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View Full Version : [3.5] Zemro's Weapon Rack



Zemro
2011-05-06, 04:49 PM
So, I had a lot of free time a little while ago and was struck by the idea to make a new weapon's chart for use with 3.5esk systems. This is mainly because I had time and wanted to group the weapons differently for another project of mine, but I also thought it might be interesting to equalize weapons somewhat so your effectiveness was more dictated by things other than your chosen weapon.

Names aren't really set in stone for some of the more specific weapons, but you do need to put something down in the spot. Ranged weapons aren't quite done yet, they actually proved most difficult for a number of random reasons, so their section is a bit rougher.

Tables
{table=head]Light (1h)|
Dmg (S)|
Dmg (M)|
Dmg (L)|
Critical|
Range|
Weight1|
Type

Basic|||||||
Dagger|1d3|1d4|1d6|19-20/x2|10 ft||Piercing or Slashing
Staff|1d4/1d4|1d6/1d6|1d8/1d8|x2|—||Bludgeoning
Unarmed Strike|1d3|1d4|1d6|X2|—||Nonlethal Bludgeoning
Swords|||||||
Cutlass|1d3|1d4|1d6|18-20/x2|—||Slashing
Gladius|1d4|1d6|1d8|x3|—||Piercing
Shortsword|1d4|1d6|1d8|19-20/x2|—||Piercing or Slashing
Maces|||||||
Bludgeon|1d4|1d6|1d8|x3|—||Bludgeoning
Sap|1d4|1d6|1d8|x3|—||Nonlethal Bludgeoning
Hammer|1d3|1d4|1d6|x3|15 ft||Bludgeoning
Axes|||||||
Handaxe|1d4|1d6|1d8|19-20/x2|—||Slashing
Hatchet|1d3|1d6|1d8|x2|15 ft||Slashing
Pick|1d4|1d6|1d8|x3|—||Piercing
Sickle2|1d3|1d4|1d6|x2|—||Piercing or Slashing
Polearms|||||||
Shortspear|1d4|1d6|1d8|x2|15 ft||Piercing
Special|||||||
Whip2|1d3|1d4|1d6|x2|Reach||Slashing[/table]

{table=head]Medium (1 or 2h) |Dmg (S)|Dmg (M)|Dmg (L)|Critical|Range|Weight1|Type
Swords|||||||
Bastard Sword2|1d8|1d10|2d6|19-20/x2|—||Slashing
Longsword|1d6|1d8|1d10|19-20/x2|—||Slashing
Rapier|1d4|1d6|1d8|19-20/x3|—||Piercing
Scimitar|1d4|1d6|1d8|18-20/x2|—||Slashing
Maces|||||||
Club|1d4|1d6|1d8|x2|10 ft||Bludgeoning
Flail2|1d4|1d6|1d8|x3|—||Bludgeoning (and Piercing)
Mace|1d6|1d8|1d10|x3|—||Bludgeoning
Morningstar|1d6|1d8|1d10|19-20/x2|—||Piercing and Bludgeoning
Warhammer2|1d8|1d10|2d6|x3|—||Bludgeoning
Axes|||||||
Battleaxe|1d6|1d8|1d10|19-20/x2|—||Slashing
Heavy Pick|1d4|1d6|1d8|x4|—||Piercing
Waraxe2|1d6|1d8|1d10|19-20/x3|—||Slashing
Polearms|||||||
Spear|1d4|1d6|1d8|X3|15 ft||Piercing
Trident2|1d6|1d8|1d10|X2|10 ft||Piercing[/table]

{table=head]Heavy (2h)|Dmg (S)|Dmg (M)|Dmg (L)|Critical|Range|Weight1|Type
Swords|||||||
Falchion|2d4|1d10|2d6|19-20/x3|—||Slashing
Greatsword|1d10|2d6|2d8|19-20/x2|—||Slashing
Maces|||||||
Maul|1d10|2d6|2d8|x3|—||Bludgeoning
Heavy Flail2|2d4|1d10|2d6|x4|—||Bludgeoning (and Piercing)
Greatclub|1d10|2d6|2d8|19-20/x2|—||Bludgeoning
Axes|||||||
Great Axe2|2d6|2d8|3d6|Special|—||Slashing
Executioner's Axe|2d4|1d10|2d6|x4|—||Slashing
Scythe|1d6|2d4|1d10|x5|—||Slashing
Polearms|||||||
Longspear|2d4|1d10|2d6|x3|Reach||Piercing
Glaive|2d4|1d10|2d6|19-20/x2|Reach||Piercing or Slashing
Ranseur2|1d6|2d4|1d10|x4|Reach||Piercing
Lance2|2d4|1d10|2d6|x2|Reach||Piercing
Guisarme2|1d6|2d4|1d10|x4|Reach||Piercing or Slashing[/table]

