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2010-04-16, 06:59 PM (ISO 8601)
- Join Date
- Jul 2008
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- Broken Damaged Worthless
[3.5] The Measure of a Man Redux! (New Weapons)
"It is said that a man is measured in the afterlife by his skills, with blade, word, and spell. If that is the truth, then he who masters any of these will stand tall in the afterlife."
-Master Chang, of the Bladeweave School, to his pupils.
Many of you may recall my little project from January of this year, the Measure of a Man weapon project. Well, I did a vast amount of crappy planning, and as such, the weapons in that thread are all over the damn place. I thought it might be time to fix that issue, and so, I decided to make a redux thread in which they are all compiled wisely in the first several posts, and a table in the first one to give you all the details ASAP. In addition, I've had some more ideas about weapons, and figured it might be nice to update the collection a little.
Without further ado, allow me to present, the new and improved Measure of a Man weapon tables, including the new weapons you haven't seen yet! Thanks go to Zeta Kai and Lappy9000 for the table aid.
As always, credit for the images goes to the truly excellent Ironstaff, known on the forums as Tetsubo 57, whose fine artwork has inspired me greatly.
Table: SimpleWeapons
Simple Melee Weapon Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Light Melee Weapons Hand Razor 45 gp1d41d6Χ31 lb.Slashing O'Ryan's Razor 50 gp1d21d3Χ41 lb.Slashing One-Handed Melee Weapons Dwarven Demo Bar 20 gp1d61d8Χ25 lbs.Bludgeoning Engineers Sword 55 gp1d61d8Χ23 lbs.Slashing Utility Axe 8 gp1d41d6Χ24 lbs.Piercing or Slashing
Table: Martial Weapons
B]Simple Melee Weapon[/B] Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Light Melee Weapons Elven Hookaxe 20 gp1d61d8Χ23 lbs.Slashing Tunnel Blade 50 gp1d41d619-20/Χ23 lbs.Piercing One-Handed Melee Weapons Dwarven Wrench 60 gp1d41d6Χ26 lbs.Bludgeoning Gnomish War Mill 40 gp1d81d1019-20/Χ23 lbs.Bludgeoning Two-Handed Melee Weapons Dwarven Engineer Axe 70 gp1d81d10Χ311 lbs.Bludgeoning/Slashing
Table: Exotic Weapons
It naturally goes without saying that you'll want to check the full description of anything on this table, as everything has special rules.Exotic Melee Weapon Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Light Melee Weapons Switchblade 20 gp1d31d419-20/x22 lbs.Slashing or Piercing Armblade 150 gp1d31d419-20/x26 lbs.Piercing Double Dagger 100 gp1d31d419-20/x22 lbs.Slashing or Piercing Double Ulu 100 gp1d31d4x32 lbs.Slashing One-Handed Melee Weapons Radiant Halberd 95 gp1d81d10x39 lbs.Piercing God Hammer 1,000 gp1d41d619-20/x220 lbs.Bludgeoning Bladed Shield 150 gp1d61d819-20/x315 lbs.Slashing War Talon 50 gp1d41d6x32 lbs.Slashing Falling Star 100 gp1d81d10Χ210 lbs.Piercing and Bludgeoning Two-Handed Melee Weapons Broken Staff Polearm 40 gp1d81d10x315 lbs.Piercing or Slashing Double Fork 100 gp1d6/1d61d8/1d819-20/x38 lbs.Piercing M.U.S. 500 gp1d4/1d41d6/1d6x26 lbs.Bludgeoning Spiked Axe 110 gp1d101d12x415 lbs.Piercing Dragon Mane 150 gp1d122d619-20/x28 lbs.Slashing Infernal Blossom 250 gp2d62d8x310 lbs.Piercing Demon Crook 50 gp1d8/1d61d10/1d8x2/x38 lbs.Slashing/Piercing Gaff-Fork 200 gp1d4/1d61d6/1d8x3/x38 lbs.Piercing/Piercing or Slashing Orcish Dragon Paw 150 gp1d6/1d6/1d81d8/1d8/1d1019-20/x2/19-20/x2/x315 lbs.Slashing/Slashing/Slashing and Piercing Hook and Dagger 200 gp1d6/1d31d8/1d4x4/19-20/x215 lbs.Piercing/Piercing Crescent Sword 500 gp2d62d819-20/x37 lbs.Slashing Mjolnir Sword 6,500 gp1d81d1019-20/x320 lbs.Slashing and Bludgeoning Forked Staff Sword 350 gp1d62d4x39 lbs.Slashing Ranged Exotic Weapons Bolt Launcher 600 gp1d101d12x4110 ft12 lbs.Piercing Case of Bolts (14) 10 gp------2 lbs.-- Last edited by arguskos; 2014-04-05 at 09:12 PM.
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2010-04-16, 07:01 PM (ISO 8601)
- Join Date
- Jul 2008
- Location
- Broken Damaged Worthless
Re: [3.5] The Measure of a Man Redux!
