Owrtho
2008-09-30, 08:19 PM
Well, I've had this weapon idea for a long time. but never got around to doing anything with it. Well here it is.
Guillotine
Appearance: It appears to be half of a guillotine (including the blade, and half of the lunette though it is not hinged). The blade is attached to the long upright and it is held from what would be the top (if it were a regular guillotine). The blade moves freely along either side of the upright at the will of the wielder.
http://i167.photobucket.com/albums/u152/Owrtho/DnD/guillotine.jpg Note: this picture was thrown together quickly (in paint no less). So please excuse its bad quality. It should however give the basic idea.
http://i167.photobucket.com/albums/u152/Owrtho/DnD/Guillotine1.jpgThis model was likewise thrown together.
Damage: 1d12 (19-20 x3)
Damage Type: Bludgeoning or Slashing
Weapon Type: Exotic, heavy
Weight: 50 lb.
Reach: 15 ft
Cost: 500 g
Special: The smallest size of this weapon is large (there are no medium or smaller ones or rather the medium version is so big that it is large). The blade can be moved along the upright (either side) as a free action. This allows the wielder to choose whether to deal bludgeoning or slashing damage. In addition all guillotines are treated as having the equivalent of a +1 enhancement due to their ability to have the blade move at will (note this is not a +1 enhancement, just of equal value).
When dual wielding guillotines there are special effects. For each attack made with both, there is an additional 1d6 damage dealt. If an opponent has a discernible head, is at least 1 size category smaller than the two guillotines, and is between 10 and 15 feet away, a grapple attempt may be made on them using the guillotines. Against humanoids there is a +5 bonus to the wielder. If successful, they are trapped in the lunette (DC 30 escape artist check). While trapped, they cannot move and for the sake of the guillotines, considered flat footed. The two guillotines are also treated as a single weapon with the following changes:
Using it against anything aside from the trapped creature requires a strength check to move the trapped creature (DC 15 + 5 per size difference) and it is treated as only one guillotine attacking (moving also requires this check).
Against the trapped creature the damage is 3d12 (15-20 x4) and vorpal (the 15-20 critical range is treated as the base for such effects as keen).
For each missed attack against the trapped creature, there is a cumulative +1 to hit against the trapped creature. This bonus lasts until the creature dies or escapes/is released.
Attacks against the trapped creature are always full attacks.
There is also a special property that can be applied to guillotines.
Retractable
This is equivalent to a +2 enhancement. This allows the uprights to be shortened by 5 ft (or returned to normal length) as a move action (if duel wielding guillotines with this property it only takes one move action for both of them). While shortened, the range to trap an opponent is also reduced.
And a feat.
Execution
You have learned to use guillotines effectively.
Requirements: Proficiency with Guillotines, Monkey's Grip, Two-weapon Fighting
Benefits: You can duel wield guillotines even though their size would normally prevent you from doing so (penilties still apply).
Owrtho
Guillotine
Appearance: It appears to be half of a guillotine (including the blade, and half of the lunette though it is not hinged). The blade is attached to the long upright and it is held from what would be the top (if it were a regular guillotine). The blade moves freely along either side of the upright at the will of the wielder.
http://i167.photobucket.com/albums/u152/Owrtho/DnD/guillotine.jpg Note: this picture was thrown together quickly (in paint no less). So please excuse its bad quality. It should however give the basic idea.
http://i167.photobucket.com/albums/u152/Owrtho/DnD/Guillotine1.jpgThis model was likewise thrown together.
Damage: 1d12 (19-20 x3)
Damage Type: Bludgeoning or Slashing
Weapon Type: Exotic, heavy
Weight: 50 lb.
Reach: 15 ft
Cost: 500 g
Special: The smallest size of this weapon is large (there are no medium or smaller ones or rather the medium version is so big that it is large). The blade can be moved along the upright (either side) as a free action. This allows the wielder to choose whether to deal bludgeoning or slashing damage. In addition all guillotines are treated as having the equivalent of a +1 enhancement due to their ability to have the blade move at will (note this is not a +1 enhancement, just of equal value).
When dual wielding guillotines there are special effects. For each attack made with both, there is an additional 1d6 damage dealt. If an opponent has a discernible head, is at least 1 size category smaller than the two guillotines, and is between 10 and 15 feet away, a grapple attempt may be made on them using the guillotines. Against humanoids there is a +5 bonus to the wielder. If successful, they are trapped in the lunette (DC 30 escape artist check). While trapped, they cannot move and for the sake of the guillotines, considered flat footed. The two guillotines are also treated as a single weapon with the following changes:
Using it against anything aside from the trapped creature requires a strength check to move the trapped creature (DC 15 + 5 per size difference) and it is treated as only one guillotine attacking (moving also requires this check).
Against the trapped creature the damage is 3d12 (15-20 x4) and vorpal (the 15-20 critical range is treated as the base for such effects as keen).
For each missed attack against the trapped creature, there is a cumulative +1 to hit against the trapped creature. This bonus lasts until the creature dies or escapes/is released.
Attacks against the trapped creature are always full attacks.
There is also a special property that can be applied to guillotines.
Retractable
This is equivalent to a +2 enhancement. This allows the uprights to be shortened by 5 ft (or returned to normal length) as a move action (if duel wielding guillotines with this property it only takes one move action for both of them). While shortened, the range to trap an opponent is also reduced.
And a feat.
Execution
You have learned to use guillotines effectively.
Requirements: Proficiency with Guillotines, Monkey's Grip, Two-weapon Fighting
Benefits: You can duel wield guillotines even though their size would normally prevent you from doing so (penilties still apply).
Owrtho