Gan The Grey
2010-09-14, 02:37 AM
I'm running a low-magic E6 campaign, and I've been looking for ways to spruce up weapons without making them magical. I've come up with a few ideas of my own, but I haven't yet determined how to price them or what the craft DCs and processes will be. So, looking for more ideas, constructive criticism of my current, and a few pricing and crafting rules. Without further ado...
Serrated Edged weapons only. Serrated weapons never deal less than half damage on unarmored opponents, and deal an additional 1 damage anytime they roll more than half. A serrated weapon reduces the HP of a weapon by 1 for every 5 HP it has. On light blades and light hafted weapons, it reduces the hardness by 2.
Forked Blades only. Forked blades increase disarm chances by 2. A forked blade reduces the HP of a weapon by 1 for every 5 HP it has. On light blades, it reduces the hardness by 2.
Feathered Polearms and ??? only. Feathered weapons increase feint chances by 2.
Heavy Non-polearms and non-light weapons, melee only. Heavy weapons receive a +2 to hit on opponents wearing breastplate or better armor, and +2 to hit on sunder attempts. A heavy weapon has 2 more HP per 5 HP, but suffers a -1 to hit on all non-sunder attacks.
Flexible - Swords and polearms only. Flexible weapons resist disarm and sunder attempts, increasing their defenses against those attacks by 1. Flexible reduces hardness by 1.
Barbed Arrows, bolts, javelins, darts only. Barbed weapons stick inside unarmored targets until forcibly removed. While still buried in the victim, this prevents them from healing a number of HP equal to one-half the weapons max damage. Pulling out the arrow requires a DC 10 Healing check to prevent breaking the tip off in the wound. Unless the healer achieves a 15 or better, pulling out the weapon deals an additional amount of damage equal to its damage die.
Stiletto Arrows, bolts, javelins, daggers, darts, spear-types only. Stiletto weapons receive a +1 to hit against opponents wearing chain and leather armors.
Practice Any. Practice weapons always do non-lethal damage, and are generally made of lower quality materials as well. Practice weapons have 2 less hardness per every 5. However, making a practice weapon masterwork nullifies all detriments.
Fearsome Any. A fearsome weapon is made up in such a way as to make the wielder seem more intimidating. A one-handed or larger fearsome weapon adds a +2 bonus to intimidation checks, with a light weapon only granting a +1. A fearsome weapon weighs 50% more than normal, and has 2 more HP per 5 HP, though light weapons only gain 1 more. A character can only benefit from one fearsome weapon at a time, and the weapon must be visible.
Decorative Any. A decorative weapon is made up in such a way as to make the wielder look more attractive, charismatic. A one-handed or larger decorative weapon adds a +2 bonus to diplomacy checks, with a light weapon only granting a +1. A decorative weapon weighs 50% more than normal, and has 2 more HP per 5 HP, though light weapons only gain 1 more. A character can only benefit from one decorative weapon at a time, and the weapon must be visible.
Basket Hilt Blades only. When the user of a blade with a basket hilt uses the Combat Expertise feat or fights defensively or uses a full defense, he receives a +1 deflection modifier to AC.
Weapon HP and hardness are fairly important in my games, as my players and baddies like to sunder things quite often.
Thoughts?
Serrated Edged weapons only. Serrated weapons never deal less than half damage on unarmored opponents, and deal an additional 1 damage anytime they roll more than half. A serrated weapon reduces the HP of a weapon by 1 for every 5 HP it has. On light blades and light hafted weapons, it reduces the hardness by 2.
Forked Blades only. Forked blades increase disarm chances by 2. A forked blade reduces the HP of a weapon by 1 for every 5 HP it has. On light blades, it reduces the hardness by 2.
Feathered Polearms and ??? only. Feathered weapons increase feint chances by 2.
Heavy Non-polearms and non-light weapons, melee only. Heavy weapons receive a +2 to hit on opponents wearing breastplate or better armor, and +2 to hit on sunder attempts. A heavy weapon has 2 more HP per 5 HP, but suffers a -1 to hit on all non-sunder attacks.
Flexible - Swords and polearms only. Flexible weapons resist disarm and sunder attempts, increasing their defenses against those attacks by 1. Flexible reduces hardness by 1.
Barbed Arrows, bolts, javelins, darts only. Barbed weapons stick inside unarmored targets until forcibly removed. While still buried in the victim, this prevents them from healing a number of HP equal to one-half the weapons max damage. Pulling out the arrow requires a DC 10 Healing check to prevent breaking the tip off in the wound. Unless the healer achieves a 15 or better, pulling out the weapon deals an additional amount of damage equal to its damage die.
Stiletto Arrows, bolts, javelins, daggers, darts, spear-types only. Stiletto weapons receive a +1 to hit against opponents wearing chain and leather armors.
Practice Any. Practice weapons always do non-lethal damage, and are generally made of lower quality materials as well. Practice weapons have 2 less hardness per every 5. However, making a practice weapon masterwork nullifies all detriments.
Fearsome Any. A fearsome weapon is made up in such a way as to make the wielder seem more intimidating. A one-handed or larger fearsome weapon adds a +2 bonus to intimidation checks, with a light weapon only granting a +1. A fearsome weapon weighs 50% more than normal, and has 2 more HP per 5 HP, though light weapons only gain 1 more. A character can only benefit from one fearsome weapon at a time, and the weapon must be visible.
Decorative Any. A decorative weapon is made up in such a way as to make the wielder look more attractive, charismatic. A one-handed or larger decorative weapon adds a +2 bonus to diplomacy checks, with a light weapon only granting a +1. A decorative weapon weighs 50% more than normal, and has 2 more HP per 5 HP, though light weapons only gain 1 more. A character can only benefit from one decorative weapon at a time, and the weapon must be visible.
Basket Hilt Blades only. When the user of a blade with a basket hilt uses the Combat Expertise feat or fights defensively or uses a full defense, he receives a +1 deflection modifier to AC.
Weapon HP and hardness are fairly important in my games, as my players and baddies like to sunder things quite often.
Thoughts?