The Broken Staff Polearm
Named for Master Broken Staff, a famed weapon master, the broken staff polearm is a rare and unique weapon. It is a two-handed exotic reach weapon, dealing 1d10 slashing or piercing damage with a critical range of x3. More importantly than that however, are the weapon's unique combination of tricks. A proficient wielder of a broken staff can use it to disarm (at a +2 bonus) or to trip an opponent, as per a flail or guisarme. Lastly, the wielder of a broken staff may use it in a unique attack called a reversing strike. By accepting a -2 on the attack, the broken staff may be used to attack adjacent creatures as though it did not have reach.
Price: 40 gp
The Radiant Halberd
An interesting weapon, the radiant halberd was created by a man who desired the reach of a longspear, the punch of a halberd, and the trickery of a chain weapon. A radiant halberd is a one-handed exotic reach weapon, dealing 1d10 piercing damage with a critical range of x3. It counts as a halberd for the purposes of feats (such as Weapon Focus, Spinning Halberd, etc). Further, the radiant halberd, due to the collection of spikes around the head of the weapon, grants it's wielder one extra attack of opportunity per round.
Price: 95 gp
The Double Fork
This strange design was wrested from the clutching claws of the Sahuagin sharkfiends. The double fork is an exotic double weapon, dealing 1d8/1d8 piercing damage with a critical range of 19-20/x3. It can be used to disarm opponents at a +2 bonus, similar to a flail.
Price: 100 gp
The Engineer's Sword
More a tool than a weapon, the Engineer's Sword was invented by a clever gnome inventor. It is a simple weapon, dealing 1d6 slashing damage with a critical range of x2. However, it doubles as a masterwork tool for any Craft check that could make use of a fine cutting edge, a saw blade, a ruler, or a hammer. Lastly, cruel wielders of an engineer's sword can use the saw blade to grind into a helpless opponent. When taking the coup de grace action with an engineer's sword, the attack deals x3 damage, instead of x2.
Price: 55 gp
The Multi-Use Weapon Tool System
Oh dear, this one is tricky indeed to master. The Multi-Use Weapon Tool System (shortened here to MUS) is the product of a design team of gnomes and dwarves who desired to create the ultimate product of versatility. The MUS has 8 attachments that it can be used with, and has the potential for many many more. Proper use of the MUS requires the user to be proficient with all Simple and Martial weapons, and to take the Exotic Weapon Proficiency (Multi-Use Weapon Tool System) feat. The MUS is always masterwork.
In it's base configuration, the MUS is a masterwork quarterstaff, dealing 1d6/1d6 bludgeoning damage with a critical range of x2. It can be broken down into a set of masterwork nunchaku, dealing 1d6 bludgeoning damage with a critical range of x2, and permitting the user to disarm opponents. The various attachments can only be attached to the full quarterstaff, and are as follows:
-Pick: one end of the quarterstaff becomes a masterwork heavy pick, dealing 1d6 piercing damage with a critical range of x4.
-Butt Spike: one end of the quarterstaff becomes a masterwork dagger, dealing 1d4 piercing damage with a critical range of 19-20/x2.
-End Cap: one end of the quarterstaff becomes equivalent to a masterwork heavy mace, dealing 1d8 bludgeoning damage with a critical range of x2.
-Spear Point: one end of the quarterstaff becomes equivalent to a masterwork spear, dealing 1d8 piercing damage with a critical range of x3.
-The Frog Jig, Hook, and Eye Bolt attachments function as masterwork tools for any Craft checks that would benefit from their use, except that they grant +3 to the check instead of +2.
-The Cutting/Sawing/Prybar attachment functions as a masterwork tool for almost any Craft check, and also can be used as an improvised weapon dealing 1d6 slashing or piercing damage with a critical range of x2.
Attaching each attachment is a standard action. Breaking the MUS into a set of nunchaku is a standard action.
The MUS has one final special trick. If enchanted, the entire set can be enchanted as one object, or as individual parts, at the enchanters whim. If enchanted individually, each attachment only costs half price, since the MUS is easily accepting of magical enhancement.
Price (complete MUS set): 500 gp
Price (staff+nunchaku): 100 gp
Price (each attachment): 50 gp
The Utility Axe
This commonsense dwarven design is a simple weapon, dealing 1d6 slashing or piercing with a critical range of x2. It's main use is that it bypasses the hardness on non-stone and non-metal objects, making it perfect for snapping through rope, hacking through a door, or any such utility use.
Price: 8 gp
Dwarven Wrench
A famous tool, the dwarven wrench has seen much action and fame. It is more useful as a tool than as a weapon, to be honest. It comes with a prybar, a light hammer, and obviously, a wrench. It serves as a masterwork tool for Craft checks where the above tools would be important. If used as a weapon, it serves as a simple weapon that deals 1d6 bludgeoning damage with a critical range of x2.
Price: 60 gp
Dwarven Engineer Axe
Another piece of fine dwarven engineering, this axe serves as a great tool for dwarven digging crews. The dwarven engineer axe is a two-handed martial weapon that deals 1d10 slashing or bludgeoning damage with a critical range of x3. It has the added benefit of ignoring hardness of stone objects.
Price: 70 gp
The Dwarven Prybar
This sturdy tool is of obvious dwarven make, and is a masterwork tool for Craft checks involving taking a structure or large object apart. It can be wielded as a one-handed simple weapon, dealing 1d8 bludgeoning damage with a critical range of x2.
