Innis Cabal
2007-04-16, 04:04 PM
Exotic Weapons
{table]Name|Cost|DMG(s)|DMG(m)|Critical|Range Increment|Weight|Type
Battle Yo-Yo|50 gp|1d4|1d6|X2|30 Feet|5 lb|Bludgeoning
Chain Linked Sword(1handed)|500 gp|-|-|-|10 feet|5 lb|-
Chain Linked Sword(2handed)|1500 gp|-|-|-|15 feet|8 lb|-
Bayonet|700 gp|1d6/1d4|1d8/1d6|18-20/X2|15 feet|10 lb|Slashing/Piercing
Leaf Shuriken|60 gp|1d4|1d6|18-20/X2|60 feet|2 lb| Slashing
Battle Boomerang|200 gp|1d8|1d10|X2|50 feet|10 lb|Bludgeoning
Meteor Hammer|40 gp|1d6|1d8|X3|20 feet|15 lb| Bludgeoning/Piercing
Umbrella|30 gp|1d4|1d6|X2|0|2 lb|Bludgeoning
Playing Cards|5 gp|1d2|1d2|18-20/X2|30 feet|.5 pounds|Slashing
Key|60 gp|1d8|1d10|X2|0|10 lb|Bludgeoning
Bladed Hula-hoop|30 gp|1d6|1d8|18-20/X2|0|2 lb|Slashing
Sake Gourd|5 gp|1d4|1d6|X2|0|1 lb|Bludgeoning[/table]
Battle Yo-Yo
This strange circular metal disk is broken into two pieces linked with a small cylinder with a long thin wire wrapped in between. With a small flick of the wrist any proficient with the use of a yo-yo can make a single attack against a single foe between five and twenty feet away, after which the wieldier must spend a move action to pull the yo-yo back to his hand, this move action does not provoke an attack of opportunity. Due to the unwieldy nature of this weapon, a wielder is allowed only a single attack. This weapon counts as a light weapon for two weapon fighting and weapon finesse.
Chain Linked Sword
Not a true weapon in its own right, the chain linked sword is any sword that has been augmented by placing links of chain between pieces of the sword, effectively make the sword into a whip when a small switch is flipped. Depending on the size of the sword will depend on the reach of the chain linked sword and the cost to upgrade. All chain linked swords are master work versions of the sword being used, and the links and sword must be bought separately. A wielder may chose when to change between sword form and whip form, which requires a move action that provokes an attack of opportunity. When in whip form the wielder receives a -2 penalty while attacking a foe who is only 5 feet away. One handed swords range increment changes from zero to 10 feet, while two handed swords change to 15 feet.
Bayonet
Appearing deceptively as a long sword, this weapon is in fact two weapons in one. Upon further inspection, a long hollow tube runs atop the blade section of the weapon and the hilt of the sword is curved with a small trigger built into it. The small hollow tube is a small combustion chamber using a small bit of gun powder and a small lead ball to attack at short range while the blade section acts as a long sword. This weapon counts as a double weapon. Loading the combustion chamber is a full round action that provokes an attack of opportunity.
Leaf Shuriken
Leaf Shuriken are larger versions of shuriken, and come in sets of two with a large leather glove. A wielder may throw up to two leaf shuriken at a time, and may choose to spend a full round action to throw a single shuriken in such a way that it returns to the throwers hand, so long as he stays in the same square until the shuriken returns the next turn., this does not provoke an attack of opportunity.
Battle Boomerang
Normal boomerangs are small wooden affairs used to knock out prey without causing severe damage to the prey. The battle boomerang is roughly the size of a great sword with a single joint in the middle allowing it to break down easily, making it far more convenient to carry around despite its appearance. A wielder may take a full round action that does not provoke an attack of opportunity to throw the boomerang so that it returns to the square the wielder was in the next turn. Due to its size and style of throwing, a wielder can only make a single attack with a battle boomerang.
