Malapterus
2018-11-15, 12:30 AM
Does anyone have any tips on balance when modifying an existing weapon to make an exotic weapon?
i.e. you want to make a particular sword, so you base it off a longsword, but then you add features and slap 'exotic' on it. How much can you add? What can you do to temper it?
my particular project is a sword. It's a big curved sword with a very elaborate and substantial basket guard for the handle - I forget what it is called, it starts with a B.
The idea is that the basket hilt is substantial enough to grant the wielder a small Shield bonus if they are proficient in using it; of course not stacking with a regular shield bonus. The basket itself could be enhanced separately as a shield.
Ideally I'd like to start out with greatsword, 2d6
make it slashing and piercing
keep the threat range, up the crit damage to 3x
give you a +1 shield bonus
can be used with weapon finesse
can technically be used in one hand, but this presumes you are using your other hand for balance and so you cannot hold or do anything with the other hand or you drop down to nonproficient, getting -4 and losing the shield bonus.
Adding all that together is obviously wayyy too much for just the 'exotic' tag. There's a lovely weapon in Frostburn that takes two feats to use properly, i might go that route.
This sword is actually for a class I am putting together, a 20-level Duelist called a Fencer. The class only really uses 4 or 5 weapons; the Sabre and Foil (slashing and piercing Light mini rapiers, respectively), the rapier, the dagger, and this thing. Maybe a shortspear, I do not know.
Some features the class gets can only be used with the slashing sabre, and some can only be used with the piercing foil. The rapier can be used for either, but at a -2 penalty. This basket sword would also be useable for either, possibly at a steeper penalty or maybe just as an optional feature you have to purchase. That said, some of the things I want could just come with the class and regular people only get one or two of the benefits from the feat.
I'm sure there's someone out there who could cheese using dual 2d6 weapons and eat the penalty but 1) that's not what this is about and 2) there's already a 2d6 slashing exotic double weapon so allegedly it must be balanced.
Back to the start, though, I'm really looking for some good guidelines on making exotic weapons.
p.s. if anyone is interested, the sabre special manuever allows you to use a standard action to attack with your sabre as a touch attack, the foil one lets you make a standard or full attack at 10 feet so long as all the attacks are against the same target. that's what I have so far. I need to come up with some more.
i.e. you want to make a particular sword, so you base it off a longsword, but then you add features and slap 'exotic' on it. How much can you add? What can you do to temper it?
my particular project is a sword. It's a big curved sword with a very elaborate and substantial basket guard for the handle - I forget what it is called, it starts with a B.
The idea is that the basket hilt is substantial enough to grant the wielder a small Shield bonus if they are proficient in using it; of course not stacking with a regular shield bonus. The basket itself could be enhanced separately as a shield.
Ideally I'd like to start out with greatsword, 2d6
make it slashing and piercing
keep the threat range, up the crit damage to 3x
give you a +1 shield bonus
can be used with weapon finesse
can technically be used in one hand, but this presumes you are using your other hand for balance and so you cannot hold or do anything with the other hand or you drop down to nonproficient, getting -4 and losing the shield bonus.
Adding all that together is obviously wayyy too much for just the 'exotic' tag. There's a lovely weapon in Frostburn that takes two feats to use properly, i might go that route.
This sword is actually for a class I am putting together, a 20-level Duelist called a Fencer. The class only really uses 4 or 5 weapons; the Sabre and Foil (slashing and piercing Light mini rapiers, respectively), the rapier, the dagger, and this thing. Maybe a shortspear, I do not know.
Some features the class gets can only be used with the slashing sabre, and some can only be used with the piercing foil. The rapier can be used for either, but at a -2 penalty. This basket sword would also be useable for either, possibly at a steeper penalty or maybe just as an optional feature you have to purchase. That said, some of the things I want could just come with the class and regular people only get one or two of the benefits from the feat.
I'm sure there's someone out there who could cheese using dual 2d6 weapons and eat the penalty but 1) that's not what this is about and 2) there's already a 2d6 slashing exotic double weapon so allegedly it must be balanced.
Back to the start, though, I'm really looking for some good guidelines on making exotic weapons.
p.s. if anyone is interested, the sabre special manuever allows you to use a standard action to attack with your sabre as a touch attack, the foil one lets you make a standard or full attack at 10 feet so long as all the attacks are against the same target. that's what I have so far. I need to come up with some more.