Absol197
2011-06-12, 08:38 PM
Hello once again, all.
I'm currently working on a system that I call "Advanced Weapon Proficiencies," and I could use some assistance from the brilliant minds on the Playground. Here's the gist of it:
So, as some might know, I'm working on creating an Avatar: the LAst Airbender system that is based off of a combination of 3.5, PAthfinder, and Star Wars Saga Edition (if you're interested, see my sig). This weapons system was created for that game. The general idea is, since Avatar is a very wushu-based world, I wanted to have the non-benders and peple who wield weapons to have interesting combat options as well, based on their choice of weapon. And being a martial artist myself, I'm familiar with many weapon styles for some common (And not-so-common) Chinese weapons, and know that there's a lot more versatility there than the typical, "I move up and full attack it," system.
Going off of this, I started to create a series of feats that would give special abilities to people weilding certain weapons. However, I realized later that I could make the whole thing a lot simpler: I transformed Exotic Weapon Proficiency into Advanced Weapon Proficiency. The feat now gives you proficiency with an Exotic (now called Advanced) weapon of your choice, or, you can take it with respect to a simple or martial weapon you are proficient with to gain a series of special abilities and effects when wielding that weapon. What I'm stuck on now is coming up with said abilities. What I've got right now is below:
Weapons:
Battleaxe: The head of this large axe is set on a shaft of nearly three feet long, allowing it to be used in either one or two hands.
Advanced: A character with advanced proficiency with a battleaxe may use his Intelligence modifier for attack and damage rolls if he has the Weapon Finesse feat. In addition, such training makes the character skilled at maneuvering the blade to function as a shield, granting a +1 shield bonus to Defense rolls when wielding a battleaxe. When such a character scores a critical hit on a target, the target takes an additional 1d6 points of bleed damage.
Broadsword: A weapon favored by the Fire Nation, the broadsword is a one-handed sword with a distinctive curved blade. It often has a decorative flag that hangs down from the end of its haft.
Advanced: A wielder with advanced proficiency in broadswords and the Weapon Finesse feat may add his Intelligence bonus to attack and damage. If the character fights with a broadsword in each hand, he only takes the penalty associated with using a light weapon in his off-hand.
Club: A simple club is merely a heavy stick, and so has no cost, as a character could simply pick one up off the ground. A well-forged club, such as the kinds made of the Water Tribes, are masterwork weapons or better made, and often made of metal, bone, or other exotic materials.
Advanced: A character with advanced training with a club causes his target to be temporarily staggered when struck by a critical hit.
Dagger: A dagger is a small blade about 6 inches to 1 foot long. You gain a +2 bonus on Sleight of Hand checks made to conceal a dagger on your person (see Chapter 4).
Advanced: In the proper hands, a dagger is a deadly weapon. A character with advanced training with daggers increases the dagger’s critical multiplier to x3, and may draw them while they are concealed as a move action, or as a free action with the Quick Draw feat.
Longspear: A longspear is about 8 feet in length. It is normally tapered and made of a light, flexible wood. At the base of the spear-tip, there is typically a mass of red hairs, which serve both to distract the opponent, and to absorb blood on the weapon so it doesn’t interfere with the wielder’s grip.
Advanced: The wielder can choose to use the longspear as a double weapon, using the spear-tip and the butt of the spear (which has a damage and critical rating of 1d6/x2) as light weapons. The wielder must choose whether to use this style or the typical reach style at the beginning of his turn. Whichever style he uses, he still threatens squares as normal for a reach weapon. When fighting defensively or using the full-defense action, a character with advanced proficiency with a longspear can use the spear to turn aside blows, granting a +2 deflection bonus to Defense rolls. This bonus does not apply against energy attacks.
Sai: The sai is a short, metal rod that tapers to a point, with a hooked guard on both sides. A sai gives its wielder a +2 bonus on combat maneuver checks to disarm an opponent.
Advanced: A sai can be used with the Stunning Fist feat, and the bonus to disarm attempts increases to +4. A character with the Weapon Finesse feat can apply his Wisdom modifier to attack and damage rolls with a sai. The character gains a +1 deflection bonus to Defense rolls (this bonus does not function against energy attacks).
Sword, Straight: Rare and delicately balanced, the straight sword is an elegant weapon that is used by the greatest masters. A straight sword cannot be wielded two-handed. A character with the Weapon Finesse feat can apply his Dexterity bonus to his attack rolls with a straight sword, even though it is not a light weapon.
