmen and soldiers alike. The IA force blade is a light one-handed exotic weapon that deals 1d8 piercing and force damage with a critical range of 19-20/x2. The IA force blade's big innovation is that it is not a physical blade. Instead, when the power switch is flipped, a short blade of force appears above the handle, permitting attacks with it. Unlike other Infinity Arms weapons, it takes a swift action to activate/deactivate the energy cell in the base of the weapon, which lasts for up to 10 minutes (100 rounds total) before needing to be replaced or recharged (the force blade was designed with speed and ease of use in mind).
Cost (assuming IA is a known company): 150 gp
Cost (assuming IA is unknown or such devices are exceptionally rare/highly valued): 1,000+ gp

Infinity Arms Power Pack
As all IA weapons are powered by a magical battery, the cost of said battery becomes relevant. A single power pack costs 50 gp, and weighs 1/2 pound.

Godskook
2010-04-16, 07:09 PM
1.Please bold the non-weapon lines of the table, to make for easier reading.

2.Could you do a little blurb description underneath, like unto that done in the SRD for core weapons? For example, is a Double-Fork anything like what I'd think it is?

Nevermind, that's what happens when you're too eager to help.

arguskos
2010-04-16, 07:11 PM
It goes without saying that you'll want to check the full descriptions of each weapon, as I get around to getting them up. I'll note that underneath, but no, I will not be doing superscripts for each and every weapon, since I a) don't know the superscript code for the forums; and b) that's a massive amount of work for marginal at best return.

However, gimme a few more minutes, and I'll get all the new weapons up. The old ones are up now.

EDIT: Btw, it's no biggie man. I'm impressed someone caught me before I tossed up the old stuff. :smallwink: If you see any typos or logical errors, do let me know.

Godskook
2010-04-16, 07:17 PM
I wasn't referring to superscripts. I was referring to post #2's content. It wasn't there when I posted, but now it is.

arguskos
2010-04-16, 07:26 PM
I wasn't referring to superscripts. I was referring to post #2's content. It wasn't there when I posted, but now it is.
Ah. Thought you might be referring to the fact that the SRD also has superscripts on all the weapons, giving you little details on if that thing has reach, etc. And, yeah, that's a bit more than I'm willing to do for this project.

EDIT: By the way, the new weapons are up (post #3).

arguskos
2010-04-18, 11:03 AM
Ok, it's been a day and a half, and no new responses. Are the new weapons just mind-blowingly awesome or somesuch? Note: that'd be sweet if they were. :smallamused:

arguskos
2010-04-18, 03:29 PM
Bumping, with an update. Post #3 has the Double Ulu, the Crescent Sword, O'Ryan's Razor, the War Talon, and the Mjolnir Sword, all brand-spankin'-new material.

TheYoungKing
2010-04-18, 04:03 PM
Got any Hook Swords (http://en.wikipedia.org/wiki/Hook_Swords)?

Siosilvar
2010-04-18, 04:07 PM
Got any Hook Swords (http://en.wikipedia.org/wiki/Hook_Swords)?

http://www.giantitp.com/forums/showthread.php?t=57913

arguskos
2010-04-18, 04:10 PM
Got any Hook Swords (http://en.wikipedia.org/wiki/Hook_Swords)?
I'll see if he has any pics of Hook Swords and I'll draw up something, though Siosilvar's link is pretty solid.

Lyndworm
2010-04-18, 09:44 PM
Chik has a new feat to take. EWP: Crescent Sword. :smallamused: I cant help but think that he inspired the weapon, to some extent. I take that as a compliment.

How much of your Strength bonus do you add with the off-hand Crescent Sword? I'd think 1x, due to the multiple-off-hands rules in Savage Species. They state that every non-primary hand added to a weapon adds .5x Strength, though that was meant to apply to Two-Handed weapons used in the primary-hand.

I really enjoy this project, but I didn't have anything to ask or specifically comment on before I saw the update.

Oh, you list the Crescent Sword's price as 500gp in the weapon's description, but as 200gp in summary OP. Which is correct?

arguskos
2010-04-18, 09:47 PM
Uh, well, Chik did and didn't inspire it. I was actually digging through Ironstaff's archives, looking for cool stuff, and found that pic, and I said, "hey, it's for multi-armed creatures! That's cool!" and made something out of it. I then realized that Chik and Proto would both LOVE the damn thing.

As for the Str bonus, it'd be x1, for the reasons you stated.

Oh, and the cost is 500 gp. Not sure why I listed it wrong in the table. Good catch.