Meteor Hammer
The hammer is a large steel ball covered in spikes connected to a large chain. The wielder mist take a standard action to start the ball swinging before he may attack with the weapon. The hammer has a reach of 30 feet. Due to its strength and inertia, the hammer ignores the first 5 points of hardness for an object, grants the wielder a +5 on sunder attempts, and deals x2 damage when used in a power attack. This weapon may also cleave although it is a ranged weapon.
Bladed Hula-Hoop
This large circular weapon is made of a single piece of hard wood with a blade running on the outside of its edge. Two hand holds lie inside the circle, where the wielder grips. Though the weapon is large it is made of simple and light materials, and counts as a light weapon for the weapon finesse feat.
Playing Cards
While many adventurers prefer to carry their weapon where ever they go, sometimes it is not possible or prudent to do so. Other’s hide their weapons in common every day items. These playing cards are made of a strong paper with sharp edges. When thrown the edges cut through skin and leather with equal ease. These weapons are light enough to throw three at a time and count as a light weapon for the purpose of the weapon finesse feat. Playing cards deal no damage to opponents wearing metal armor or with a natural armor bonus of +3 or more.
Sake Gourd
With many weapons in the world, few would think that a common drink container could cause much damage. But when all you have is a drink and the cloths on your back it’s the difference between life and death on the cold streets. With this in mind, the reinforced dried up gourd is as hard as a mace and more readily accessible while keeping its original purpose as a wonderful drink container.
Key
As the name implies the key is a large, metal key used much like a club or axe. While unwieldy and awkward the key is a powerful weapon in its own right. Due to the weight of the weapon it deals x2 damage when power attacking
Umbrella
An umbrella is a versatile object in the world of adventuring, keeping one dry and thus warm on cold rainy nights, and being a symbol of beauty while in the city. These umbrella’s are made of a metal pole and lacquered metal top, and thus make excellent, deadly, and beautiful weapon. When the top is open the wielder may take a standard action to gain complete cover so long as he forgoes any other action.
{table]Name|Cost|DMG(s)|DMG(m)|Critical|Range Increment|Weight|Type
Battle Yo-Yo|50 gp|1d4|1d6|X2|30 Feet|5 lb|Bludgeoning
Chain Linked Sword(1handed)|500 gp|-|-|-|10 feet|5 lb|-
Chain Linked Sword(2handed)|1500 gp|-|-|-|15 feet|8 lb|-
Bayonet|700 gp|1d6/1d4|1d8/1d6|18-20/X2|15 feet|10 lb|Slashing/Piercing
Leaf Shuriken|60 gp|1d4|1d6|18-20/X2|60 feet|2 lb| Slashing
Battle Boomerang|200 gp|1d8|1d10|X2|50 feet|10 lb|Bludgeoning
Meteor Hammer|40 gp|1d6|1d8|X3|20 feet|15 lb| Bludgeoning/Piercing
Umbrella|30 gp|1d4|1d6|X2|0|2 lb|Bludgeoning
Playing Cards|5 gp|1d2|1d2|18-20/X2|30 feet|.5 pounds|Slashing
Key|60 gp|1d8|1d10|X2|0|10 lb|Bludgeoning
Bladed Hula-hoop|30 gp|1d6|1d8|18-20/X2|0|2 lb|Slashing
Sake Gourd|5 gp|1d4|1d6|X2|0|1 lb|Bludgeoning[/table]
Battle Yo-Yo
This strange circular metal disk is broken into two pieces linked with a small cylinder with a long thin wire wrapped in between. With a small flick of the wrist any proficient with the use of a yo-yo can make a single attack against a single foe between five and twenty feet away, after which the wieldier must spend a move action to pull the yo-yo back to his hand, this move action does not provoke an attack of opportunity. Due to the unwieldy nature of this weapon, a wielder is allowed only a single attack. This weapon counts as a light weapon for two weapon fighting and weapon finesse.