Advanced: With advanced proficiency, a straight sword becomes an incredibly deadly weapon. The wielder may add either his Intelligence or Wisdom bonus to attack and damage (when gaining advanced proficiency, the character chooses which ability to use, and this choice cannot be changed) if he has the Weapon Finesse feat. He also adds that ability score as a deflection bonus against attacks of which he is aware, even if flat-footed (except for energy attacks). Using a straight sword in this fashion requires his other hand be free: he cannot use a shield or wield another weapon, unless that weapon is also a straight sword (taking all the normal penalties for fighting with two weapons).
Sword, Tiger-Hooked: These intriguing swords have a long, thin blade that ends in a wicked hook. The grip is protected with a guard that has a crescent-shaped blade on the outside, and a small spike juts out from the back of the weapon. When attacking with a tiger-hooked sword, the character can use the blade (1d6/19–20) or the spike (1d6/x3), but he cannot switch between the two. A tiger-hooked sword can be used with the Weapon Finesse feat, even though it is not a light weapon. If a character with the Two-Weapon Fighting feat wields a tiger-hooked sword in both hands, it is treated as a light weapon for the purposes of fighting with two weapons.
Advanced: To a character with advanced training, these odd blades are incredibly deadly. He can switch between using the blade or spike while making attacks with the sword at no penalty. In addition, if he wields two such swords, he can connect the hooks of the two blades together, using the spike of the connected weapon to make attacks with reach. Connecting the weapon in this fashion is a free action, but disconnecting them is a swift action.
General info and such:
1) Weapon Finesse has been changed: it now allows you to apply your Dex instead of your Str to attack and damage, and may allow other abilities with certain weapons, if you have AWP.
2) Simple weapons should gain 1 or 2 abilities, matial and advanced weapons shoud gain at least 1 alternate ability score and 2 to 3 abilities (advanced weapons require the feat to be proficient, but also immediately grant all associated abilities).
3) You may have noticed that there are some non-standard weapons in there--that's because, as I said, this was initially developed for my Avatar setting.
4) If you have advanced proficinecy with a reach weapon, all squares adjacent to you count as difficult terrain unless an opponent charges you, meaning they can 5-foot step in.
5) While I plan on using this in basic 3.5/Pathfinder, the system I'm building it for uses the Condition track, which means most conditions that simply impose a penalty to certain rolls (shaken, sickened, etc.) don't exist. Not too incredibly important, but I should probably mention it.
So, any ideas for abilities and such for other weapons? The normal weapons from Core 3.5/Pathfinder, as well as any other asian-themed weapons are fair game. I'll continue to edit this post as I come up with more, but I could really use some assistance.
I'm currently working on a system that I call "Advanced Weapon Proficiencies," and I could use some assistance from the brilliant minds on the Playground. Here's the gist of it:
So, as some might know, I'm working on creating an Avatar: the LAst Airbender system that is based off of a combination of 3.5, PAthfinder, and Star Wars Saga Edition (if you're interested, see my sig). This weapons system was created for that game. The general idea is, since Avatar is a very wushu-based world, I wanted to have the non-benders and peple who wield weapons to have interesting combat options as well, based on their choice of weapon. And being a martial artist myself, I'm familiar with many weapon styles for some common (And not-so-common) Chinese weapons, and know that there's a lot more versatility there than the typical, "I move up and full attack it," system.
Going off of this, I started to create a series of feats that would give special abilities to people weilding certain weapons. However, I realized later that I could make the whole thing a lot simpler: I transformed Exotic Weapon Proficiency into Advanced Weapon Proficiency. The feat now gives you proficiency with an Exotic (now called Advanced) weapon of your choice, or, you can take it with respect to a simple or martial weapon you are proficient with to gain a series of special abilities and effects when wielding that weapon. What I'm stuck on now is coming up with said abilities. What I've got right now is below:
Weapons:
Battleaxe: The head of this large axe is set on a shaft of nearly three feet long, allowing it to be used in either one or two hands.
Advanced: A character with advanced proficiency with a battleaxe may use his Intelligence modifier for attack and damage rolls if he has the Weapon Finesse feat. In addition, such training makes the character skilled at maneuvering the blade to function as a shield, granting a +1 shield bonus to Defense rolls when wielding a battleaxe. When such a character scores a critical hit on a target, the target takes an additional 1d6 points of bleed damage.
Broadsword: A weapon favored by the Fire Nation, the broadsword is a one-handed sword with a distinctive curved blade. It often has a decorative flag that hangs down from the end of its haft.
Advanced: A wielder with advanced proficiency in broadswords and the Weapon Finesse feat may add his Intelligence bonus to attack and damage. If the character fights with a broadsword in each hand, he only takes the penalty associated with using a light weapon in his off-hand.
Club: A simple club is merely a heavy stick, and so has no cost, as a character could simply pick one up off the ground. A well-forged club, such as the kinds made of the Water Tribes, are masterwork weapons or better made, and often made of metal, bone, or other exotic materials.