Lappy9000
2010-04-19, 11:45 AM
Muaha, awesome! Everything looks much nicer now that it's all organized.

The new weapons look good, and the War Talon in particular caught my eye; adding it onto your base natural weapons is all kinds of awesome. Nothing stands out balace-wise at a glance, but I'll keep looking over them all.

arguskos
2010-04-19, 03:54 PM
Muaha, awesome! Everything looks much nicer now that it's all organized.

The new weapons look good, and the War Talon in particular caught my eye; adding it onto your base natural weapons is all kinds of awesome. Nothing stands out balace-wise at a glance, but I'll keep looking over them all.
Eeeeeexcellent. I'm thinking about doing a "futuristic" segment, since Ironstaff has a few future-y weapons I liked.

Temotei
2010-04-19, 03:58 PM
Yep. I'm taking Exotic Weapon Proficiency at 2nd level. I don't care that Horgoth is a sorcerer! :smalltongue:

Lyndworm
2010-04-19, 04:01 PM
Go for it. :smallamused:

22 second wait...

arguskos
2010-04-19, 04:01 PM
Yep. I'm taking Exotic Weapon Proficiency at 2nd level. I don't care that Horgoth is a sorcerer! :smalltongue:
Hahaha! Have a good time. Hell, I'll even say that if you visit Prath, you might be able to pick up a gift from him. :smallwink:

Lyndworm
2010-04-19, 04:17 PM
Hey, all of those pictures are stretching the page something fierce. Maybe you should use a few spoilers?

arguskos
2010-04-19, 04:19 PM
Hey, all of those pictures are stretching the page something fierce. Maybe you should use a few spoilers?
Uh... I'd actually prefer not to use spoilers, since it'll really hurt the flow of the page. I also don't notice that they're stretching anything. Most are tall, not wide. Any one in specific that is a major issue?

Lyndworm
2010-04-19, 04:36 PM
The Radiant Halberd, Double Fork, Demolition Bar, God Hammer, Bolt Launcher, Double Dagger, Gaff-Fork, and Double Ulu all stretch out my page, though not by a lot. If you feel that the "flow" of the page is important to the weapon's display, then by all means, keep it however you wish. I merely meant it as a suggestion.

Temotei
2010-04-19, 04:38 PM
I prefer it without spoilers, despite my slight screen displacement.

arguskos
2010-04-19, 04:39 PM
Ah, yes, I see. Your screen is smaller than mine, which explains it, since those are just on the cusp of stretching for me.

Anyways, yeah, I am sorry, but I kinda made this thread for the intention of clarity and flow of the materials, and am loathe to break it. Yes, I AM that OCD about this. :smallbiggrin:

In other news, expect an Infinity Arms update this evening. It'll be in post #4, just cause it's futuristic and at odds with the rest of the material, thematically.

Frozen_Feet
2010-04-19, 04:42 PM
I just know my next martial character will stock up with all those weapons that double as tools. So he can fix all the doors he crashes through.

arguskos
2010-04-19, 07:56 PM
The Infinity Arms Magical Technological Weapon Line is now posted, in Post #4. :smallcool:

Lyndworm
2010-04-19, 08:49 PM
I like them. :smallsmile: No specific criticism, unfortunately, but I do like them.

arguskos
2010-04-20, 05:47 PM
I'm pleased you liked them, thanks for at least checking 'em out.

Anyone else have any additions? Hopefully, I'll have an update tonight or tomorrow.

ForzaFiori
2011-03-03, 03:58 PM
These are... awesome. I really can't think of much more to say than that.

arguskos
2011-03-03, 04:18 PM
These are... awesome. I really can't think of much more to say than that.
While I'm quite glad you like them, this thread is almost 10 months old! :smalleek: I'd really rather it not be locked, since I may revisit this one day.

Mods, please PLEASE leave this open. I have plans to return to it.

VivisClone
2012-04-11, 07:21 PM
Can you mark any of these as whether or not they would fit under the Monk Weapon proficiency? The Claws, and Staff Weapons would, at least role-playing wise, be a Monk weapon.

Just asking. Love The weapons though! ^_^

VVVV
2014-06-23, 05:08 AM
Pretty good work. I love it! :)

Ilinoris
2014-06-23, 07:40 AM
Honestly I'm just mindblowingly in love.
These weapons makes me drool. (That's a compliment.)

Edit:
I just noticed something, that made me scratch my head.
The Radiant Halberd gains an extra AoO per round. And it is a One handed Reach weapon. This sounds like it could easily be exploited..? :smallsmile: