Wyntonian
2012-08-01, 04:07 PM
NeoSeraphi, Eldest, Zap Dynamic, please only read further if you trust your ability to not metagame.
So, in a game I'm running, a militaristic city-state has developed a secret weapon, a crossbow-like weapon that emits a countermagnetic thrust that violently repels all ferrous metals within a certain radius of the bolt. The bolt itself must be of magnetized iron, but loses its special powers once fired. The idea is that you fire a couple of these at a line of armored pikemen, which either pushes them back through their armor, or makes their spearheads break off. Alternatively, if you're being charged by cavalry, not only do the (presumable armored) riders get thrown off, but the horse gets tripped by its shoes, and gets the bit stuck through its head.
Even better, throw up a handful of nails, or even iron shavings, and have a shotgun. It could also be used to blow through locked doors by taking out the bolt, or to give cover against a large flight of arrows by pushing the steel heads away.
I presume you see now why this would be a stone-cold bitch to balance, yes?
Here's what I have so far.
The weapon itself counts as two-handed and exotic, has a range increment of 50 feet, and deals no damage on a hit. Rather than targeting individuals, the wielder shoots at squares. The square through which the bolt passes, as well as all squares within 5 feet are affected, with different items reacting differently.
Iron or steel weapons count as being effected by a disarm attempt. The wielder does not get to add any modifiers whatsoever to the opposed roll. Magic items get a +3 to the opposed roll per point of enhancement bonus.
Individuals wearing ferrous armor are counted as being bull rushed. Again, the wielder does not add any modifiers to the roll.
Horses wearing metal shoes are subject to a trip attempt, again without any modifiers applied to the wielder's roll. They do not receive a size bonus, nor one for having multiple legs. If the roll is successful, the horse is tripped and falls prone. A rider is entitled to a Ride check against a DC of 15 to not take damage, as per the description of the Ride skill.
The wielder can, at their option, target a single metal lock. This counts as breaking down the door. The wielder gets a +4 to the strength check, but cannot apply any other modifiers.
I imagine there would be plenty of other potential effects, so I come to the playground for help writing them up. I'd like to see something for launching little metallic bits and for providing cover against arrows.
So, in a game I'm running, a militaristic city-state has developed a secret weapon, a crossbow-like weapon that emits a countermagnetic thrust that violently repels all ferrous metals within a certain radius of the bolt. The bolt itself must be of magnetized iron, but loses its special powers once fired. The idea is that you fire a couple of these at a line of armored pikemen, which either pushes them back through their armor, or makes their spearheads break off. Alternatively, if you're being charged by cavalry, not only do the (presumable armored) riders get thrown off, but the horse gets tripped by its shoes, and gets the bit stuck through its head.
Even better, throw up a handful of nails, or even iron shavings, and have a shotgun. It could also be used to blow through locked doors by taking out the bolt, or to give cover against a large flight of arrows by pushing the steel heads away.
I presume you see now why this would be a stone-cold bitch to balance, yes?
Here's what I have so far.
The weapon itself counts as two-handed and exotic, has a range increment of 50 feet, and deals no damage on a hit. Rather than targeting individuals, the wielder shoots at squares. The square through which the bolt passes, as well as all squares within 5 feet are affected, with different items reacting differently.
Iron or steel weapons count as being effected by a disarm attempt. The wielder does not get to add any modifiers whatsoever to the opposed roll. Magic items get a +3 to the opposed roll per point of enhancement bonus.
Individuals wearing ferrous armor are counted as being bull rushed. Again, the wielder does not add any modifiers to the roll.
Horses wearing metal shoes are subject to a trip attempt, again without any modifiers applied to the wielder's roll. They do not receive a size bonus, nor one for having multiple legs. If the roll is successful, the horse is tripped and falls prone. A rider is entitled to a Ride check against a DC of 15 to not take damage, as per the description of the Ride skill.
The wielder can, at their option, target a single metal lock. This counts as breaking down the door. The wielder gets a +4 to the strength check, but cannot apply any other modifiers.
I imagine there would be plenty of other potential effects, so I come to the playground for help writing them up. I'd like to see something for launching little metallic bits and for providing cover against arrows.