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View Full Version : [PF/3.5][Weapon Mod PEACH] Ahh, CHAINSAW! The great communicator!



Doorhandle
2011-08-19, 10:51 PM
My first home-brew. Be niceish

CHAINSAW WEAPON:
http://admintell.napco.com/ee/images/uploads/gamertell/MadWorld.jpg

*VRRMVRRRRMBRAGGABRAGGABRAGGA*
-every chainsaw, ever, forever.


Specific material/weapon modifier.
Cost: 2000 GP. Craftsman must have 10 ranks in engineering, or know animate object.
Effect:
A chainsaw weapon has ether a steam/diesel motor or an elemental spirit bound within the hilt, and a sharp, spiked chain woven around the edge of the weapon. Suffice to say, it will WRECK anything it gets a solid hit on, given enough time.

A chainsaw weapon has a damage modifier of a similar weapon a size category larger. In addition, it increase its Critical multiplier by one (up to a maximum of 5x for a chainsaw scythe) and increases its threat range by two (so a weapon with a threat range of 20 would have it increased to 18-20). These modifiers stack with spells or any other modifiers to effective weapon size, critical multiplier, and threat range, as they are a mechanical property of a whirring blade of spinning DEATH. On top of this, a chainsaw ignores 5 points of D.R or Hardness, no matter the usual counter to that specific damage resistance.

If this modifer is attached to a bludgeoning weapon like a great club, it deals slashing damage whenever the chainsaw is in effect.

A chainsaw has a number of drawbacks, however. You need exotic weapon proficiency (chainsaw) to wield any chainsaw weapon. In addition, you need proficiency in whatever weapon has the chainsaw modifier. The modifiers are as follows: -8 if you don’t have chainsaw or the weapon’s proficiency, and -4 if you don’t have ether chainsaw or the weapon’s proficiency.
In addition, a chainsaw weapon always has a modifier of -2, due to blow-back and vibration. A masterwork chainsaw weapon does not suffer from this modifier.
A chainsaw also has costly fuel: It requires 10 G.P worth of fuel to fuel it for one round, if it has a physical motor, or one level-one spell slot for spirit-powered ones. The fuel can be crafted like an alchemical item as normal. Higher-level spell slots count as a number of level one spells equal to their spell level. A chainsaw weapon can hold 5 minute (50 rounds)’s worth of fuel. You can pay extra to allow a chainsaw weapon to hold both spell-slots and corporal fuel. It takes a full round action to refill the chainsaw with 5 rounds worth of fuel.

You must turn on a chainsaw before to can use it's benefits. Fortunately, this is a free action for most combat-ready chainsaws.

If a chainsaw is out of fuel, it deals damage with a critical-modifier and threat range the same for a normal weapon of it's kind. I mean, it's still sharp isn't it?

Due to the abundance of moving parts and/or the elemental spirit living within, chainsaws are a lot more difficult to enchant. As such, the chainsaw modifier has an effective special ability bonus cost of 2+. Special material modifiers (like making it adamandite) can be added to a chainsaw as normal providing you pay the cost for both modifiers.

You can apply the chainsaw modifier to a melee natural attack, such as a slam or bite. However, this can only be done to a construct with those abilities, or a cyborg, as see above.

edit: Here's an example:

http://wh40k.lexicanum.com/mediawiki/images/thumb/4/4e/Imperial_Chainsword.jpg/300px-Imperial_Chainsword.jpg
Chainsaw Longsword (motorized):
Size:Medium
Damage: 2d6
Type: Slashing
Critical: x3/17-20
Special: Chainsaw (already included in stats.)


Notes:
Despite the name, the chainsaw modifier also applies to buzz saws.
Ranged ammunition cannot have the chainsaw modifier… yet.
To make a regular chainsaw, just give a bastard sword the chainsaw modifier. Yes, this means it's possible to use a chainsaw one-handed.
Gonna have to think of a way to put a chainsaw modifier on a quarterstaff without destroying the wielder.
Might add a few feats to get the most out of the chainsaw.
Did it.
Will eventually post Glorious Chainsaw Method.

---------------------------------------
…So, what do you think? A good way to affix chainsaws to EVERYTHING? How much should it cost, and should a chainsaw’s abilities/drawbacks be changed?

Also, is there any specific format for weapon-modifiers?

Doorhandle
2011-08-20, 04:31 AM
C'mon, don't be shy! I still need to work out how much the bloody upgrade costs!

Have some feats, of dubious brokenness:

FEAT:
Extra Rippy! [combat]
You are particularly adept at using your chainsaw to penetrate potent protections.
Perquisite: Exotic weapon proficiency: chainsaw, power attack, 6+bab.
Effect: When using a chainsaw weapon, your hardness/D.R penetration with it is increased by 3. In addition, your attack with a chainsaw prevent up to 5 points of fast-healing/regeneration in the round following the attack. So if something healed at 6 points per round, in the following round it would only have gain 1 hp form this ability.
Normal: Chainsaw weapons only bypass 5 DR/Hardness and cannot bypass Fast-healing/regeneration.
Special: if you have Penetrating strike or greater penetrating strike and this feat, when using a chainsaw you may use Penetrating strike even on Untyped damage resistance, but it is only half as effective. These feats stack for determine damage resistance penetration.