Price: 20 gp
The God Hammer
Ah, the favored weapon of the god of chance, the god hammer is shaped after the icosahedron, the most famed of all dice, and favored die of the god of chance. A god hammer is a one-handed exotic weapon, dealing 1d8 bludgeoning damage with a critical range of 19-20/x2. It has one special ability though. As a standard action, the wielder of a god hammer may detach the head of the weapon, and roll it while invoking a short prayer to the god of chance. If he favors them, the die will show a mystical number on the side that lands up, and the wielder will gain that number as a bonus to attack rolls for the next minute. If he does not, the number will be on the downward facing side, and the wielder will accrue that as a penalty instead. The DM is encouraged to determine both his favor and the number randomly, as befits the god of chance.
Price: 1,000 gp
The Hand Razor
A quick weapon designed by martial artists, the hand razor has since been co-opted by street rogues looking to cut purses. The hand razor is a light simple weapon that deals 1d6 slashing damage with a critical range of x3. Monks begin play with proficiency in the hand razor, at their option, and treat it as a special monk weapon for use with flurry of blows. Further, a monk may use a hand razor to deliver a stunning fist attack. Finally, a hand razor may be easily hidden on your person, granting a +2 to Sleight of Hand checks to hide/draw a hand razor unobtrusively.
Price: 45 gp
The Elven Hookaxe
A design dating from the ancient days of elven expansionism, the elven hookaxe has recently been rediscovered. An elven hookaxe is a light martial weapon, dealing 1d8 slashing damage with a critical range of x2. The main power of a hookaxe is it's ability to be used in grapples without penalty. As an added benefit, a hookaxe grants a +2 bonus to Climb checks.
Price: 20 gp
The Spiked Axe
A brutal weapon developed by primitives in the deep jungle, the spiked axe is a fearsome weapon. A spiked axe is a two-handed exotic reach weapon that deals 1d12 piercing weapon with a critical range of x4.
If the wielder is trained in the use of the spiked axe, they may make a special hooking attack at their option. By accepting a -2 penalty on the attack roll, the wielder of the spiked axe may start a grapple from one square away with the target if the attack hits. This works as if he had the improved grab special ability, except that the target remains in its square if grappled. You cannot pin your opponent while grappling him with a spiked axe, nor can you attack him with natural weapons or use his weapon to attack unless he is within your natural reach. You must keep both hands on the spiked axe, so you cannot draw a light weapon or cast a spell with somatic components. If you win a grapple check to damage your opponent, you deal normal damage for the spiked axe instead of your unarmed striked damage. The grapple ends if the axe is released by the wielder for some reason.
Price: 110 gp
The Dragon Mane
A flowing, hard to handle weapon, the dragon mane is a very unique and rare blade. A dragon mane is a two-handed exotic weapon, dealing 2d6 slashing damage with a critical range of 19-20/x2. You can use Weapon Finesse with a dragon mane. A wielder proficient in the dragon mane may use it in a unique attack called the Flowing Mane Strike. If you attack and damage an opponent at least twice in one full attack with the dragon mane, you may take one extra attack with the dragon mane, at your highest attack bonus.
Price: 150 gp
The Infernal Blossom
This unique and devastating polearm is a rare sight on mortal battlefields, given that it was developed by demons for breaking up devilish regiments in the Blood War. An infernal blossom is a two-handed exotic reach weapon, dealing 2d8 piercing damage with a critical range of x3. A skilled wielder may use the infernal blossom to trip enemies, and they may drop the weapon to resist being tripped back. Additionally, the infernal blossom can be used in a unique, magical attack called a devilbreaker charge. To perform a devilbreaker charge, the wielder has to take a charge action and expend a spell slot. In exchange, they gain a bonus to the attack at the end of the charge equal to the spell slot expended, along with the attack being treated as magical and made with a silvered weapon for purposes of beating DR.
Price: 250 gp
The Switchblade
Not a traditional version of the weapon, the switchblade is in actuality a well balanced dagger with a finger loop at the guard between the hilt and blade. This loop permits the wielder to perform a spinning action with the weapon, granting the free use of the Quick Draw feat, for the switchblade only. The switchblade is a light exotic weapon, dealing 1d6 slashing or piercing damage, with a critical range of 19-20/x2.
Price: 20 gp
The Demon Crook
An ancient weapon, the demon crook is primarily famous as the first true battlestaff, a weapon category of double weapons with differing ends. The demon crook is a two-handed exotic double weapon, dealing 1d10 slashing/1d8 piercing damage, with a critical range of x2/x3. The demon crook can be used to trip opponents with the crook end, and can be dropped to avoid being tripped back. The demon crook can be set against a charge, dealing double damage on a successful readied action against a charging creature.
Price: 50 gp
Gnomish... War Mill?
This... um... "weapon" was designed by a famed adventurer and chef, Symon Cora. He found that sometimes, what he needed was a pepper mill that would hold up to the hard life of adventuring, and this, the gnomish war mill came to be. A gnomish war mill is a one-handed martial weapon, dealing 1d8 bludgeoning damage with a critical range of 19-20/x2. It may, as a standard action that provokes attacks of opportunity, be used as a pepper mill to season up to a 5-ft square with pungent and delicious cracked black pepper. The war mill can hold up to 20 doses of pepper, and takes 1 minute to be refilled.
