Gorbash Kazdar
2007-03-17, 09:17 PM
The so-called "civilized" or "good" races are known for their unique weapons and combat styles, from the waraxes of the dwarves, to the courtblades of the elves, to the quickrazors of the gnomes and skiprocks of the halflings. But the "savage" races have their own martial traditions, and their own specialized weapons. Below are but a few examples of these.
{table=head]Martial Weapons|
Cost|
Dmg (S)|
Dmg (M)|
Critical|
Range|
Weight1|Type
Light|
Spiker, goblin|
8gp|
1d4|
1d6|
x2|
-|
4 lb.|Piercing
One-handed|
Lancesword, hobgoblin|
15gp|
1d6|
1d8|
x3|
-|
3 lb.|Piercing
Two-Handed|
Warstaff, hobgoblin3|
10gp|
1d6/1d6|
2d4/2d4|
x2|
-|
8 lb.|Bludgeoning
Ranged|
Blade-thrower, orcish|
2gp|
1d4|
1d6|
19-20/x2|
50 ft.|
0 lb.|Slashing
Throwing blades (10)|
1gp|
-|
-|
-|
-|
5 lb.|-
[/table]
{table=head]Exotic Weapons|
Cost|
Dmg (S)|
Dmg (M)|
Critical|
Range|
Weight1|Type
Light|
Axe-dagger, orcish|
4gp|
1d3|
1d4|
18-20/x2|
10 ft.|
2 lb.|Slashing
Clawknives, gnoll (2)|
16gp|
1d3|
1d4|
19-20/x2|
-|
2 lb.|Slashing
Cestus, hobgoblin|
20gp|
1d4|
1d6|
x3|
-|
4 lb.|Bludgeoning
Scalecleaner, kobold|
2gp|
1|
1d2|
x2|
-|
1 lb.|Piercing
One-Handed|
Boomstick, goblin|
30gp|
1d6|
1d8|
x3|
-|
10 lb.|Bludgeoning
Serpent-tongue sword|
25gp|
1d6|
1d8|
19-20/x2|
-|
5 lb.|Slashing
Two-Handed|
Anklebreaker, goblin2|
20gp|
1d6|
2d4|
x3
|
-|
9 lb.|Piercing
Fangsword, gnoll|
45gp|
1d6|
2d4|
19-20/x2|
-|
8 lb.|Piercing and slashing
Hookstaff, gnoll2|
10gp|
1d6|
1d8|
x3
|
-|
10 lb.|Bludgeoning and piercing
Reaver, orcish|
50gp|
1d6|
2d4|
19-20/x3
|
-|
10 lb.|Slashing
[/table]
1Weight figures are for Medium weapons. A small weapon weighs half as much, and a large weapon weighs twice as much.
2Reach weapon.
3Double weapon.
Anklebreaker, goblin: This polearm features a fork-like head with two sharp tines that are flat on the inside edge with ridged "grips." The weapon can be used for thrusting attacks, but its name comes from a unique form of attack skilled wielders can utilize to debilitate their opponents.
As a standard attack action, you can attempt to catch an opponents foot between the tines and, with a sharp twist, temporarily lame the target. If you succeed on a melee touch attack and an opposed Strength check (on which you receive a +4 bonus). The creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. Creatures without identifiable limbs cannot be affected by this form of attack. The weapon deals no additional damage when used in this fashion.
You can make trip attacks with the anklebreaker. If you are tripped during your own trip attempt, you can drop the anklebreaker to avoid being tripped.
Axe-dagger, orcish: A broad-bladed weapon balanced for throwing, the axe-dagger falls somewhere between a handaxe and a dirk in how it is wielded. Orcs created and greatly favor this weapon, often carrying it in place of more typical daggers.
Blade-thrower, orcish: A development of the sling with a particularly orcish bent, the blade-thrower does exactly what its name implies - allow its wielder to hurl a small blade far further than it could thrown by hand. The hurler itself is of wood and heavy cord, and the blades are roughly oval, about palm-sized and sharp all the way around.
Your Strength modifier applies to damage rolls when you use a blade-thrower, just as it does for thrown weapons. You can fire, but not load, a blade-thrower with one hand. Loading a blade-thrower is a move action that requires two hands and provokes attacks of opportunity.
Boomstick, goblin: A uniquely goblin weapon, the boomstick is a specially designed mace with a hollow head and several metallic pieces inside. The weapon makes a great deal of noise when used in a fight, but a skilled user can strike a deafening blow with it.
As a standard action touch attack, a wielder with the correct Exotic Weapon Proficiency can attempt to deafen an opponent. If the target of this attack fails a DC 14 Fortitude save, the target is deafened for 1d6 rounds. A successful DC 15 Heal check, or any amount of magical healing, can remove this effect.
Cestus, hobgoblin: A curved metal buckler studded with iron, the hobgoblin cestus is wielded in one fist and strapped to the hand. Because of this, you cannot carry anything else in that hand or use it to cast spells or use skills.
A hobgoblin cestus provides you with a +1 shield bonus to AC. Unlike with a spiked shield, you retain this bonus to AC even on a round in which you make an attack with the cestus. If you lack the appropriate Exotic Weapon Proficiency, you do not retain the shield bonus to AC. A hobgoblin cestus has no armor check penalty, and an arcane spell failure chance of 5%. Like a spiked shield, a hobgoblin cestus can be enchanted as a weapon, a shield, or both, but all enhancements must be paid for and applied separately.
Clawknife, gnoll: These curved blades are always wielded in pairs, and are favored weapons of gnolls. The inside edge of the blades is serrated, and the weapons are usually held point down. If a proficient wielder with two clawknives strikes with both in a single round, he can automatically rend for an additional 1d4 + ½ Strength bonus damage.
Fangsword, gnoll: This slightly curved greatsword is serrated on the outside edge and barbed along the inside edge. Invented by the gnolls – who are among the few cruel enough to wield it – the fangsword can tear open truly terrible wounds. However, in order to do so the wielder must sink the blade into the opponents flesh, potentially leaving the wielder open to attacks.
When you successfully hit a target with a fangsword, you can immediately twist the weapon and hook it into the target’s flesh if the target fails a Reflex saving throw of DC (10 + the damage dealt). After the blade is hooked, you may release the fangsword, or chose to keep hold of the hilt. If you keep hold of the weapon, you automatically follow the hooked creature if it takes a five-foot step, and may make an opposed Strength check to keep the hooked creature from moving further. If you fail this check, the hooked creature may move as normal and you lose your grip on the fangsword. While gripping a hooked fangsword, you do not threaten any squares, and are considered flat-footed to any opponents other than the one hooked.
Once hooked, either the wielder of the fangsword, if you have maintained your grip, or the damaged creature can take a standard action to rip the blade free. This requires two free hands, and deals damage equal to the initial damage the fangsword dealt. A character who succeeds on a DC 15 Heal check can remove a fangsword without further damage.
Hookstaff, gnoll: A long pole weapon with a heavy barbed hook for its striking head, the hookstaff is often found in the hands of gnoll slavers. It makes it easier to drag off an opponent, or at least slows down an escaping potential capture.
If it deals damage, the hookstaff lodges in an opponent who fails a Reflex saving throw (DC 10 plus the damage dealt). A hooked creature moves at only half speed and cannot run or charge. If you control the hookstaff by succeeding on an opposed Strength check while holding it, the hooked creature can only move within the constraints of the staff’s reach. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell. You also gain a +4 bonus on Bull Rush attempts against the hooked creature in order to move it as you desire.
The hooked creature can pull the hookstaff free from its wound if it has two hands free and takes a full round action to do so, but it deals damage to itself equal to the initial damage the hookstaff dealt. A character who succeeds on a DC 15 Heal check can remove a hookstaff without further damage.
Lancesword, hobgoblin: The lancesword has a long, narrow double edged blade that comes to a very sharp point. The hilt is bent somewhat like the stock of a crossbow, so that the wielder’s full strength is behind any thrust. If you use a ready action to set a lancesword against a charge, you deal double damage on a successful hit against a charging character.
Reaver, orcish: The result of the orcish obsession with large weapons that deal terrible wounds, the reaver combines features of axes and swords to create a truly fearsome blade. The reaver is heavy and unwieldy, but in the hands of a skilled warrior can cut a swathe through the battlefield.
Scalecleaner, kobold: Adapted from metal tool used by kobolds to clean between their scales, or to remove old ones, this weapon features a very sharp, slightly curved metal spike. The weapons design allows it to worm past and through chinks in an opponent’s armor. However, such attacks require exceptional dexterity and cannot have the full force of a blow behind them. As such, a scalecleaner is most often used to deliver poison, and is a favorite of assassins.
As a full round attack action, a character with the Weapon Finesse and correct Exotic Weapon Proficiency feats can make a touch attack with a kobold scalecleaner that deals only the base weapon damage. This attack cannot successfully score a critical hit, or deal any sort of precision based damage (such as sneak attack damage).
Serpent-tongue sword: This weapon is similar to a longsword, though with a somewhat broader blade. Its most distinctive feature is that it does not come to a point at the tip. Instead, the blade curves outwards, creating a pair of hook-like extensions and a blunt, split tip. This gives it an appearance somewhat like the forked tongue of a snake. Lizardfolk and yuan-ti greatly favor this blade.
With a serpent-tongue sword, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
Characters proficient with the serpent-tongue sword may treat it as a longsword for the purpose of any feat that specifies an individual weapon (such as Weapon Focus).
Spiker, goblin: This odd weapon consists of a simple wooden haft with several – usually three or four – barbed spikes. Usually found in the hands of goblin skirmishers, the spiker is used to debilitate opponents at the beginning of a battle so that heavier weapons can bring them down more easily.
If it deals damage, the spiker lodges in an opponent who fails a Reflex saving throw (DC 10 plus the damage dealt). The spiker’s cunning design makes it difficult to move freely when spiked; a spiked creature cannot run or charge and suffers a -1 penalty on attack rolls until the spiker is removed.
The spiked creature can pull the spiker free from its wound if it has two hands free and takes a full round action to do so, but it deals damage to itself equal to the initial damage the spiker dealt. A character who succeeds on a DC 15 Heal check can remove a spiker without further damage.
Warstaff, hobgoblin: This weapon is essentially a quarterstaff with heavy, shovel-like heads on either end and banded in iron. The weapon is heavy and the extra weight on either end makes it somewhat difficult to control, but it strikes harder than a quarterstaff. The weapon is a favorite of certain mountain-dwelling hobgoblin tribes, who invented both it and the styles that utilize it.
A warstaff 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 a warstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Sketches
Set 1 (Orc, Gnoll, and Reptilian Weapons) (http://gorbashkazdar.com/savageweapons1.jpg)
Set 2 (Goblin and Hobgoblin Weapons) (http://gorbashkazdar.com/savageweapons2.jpg)
These are fairly rough, and are basically cleaned-up versions of the ones I made while brainstorming up these weapons.
{table=head]Martial Weapons|
Cost|
Dmg (S)|
Dmg (M)|
Critical|
Range|
Weight1|Type
Light|
Spiker, goblin|
8gp|
1d4|
1d6|
x2|
-|
4 lb.|Piercing
One-handed|
Lancesword, hobgoblin|
15gp|
1d6|
1d8|
x3|
-|
3 lb.|Piercing
Two-Handed|
Warstaff, hobgoblin3|
10gp|
1d6/1d6|
2d4/2d4|
x2|
-|
8 lb.|Bludgeoning
Ranged|
Blade-thrower, orcish|
2gp|
1d4|
1d6|
19-20/x2|
50 ft.|
0 lb.|Slashing
Throwing blades (10)|
1gp|
-|
-|
-|
-|
5 lb.|-
[/table]
{table=head]Exotic Weapons|
Cost|
Dmg (S)|
Dmg (M)|
Critical|
Range|
Weight1|Type
Light|
Axe-dagger, orcish|
4gp|
1d3|
1d4|
18-20/x2|
10 ft.|
2 lb.|Slashing
Clawknives, gnoll (2)|
16gp|
1d3|
1d4|
19-20/x2|
-|
2 lb.|Slashing
Cestus, hobgoblin|
20gp|
1d4|
1d6|
x3|
-|
4 lb.|Bludgeoning
Scalecleaner, kobold|
2gp|
1|
1d2|
x2|
-|
1 lb.|Piercing
One-Handed|
Boomstick, goblin|
30gp|
1d6|
1d8|
x3|
-|
10 lb.|Bludgeoning
Serpent-tongue sword|
25gp|
1d6|
1d8|
19-20/x2|
-|
5 lb.|Slashing
Two-Handed|
Anklebreaker, goblin2|
20gp|
1d6|
2d4|
x3
|
-|
9 lb.|Piercing
Fangsword, gnoll|
45gp|
1d6|
2d4|
19-20/x2|
-|
8 lb.|Piercing and slashing
Hookstaff, gnoll2|
10gp|
1d6|
1d8|
x3
|
-|
10 lb.|Bludgeoning and piercing
Reaver, orcish|
50gp|
1d6|
2d4|
19-20/x3
|
-|
10 lb.|Slashing
[/table]
1Weight figures are for Medium weapons. A small weapon weighs half as much, and a large weapon weighs twice as much.
