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Aniikinis
2018-10-12, 10:10 AM
Just some weapons I've had laying around. Not sure about the balance of most of these but here they are. Qualities and stuff noted at the end of the post.

Stinger Scythe
Exotic
Cost: 4 gold
Damage: 1d8
Critical: x3
Range Increment: Melee
Weight: 8 lbs
Type: Slashing
Special: Executioner, Saerqan Tail Blade, Trip

Weapon Description: This weapon is a leather harness that is strapped onto the tip of the tail. It has a single large, sharp, scythe-like blade protruding from the end that is anchored above the stinger and replaces the sting attack. A stinger scythe can be used to make trip attacks, but you cannot drop it to avoid becoming tripped yourself.

2x3dent
Exotic Two-Handed Thrown Melee
Cost: 45 gold
Damage: 1d8/1d8
Critical: x2
Range Increment: 15 ft.
Weight: 8 lbs
Type: Piercing
Special: Brace, Double Weapon, Reach, Thrown

Weapon Description: This great weapon resembles a pole with the head of a trident on each end.

Lopper
Exotic Two-Handed Melee
Cost: 55 gold
Damage: 2d10
Critical: x2
Range Increment:-
Weight: 22 lbs
Type: Slashing
Special:Executioner, Heavy

Weapon Description: This massive axe seems plain on first glance, but upon touching it you can feel the exact meaning for it's creation. In order to wield this weapon, a creature must have a Str score of at least 15.

B]Butcher[/B]
Exotic One-Handed Melee
Cost: 25 gold
Damage: 2d3
Critical: x3
Range Increment:10
Weight: 3 lbs
Type: Slashing
Special:Sadistic, Thrown

Weapon Description: This smallish cleaver is decorated with small ridges and grooves that seem less for causing damage than inflicting pain.

Fang Caps
Martial Melee
Cost: 5 gold
Damage: 1d2 or see text
Critical: x3
Range Increment: -
Weight: -
Type: Bludgeoning, Piercing, and Slashing
Special: Natural Enhancer

Weapon Description: This set of four metal caps fit on the canine teeth and grant the wearer a bite attack.

Vladimir Pike
Exotic Two-Handed Melee
Cost: 20 gold
Damage: 1d6
Critical: x3
Range Increment: -
Weight: 14 lbs
Type: Piercing
Special: Reach, Stake

Weapon Description: This ranseur-like weapon was named after a technique made famous by a prince, long thought to be a vampire, and his love of traumatic deaths.

Ripper Whip
Exotic One-handed Melee
Cost: 5 gold
Damage: 1d6
Critical: x2
Range Increment: -
Weight: 1 lb
Type: Piercing and Slashing
Special: Reach, Trip, Whip

Weapon Description: This whip is formed from barbed and bladed chain, able to slice through the thick hide of monstrous beasts.

Sun Staff
Exotic Two-Handed Melee
Cost: 80 gold
Damage: 1d6/1d8
Critical: x2
Range Increment: -
Weight: 6 lbs
Type: Bludgeoning
Special: Magical Focus, Reach

Weapon Description: This staff has a large crystal orb at the end that can be used to channel [light] and [fire] spells.

Tentacle Knife
Exotic Light Melee
Cost: 15 gold
Damage: 1d6
Critical: x4
Range Increment: 10 ft.
Weight: .5 lbs
Type: Piercing or Slashing
Special: Thrown

Weapon Description: This dagger was made within a forge not fully within rational space, and as such it seems to "move" in a way.

You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body. When making a sneak attack, you gain a +5 on your roll to confirm a critical hit.

Chthonian Dagger
Exotic Light Melee
Cost: 40 gold
Damage: 1d4
Critical: x3
Range Increment: 10 ft.
Weight: .5 lbs
Type: Slashing or Piercing
Special: Thrown

Weapon Description: This dagger was forged within the heart of the plane of earth in total darkness with overlap from the negative energy plane.

You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body. When making a sneak attack, you ignore 5 points of AC. In addition, whenever you score a critical hit, the opponent must make a DC 15 Fort save or take a single negative level.