Chain Linked Sword
Not a true weapon in its own right, the chain linked sword is any sword that has been augmented by placing links of chain between pieces of the sword, effectively make the sword into a whip when a small switch is flipped. Depending on the size of the sword will depend on the reach of the chain linked sword and the cost to upgrade. All chain linked swords are master work versions of the sword being used, and the links and sword must be bought separately. A wielder may chose when to change between sword form and whip form, which requires a move action that provokes an attack of opportunity. When in whip form the wielder receives a -2 penalty while attacking a foe who is only 5 feet away. One handed swords range increment changes from zero to 10 feet, while two handed swords change to 15 feet.
Bayonet
Appearing deceptively as a long sword, this weapon is in fact two weapons in one. Upon further inspection, a long hollow tube runs atop the blade section of the weapon and the hilt of the sword is curved with a small trigger built into it. The small hollow tube is a small combustion chamber using a small bit of gun powder and a small lead ball to attack at short range while the blade section acts as a long sword. This weapon counts as a double weapon. Loading the combustion chamber is a full round action that provokes an attack of opportunity.
Leaf Shuriken
Leaf Shuriken are larger versions of shuriken, and come in sets of two with a large leather glove. A wielder may throw up to two leaf shuriken at a time, and may choose to spend a full round action to throw a single shuriken in such a way that it returns to the throwers hand, so long as he stays in the same square until the shuriken returns the next turn., this does not provoke an attack of opportunity.
Battle Boomerang
Normal boomerangs are small wooden affairs used to knock out prey without causing severe damage to the prey. The battle boomerang is roughly the size of a great sword with a single joint in the middle allowing it to break down easily, making it far more convenient to carry around despite its appearance. A wielder may take a full round action that does not provoke an attack of opportunity to throw the boomerang so that it returns to the square the wielder was in the next turn. Due to its size and style of throwing, a wielder can only make a single attack with a battle boomerang.
Meteor Hammer
The hammer is a large steel ball covered in spikes connected to a large chain. The wielder mist take a standard action to start the ball swinging before he may attack with the weapon. The hammer has a reach of 30 feet. Due to its strength and inertia, the hammer ignores the first 5 points of hardness for an object, grants the wielder a +5 on sunder attempts, and deals x2 damage when used in a power attack. This weapon may also cleave although it is a ranged weapon.
Bladed Hula-Hoop
This large circular weapon is made of a single piece of hard wood with a blade running on the outside of its edge. Two hand holds lie inside the circle, where the wielder grips. Though the weapon is large it is made of simple and light materials, and counts as a light weapon for the weapon finesse feat.
Playing Cards
While many adventurers prefer to carry their weapon where ever they go, sometimes it is not possible or prudent to do so. Other’s hide their weapons in common every day items. These playing cards are made of a strong paper with sharp edges. When thrown the edges cut through skin and leather with equal ease. These weapons are light enough to throw three at a time and count as a light weapon for the purpose of the weapon finesse feat. Playing cards deal no damage to opponents wearing metal armor or with a natural armor bonus of +3 or more.
Sake Gourd
With many weapons in the world, few would think that a common drink container could cause much damage. But when all you have is a drink and the cloths on your back it’s the difference between life and death on the cold streets. With this in mind, the reinforced dried up gourd is as hard as a mace and more readily accessible while keeping its original purpose as a wonderful drink container.
Key
As the name implies the key is a large, metal key used much like a club or axe. While unwieldy and awkward the key is a powerful weapon in its own right. Due to the weight of the weapon it deals x2 damage when power attacking
Umbrella
An umbrella is a versatile object in the world of adventuring, keeping one dry and thus warm on cold rainy nights, and being a symbol of beauty while in the city. These umbrella’s are made of a metal pole and lacquered metal top, and thus make excellent, deadly, and beautiful weapon. When the top is open the wielder may take a standard action to gain complete cover so long as he forgoes any other action.