Advanced: A character with advanced training with a club causes his target to be temporarily staggered when struck by a critical hit.
Dagger: A dagger is a small blade about 6 inches to 1 foot long. You gain a +2 bonus on Sleight of Hand checks made to conceal a dagger on your person (see Chapter 4).
Advanced: In the proper hands, a dagger is a deadly weapon. A character with advanced training with daggers increases the dagger’s critical multiplier to x3, and may draw them while they are concealed as a move action, or as a free action with the Quick Draw feat.
Longspear: A longspear is about 8 feet in length. It is normally tapered and made of a light, flexible wood. At the base of the spear-tip, there is typically a mass of red hairs, which serve both to distract the opponent, and to absorb blood on the weapon so it doesn’t interfere with the wielder’s grip.
Advanced: The wielder can choose to use the longspear as a double weapon, using the spear-tip and the butt of the spear (which has a damage and critical rating of 1d6/x2) as light weapons. The wielder must choose whether to use this style or the typical reach style at the beginning of his turn. Whichever style he uses, he still threatens squares as normal for a reach weapon. When fighting defensively or using the full-defense action, a character with advanced proficiency with a longspear can use the spear to turn aside blows, granting a +2 deflection bonus to Defense rolls. This bonus does not apply against energy attacks.
Sai: The sai is a short, metal rod that tapers to a point, with a hooked guard on both sides. A sai gives its wielder a +2 bonus on combat maneuver checks to disarm an opponent.
Advanced: A sai can be used with the Stunning Fist feat, and the bonus to disarm attempts increases to +4. A character with the Weapon Finesse feat can apply his Wisdom modifier to attack and damage rolls with a sai. The character gains a +1 deflection bonus to Defense rolls (this bonus does not function against energy attacks).
Sword, Straight: Rare and delicately balanced, the straight sword is an elegant weapon that is used by the greatest masters. A straight sword cannot be wielded two-handed. A character with the Weapon Finesse feat can apply his Dexterity bonus to his attack rolls with a straight sword, even though it is not a light weapon.
Advanced: With advanced proficiency, a straight sword becomes an incredibly deadly weapon. The wielder may add either his Intelligence or Wisdom bonus to attack and damage (when gaining advanced proficiency, the character chooses which ability to use, and this choice cannot be changed) if he has the Weapon Finesse feat. He also adds that ability score as a deflection bonus against attacks of which he is aware, even if flat-footed (except for energy attacks). Using a straight sword in this fashion requires his other hand be free: he cannot use a shield or wield another weapon, unless that weapon is also a straight sword (taking all the normal penalties for fighting with two weapons).
Sword, Tiger-Hooked: These intriguing swords have a long, thin blade that ends in a wicked hook. The grip is protected with a guard that has a crescent-shaped blade on the outside, and a small spike juts out from the back of the weapon. When attacking with a tiger-hooked sword, the character can use the blade (1d6/19–20) or the spike (1d6/x3), but he cannot switch between the two. A tiger-hooked sword can be used with the Weapon Finesse feat, even though it is not a light weapon. If a character with the Two-Weapon Fighting feat wields a tiger-hooked sword in both hands, it is treated as a light weapon for the purposes of fighting with two weapons.
Advanced: To a character with advanced training, these odd blades are incredibly deadly. He can switch between using the blade or spike while making attacks with the sword at no penalty. In addition, if he wields two such swords, he can connect the hooks of the two blades together, using the spike of the connected weapon to make attacks with reach. Connecting the weapon in this fashion is a free action, but disconnecting them is a swift action.
General info and such:
1) Weapon Finesse has been changed: it now allows you to apply your Dex instead of your Str to attack and damage, and may allow other abilities with certain weapons, if you have AWP.
2) Simple weapons should gain 1 or 2 abilities, matial and advanced weapons shoud gain at least 1 alternate ability score and 2 to 3 abilities (advanced weapons require the feat to be proficient, but also immediately grant all associated abilities).
3) You may have noticed that there are some non-standard weapons in there--that's because, as I said, this was initially developed for my Avatar setting.
4) If you have advanced proficinecy with a reach weapon, all squares adjacent to you count as difficult terrain unless an opponent charges you, meaning they can 5-foot step in.
5) While I plan on using this in basic 3.5/Pathfinder, the system I'm building it for uses the Condition track, which means most conditions that simply impose a penalty to certain rolls (shaken, sickened, etc.) don't exist. Not too incredibly important, but I should probably mention it.
So, any ideas for abilities and such for other weapons? The normal weapons from Core 3.5/Pathfinder, as well as any other asian-themed weapons are fair game. I'll continue to edit this post as I come up with more, but I could really use some assistance.