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robotrobot2
2007-08-19, 10:34 AM
This thread is for new exotic weapons of any kind. (not magic weapons)

Abyssal Staff
This weapon looks like a quarterstaff with two blades on one end.
Damage: 1d8/1d6 (first side does slashing damage, second side does bludgeoning damage)
Two-Handed
Critical: 20/x2
Weight: 10 lbs.
Cost: 35 gp
Used primarily by demons and fiends, who gain free proficiency with it

Axe Flail
This weapon looks like a chain with an axe head on the end
Damage: 1d8 slashing
One-Handed Reach
Critical: 20/x3
Weight: 8 lbs.
Cost: 30 gp
A weapon that has both reach and can attack adjacent opponents

RAGE KING!
2007-08-19, 10:45 AM
hey, could you make, like a morningstar double weapon? One side does piercing/bludgeoning, and the other side does slashing? I sorta thinking a long morningstar, with a normal head at one end, and a sort of scimitar end at the other. that way theres a slashing/bludgeoning/piercing weapon.

i liked the ones above.

robotrobot2
2007-08-19, 10:55 AM
Nightstar
This weapon appears to be a morningstar with a dagger instead of a pommel.
Damage: 1d8/1d4 piercing and bludgeoning/slashing
One-handed or light (one side)
Critical: 20/x2
Weight: 6 lb.
Cost: 16 gp
A weapon favored by rogues or other characters who use stealth that also expect to see combat

Hannes
2007-08-19, 11:01 AM
This thread is for new exotic weapons of any kind. (not magic weapons)

Abyssal Staff
This weapon looks like a quarterstaff with two blades on one end.
Damage: 1d8/1d6 (first side does slashing damage, second side does bludgeoning damage)
Two-Handed
Critical: 20/x2
Weight: 10 lbs.
Cost: 35 gp
Used primarily by demons and fiends, who gain free proficiency with it

Axe Flail
This weapon looks like a chain with an axe head on the end
Damage: 1d8 slashing
One-Handed Reach
Critical: 20/x3
Weight: 8 lbs.
Cost: 30 gp
A weapon that has both reach and can attack adjacent opponents

Abyssal staff should also be able to do piercing with the slashing end, unless the blades are curved.

Axe flail is just impossible, it would be 50% chance to do slashing and 50% chance to do bludgeoning. Also, it having reach AND able to attack adjacent with slashing? Kinda weird, don't you think?

Miraqariftsky
2007-08-19, 12:19 PM
On the Abyssal Staff: How does a 1d6 blade deal bludgeoning damage unless used non-lethally?

My two coppers:
Dwarven Halbow--- This is the dwarven equivalent of the elves' "elven bows".
Damage: 1d10 ranged, piercing/ 1d10 slashing/piercing at reach (double if against a charge)
Definitely two-handed
Criticals at x3/20
15 pound weight
55 GP cost

Therkyl and Jern'd waited in the shadows of the darksome cavern. They knew that their rock-like skin would protect them well yet still they wore chain shirts. They knew that their innate invisibility would shield them from normal prey... but what they hunted was far from normal.

A low shuffling and clicking filled the cavern, the echoes ringing on and on. The two deep hunters cringed behind their respective stalagmites but held position.

Their adventuring companion, a fur clad half-orc barbarian, couldn't stand the wait, though, and, raging, charged. There was a brief struggle of steel against chitin plates, a clacking of pincers and mandibles and the wet squelching sound of a body being literally torn apart.

Through the darkness, Jern'd looked at her partner with disdainful eyes. Therkyl, his orbs crimson with darkvision, nodded his assent grimly. Slowly, ever so slowly, they made their way towards the massive beast.

Jern'd spat into her callused palms and hefted her greathammer. Not long now, she thought as waited for the signal.

Therkyl, on the other side of the cavern, creaked back his halbow and painstakingly loaded a quarrel in. He winced every time the long, wooden stock smacked up against the side of his head, fearing that their quarry might wise up to them. Finally, he finished loading the cumbersume thing, put the bow-end of the weapon onto a rocky ledge and waited for a good shot.

The beast reared suddenly, its whiplike antennae sensing their scents. Its multifaceted eyes gleamed with malevolent intelligence and its mandibles were dripping in orcish gore. It was now or never! Looking down the halbow's length, he sighted down at a chink in the beast's neck plating and pulled the lever. The bowstring snapped with a crack, sending the bolt hurtling across the cavern. Unfortunately, it snapped against the massive chitin, shattering into splinters of ashwood, shards of steel and tiny spots of fletcher.

Therkyl cursed violently just as Jern'd hurtled at the beast from behind, shouting, "Clangeddddin!" Her hammer crunched into its rear end in a spray of ichor. Emboldened, she slammed another blow into its torso, flattening three leg-joints. The thing retaliated by swiping at her with its long, segmented tail and sending her crashing into the cavern wall. She twitched once, then stilled, blood seeping from the cracks in her helmet and dripping from the cracks she made in the wall.

CRACK-shhhk! The other hunter had been given time to reload, however, and his next bolt had gone straight through one gemlike eye. The beast screeched and lunged at him, its dozen legs churning, its mandibles frothing.

Having no time to reload, he simply cranked a lever on the halbow and its bow end, actually a pair of inward-curved blades, snapped forward. The beast, charging at him, slammed into Therkyl and impaled itself on the twin blades. It twitched and spasmed, but couldn't escape the near-mortal blow.

The hunter gasped, his wind knocked out. Suddenly, the monster reared, the dwarven weapon still hanging from beneath its chin. Standing on its tail, it nearly reached the cavern's ceiling. Huge drops of greenish blood drop and sizzle on the stone floor.

It opens its mouth wide and drops down, intending to either crush the helpless hunter or to swallow him whole. It never got the chance. Its back thundered and a broken lance erupted from its belly. It toppled, crashing into the ground. Its chest heaved, breathing heavily.

Therkyl staggered over to it, his vision swimming. He grasped the haft of his weapon and heaved mightily. The ting came out of the beast's skull with a sick pop. He leaned on it for a while then, his face a-scowl, yelled hoarsly, "THIS IS FOR MY WIFE, YOU #&%*!". With that, he thrust his blades deep into the creature's head repeatedly, grunting with thew exertion.

Suddenly, he froze when he felt cold steel against his neck. He turned slowly, coated and spattered with brains and blood. Three rough looking humans in dark cloaks flanked him, one with a sword pressed against the dwarf's spine.

Therkyl dropped and rolled forward, scooping up the halbow as he went. One of the ruffians shouted, "Get whil ey can, midghet! Dis bounty's ours!"

Two of the cloaked men, both with swords, ran at Therkyl. The third hung back and hurled magical darts of searing force at the hunter. He staggered back, but held his ground though his armor and flesh smoked with excruciating pain.

He waited for the last moment and trapped one man's sword in between his twin blades and he gave a mighty twist. The sword snapped out of his numbed hand and then the dwarf spun the halbow's haft, batting the falling blade into the gut of the other swordsman. He finished the first man with a curt thrust that nearly decapitated him.

The bounty hunting mage, undaunted by the slaughter of his comrades, began chanting anew. Therkyl, knowing that he couldn't reach the foe in time, struggled to load and aim the halbow.

They finished simultaneously. Therkyl's bolt passed, smoking, through the other man's fireball. By the time that the mage had fallen to the ground, a bolt in his temple, nothing was left of the hunter, Therkyl except a greasy stain on the cavern wall. Nothing was left of him except the halbow, thrust out of his hands when the fireball exploded.

Suddenly, an eyelash stirred. Jern'd shakily stood and beheld the weapon and her lover's smoking remains...

Binary Stars
2007-08-19, 12:46 PM
On the Abyssal Staff: How does a 1d6 blade deal bludgeoning damage unless used non-lethally?

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Um, what he means is that the axe head would rotate in the air, making the axe bit face away from your opponent, with nothing but the dull part making contact. I hate to be a realism guy, but it does seem a bit unwieldy. Maybe make some kind of penalty for that.

Also, I really fail to see how a blade would work as the limbs of a crossbow. I mean, maybe it they were sufficiently flexible, with only the very edges sharpened, but otherwise, not to effective. Also, the name makes it seem reminiscent of a halberd, where as I cannot imagine this resembling one, unless there's some sort of blade or point on the front. Perhaps more like another kind of pole-arm? At least you got some pretty nice fluff. :smallcool:

Dryad
2007-08-19, 07:53 PM
The halbow does not mention the standard crossbow reloading rule. The fluff, however, suggests it is kind of crossbowy.

The chain-axe: If you attach two double-headed axe-blades in an X-weld on the end of a chain, it always deals slashing, I'd say. As for the way to strike adjacent foes with it: Pull the chain. You sling, swing, pull, loosen... But then it would logically count as a projectile weapon, like the whip does. Anyway; logically, a spiked chain would also fall into this category, so... Never mind.
No cleaves, no power attack... But improvements on trip attempts.

Miraqariftsky
2007-08-20, 02:24 AM
Axe flail is just impossible, it would be 50% chance to do slashing and 50% chance to do bludgeoning. Also, it having reach AND able to attack adjacent with slashing? Kinda weird, don't you think?

Not so weird according to the logic of Sha Gojyo in Gensomadden Saiyuki.

Paragon Badger
2007-08-20, 02:49 AM
Not so weird according to the logic of Sha Gojyo in Gensomadden Saiyuki.

That's assuming that anime is any sort of authoritative source on realism. ;-)

Hookshot
Damage: 1d4 Bludgeoning (20/x2)
Range Increment: 10

The Hookshot can be used as a grappling hook that grants +2 to grappling attempts against non-living targets. Additionally, you may roll a use rope check against an enemy's touch AC+2. You suffer a -1 penalty to your use rope check for every 5 feet beyond your range increment. If you are sucessful, you may make a standard trip attack against your opponent.

I wanted to use this to suprise my players with a boss character that uses this. :-P

Setra
2007-08-20, 04:04 AM
That's assuming that anime is any sort of authoritative source on realism. ;-)
Coolnes overrides the realism =p In any case I'm sure if you trained with an axe-flail-thing... you could do some interesting things with it.

Funkyodor
2007-08-20, 04:34 AM
Scorpion
Exotic Two Handed Ranged Weapon
Damage: 2D6 Piercing (19-20/X3)
Range: 200
Weight: 25lb
Cost: 325 gp.
Ammunition: Javelins purchased individually.

The Scorpion is a small man-portable siege ballista. This torsion based crossbow type weapon launches javelins accurately at great distances. Transported by only the most burly of men (16 STR required to carry this large item), this weapon is best used in teams of 2. Joint use allows the 2 full round actions required to load and crank the Scorpion within one combat round. This also allows the Scorpion to be shot using the STR bonus of the strongest member of the team. Single operation is possible, but still requires 2 full round actions to load and arm the Scorpion, followed by a standard action for shooting.

The Scorpion was used by the Roman Legions as an accurate 'Sniper' type of siege device. Transported by individuals, these weapons could accurately fire approx 150-200 meters directly and over 400 meters parabolically.

AjaxTorbin
2007-08-25, 07:51 PM
Elvish thrust blade (in elvish dar'Sha)
useuly about 3-4 feet long this strange blade takes years to master because of its off-center balance, and the hilt comming off at such an odd angle.
this blade is never made with anything less then the best, so it is always considdered masterworked.this cost has been worked into the price.
at least 60percent of these blades were made using a combonation of mithrill/steel with a adamantine reenforced edge. this makes the blade very light and gives the effect of a sharper edge. these blades are known as 'Master Blades'. if the blade is made like this, it adds one to its crit range from (18-20x2 to 17-20x2) this effect stacks with keen or improved crit as it is a natural blade enhancement. this effect does not stack.


http://img178.imageshack.us/img178/2301/thrustbg2.jpg

FireSpark
2007-08-25, 09:47 PM
I present the 'Cleaver'-series:

Cleaver
Exotic Light Melee Weapon
Damage: 1d6 Slashing (19-20 / x3)
Weight: 5 lb.
Cost: 15 gp

Heavy Cleaver
Exotic One-handed Melee Weapon
Damage: 1d8 Slashing (19-20 / x3)
Weight: 9 lb.
Cost: 30 gp

Dire Cleaver
Exotic Two-handed Melee Weapon
Damage: 2d6 Slashing (19-20 / x3)
Weight: 14 lb.
Cost: 55 gp


The cleaver is usually thought of as a tool, used for the small scale cutting and processing of meat. But when push comes to shove, anything can be made into a weapon. Many of the less 'civilized' races actually prefer these weapons because of their multi-use nature. Indeed, some have even taken the design of a cleaver and scaled it up in size to deadly effect. A dire cleaver in the hands of a bugbear can wreak as much damage as any other weapon.
A cleaver averages 12 to 18 inches in length, a heavy cleaver around 24 to 32 inches, and a dire cleaver can be made as big as 36 to 48 inches in length. The width of a cleaver's blade averages about one-third the blade's length.


EDIT: I wanted to add another weapon that just popped into my head, the Charge Stopper:

the Dwarven Turogen - aka the 'Charge Stopper'
Exotic Two-handed Melee Weapon
Damage: 1d10 Piercing (20 / x4)
Weight: 13 lb.
Cost: 60 gp

This 8 foot pole is the dwarven answer to standerd pikemen. With the top 2 feet made of fine dwarven steel, the Turogen can puncture most armors when wielded as a spear-like weapon. When set against a charge however, the other feature of the weapon comes into play. Set about a foot or so down from the tip of the weapon is an 18 inch steel cross-bar. On this cross-bar are numerous small, but very sharp, teeth. Charging creatures are impaled on the tip, and the toothed cross-bar allows the wielder to stop the target from simply sliding the rest of the way down, as well as deliver a powerful jolt as the target stops suddenly. A Dwaren Turogen can be set against a charge, and when done so, deals double damage against a charging opponent.

Yami
2007-08-26, 03:26 AM
The old Ball and Chain
Exotic Two-handed Melee Weapon
Damage: 2d6 Bludgeoning (x2)/1d6 Bludgeoning (x2)
Weight: 20 lb.
Cost: 20 gp

A length of chain with a heavy iron ball at one end, and as likely as not a manacle at the other. You may use the old ball and chain as either a reach weapon or a double weapon.
If used as a reach weapon the old ball and chain can strike at foes up to 10 ft away, but unlike normal reach weapons can be used on foes adjacent to you. In this case only one end may be used. (We suggest the heavy end, but some wielders may feel lenient.)
If you so choose, you can make trip attempts with the old ball and chain. If you fail and are tripped during your attempt, you may choose to drop the ol' ball and chain instead.

AjaxTorbin
2007-08-27, 09:48 PM
'Capstan' blade
this enormous blade starts with a twohanded pommel with a wide cross gaurd. after that it gets intresting. the blade is easaly twice the width of a longsword, starting much like a full blade would. but instead of enging in a tip there is a large two sided 'head' rather like a standard wood cutting ax head writ lage. the main blade area itself is thicker than normal and very heavy. this strange weapon must be wielded in bouth hands to use unless you have Exotic Weapon Proficantcy [capstan blade].
the weapon was first used by a group of sea farers who used them to defend their ships from hostile boarders. each sailor standing and 'twirling' like the capstan used to haul anchor.

http://img183.imageshack.us/img183/945/capstanbladexf7.jpg

Damage 2d6
Pericing/Slashing/Bludgoning(yup all three)
due to the weight of this weapon and the rather thick 'blade' it does bludgoning. with teh 'spike' head it can do piercing. and the 'blade' of course does slashing. it can do all three these at once or any two in combanation.
Weight: 12 pounds
cost: always masterworked; 450 GP

this weapon may be used with the Dirvish prestige class ability as long as the weilder has 15 strength.

Over-balanced: any non-proficant user of this weaon is not used to the weight at the end of the extra wide blade so when any foe attemps to trip, disarm or sunder teh user of teh Capstan Blade gets -4 to resist teh attempt.
Speical: normaly this counts as a long sword. but if teh user is trained in its use several bonuses are brought to light:

Defencive Spining: the wielder may ad a plus 2 bonus to ac (in the form of a shield bonus) this is only efective with medium or less armor and with no shield (or buckler) in hand.this may not be used in any round the user has moved more than five feet.
Mighty Cleaving: due to the way you weied this weapon the user gets plus 2 to any cleave attempt. this bonus stacks with any you recive from other sources.

this is one of my Feat Weapons, i decided to use teh alternate rule in the Unearthed arcana where one could choose a weapon to be proficant in (at first level a character could give up a proficantcy with one weapon to get it with ANY other weapon. with that i decided that if you took a weapon proficantcy feat you should get a bonus with that weapon, a fighting style as it were
others i have are ther Dar'Sha and Gnome worked crossbow (see above)
the Bide blade(a weapon used to react to your opponets moves) the dar'rouk(a defencive weapon used in a spining style) and the Boomarang (you should know this one) thes weapons bestowed some type of bonus in combat.(and it should be noted that i like a low magic setting.

AjaxTorbin
2007-08-31, 06:00 AM
Dar'Rouk, Elvish Spin Blade

http://img207.imageshack.us/img207/5466/darroukspinbladejw8.jpg

Allways wielded in a pair.
850 GP (for one)
light weapon
Slashing
1D4
Critical 17-20 x2(beacause of the adamantine edge)