Price: 60 gp (including 20 doses of pepper); 40 gp (no pepper)
Bolt Launcher
A weapon devised by the gnomish warrior caste, the bolt launcher is an unorthodox version of the crossbow. Where normal crossbows use tension to launch their bolts, the bolt launcher uses a complex spring system as the propellant. The bolt launcher is a two-handed exotic ranged weapon, dealing 1d12 piercing damage, with a critical range of x4. A bolt launcher has a range increment of 110 ft. The bolt launcher has a cylindrical chamber holding 14 shots, permitting the launcher to be used for iterative attacks. Replacing the chamber is a full round action. The great force of the bolt launcher has a drawback however. Each time the launcher is fired, there is a 5% chance that the recoil overloads the springs in the launcher, causing a jam. It requires a full-round action to unjam the weapon.
Price: 600 gp (launcher), 10 gp (case of 14 bolts)
Armblade
A sneaky weapon much favored by rogues, ruffians, and thugish fellows of all types, the armblade is a clever weapon, and can be retracted into the hilt for easy hiding as a free action (opening it is a free action as well). The armblade is a light exotic weapon, dealing 1d4 piercing damage with a critical range of 19-20/x2. A retracted armblade grants a +4 on Slight of Hand checks made to conceal it on your person. However, the true power of an armblade is in surprise. If the wielder of an armblade opens it and attacks a flat-footed opponent with it in the same round, they gain +1 attack and +1d6 damage, for that attack only. Armblades take up the bracer slot.
Price: 150 gpLast edited by arguskos; 2011-05-07 at 09:58 PM.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2010-04-16, 07:02 PM (ISO 8601)
- Join Date
- Jul 2008
- Location
- Broken Damaged Worthless
Re: [3.5] The Measure of a Man Redux!
The Double Dagger
A fiendishly difficult weapon to master, the double dagger is a light one-handed exotic double weapon that deals 1d4/1d4 piercing or slashing damage with a critical range of 19-20/x2. A double dagger can be used as a double weapon while being wielded in one hand, leaving the other free to hold another object, such as a shield. However, a clever and proficient wielder may dual wield double daggers, using them both as single or double weapons, at their option. If used as double weapons, the standard two-weapon fighting penalties apply, with an additional -2 penalty to all attacks (eg. a character with BAB +4 and Dex 18 using weapon finesse, two-weapon fighting, and two double daggers attacks four times, all at +4).
Cost: 100 gp
The Bladed Shield
Created by a man with too much free time and too little sanity or love of personal safety, the bladed shield functions as a heavily modified heavy steel shield and as a exotic one-handed weapon, dealing 1d8 slashing damage with a critical range of 19-20/x3. It requires Shield Proficiency to be used as a shield, and Exotic Weapon Proficiency to be used as a weapon. For a wielder that has both feats, it may be used as a weapon while retaining it's shield bonus to the wielder's AC.
Cost: 150 gp
The Gaff-Fork
Almost as old as the demon crook, the gaff fork is, like that venerable battlestaff, still seen on modern battlefields. It seems one cannot beat ancient innovations. The gaff-fork is a two-handed exotic double weapon. The hook end deals 1d6 piercing damage with a critical range of x3 and the fork end deals 1d8 piercing or slashing damage with a critical range of x3. The hook may be used to trip opponents, and if they trip the wielder in response, the weapon may be dropped to avoid the trip. The fork grants the wielder a +4 on disarm checks made with it. Finally, a proficient wielder may perform a unique attack called a disarming trip. If the gaff-fork is used to successfully trip an opponent, the wielder gets a free disarm attempt with the fork end of the weapon against the opponent, at the wielder's option. If the wielder has the Improved Trip feat, this disarm does not count as the free attack granted by that feat.
Cost: 200 gp
The Orcish Dragon's Paw
Clearly the fanatical dreams of a madman, the orcish dragon's paw is a wild and bizarre weapon. The dragon's paw is a two-handed exotic double weapon. The end-blades of the weapon each deal 1d6 slashing damage with a critical range of 19-20/x2, and the crescent of the weapon deals 1d8 slashing and piercing damage with a critical range of x3. The wielder of a dragon's paw may intersperse attacks with the blades as they see fit, but due to the strange construction, cannot simply attack over and over with one end (ie. they must rotate through the blades). Further, a proficient wielder of the dragon's paw gains one additional attack during a full attack, at their highest attack bonus.
Cost: 150 gp
The Hook and Dagger
Throughout history, brave souls and gibbering fools alike have sought to master chain weaponry, such as the hook and dagger. The hook and dagger is a two-handed exotic double reach weapon. The hook end deals 1d8 piercing damage with a critical range of x4 and the dagger end deals 1d4 piercing damage with a critical range of 19-20/x2. The hook can be used to trip opponents, and if the wielder is tripped in response, the weapon can be dropped. A hook and chain grants its wielder a +4 to disarm opponents. A hook and chain has reach, but unlike other reach weapons, a hook and chain may be used against adjacent opponents, but at a -2 penalty and doing so provoke attacks of opportunity, as whipping the weapon about in such a manner opens exploitable holes for a canny opponent. The hook and dagger is a finessable weapon.
