ScionoftheVoid
2010-11-22, 04:58 PM
One problem with 3.5 is that Exotic Weapons aren't worth the feat, I intend to change that. With your help where necessary, of course.
First, to fix the Bastard Sword and Dwarven Waraxe, the following feat:
Monkey Grip [General]
You can wield weapons as if they were lighter than they actually are.
Prerequisites: Str 13
Benefits: You may wield a weapon as if it were one size category smaller (Medium as if it were small, Large as if it were Medium, etc.) or one weapon category lighter (Two-Handed to One-Handed, One-Handed to light). You may not wield a non-throwing ranged weapon as a weapon category lighter.
Normal: You wield weapons at their normal size and category.
Special: You may take this feat more than once. If you do, you may change a weapon by as many categories as times you have taken this feat, including combinations of size categories and weapon categories. This feat is a Fighter Bonus Feat.
Bastard Swords and Dwarven Waraxes are no longer Exotic Weapons in any form. They are now slightly weaker than other Two-Handed Martial weapons, but the damage from those isn't from the dice anyway. Yes, they are still too weak, but at least it didn't cost a feat.
{table=header]Weapon Name|Category|Cost|Damage|Critical|Range Increment|Weight|Type
Shuriken (5)|Light|1gp|1|*2|10ft|1/2lb|Piercing
Whip|One Handed|1gp|1d3|*2|-|2lb|Slashing
Hand Crossbow|Light|100gp|1d4|18-20/*2|30ft|6lb|Piercing
Axe, Orc Double|Two-Handed|60gp|1d10/1d8|*3|-|15lb|Slashing[/table]
Shuriken
A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can’t be used as a melee weapon.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, poisoning them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.
If you use the Sniping option of Hide (see here (http://www.d20srd.org/srd/skills/hide.htm)) with a shuriken you take only a -10 penalty to your Hide check, instead of -20.
If you are proficient with them,when attacking an opponent with shuriken you may throw two shuriken as a volley, using the same attack bonus and attacking the same target. Precision damage only takes affect once, as normal. (For example a third level Rogue proficient with shuriken attacks a flat-footed opponent. They may throw two shuriken instead of one, but it still only deals +2d6 in Sneak Attack damage, as if one had been thrown.) Note that Weapon Specialisation and similar effects add damage for each shuriken used.
Optional, will be removed if there is still objection to this version: If you are proficient with them, you may throw a number of shuriken to distract and scare your opponents. You may make an Intimidate check to demoralise against anyone you target with this attack, but must throw two additional shuriken to do so. These additional shuriken automatically miss.
Whip
A whip deals nonlethal damage. It deals 1 less point of damage for each point of armour and natural armour bonus. The whip is treated as a melee weapon with 15-foot reach. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Unless you are proficient with it, you provoke an attack of opportunity when you attack with a whip.
You may make trip attempts with a whip, if you are proficient with the whip you gain a +4 bonus on the Strength check involved in such an attempt. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a whip whilst proficient with it, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon for you.
Hand Crossbow
You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.
You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. If you are proficient with the hand crossbow you may dual-wield a hand crossbow and a light or one-handed melee weapon as if the hand crossbow were a light weapon. If you are proficient with the hand crossbow attacking with it does not provoke attacks of opportunity.
If you use the Sniping option of Hide (see here (http://www.d20srd.org/srd/skills/hide.htm)) with a hand crossbow you take only a -10 penalty to your Hide check, instead of -20. If you are proficient with the hand crossbow you take only a -5 penalty on such checks.
Axe, Orc Double
An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon.
A creature wielding an orc double axe in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
An Orc Double Axe encourages a continuous hail of devastatingly heavy blows. If you are proficient with the Orc Double Axe, whenever you use the Power Attack feat whilst fighting with the Axe as if with two weapons, both ends count as two-handed for the purposes of the Power Attack feat's bonus damage.
Repeating Crossbow
You may add this feature to a crossbow (Hand, Light or Heavy) by adding 100gp to its price and multiplying its weight by 1-1/2. One clip holds five bolts.
As long as the clip is not empty, reloading the crossbow is a free action that may be taken during another action. Replacing a clip is a full-round action that provokes attacks of opportunity.
A repeating crossbow does not require a special proficiency.
I'll come back to this later (I still have a lot to do), but I need to sleep now, so farewell.
Some notes on the project:
I will not be powering up the Kusari-Gama, Spiked Chain or Net (though the last is the most iffy), because they are actually worth the feat (more or less).
I may or may not move beyond Core, depending on how much support this recieves.
There may well be other projects which have tried this before. Feel free to link them because I forgot to search for one and because I really need inspiration if I'm going to do this.
Please keep me focused! I look forward to the support of this wonderful community!
Edit: Thank you for the responses. Yes this is slightly out-of-key with many D&D weapons, I will move on to them eventually if necessary.
If you feel that I have misrepresented a weapon or wish to offer suggestions for a particular weapon, please do! It's very helpful. Thank you.
Changelog:
Removed unconciousness and death from shuriken options.
Added the whip.
Added text to the shuriken entry. Using the special options now requires proficiency (i.e. being a trained ninja) and you may explicitly forgo the special options if you wish. Shuriken now give bonuses to Sleight of Hand checks to conceal them and Hide checks to snipe.
Simplified the shuriken rules, including implementing shuriken volleys and making poisons worth using on them (treated as ammunition for the purposes of poisoning them).
Altered the whip rules slightly, they now deal reduced damage to armour wearing creatures, instead of no damage.
Added hand crossbow.
