JackMage666
2007-12-23, 06:06 PM
Scabbard
While most bladed weapons come with a sheath of some sort to hold them in place on the character, some particularly crafty players may opt to take a heavier Scabbard for their weapon. While it weighs more, in a pinch the scabbard can be used as a weapon in it's own right, or possibly a makeshift defense.
Scabbards as Weapons - Scabbards of generally heavy steel or iron, and crafted to match the hilt of the blade. The heavy metal is dulled, not sharp, but can be used as a bludgeoning weapon, much like a club. It is treated as a simple weapon, and damage is based on the size of the blade it is used to hold. As well, the scabbard is treated as the same size as the blade.
{table]Size | Damage
Light | 1d4
One-handed | 1d6
Two-handed | 1d8[/table]
*the table is for Medium weapons.
The scabbard may be held in the off-hand of the wielder, and used in conjunction with the blade, but two-weapon fighting rules apply. It takes a move action to pull a weapon from a Scabbard, and a standard action to replace it.
For the purposes of feats such as Weapon Focus and Improved Critical, a Scabbard and a Club are the same thing - For example, a fighter with Weapon Focus (Club) gains a +1 attack with Scabbards as well.
Using a Scabbard to Change a Blade to Blunt - At the players option, they may keep the Scabbard on the blade during combat, increasing the damage they deal due to increased weight. The damage die of the weapon increases by one. Also, instead of using the weapon's enhancement bonus and magical abilities, you use that of the Scabbard.
However, the damage is changed to Bludgeoning damage, and the critical rating is changed to x2, despite the blades critical rating. Also, the increased weight and lack of practice makes it harder to swing, and you take a -2 on the attack roll.
There are some advantages to this, though, such as overcoming damage reduction or using a sheathed blade to smash an object. Also, if the wielder has feats such as Weapon Focus with either weapon, it applies to the sheathed weapon as well. The only time this is not true is with Improved Critical, in which case the wielder must have Improved Critical (club) (see above) to increase the critical range.
Scabbards as Shields - As a move action, a player in need of defense may use the scabbard to deflect blows instead, treating it as a Light Shield he holds in his off hand. If it is a two-handed scabbard, it still takes up both hands ad is instead treated as a Heavy Shield. While it doesn't incur any check penalty, the wielder takes a -2 on all attack rolls with his main hand (or, in the case of a two-handed scabbard, cannot make attacks).
Creating Scabbards - A scabbard can be made of exotic materials, or enhanced as a weapon or a shield. However, the enhancements are kept separate, and only one may be used at any given time.
The base cost of a light or one handed scabbard is 30 gp, and the base cost of a two-handed scabbard is 50 gp. A scabbard can be made for most bladed weapons, though most are for swords. Scabbards for axes and pole-arms can be found, though they generally require more work and may cost more, depending on the design. The function is still the same. A weapon with a scabbard weighs double their normal weight, due to the extra metal.
Improved Scabbard Defense
You are well adapted to fighting with a scabbard in your off-hand to fend off blows.
Pre-requisites: BAB +1
Benefit: You take no penalty to attack when using a scabbard as a shield. You still cannot attack with a two-handed scabbard, since you have no free hands.
Normal: Using a scabbard as a shield incurs a -2 penalty on attack rolls.
Sheathed Weapon Familiarity
After a good time training with you're weapon still sheathed, you are unaffected by the increased weight.
Pre-requisites: BAB +3, Str 15
Benefit: You take no penalty for fighting with a weapon still inside a scabbard. The weapon still does bludgeoning damage with a x2 critical (unless you have Improved Critical [club])
Normal: Using a weapon still sheathed in a scabbard incurs a -2 penalty on attack rolls.
I thought this up while playing with some of the weapons I got at the renaissance festival in the fall...
EDIT 1 - Added a bit more information, as well as the information requested about fighting with a weapon inside the scabbard.
While most bladed weapons come with a sheath of some sort to hold them in place on the character, some particularly crafty players may opt to take a heavier Scabbard for their weapon. While it weighs more, in a pinch the scabbard can be used as a weapon in it's own right, or possibly a makeshift defense.
Scabbards as Weapons - Scabbards of generally heavy steel or iron, and crafted to match the hilt of the blade. The heavy metal is dulled, not sharp, but can be used as a bludgeoning weapon, much like a club. It is treated as a simple weapon, and damage is based on the size of the blade it is used to hold. As well, the scabbard is treated as the same size as the blade.
{table]Size | Damage
Light | 1d4
One-handed | 1d6
Two-handed | 1d8[/table]
*the table is for Medium weapons.
The scabbard may be held in the off-hand of the wielder, and used in conjunction with the blade, but two-weapon fighting rules apply. It takes a move action to pull a weapon from a Scabbard, and a standard action to replace it.
For the purposes of feats such as Weapon Focus and Improved Critical, a Scabbard and a Club are the same thing - For example, a fighter with Weapon Focus (Club) gains a +1 attack with Scabbards as well.
Using a Scabbard to Change a Blade to Blunt - At the players option, they may keep the Scabbard on the blade during combat, increasing the damage they deal due to increased weight. The damage die of the weapon increases by one. Also, instead of using the weapon's enhancement bonus and magical abilities, you use that of the Scabbard.
However, the damage is changed to Bludgeoning damage, and the critical rating is changed to x2, despite the blades critical rating. Also, the increased weight and lack of practice makes it harder to swing, and you take a -2 on the attack roll.
There are some advantages to this, though, such as overcoming damage reduction or using a sheathed blade to smash an object. Also, if the wielder has feats such as Weapon Focus with either weapon, it applies to the sheathed weapon as well. The only time this is not true is with Improved Critical, in which case the wielder must have Improved Critical (club) (see above) to increase the critical range.
Scabbards as Shields - As a move action, a player in need of defense may use the scabbard to deflect blows instead, treating it as a Light Shield he holds in his off hand. If it is a two-handed scabbard, it still takes up both hands ad is instead treated as a Heavy Shield. While it doesn't incur any check penalty, the wielder takes a -2 on all attack rolls with his main hand (or, in the case of a two-handed scabbard, cannot make attacks).
Creating Scabbards - A scabbard can be made of exotic materials, or enhanced as a weapon or a shield. However, the enhancements are kept separate, and only one may be used at any given time.
The base cost of a light or one handed scabbard is 30 gp, and the base cost of a two-handed scabbard is 50 gp. A scabbard can be made for most bladed weapons, though most are for swords. Scabbards for axes and pole-arms can be found, though they generally require more work and may cost more, depending on the design. The function is still the same. A weapon with a scabbard weighs double their normal weight, due to the extra metal.
Improved Scabbard Defense
You are well adapted to fighting with a scabbard in your off-hand to fend off blows.
Pre-requisites: BAB +1
Benefit: You take no penalty to attack when using a scabbard as a shield. You still cannot attack with a two-handed scabbard, since you have no free hands.
Normal: Using a scabbard as a shield incurs a -2 penalty on attack rolls.
Sheathed Weapon Familiarity
After a good time training with you're weapon still sheathed, you are unaffected by the increased weight.
Pre-requisites: BAB +3, Str 15
Benefit: You take no penalty for fighting with a weapon still inside a scabbard. The weapon still does bludgeoning damage with a x2 critical (unless you have Improved Critical [club])
Normal: Using a weapon still sheathed in a scabbard incurs a -2 penalty on attack rolls.
I thought this up while playing with some of the weapons I got at the renaissance festival in the fall...
EDIT 1 - Added a bit more information, as well as the information requested about fighting with a weapon inside the scabbard.