{table=head]Ranged (1 or 2h) |Dmg (S)|Dmg (M)|Dmg (L)|Critical|Range|Weight1|Type
Basic|||||||
Crossbow, Heavy|1d8|1d10|2d6|19-20/x2|120 ft||Piercing
Crossbow, Light|1d6|1d8|1d10|19-20/x2|80 ft||Piercing
Javelins|1d4|1d6|1d8|X3|30 ft||Piercing
Sling|1d4|1d6|1d8|X3|50 ft||Bludgeoning
Stone|1d3|1d4|1d6|X2|10 ft||Bludgeoning
Throwing Darts|1d3|1d4|1d6|19-20/x2|20 ft||Piercing
Special|||||||
Bolas2|1d3|1d4|1d6|x2|15 ft||Nonlethal Bludgeoning
Net2|—|—|—|—|10 ft|5 lb|—|
Shuriken2 (5)|1d2|1d3|1d4|19-20/x2|15 ft|1/2 lb|Slashing or Piercing
Light Projectile|||||||
Blowgun2|1d2|1d3|1d4|X2|15 ft||Piercing
Composite Shortbow|1d4|1d6|1d8|X3|80 ft||Piercing
Crossbow, Hand|1d3|1d4|1d6|19-20/x2|40 ft||Piercing
Crossbow, Repeating|1d6|1d8|1d10|19-20/x2|80 ft||Piercing
Heavy Projectile|||||||
Blowgun2|1d3|1d4|1d6|X2|30 ft||Piercing
Composite Longbow|1d6|1d8|1d10|X3|120 ft||Piercing
Crossbow, Repeating|1d8|1d10|2d6|19-20/x2|120 ft||Piercing[/table]

1 Weight figures are for medium weapons, small weapons weigh half as much and large once weigh twice as much.
2 See weapon description for additional details.

Descriptions
Bolas: A bolas wraps around targets it hits allowing a trained wielder to make ranged trip attacks up to one size category larger. Once successfully tripped the target must remove the bolas before he can stand up, a DC 15 strength check made as part of the action will loosen the wrap enough for him to escape. Alternately the bolas can be manually removed as a separate move action.

Bastard Sword: A bastard sword is too large and heavy to wield on one hand without specific training. You must use two hands to wield a bastard sword unless you're also proficient with heavy weapons.

Blowgun: The blowgun is a weapon of stealth and silence most prominently used to deliver poisonous blowdarts to a target. Attacking with a blowdart does not reveal your position if you are already hidden from an opponent. A light blowgun requires only one hand to fire, while a heavy one requires both hands.

Crossbow, Hand: Can be fired with one hand without penalty and loaded as a free action so long as you have a free hand.

Crossbow, Heavy: Requires both hands to fire and load and takes a full-round action to reload.

Crossbow, Light: Requires both hands to reload, but can be fired with one hand at a -2 penalty unless you have some other means of stabilizing yourself. A light crossbow takes a move action to reload.

Crossbow, Repeating: Same hand usage as a regular crossbow, but can load bolts from the attached clip as a free action if it's being used with two hands. Reloading a repeating crossbow takes a standard action.

Flail: Some, but not all, flails are made with spikes affixed the the ball at the end of their chain. These flails deal bludgeoning and piercing damage instead of just bludgeoning. Additionally the flail's chain allows it to make trip and disarm attacks at a +2 bonus. To avoid being tripped or disarmed in your own attempt to can choose to drop the flail instead.

Flail, Heavy: Some, but not all, heavy flails are made with spikes affixed the the ball at the end of their chain. These flails deal bludgeoning and piercing damage instead of just bludgeoning. Additionally the heavy flail's chain allows it to make trip and disarm attacks at a +2 bonus. To avoid being tripped or disarmed in your own attempt to can choose to drop the heavy flail instead.

Lance: A lance can be wielded with one hand while mounted, and deals double damage on mounted charge attacks.

Net: Nets are used for trapping, entangling, and controlling opponents opponents. You make a ranged touch attack when using a net and on a successful hit the target is entangled. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Guisarme: A Guisarme's hooked tip it used for tripping opponents, its wielder can make trip attacks at a +2 bonus.

Great Axe: A Great Axe only threatens a critical on a roll of natural 20, and deals maximum weapon damage on such a hit regardless of success or failure to confirm. Only the weapon's base damage is multiplied, extra dice from sources like abilities (such as sneak attack or skirmish) and enchantments (like flaming) are not maximized.

Ranseur: A ranseur's spines can trap weapons allowing its wielder to make disarm checks at a +2 bonus.

Sickle: A sickle's curved blade is well suited for hooking onto or around objects and limbs. You do not attack normally with a sickle while grappling, instead you gain a +2 bonus to grapple checks while you have it in hand. Additionally, whenever you make a successful grapple check against your opponent you deal damage equal to the sickle's base damage plus your strength modifier.

Trident: A trident's spines can trap weapons allowing its wielder to make disarm checks at a +2 bonus.

Waraxe: A waraxe is too large and heavy to wield on one hand without specific training. You must use two hands to wield a waraxe unless you're also proficient with heavy weapons.

Warhammer: A warhammer is too large and heavy to wield on one hand without specific training. You must use two hands to wield a warhammer unless you're also proficient with heavy weapons.

Anyway, ammunition for the projectile weapons aren't listed and as you probably guessed I'm not too hung up on weapon weights and costs at the moment. Repeating crossbow clips are probably going to come containing 10, and I'm doing a bit of class and feat work for my own purposes to use this with so with anyone I expect to be using a crossbow will get some way to deal with reloading times.

Basic weapons are ones I figure every adventurer or decently trained folk would be proficient in, unless otherwise noted, and special weapons are ones that'd be specifically noted in class descriptions.

With classes, I've grouped the weapons as such to use weapon group proficiencies. Each class getting a selection to choose a number from.

But, yeah, I can only do so much on my own so I'm looking for feedback, comments, tweaks, etc...