Zenith Blade
Exotic One-handed Melee
Cost: 100 gold
Damage: 1d8
Critical: x3
Range Increment: -
Weight: 5 lbs.
Type: Slashing
Special:

Weapon Description: This blade seems to be utterly balanced, and not just physically either.

When you deal damage, the creature takes 5 points of additional damage per step from True Neutral they are (Lawful Neutral takes 5 damage, Lawful Good takes 10 damage). When you deal damage to an outsider with an alignment subtype you deal additional damage equal to your character level.

If you use the Colour Wheel for alignments, the blade deals additional damage based on the number of colours the creature aligns to (Ex. a B Zombie takes 5 points of damage, a WUG wizard takes 15 points of damage).

Kitten's Claws
Martial Melee
Cost: 5 gold
Damage: 1d3
Critical: 19-20/x2
Range Increment: -
Weight: -
Type: Slashing and Piercing
Special: Natural Enhancer

Weapon Description: These gloves's fingers are tipped with small razors that grant the wearer a natural claw attack.

Pinpoint Piercer
Exotic Melee
Cost: 50 gold
Damage: 2d6
Critical: x2
Range Increment: -
Weight: 10 lbs.
Type: Piercing
Special: Rack, Saerqan Tail Weapon, Stake

Weapon Description: This weapon is a leather harness that is strapped onto the tail. It has a long, slightly curved spike that attaches just above the stinger and replaces the sting attack. You may only use one of the rack or stake qualities at a time, however you may switch between them with a grapple attempt.

Wrecking Ball Harness
Exotic Melee
Cost: 14 gold
Damage: 1d10
Critical: x2
Range Increment: -
Weight: 5 lbs.
Type: Bludgeoning
Special: Saerqan Tail Weapon

Weapon Description: This weapon is a leather harness that is strapped onto the tail. It has a large metallic bulb on the end that covers the stinger and replaces the sting attack. This weapon is considered a club, mace, and morningstar for any class features, feats, or abilities that enhance or require them.

Special Qualities and Stuff:
Brace: If you use a ready action to set this weapon against a charge, you deal double damage on a successful hit against a charging character.

Double Weapon: You can fight with double weapons 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 double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Executioner: When used to coup de grace an enemy, this weapon automatically gains an effect identical to the vorpal enhancement save that it does not require a roll of 20 to function. This effect ends immediately after the coup de grace attempt.

Heavy: In order to wield this weapon, a creature must have a Str score equal to or higher than the number given in the description.

Magical Focus: A spellcaster may channel certain types of spells through the weapon as is given in the description. When used in this way, the weapon acts as the focal point for the spell. If the spell deals damage, you may either have it deal damage as normal with the staff as the center of the effect or have the damage be dealt upon the next successful attack with the weapon.

Natural Enhancer: A creature using this weapon is granted a natural attack as specified in the description. If a creature already has this natural weapon, the damage die goes up by one (unless specified otherwise) and if any of the weapon's stats are better than the natural attack's, the natural attack gains those attributes.

Rack: When using Grapple's "Tie Up" option you may use your weapon instead of a rope, upon a successful tie you deal your weapon damage and are considered to have them "racked", a combination of carrying the creature and having them tied. You may remove a creature from the rack as a swift action.

Reach: You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If the reach is different, it is noted in the weapon entry.

Sadistic: When using this weapon to torture a creature as by the Heal skill, you gain a +2 untyped bonus to your roll. For every 5 ranks you have in Heal, this bonus increases by 2. (+4 at 5 ranks, +6 at 10, etc.)

Saerqan Tail Weapon: Saerqan tail weapons function similarly to kobold tail weapons. They are able to be worn by any race with a scorpion-like tail and modify any tail slam or sting attack the creature may have as noted in its entry.

Stake: When using Grapple's "Tie Up" option you may use your weapon instead of a rope, upon a successful tie you deal your attack damage and the creature is considered to be "staked", a combination of fastening a creature to their square and having them tied. If there is no solid surface to stake them to the creature may remove the Stake as a Standard action.

Thrown: This weapon can be thrown.

Trip: This weapon can be used to make trip attacks. It is noted in the weapon's entry if you may drop it if you are tripped when using it in this way to avoid becoming tripped yourself.

Whip: This weapon has all of the qualities of a whip other than the nonlethal damage and natural armour clause.