Added Orc Double Axe.
Added Repeating Crossbow.
Added clarifications to the shuriken (again).
First, to fix the Bastard Sword and Dwarven Waraxe, the following feat:
Monkey Grip [General]
You can wield weapons as if they were lighter than they actually are.
Prerequisites: Str 13
Benefits: You may wield a weapon as if it were one size category smaller (Medium as if it were small, Large as if it were Medium, etc.) or one weapon category lighter (Two-Handed to One-Handed, One-Handed to light). You may not wield a non-throwing ranged weapon as a weapon category lighter.
Normal: You wield weapons at their normal size and category.
Special: You may take this feat more than once. If you do, you may change a weapon by as many categories as times you have taken this feat, including combinations of size categories and weapon categories. This feat is a Fighter Bonus Feat.
Bastard Swords and Dwarven Waraxes are no longer Exotic Weapons in any form. They are now slightly weaker than other Two-Handed Martial weapons, but the damage from those isn't from the dice anyway. Yes, they are still too weak, but at least it didn't cost a feat.
{table=header]Weapon Name|Category|Cost|Damage|Critical|Range Increment|Weight|Type
Shuriken (5)|Light|1gp|1|*2|10ft|1/2lb|Piercing
Whip|One Handed|1gp|1d3|*2|-|2lb|Slashing
Hand Crossbow|Light|100gp|1d4|18-20/*2|30ft|6lb|Piercing
Axe, Orc Double|Two-Handed|60gp|1d10/1d8|*3|-|15lb|Slashing[/table]
Shuriken
A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can’t be used as a melee weapon.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, poisoning them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.
If you use the Sniping option of Hide (see here (http://www.d20srd.org/srd/skills/hide.htm)) with a shuriken you take only a -10 penalty to your Hide check, instead of -20.
If you are proficient with them,when attacking an opponent with shuriken you may throw two shuriken as a volley, using the same attack bonus and attacking the same target. Precision damage only takes affect once, as normal. (For example a third level Rogue proficient with shuriken attacks a flat-footed opponent. They may throw two shuriken instead of one, but it still only deals +2d6 in Sneak Attack damage, as if one had been thrown.) Note that Weapon Specialisation and similar effects add damage for each shuriken used.
Optional, will be removed if there is still objection to this version: If you are proficient with them, you may throw a number of shuriken to distract and scare your opponents. You may make an Intimidate check to demoralise against anyone you target with this attack, but must throw two additional shuriken to do so. These additional shuriken automatically miss.
Whip
A whip deals nonlethal damage. It deals 1 less point of damage for each point of armour and natural armour bonus. The whip is treated as a melee weapon with 15-foot reach. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Unless you are proficient with it, you provoke an attack of opportunity when you attack with a whip.
You may make trip attempts with a whip, if you are proficient with the whip you gain a +4 bonus on the Strength check involved in such an attempt. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a whip whilst proficient with it, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon for you.
Hand Crossbow
You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.
You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. If you are proficient with the hand crossbow you may dual-wield a hand crossbow and a light or one-handed melee weapon as if the hand crossbow were a light weapon. If you are proficient with the hand crossbow attacking with it does not provoke attacks of opportunity.
If you use the Sniping option of Hide (see here (http://www.d20srd.org/srd/skills/hide.htm)) with a hand crossbow you take only a -10 penalty to your Hide check, instead of -20. If you are proficient with the hand crossbow you take only a -5 penalty on such checks.
Axe, Orc Double
An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon.
A creature wielding an orc double axe in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
An Orc Double Axe encourages a continuous hail of devastatingly heavy blows. If you are proficient with the Orc Double Axe, whenever you use the Power Attack feat whilst fighting with the Axe as if with two weapons, both ends count as two-handed for the purposes of the Power Attack feat's bonus damage.
Repeating Crossbow
You may add this feature to a crossbow (Hand, Light or Heavy) by adding 100gp to its price and multiplying its weight by 1-1/2. One clip holds five bolts.
As long as the clip is not empty, reloading the crossbow is a free action that may be taken during another action. Replacing a clip is a full-round action that provokes attacks of opportunity.
A repeating crossbow does not require a special proficiency.
I'll come back to this later (I still have a lot to do), but I need to sleep now, so farewell.
Some notes on the project:
I will not be powering up the Kusari-Gama, Spiked Chain or Net (though the last is the most iffy), because they are actually worth the feat (more or less).
I may or may not move beyond Core, depending on how much support this recieves.
There may well be other projects which have tried this before. Feel free to link them because I forgot to search for one and because I really need inspiration if I'm going to do this.
Please keep me focused! I look forward to the support of this wonderful community!
Edit: Thank you for the responses. Yes this is slightly out-of-key with many D&D weapons, I will move on to them eventually if necessary.
If you feel that I have misrepresented a weapon or wish to offer suggestions for a particular weapon, please do! It's very helpful. Thank you.
Changelog:
Removed unconciousness and death from shuriken options.
Added the whip.
Added text to the shuriken entry. Using the special options now requires proficiency (i.e. being a trained ninja) and you may explicitly forgo the special options if you wish. Shuriken now give bonuses to Sleight of Hand checks to conceal them and Hide checks to snipe.
Simplified the shuriken rules, including implementing shuriken volleys and making poisons worth using on them (treated as ammunition for the purposes of poisoning them).
Altered the whip rules slightly, they now deal reduced damage to armour wearing creatures, instead of no damage.
Added hand crossbow.
Added Orc Double Axe.
Added Repeating Crossbow.
Added clarifications to the shuriken (again).