2Reach weapon.
3Double weapon.
Anklebreaker, goblin: This polearm features a fork-like head with two sharp tines that are flat on the inside edge with ridged "grips." The weapon can be used for thrusting attacks, but its name comes from a unique form of attack skilled wielders can utilize to debilitate their opponents.
As a standard attack action, you can attempt to catch an opponents foot between the tines and, with a sharp twist, temporarily lame the target. If you succeed on a melee touch attack and an opposed Strength check (on which you receive a +4 bonus). The creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. Creatures without identifiable limbs cannot be affected by this form of attack. The weapon deals no additional damage when used in this fashion.
You can make trip attacks with the anklebreaker. If you are tripped during your own trip attempt, you can drop the anklebreaker to avoid being tripped.
Axe-dagger, orcish: A broad-bladed weapon balanced for throwing, the axe-dagger falls somewhere between a handaxe and a dirk in how it is wielded. Orcs created and greatly favor this weapon, often carrying it in place of more typical daggers.
Blade-thrower, orcish: A development of the sling with a particularly orcish bent, the blade-thrower does exactly what its name implies - allow its wielder to hurl a small blade far further than it could thrown by hand. The hurler itself is of wood and heavy cord, and the blades are roughly oval, about palm-sized and sharp all the way around.
Your Strength modifier applies to damage rolls when you use a blade-thrower, just as it does for thrown weapons. You can fire, but not load, a blade-thrower with one hand. Loading a blade-thrower is a move action that requires two hands and provokes attacks of opportunity.
Boomstick, goblin: A uniquely goblin weapon, the boomstick is a specially designed mace with a hollow head and several metallic pieces inside. The weapon makes a great deal of noise when used in a fight, but a skilled user can strike a deafening blow with it.
As a standard action touch attack, a wielder with the correct Exotic Weapon Proficiency can attempt to deafen an opponent. If the target of this attack fails a DC 14 Fortitude save, the target is deafened for 1d6 rounds. A successful DC 15 Heal check, or any amount of magical healing, can remove this effect.
Cestus, hobgoblin: A curved metal buckler studded with iron, the hobgoblin cestus is wielded in one fist and strapped to the hand. Because of this, you cannot carry anything else in that hand or use it to cast spells or use skills.
A hobgoblin cestus provides you with a +1 shield bonus to AC. Unlike with a spiked shield, you retain this bonus to AC even on a round in which you make an attack with the cestus. If you lack the appropriate Exotic Weapon Proficiency, you do not retain the shield bonus to AC. A hobgoblin cestus has no armor check penalty, and an arcane spell failure chance of 5%. Like a spiked shield, a hobgoblin cestus can be enchanted as a weapon, a shield, or both, but all enhancements must be paid for and applied separately.
Clawknife, gnoll: These curved blades are always wielded in pairs, and are favored weapons of gnolls. The inside edge of the blades is serrated, and the weapons are usually held point down. If a proficient wielder with two clawknives strikes with both in a single round, he can automatically rend for an additional 1d4 + ½ Strength bonus damage.
Fangsword, gnoll: This slightly curved greatsword is serrated on the outside edge and barbed along the inside edge. Invented by the gnolls – who are among the few cruel enough to wield it – the fangsword can tear open truly terrible wounds. However, in order to do so the wielder must sink the blade into the opponents flesh, potentially leaving the wielder open to attacks.
When you successfully hit a target with a fangsword, you can immediately twist the weapon and hook it into the target’s flesh if the target fails a Reflex saving throw of DC (10 + the damage dealt). After the blade is hooked, you may release the fangsword, or chose to keep hold of the hilt. If you keep hold of the weapon, you automatically follow the hooked creature if it takes a five-foot step, and may make an opposed Strength check to keep the hooked creature from moving further. If you fail this check, the hooked creature may move as normal and you lose your grip on the fangsword. While gripping a hooked fangsword, you do not threaten any squares, and are considered flat-footed to any opponents other than the one hooked.
