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  1. - Top - End - #1
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    Default Homebrew weapons

    Greatscythe
    These heavy weapons are usually made for warriors who revere gods of death and with to prove just how deadly they can be. They're usually made with thick, strait metal shafts with knobby tops, where the large, curved blade sticks out. These weapons are large and cumbersome, so specialized training is required to use it proficiently. This weapon can be used just like a scythe in a trip attempt.
    2-handed exotic weapon
    Damage(slashing or piercing): 2d6
    Crit range/multiplier: 20/x4
    Base price: 50gp
    Must have 13 or better str score to get proficiency with weapon.
    This weapon can benefit from feats that can benefit the scythe in battle, such as weapon focus (scythe), weapon specialization (scythe), Improved critical (scythe) and greater versions of these three.


    Elven curveblade
    These curved weapons are weapons usually given to elven generals to use in battle. They look like longer, thinner versions of scimitars but are about as light and a little more finessable.
    1-handed exotic weapon; see below
    damage(slashing): 1d8
    crit range: 18-20/x2
    base price: 50gp
    Elves with at least 6 HD consider this a martial weapon instead of an exotic weapon. Weapon focus (scimitar) and all that jazz are applicable to the elven curveblade, aswell as weapon finesse.


    Heavy Knuckle
    These heavy weapons are worn as gauntlets, but have special joints in the wrists and knuckles to make it better in "unarmed" combat. They also have large bowls attacked to the fronts, allowing more damage from blows. These can also be outfitted with spiked for an additional 10 gp. These guantlets are large and cumbersome, farmore so than normal gauntlets, so special training is required to use them effectively.
    Exotic weapons
    Damage(bludgeoning): 1d8 each
    Crit Range: 20/x2
    base price: 20 gp
    Monks wearing heavyknuckles treat thier unarmed strikes as if they were 1 size catagory larger and can be used as monk special weapons, if they gain proficiency with them. Weapon focus (unarmed strike) and all other feats applicable to unarmed strike except weapon finesse are applicable to heavyknuckles. The large bowls on the heads of these gauntlets also provide a +1 shield bonus to AC.

    hope you likes 'um

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    Default Re: Homebrew weapons

    Greatscythe:
    A logical follow-up to what wizards have laready done to some weapons, so no concept flaws. Though the str 13 is a little odd. No other weapon has a strenght requirement (not even the one-handed 1d12 weapon in CW). Though it's quite reasonable to house-rule such a thing, it shouldn't be in the "official" version of the weapon.

    Elven curveblade:
    There are an almost identical weapon (stat-wise, and almost fluffwise) called elven longblade. It deals piercing instead of slashing, and is a "rapierified" (new word, yay) version of the longsword.

    Heavy Knuckle:
    No comments
    Yay!

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    Default Re: Homebrew weapons

    The first two are reasonable, but the Gauntlet...

    Not so much, basically that's trading a single feat for: Extremely high increases to damage, for a level 20 monk, that makes his usual 2d10 into a whopping 6d8, that's a whole lot of damage. AND it gives them a greater critical threat range. So 1 out of 10 times, a Monk will hit with 12d8 damage. and considering his number of attacks, that's a lot.
    I'd suggest weakening them significantly. Make them more like those Warforged Power Fists that just increase damage by one size category, and that's pretty much it. maybe add like a +1 AC for having these huge protective things that are basically Bucklers that cover more...
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    Default Re: Homebrew weapons

    Quote Originally Posted by of Flaming DOOOM
    Elven curveblade:
    There are an almost identical weapon (stat-wise, and almost fluffwise) called elven longblade. It deals piercing instead of slashing, and is a "rapierified" (new word, yay) version of the longsword.
    The curveblade, therefore, ought to conform to the same rules; namely, treating an exotic weapon as a martial weapon - the Weapon Familiarity ability - is a feature of a race, not of a weapon.

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    Default Re: Homebrew weapons

    Quote Originally Posted by Thomas

    The curveblade, therefore, ought to conform to the same rules; namely, treating an exotic weapon as a martial weapon - the Weapon Familiarity ability - is a feature of a race, not of a weapon.
    then call it a variant
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    Default Re: Homebrew weapons

    Quote Originally Posted by Krimm_Blackleaf

    then call it a variant
    Er, sure, and I can call Paladins Richard Pryor and give them cleric spell progression. But if you post something here for comments, expect it to get evaluated for balance based on existing D&D material.