Cost: 200 gp
The Double Ulu
An arctic variant of the double dagger, the double ulu serves as a handy tool in the arctic, and a decent weapon to boot. The double ulu is a light one-handed exotic double weapon that deals 1d4 slashing damage with a critical range of x3. A double ulu grants a +2 on Craft (cooking) or (sewing) checks. Any arctic race with natural proficiencies may trade one of their proficiencies for the double ulu, if desired.
Cost: 100 gp
The Crescent Sword
Created by a Thri-Kreen smith for a Diopsid warrior, the crescent sword is a unique kind of weapon, in that it comes in two varieties. For creatures with only two hands, a crescent sword functions as a greatsword in all ways, if a bit awkward. For creatures with multiple functional hands, such as the Thri-Kreen or Diopsid, the crescent sword becomes something very different. The stats that follow assume such a wielder. The crescent sword is a two-handed exotic weapon that deals 2d8 slashing damage with a critical range of 19-20/x3. If dual-wielded, crescent swords count as light weapons for determining two-weapon fighting penalties, thanks to their unique construction and ease of use for multi-limbed creatures.
Cost: 500 gp
O'Ryan's Razor
Named for it's creator, an inventive barber with need to defend his shop from thugs, an O'Ryan's razor is a light one-handed simple weapon that deals 1d3 slashing damage with a critical range of x4. An O'Ryan's razor was originally designed as a shaving implement, and still excels at that use, granting a +6 on all Profession (barber) or (hairdresser) checks. In fact, an O'Ryan's razor is so sharp, it can cut anything a species may use for hair or body artwork, such as antenna, hair, snakes, wing spines, or scales. Many dragons are known to keep an O'Ryan's razor on hand for self-grooming after a hard day eating adventurers.
Cost: 50 gp.
The War Talon
A strange, yet deadly efficient, weapon from a distant land, the war talon is a one-handed exotic weapon that deals 1d6 slashing damage with a critical range of x3. A war talon has several unique abilities. First, if a proficient wielder possesses a natural claw attack, they may add their claw attack's damage to the damage done by the war talon (just the base dice, nothing else, no rider effects or anything). Second, a war talon permits the wielder to start grapples easily, granting them a +2 bonus on grapple checks as the talon hooks the foe. Finally, a war talon can be used with no penalties in a grapple.
Cost: 50 gp
The Mjolnir Sword
Conceived by a warrior in Ysgard, and first forged by a master smith from Arcadia, a mjolnir sword is a masterfully crafted weapon. A mjolnir sword has three forms, the greatsword, the maul, and the combination (called mjolnir, after the Ysgardian warrior). The base form into which all mjolnir swords are forged is the mjolnir, which is a masterwork two-handed exotic weapon that deals 1d10 slashing and bludgeoning damage with a critical range of 19-20/x3. However, a mjolnir sword when forged gains the metalline property automatically, granting it the ability to change it's material type. Further, a mjolnir sword can shift between the form of a greatsword, a maul, and it's base form of the mjolnir as a free action.
A mjolnir sword is entirely non-magical, despite possessing the metalline property.
Cost: 6,500 gp
The Tunnel Blade
Originally created by the dwarves, the tunnel blade has since been adopted by all delvers and dungeoneers in need of a weapon with more heft than a punch dagger, but the same level of versatility and ease of use. A tunnel blade is a light one-handed martial weapon that deals 1d6 piercing damage with a critical range of 19-20/x2. A tunnel blade requires nearly no room to employ, and so can be used in cramped or smaller spaces, and may be employed in grapples at no penalty.
Cost: 50 gp
The Falling Star
Among the most bizarre weapons ever devised, the falling star is an ogre design that resulted when ogres got their hands on a few flails, and decided they weren't ogre-ish enough. A falling star is a one-handed exotic weapon that deals 1d10 piercing and bludgeoning damage with a critical range of x3. A falling star is treated as a flail for all intents and purposes in regards to feats and special abilities, and may be used by a non-proficient user if they have proficiency with flails, at a -2 penalty.
Cost: 100 gp
The Forked Staff Sword
Originally thought to be of elven make, the forked staff sword is a rarely-seen but rather effective weapon design. A forked staff sword is a two-handed exotic weapon that deals 2d4 slashing damage with a critical range of x3. The nature of the weapon is such that it must be used in one of three fighting stances: the reckless offense stance, the cautious defense stance, and the scales of balance stance. Switching stances is a move action. The reckless offense stance grants the user unparalleled attack at the cost of personal defense. When charging in the reckless offense stance, the user gains an additional +2 bonus to attack and damage rolls with the forked staff sword, but suffers an additional -2 penalty to AC. The cautious defense stance grants the user increased defense, but cuts their offensive ability. While in the cautious defense stance and using either defensive fighting or total defense, the user gains an additional +2 (or +4, respectively) bonus to AC. In the scales of balance stance, the user gains no additional attack or defense bonuses or penalties, and may simply use the weapon normally.
Cost: 350 gpLast edited by arguskos; 2011-10-28 at 05:11 PM.