Once hooked, either the wielder of the fangsword, if you have maintained your grip, or the damaged creature can take a standard action to rip the blade free. This requires two free hands, and deals damage equal to the initial damage the fangsword dealt. A character who succeeds on a DC 15 Heal check can remove a fangsword without further damage.
Hookstaff, gnoll: A long pole weapon with a heavy barbed hook for its striking head, the hookstaff is often found in the hands of gnoll slavers. It makes it easier to drag off an opponent, or at least slows down an escaping potential capture.
If it deals damage, the hookstaff lodges in an opponent who fails a Reflex saving throw (DC 10 plus the damage dealt). A hooked creature moves at only half speed and cannot run or charge. If you control the hookstaff by succeeding on an opposed Strength check while holding it, the hooked creature can only move within the constraints of the staff’s reach. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell. You also gain a +4 bonus on Bull Rush attempts against the hooked creature in order to move it as you desire.
The hooked creature can pull the hookstaff free from its wound if it has two hands free and takes a full round action to do so, but it deals damage to itself equal to the initial damage the hookstaff dealt. A character who succeeds on a DC 15 Heal check can remove a hookstaff without further damage.
Lancesword, hobgoblin: The lancesword has a long, narrow double edged blade that comes to a very sharp point. The hilt is bent somewhat like the stock of a crossbow, so that the wielder’s full strength is behind any thrust. If you use a ready action to set a lancesword against a charge, you deal double damage on a successful hit against a charging character.
Reaver, orcish: The result of the orcish obsession with large weapons that deal terrible wounds, the reaver combines features of axes and swords to create a truly fearsome blade. The reaver is heavy and unwieldy, but in the hands of a skilled warrior can cut a swathe through the battlefield.
Scalecleaner, kobold: Adapted from metal tool used by kobolds to clean between their scales, or to remove old ones, this weapon features a very sharp, slightly curved metal spike. The weapons design allows it to worm past and through chinks in an opponent’s armor. However, such attacks require exceptional dexterity and cannot have the full force of a blow behind them. As such, a scalecleaner is most often used to deliver poison, and is a favorite of assassins.
As a full round attack action, a character with the Weapon Finesse and correct Exotic Weapon Proficiency feats can make a touch attack with a kobold scalecleaner that deals only the base weapon damage. This attack cannot successfully score a critical hit, or deal any sort of precision based damage (such as sneak attack damage).
Serpent-tongue sword: This weapon is similar to a longsword, though with a somewhat broader blade. Its most distinctive feature is that it does not come to a point at the tip. Instead, the blade curves outwards, creating a pair of hook-like extensions and a blunt, split tip. This gives it an appearance somewhat like the forked tongue of a snake. Lizardfolk and yuan-ti greatly favor this blade.
With a serpent-tongue sword, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
Characters proficient with the serpent-tongue sword may treat it as a longsword for the purpose of any feat that specifies an individual weapon (such as Weapon Focus).
Spiker, goblin: This odd weapon consists of a simple wooden haft with several – usually three or four – barbed spikes. Usually found in the hands of goblin skirmishers, the spiker is used to debilitate opponents at the beginning of a battle so that heavier weapons can bring them down more easily.
If it deals damage, the spiker lodges in an opponent who fails a Reflex saving throw (DC 10 plus the damage dealt). The spiker’s cunning design makes it difficult to move freely when spiked; a spiked creature cannot run or charge and suffers a -1 penalty on attack rolls until the spiker is removed.
The spiked creature can pull the spiker free from its wound if it has two hands free and takes a full round action to do so, but it deals damage to itself equal to the initial damage the spiker dealt. A character who succeeds on a DC 15 Heal check can remove a spiker without further damage.
Warstaff, hobgoblin: This weapon is essentially a quarterstaff with heavy, shovel-like heads on either end and banded in iron. The weapon is heavy and the extra weight on either end makes it somewhat difficult to control, but it strikes harder than a quarterstaff. The weapon is a favorite of certain mountain-dwelling hobgoblin tribes, who invented both it and the styles that utilize it.
A warstaff 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 a warstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Sketches
Set 1 (Orc, Gnoll, and Reptilian Weapons) (http://gorbashkazdar.com/savageweapons1.jpg)
Set 2 (Goblin and Hobgoblin Weapons) (http://gorbashkazdar.com/savageweapons2.jpg)
These are fairly rough, and are basically cleaned-up versions of the ones I made while brainstorming up these weapons.