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    Default Re: Homebrew weapons

    Quote Originally Posted by Thomas

    Er, sure, and I can call Paladins Richard Pryor and give them cleric spell progression. But if you post something here for comments, expect it to get evaluated for balance based on existing D&D material.
    yeah, i should have known better :-[
    if my response sounded aggressive it wasn't, I just usually let elves use weapons tagged 'Elven' as martial weapons instead of exotic if they want. And i figured since it was most likely just like an elven thinblade i'd change it just a bit so it'd be noticably different.

    Edit: and i like that paladin variant...i think i'll use it next session
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    Default Re: Homebrew weapons

    Quote Originally Posted by Skyserpent
    The first two are reasonable, but the Gauntlet...

    Not so much, basically that's trading a single feat for: Extremely high increases to damage, for a level 20 monk, that makes his usual 2d10 into a whopping 6d8, that's a whole lot of damage. AND it gives them a greater critical threat range. So 1 out of 10 times, a Monk will hit with 12d8 damage. and considering his number of attacks, that's a lot.
    I'd suggest weakening them significantly. Make them more like those Warforged Power Fists that just increase damage by one size category, and that's pretty much it. maybe add like a +1 AC for having these huge protective things that are basically Bucklers that cover more...
    Two problems in that, 1: a 19 isn't an automatic hit so creatures you can only hit on a twenty will have a lesser chance, 2: you'll have to confirm it
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    Default Re: Homebrew weapons


    So you say that a Monk SHOULD be able to deal 12d8 damage on a critical?

    forgive my 2 am Mathematics abilities
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    Default Re: Homebrew weapons

    Quote Originally Posted by Skyserpent
    So you say that a Monk SHOULD be able to deal 12d8 damage on a critical?

    forgive my 2 am Mathematics abilities
    No, I'm saying it isn't a 1 in 10 chance, let's say he has to roll a 15 to hit on a normal attack, 1 in 10 chance to threat, and 1 in 4 chance to confirm, let's do the math: 0.25 X 0.1 = 0.025, a 1 in 40 chance when the critter has a reasonable AC, now when you need a natural 20 that's a 1 in 400 chance and a 10 is 0.5 X 0.1 = 0.05, a 1 in 20 chance, a 5 becomes a 3 in 40 and a two becomes a 19 in 200 (almost 1 in 10 but just a bit under it)

    Conclusion: the chance to crit with it is always smaller than 1 in 10, now for damage assuming 15 is what he needs to hit at his highest attack bonus

    three attacks at that for 6d6 X 0.975 + 12d6 X 0.025 = 6.15d6 each, the next two attacks have 6d6 X 0.9975 + 12d6 X 0.0025 = 6.015d6 for a grand total of 30.48d6 with an average of 106.86 damage assuming all attacks hit which is unlikely, most fighters can easily reach this amount of damage though they need a couple of feats, so it's powerfull and broken but not insanely broken
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    Default Re: Homebrew weapons

    Quote Originally Posted by Krimm_Blackleaf
    yeah, i should have known better :-[
    if my response sounded aggressive it wasn't, I just usually let elves use weapons tagged 'Elven' as martial weapons instead of exotic if they want. And i figured since it was most likely just like an elven thinblade i'd change it just a bit so it'd be noticably different.
    That's reasonable; I like the Improved Weapon Familiarity feat, personally (no elf or dwarf should ever take EWP for a weapon with elven/dwarven in the name).

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    Default Re: Homebrew weapons

    Quote Originally Posted by Thomas

    That's reasonable; I like the Improved Weapon Familiarity feat, personally (no elf or dwarf should ever take EWP for a weapon with elven/dwarven in the name).

    Just for that, I'm making a set of weapons for Orcs, the first one is going to be called a "Human Cleaver"
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    Default Re: Homebrew weapons

    Quote Originally Posted by Skyserpent


    Just for that, I'm making a set of weapons for Orcs, the first one is going to be called a "Human Cleaver"
    And in an ironic twist, the humans suddenly turn the orcs' weapons against them? ;D

    I like where this is going.