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2010-04-16, 07:03 PM (ISO 8601)
- Join Date
- Jul 2008
- Location
- Broken Damaged Worthless
Re: [3.5] The Measure of a Man Redux!
The Infinity Arms Weapon Locker!
This is a set of 6 weapons I found in Ironstaff's gallery. They are futuristic gladiatorial weapons, that I've given a magical twist to, so they can be used in more normal D&D games without much conversion.
To use the Infinity Arms weapons, a character needs to be proficient in all martial weapons, and then take the Exotic Weapon Proficiency (Infinity Arms) feat, which gives proficiency with all the weapons listed here.
The IA Power Axe
"Infinity Arms is proud to present the IA Power Axe, perfect for all your slicing and dicing needs. The discerning gladiator chooses Infinity Arms! Infinity Arms: Dealing death has never been so entertaining!"
True to the advert, the IA Power Axe is indeed an excellent weapon for the discerning gladiator. The IA power axe is a two-handed exotic weapon that deals 2d8 slashing damage with a critical range of 18-20/x3. Like all Infinity Arms weapons, it takes a move action to activate/deactivate the energy cell in the base of the weapon, which lasts for up to 10 minutes (100 rounds total) before needing to be replaced or recharged. The IA power axe serves as the basic Infinity Arms weapon, the template for all the others.
Cost (assuming IA is a known company): 250 gp
Cost (assuming IA is unknown or such devices are exceptionally rare/highly valued): 1,100+ gp
The IA Lightning Rod
"From the workshops of Infinity Arms to your arms comes the IA Lightning Rod! Fry your foes in the arena in safety and style! Infinity Arms: Dealing death has never been so entertaining!"
The IA lightning rod is the main ranged weapon of Infinity Arms' product line. The IA lightning rod is a two-handed ranged exotic weapon that deals 1d10 electricity damage with a critical range of x3 and a range increment of 50 ft. The IA lightning rod may be used in melee, dealing the same amount of damage, but the wielder takes a -2 due to the weapon not actually being designed for such use. Like all Infinity Arms weapons, it takes a move action to activate/deactivate the energy cell in the base of the weapon, which lasts for up to 10 minutes (100 rounds total) before needing to be replaced or recharged.
Cost (assuming IA is a known company): 350 gp
Cost (assuming IA is unknown or such devices are exceptionally rare/highly valued): 1,000+ gp
The IA Power Staff
"New from Infinity Arms: the Power Staff! Destroy your enemies with either end of the devastating weapon! Use the blade to slice them apart, or just drill them to death! Infinity Arms: Dealing death has never been so entertaining!"
The only double weapon to come out of Infinity Arms, the IA power staff is a brutal, if short lived, weapon. The IA power staff is a two-handed exotic double weapon. The bladed end deals 1d12 slashing damage with a critical range of x3, and the drill end deals 1d10 piercing damage with a critical range of x4. The IA power staff's drill end can be used on a prone, netted, or stunned opponent to devastating effect. The wielder may take a full-round action to stab the opponent with the drill (as an attack roll), and activate it, causing an automatic critical if the attack connects. Like all Infinity Arms weapons, it takes a move action to activate/deactivate the energy cell in the base of the weapon, which lasts for up to 5 minutes (50 rounds total) before needing to be replaced or recharged (due to the double ends of the weapon, the power staff drains charge faster than normal).
Cost (assuming IA is a known company): 400 gp
Cost (assuming IA is unknown or such devices are exceptionally rare/highly valued): 1,200+ gp
The IA Maelstrom
"From the depths of our R&D departments comes the latest, and dare we say, the greatest, weapon from Infinity Arms: the Maelstrom. With it's razor sharp and magically enhanced rotating blade, if your foes weren't scared before, they sure are now! Buy one today! Infinity Arms: Dealing death has never been so entertaining!"
The IA maelstrom is the strangest, yet possibly the most terrifying, weapon produced by Infinity Arms. The IA maelstrom is a two-handed exotic weapon that deals 2d12 slashing damage with a critical range of 19-20/x3. Due to the positioning of the blade, and the increased speed at which it spins compared to weapons such as the IA power axe or IA power staff, the IA maelstrom is superior for destruction than those weapons. The IA maelstrom grants a +4 on opposed checks during offensive sunder attempts, and ignores half the hardness of any object it is used to sunder. Like all Infinity Arms weapons, it takes a move action to activate/deactivate the energy cell in the base of the weapon, which lasts for up to 3 minutes (30 rounds total) before needing to be replaced or recharged (the IA maelstrom draws an immense amount of power compared to normal IA weapons).
Cost (assuming IA is a known company): 500 gp
Cost (assuming IA is unknown or such devices are exceptionally rare/highly valued): 1,300+ gp
The IA Combat Handsaw
"Are normal sidearms, such as daggers and short swords, just not doing the job? Do you need a sidearm with some real punch behind it? Then try the new Infinity Arms Combat Handsaw! It's got power where it counts! Infinity Arms: Dealing death has never been so entertaining!"