Feat: Rip and Tear! [combat]
THEY are HUGE! THEY have HUGE GUTS! You know what to do.
Prerequisite: Extra Rippy!, Vital Strike.
Effect: Whenever you deal precision damage (such as a critical, sneak attack,) or use one of the Vital Strike feats (such as Improved Vital Strike), you deal 2d6 extra damage, which is not multiplied.

Feat: Vicious wounds:[combat]
You savage your targets.
Perquisite: Bleeding critical and/or bleeding attack rouge talent.
Effect: Whenever you deal damage to an enemy with a weapon you make it start to bleed, inflicting an amount of bleeding damage each round on the creature’s turn. This damage is equal to one-fifth (20%) of the weapon’s maximum damage. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat do not stack with any other source of bleed damage, or with itself.
Normal: attacks do NOT cause bleeding damage.
Special: Yes, this works with bludgeons. Internal bleeding, remember?

Feat: The Zombie’s natural predator.[combat]
Everyone knows the only thing chainsaws are better at cutting than wood, is zombies.
Prerequisites: Rip and Tear!, Favored enemy: undead.
Effect: You always do the bonus damage from Rip and Tear when attacking corporal undead with a chainsaw weapon.
Normal: Rip and Tear only deals bonus damage when you deal precision damage with a chainsaw.

Feat: Lumberjack.[combat]
The chainsaw was invented to cut wood. I know, weird, isn’t it?
Perquisites: Rip and Tear!, Favored enemy: Plants
Effect: You always do the bonus damage from Rip and Tear when attacking plants with a chainsaw weapon.
Normal: Rip and Tear only deals bonus damage when you deal precision damage with a chainsaw.


Feat: NOTHING WILL SAVE YOU! [combat]
No being is safe!
Prequisites: Greater Penetrating Strike, 17+ B.A.B, Rip and Tear!
Effect: No Regeration/fast healing, DR/hardness, or Incorpeality can protect a creature form your attacks. You ignore these defenses whenever you strike a creature with a chainsaw weapon. In addition, when using a chainsaw weapon, any stuck creature looses it’s immunity to precision damage, or any fortification it may have, such is the terrible might of your chainsaw, and the skill you have with it…
Normal: Regeneration/fast healing and DR/hardness work normally. Incorpeal creatures take no damage from physical attacks, and half damage from magic attacks. Fortification cannot be bypassed, and creatures that don’t take precision damage… don’t take precision damage.

Doorhandle
2011-08-20, 07:03 PM
Someone else post? I know you're out there, I can see the view count.

Glorious chainsaw method.
Transmutation. [force]
Make your swords like things unto chainsaws.
Level: Magus 6, bard 6, cleric 8, wizard/sorcerer 7.
Components: V, S, M( a piece of chain from a chainsaw, OR a fragment of a buzz-saw blade).
Casting Time: 1 standard action.
Range: 5 ft.
Target: friendly creature’s weapon/s
Duration: 1 round/caster level.
Saving Throw: no
Spell Resistance: yes, beneficial

Effect: the affected weapons are covered in glowing golden light, which takes the shape of moving rows of jagged teeth and roars with fire and fury. The weapon/s affected gain the chainsaw modifier, doing damage as a weapon the size above, and increasing the threat range by 2+ and critical modifier by one. In addition, it also deals 2d6 extra damage, which is not modified on a critical hit. This does not stack with other effects increasing threat range or critical modifier. However, it does stack with a regular chainsaw weapon, giving it 2d6 extra damage, damage as a weapon one size larger, a threat range increased by 2+ and one addition critical modifier, as normal.
Special: Yes, this work on the monk’s punches and kicks.
When this is cast on a chainsaw, each of the chainsaw’s teeth is surrounded by a tiny chainsaw aurora, resulting in a fractal chainsaw. This has no additional effect aside form looking really cool.

Eledragon
2011-08-20, 07:10 PM
rouge

ok, first of all, funny spelling FTW! :smallcool:

second of all, this is actually pretty good for crit specialists. get more crits for more damage. does take a feat though, which may be hard to work in unless you found the right homebrew.

Doorhandle
2011-08-20, 09:45 PM
second of all, this is actually pretty good for crit specialists. get more crits for more damage. does take a feat though, which may be hard to work in unless you found the right homebrew.

I think I will be making a lumberjack class which starts with proficensy in this, among with other things. Acutally, I think lumberjack would be quite a nice 1 level dip: ...Maybe I'll make it a L.A 1 template.

@wiimanclassic: Well, nothing says you can't add this to nunchucks, or flaming burst, so were half-way there*.


" in before living on a prayer!

wiimanclassic
2011-08-20, 10:37 PM
I think I will be making a lumberjack class which starts with proficensy in this, among with other things.

Frankly I like this just because chainsaw swords. Now if only sword chucks existed and could be combined with this.....on fire.