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    Default Re: Homebrew weapons

    Quote Originally Posted by Skyserpent


    Just for that, I'm making a set of weapons for Orcs, the first one is going to be called a "Human Cleaver"
    Will it glow red when there's humans about?
    "'To know, to do, and to keep silent.' Crowley had the first two down pat."

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    Default Re: Homebrew weapons

    Quote Originally Posted by of Flaming DOOOM
    Greatscythe:
    A logical follow-up to what wizards have laready done to some weapons, so no concept flaws. Though the str 13 is a little odd. No other weapon has a strenght requirement (not even the one-handed 1d12 weapon in CW). Though it's quite reasonable to house-rule such a thing, it shouldn't be in the "official" version of the weapon.
    Exotic Weapon Prof(bastard sword) and (dwarven axe?) need 13 Str. But the sword can be used as a two-handed martial weapon without the feat, so idk...

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    Default Re: Homebrew weapons

    Quote Originally Posted by SpiderBrigade

    Will it glow red when there's humans about?
    Human Cleaver

    OK so we is tired of elfy dat and dwarfy dat so we 'ave made an hooman killing sword which we get coz we is orcs

    exotic weppon proficencissy for not orcs
    simple weppon...prf-thingy for orcs
    one handed with twenny foot reach
    damijj: for dee ate
    crit: ten to twenny times sics
    we can trip an stuff and disarm too.
    plus it can be thrown and used as an 'eavy crossbo coz we is orcs
    it also glows red when people who is not orcs is near


    sadly, this is similar to many speices specific weapons, just the orcs are less subtle
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    Quote:
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    Originally Posted by Dhavaer
    How many hit points would an earth-sized planet have?
    All of them.

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    Default Re: Homebrew weapons

    Orcish butcher's sword
    This giant bladed weapon resembles a massive butcher knife, only slightly more crudely designed. They're common weapons for the strongest orc barbarians. They are often about a foot taller than your average orc.
    2-handed exotic weapon
    Damage(slashing): 2d8
    Crit range/multiplier: 19-20/x3
    Base price: 15gp
    A strength score of at least 13 is required to take exotic weapon proficiency with this weapon, except for orcs (which usually have that down anyway).
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    Default Re: Homebrew weapons

    Quote Originally Posted by beholder

    Human Cleaver

    OK so we is tired of elfy dat and dwarfy dat so we 'ave made an hooman killing sword which we get coz we is orcs

    exotic weppon proficencissy for not orcs
    simple weppon...prf-thingy for orcs
    one handed with twenny foot reach
    damijj: for dee ate
    crit: ten to twenny times sics
    we can trip an stuff and disarm too.
    plus it can be thrown and used as an 'eavy crossbo coz we is orcs
    it also glows red when people who is not orcs is near


    sadly, this is similar to many speices specific weapons, just the orcs are less subtle
    Heh heh heh. I love it. Wouldn't it be something like "Hoomie Choppa," though? "cleaver" sounds, I donno. Hard to say for orcs.

    It'd be fun to stat this monstrosity up as a cursed item that's really just a greatsword +2 or similar, but it has the effect of making the wielder believe it does all that other stuff. Enslaved gnomish artificers made it for the Warchief, and "that's impossible!" wasn't an acceptable answer. Poor Grimble, he wasn't even a very tasty stew :'(
    "'To know, to do, and to keep silent.' Crowley had the first two down pat."

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    Default Re: Homebrew weapons

    yar Grimble was salty.
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    Quote:
    Originally Posted by Bears With Lasers
    Originally Posted by Dhavaer
    How many hit points would an earth-sized planet have?
    All of them.

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    Default Re: Homebrew weapons

    TOO salty
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    Quote:
    Originally Posted by Bears With Lasers
    Originally Posted by Dhavaer
    How many hit points would an earth-sized planet have?
    All of them.

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    Default Re: Homebrew weapons

    At first glance that stats for your human cleaver looks exactly like a fullblade (arms and equipment guide), except it has an even larger crit multiplier. Increasing it to exotic (for most people) gives it one upgrade, which could be damage, crit range, or crit multiplier, but not both. Technically it should be exotic for orcs, and take two feats for everyone else....however that works.
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