The Infinity Arms response to more standard sidearm weapons, the IA combat handsaw is a light one-handed exotic weapon that deals 1d8 slashing damage with a critical range of 19-20/x2. The IA combat handsaw is an excellent tool as well as a weapon, granting a +4 on all Craft checks where a knife would be useful. Like all Infinity Arms weapons, it takes a move action to activate/deactivate the energy cell in the base of the weapon, which lasts for up to 1 hour (600 rounds total) before needing to be replaced or recharged.
Cost (assuming IA is a known company): 100 gp
Cost (assuming IA is unknown or such devices are exceptionally rare/highly valued): 900+ gp
The IA Force Blade
"Are you tired of being caught with your guard down? Want a way to scare off that mugger? Then try this: the new Infinity Arms Force Blade! You go from scared victim to confident defender in a split second! Infinity Arms: Dealing death has never been so entertaining!"
The first (and so far only) weapon from Infinity Arms marketed towards civilians, the IA force blade is a surprisingly useful sidearm for guardsmen and soldiers alike. The IA force blade is a light one-handed exotic weapon that deals 1d8 piercing and force damage with a critical range of 19-20/x2. The IA force blade's big innovation is that it is not a physical blade. Instead, when the power switch is flipped, a short blade of force appears above the handle, permitting attacks with it. Unlike other Infinity Arms weapons, it takes a swift action to activate/deactivate the energy cell in the base of the weapon, which lasts for up to 10 minutes (100 rounds total) before needing to be replaced or recharged (the force blade was designed with speed and ease of use in mind).
Cost (assuming IA is a known company): 150 gp
Cost (assuming IA is unknown or such devices are exceptionally rare/highly valued): 1,000+ gp
Infinity Arms Power Pack
As all IA weapons are powered by a magical battery, the cost of said battery becomes relevant. A single power pack costs 50 gp, and weighs 1/2 pound.Last edited by arguskos; 2010-04-25 at 11:11 PM.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2010-04-16, 07:09 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux!
1.Please bold the non-weapon lines of the table, to make for easier reading.
2.Could you do a little blurb description underneath, like unto that done in the SRD for core weapons? For example, is a Double-Fork anything like what I'd think it is?
Nevermind, that's what happens when you're too eager to help.Last edited by Godskook; 2010-04-16 at 07:10 PM.
Avatar by Assassin89
I started my first campaign around a campfire, having pancakes. They were blueberry.
My homebrew(updated 6/17):
SpoilerIn progress:
Prolonged Spell(Fix for Persistent spell)
Weapon Training(replaces Weapon Focus chain)
Shelved:
Ascendant Feats.[New content!]
Finished:
Belts of potionade
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2010-04-16, 07:11 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux!
It goes without saying that you'll want to check the full descriptions of each weapon, as I get around to getting them up. I'll note that underneath, but no, I will not be doing superscripts for each and every weapon, since I a) don't know the superscript code for the forums; and b) that's a massive amount of work for marginal at best return.
However, gimme a few more minutes, and I'll get all the new weapons up. The old ones are up now.
EDIT: Btw, it's no biggie man. I'm impressed someone caught me before I tossed up the old stuff. If you see any typos or logical errors, do let me know.Last edited by arguskos; 2010-04-16 at 07:15 PM.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2010-04-16, 07:17 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux!
I wasn't referring to superscripts. I was referring to post #2's content. It wasn't there when I posted, but now it is.
Avatar by Assassin89
I started my first campaign around a campfire, having pancakes. They were blueberry.
My homebrew(updated 6/17):
SpoilerIn progress:
Prolonged Spell(Fix for Persistent spell)
Weapon Training(replaces Weapon Focus chain)
Shelved:
Ascendant Feats.[New content!]
Finished:
Belts of potionade
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2010-04-16, 07:26 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux!
Ah. Thought you might be referring to the fact that the SRD also has superscripts on all the weapons, giving you little details on if that thing has reach, etc. And, yeah, that's a bit more than I'm willing to do for this project.
EDIT: By the way, the new weapons are up (post #3).Last edited by arguskos; 2010-04-16 at 07:39 PM.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2010-04-18, 11:03 AM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
Ok, it's been a day and a half, and no new responses. Are the new weapons just mind-blowingly awesome or somesuch? Note: that'd be sweet if they were.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2010-04-18, 03:29 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
Bumping, with an update. Post #3 has the Double Ulu, the Crescent Sword, O'Ryan's Razor, the War Talon, and the Mjolnir Sword, all brand-spankin'-new material.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2010-04-18, 04:03 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
Got any Hook Swords?
Originally Posted by Dragon Magazine, Issue 4
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2010-04-18, 04:07 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
ze/zir | she/her
Omnia Vincit Amor
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2010-04-18, 04:10 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2010-04-18, 09:44 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
Chik has a new feat to take. EWP: Crescent Sword. I cant help but think that he inspired the weapon, to some extent. I take that as a compliment.
How much of your Strength bonus do you add with the off-hand Crescent Sword? I'd think 1x, due to the multiple-off-hands rules in Savage Species. They state that every non-primary hand added to a weapon adds .5x Strength, though that was meant to apply to Two-Handed weapons used in the primary-hand.
I really enjoy this project, but I didn't have anything to ask or specifically comment on before I saw the update.
Oh, you list the Crescent Sword's price as 500gp in the weapon's description, but as 200gp in summary OP. Which is correct?Last edited by Lyndworm; 2010-04-18 at 09:46 PM.
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(Last updated 9/28/12)Linnormatar by the ever-wonderful Serpentine. MRH - FACE Mages
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I'm hardly an expert, but feel free to PM me if you ever need anything; build advice, homebrew advice,
elaboration of a post I made, elaboration of my homebrew,my Social Security number,or just a friendly ear.
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2010-04-18, 09:47 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
Uh, well, Chik did and didn't inspire it. I was actually digging through Ironstaff's archives, looking for cool stuff, and found that pic, and I said, "hey, it's for multi-armed creatures! That's cool!" and made something out of it. I then realized that Chik and Proto would both LOVE the damn thing.
As for the Str bonus, it'd be x1, for the reasons you stated.
Oh, and the cost is 500 gp. Not sure why I listed it wrong in the table. Good catch.Last edited by arguskos; 2010-04-18 at 09:47 PM.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2010-04-19, 11:45 AM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
Muaha, awesome! Everything looks much nicer now that it's all organized.
The new weapons look good, and the War Talon in particular caught my eye; adding it onto your base natural weapons is all kinds of awesome. Nothing stands out balace-wise at a glance, but I'll keep looking over them all.Last edited by Lappy9000; 2010-04-19 at 11:45 AM.
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2010-04-19, 03:54 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2010-04-19, 03:58 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
Yep. I'm taking Exotic Weapon Proficiency at 2nd level. I don't care that Horgoth is a sorcerer!
Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2010-04-19, 04:01 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
Go for it.
22 second wait...Are any of my tables still broken?Visit Beautiful Gatazka Today!Extended Signature
(Last updated 9/28/12)Linnormatar by the ever-wonderful Serpentine. MRH - FACE Mages
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I'm hardly an expert, but feel free to PM me if you ever need anything; build advice, homebrew advice,
elaboration of a post I made, elaboration of my homebrew,my Social Security number,or just a friendly ear.
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2010-04-19, 04:01 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2010-04-19, 04:17 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
Hey, all of those pictures are stretching the page something fierce. Maybe you should use a few spoilers?
Are any of my tables still broken?Visit Beautiful Gatazka Today!Extended Signature
(Last updated 9/28/12)Linnormatar by the ever-wonderful Serpentine. MRH - FACE Mages
(Last updated 1/29/12)
Fluff | Crunch
I'm hardly an expert, but feel free to PM me if you ever need anything; build advice, homebrew advice,
elaboration of a post I made, elaboration of my homebrew,my Social Security number,or just a friendly ear.
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2010-04-19, 04:19 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2010-04-19, 04:36 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
The Radiant Halberd, Double Fork, Demolition Bar, God Hammer, Bolt Launcher, Double Dagger, Gaff-Fork, and Double Ulu all stretch out my page, though not by a lot. If you feel that the "flow" of the page is important to the weapon's display, then by all means, keep it however you wish. I merely meant it as a suggestion.
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(Last updated 9/28/12)Linnormatar by the ever-wonderful Serpentine. MRH - FACE Mages
(Last updated 1/29/12)
Fluff | Crunch
I'm hardly an expert, but feel free to PM me if you ever need anything; build advice, homebrew advice,
elaboration of a post I made, elaboration of my homebrew,my Social Security number,or just a friendly ear.
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2010-04-19, 04:38 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
I prefer it without spoilers, despite my slight screen displacement.
Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2010-04-19, 04:39 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
Ah, yes, I see. Your screen is smaller than mine, which explains it, since those are just on the cusp of stretching for me.
Anyways, yeah, I am sorry, but I kinda made this thread for the intention of clarity and flow of the materials, and am loathe to break it. Yes, I AM that OCD about this.
In other news, expect an Infinity Arms update this evening. It'll be in post #4, just cause it's futuristic and at odds with the rest of the material, thematically.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2010-04-19, 04:42 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
I just know my next martial character will stock up with all those weapons that double as tools. So he can fix all the doors he crashes through.
"It's the fate of all things under the sky,
to grow old and wither and die."
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2010-04-19, 07:56 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
The Infinity Arms Magical Technological Weapon Line is now posted, in Post #4.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2010-04-19, 08:49 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
I like them. No specific criticism, unfortunately, but I do like them.
Are any of my tables still broken?Visit Beautiful Gatazka Today!Extended Signature
(Last updated 9/28/12)Linnormatar by the ever-wonderful Serpentine. MRH - FACE Mages
(Last updated 1/29/12)
Fluff | Crunch
I'm hardly an expert, but feel free to PM me if you ever need anything; build advice, homebrew advice,
elaboration of a post I made, elaboration of my homebrew,my Social Security number,or just a friendly ear.
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2010-04-20, 05:47 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
I'm pleased you liked them, thanks for at least checking 'em out.
Anyone else have any additions? Hopefully, I'll have an update tonight or tomorrow.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2011-03-03, 03:58 PM (ISO 8601)
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Re: [3.5] The Measure of a Man Redux! (New Weapons)
These are... awesome. I really can't think of much more to say than that.
Avatar by Lycunadari
Go Tigers!