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Thread: Tricking out harpoons
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2010-04-30, 01:32 PM (ISO 8601)
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Tricking out harpoons
ok, so you have a quiver of ehlonna (mielikki) stuffed with harpoons.
you lvl a bit
time to upgrade a few of them.
What are good mods and enchantments to make them lockdown and hurt more?"Quick Draw. It grants the ability to turn any boring non-combat scenario into combat as a FREE ACTION."-Deleted User
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2010-04-30, 01:35 PM (ISO 8601)
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Re: Tricking out harpoons
What exactly are the mechanics for harpoons? I was thinking of treating them like thrown spears or javelins with a built in power attack because they're powerful but unwieldy.
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2010-04-30, 01:43 PM (ISO 8601)
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Re: Tricking out harpoons
#1: be a Large race
#2: wear Mountain Plate
#3: Attach a Grappling Hand Crossbow to your arm
#4: Load a Harpoon with a chain attached
#5: Quote Scorpion
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2010-04-30, 01:43 PM (ISO 8601)
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"Quick Draw. It grants the ability to turn any boring non-combat scenario into combat as a FREE ACTION."-Deleted User
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2010-04-30, 02:08 PM (ISO 8601)
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Re: Tricking out harpoons
Fleshgrinding Harpoons are cool.
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2010-04-30, 02:15 PM (ISO 8601)
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Re: Tricking out harpoons
I considered that, it's melee only. And I'm pretty sure harpoons are classed as ranged.
Or is it more a throwable melee weapon?"Quick Draw. It grants the ability to turn any boring non-combat scenario into combat as a FREE ACTION."-Deleted User
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2010-04-30, 02:21 PM (ISO 8601)
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2010-04-30, 02:43 PM (ISO 8601)
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2010-04-30, 02:50 PM (ISO 8601)
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Re: Tricking out harpoons
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2010-04-30, 02:51 PM (ISO 8601)
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Re: Tricking out harpoons
It's also not an unreasonable houserule to allow harpoons to be treated as melee weapons, considering the description specifically states they're a special type of broad-headed spear. Of course, that's up to your DM.
Originally Posted by SkyBoundFencer
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2010-04-30, 05:22 PM (ISO 8601)
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Re: Tricking out harpoons
Would Splitting apply? Chuck a harpoon at someone and end up sticking two in them?
Alternately, Returning could be interpreted in an interesting way. Either it pulls the target toward you (Get over here!) or just rips itself out of the target at the end of your turn. Again, doubling your damage but removing the actual good part of harpoons, the debuff effect they have.
Collision is extra-useful on a harpoon, as it raises your initial damage, the DC to avoid getting nailed, AND the secondary damage if you pull it out.
Knockback used to be pretty awesome before the MIC reprint, check into that one. Halving movement as well as knocking your opponent around seems pretty entertaining.
Strangely, I kind of like Illuminating. If you have superior senses (as you should, ranged fighter) you're nailing an opponent with a beacon of light they can't get rid of. Try sneaking around with a glowing harpoon in your chest.
Precise is also a good call. Ranged battles devolve into melees so quickly, and you don't want to have to waste shots due to cover or your foes closing on your allies.
Finally, Ghost Touch. Incorporeal enemies don't come up often, but when they do, wouldn't you like to ram a sharp stick into them that stops them from hiding in walls?Last edited by Abd al-Azrad; 2010-04-30 at 05:23 PM.
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2010-04-30, 05:43 PM (ISO 8601)
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Re: Tricking out harpoons
I use harpoons in my current campaign.
I'm a EWM. Exotic Weapons Master, though I don't have the prestige class. But considering I have 3 exotic weapon proficincies, I might as well be.
Harpoons to me are more of a tool, like nets, rather than weapons.
Now, the best and obvious enchant is fleshgrinding. But it this only really works for evil characters.
Besides that there really is no "best enchant". Anything continues works well. There is just isn't much of that. Maybe spellstoring with a long duration spell.
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2010-04-30, 06:06 PM (ISO 8601)
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Re: Tricking out harpoons
Fleshgrinding doesn't work, it only can be applied to melee weapons. Similarly with spell storing. And the harpoon's special ability is irrelevant to the duration of the spell, even if this did work- when the harpoon hits its target, the spell applies to the target and continues to apply even after it is removed.
Wow that was a lot of being a downer on your good ideas. I actually went through exactly that thought process myself, wanting to use fleshgrinding and spell storing. They seem like they would work, eh?
Anyways, yes. Harpoons are a tool. All weapons are tools. Harpoons are more versatile a tool than most weapons, as they inflict a mobility debuff as well as dealing significant damage to an enemy at range. The strength of their debuff is based entirely off the damage they deal, and as such, they are also a very efficient tool- one need focus only on their damage output while throwing harpoons, and still maximize the harpoon's additional abilities. As such, I'd really put my vote on Collision- +2 effective bonus, +5 damage. That's also +5 DC and +5 secondary damage. Harpoons are actually pretty awesome as described by Escheton.Last edited by Abd al-Azrad; 2010-04-30 at 06:12 PM.
That is not dead which can eternal lie
And with strange aeons even death may die.
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2010-04-30, 07:59 PM (ISO 8601)
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Re: Tricking out harpoons
Fleshgrinding: When this piercing or slashing melee
weapon deals damage to a living creature, the wielder may
command the weapon to “grind” as a free action.
Woah, you're right. Totally didn't see that.
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2010-04-30, 08:02 PM (ISO 8601)
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Re: Tricking out harpoons
it's fun on a greatspear though, the 2d6 reach throwable weapon
now, a harpoon chucking skirmisher with a fleshgrinding greatspear and spring attack...
grabbed from shax's:
Alchemical Flare Stake (x3, 15 GP ea.)
Price: 45 GP
Weight: 0.3#
(Expedition to Castle Ravenloft p. 208)
One-shot item, treated as a dagger, does 1d6 fire damage against corporeal undead. It also lodges into the undead's body and does an additional 1d6 fire damage every round (the undead creature, assuming it isn't mindless, can remove all stakes with a standard action). There's no duration listed, so it apparently continues to burn until the creature is dead or the stake is removed. There are also alchemical flare bolts for the same price, but they don't do additional damage on subsequent rounds. Although the description says treat the stakes like daggers for proficiency purposes, I'm not clear on whether they can be thrown Buffy-style like daggers... but it would be pure awesomesauce if they could.
Craft (Alchemy) DC: 20
what would it take to combine the awesomeness of harpoons with the damage over time of these babys?
besides a craft alchemy 20 and dm fiat?Last edited by Escheton; 2010-04-30 at 08:08 PM.
"Quick Draw. It grants the ability to turn any boring non-combat scenario into combat as a FREE ACTION."-Deleted User
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2010-04-30, 11:08 PM (ISO 8601)
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Re: Tricking out harpoons
I worked on a harpoon thrower build myself after another thread talked about how awsome they are my personal weapon enhancement was splitting together and trying to convince the DM to let me do the damage for ripping the harpoon out while keeping a tip in the target to get the movement debuff. Fluffwise I was thinking of something like the elfprince from hellboy 2's spear with a line going back to the shaft from each broken off head.
If anyone's curious my build is
Savage Bard 1 one flaw EWP:Harpoon, Point Blank Shot, Precise Shot
Warblade 1
Warblade 2 Song of The White Raven
Warblade 3
Warblade 4
Bloodstormblade 1 Combat Reflexes
Master Thrower 1 Trip Trick
Bloodstorblade 2
Bloodstormblade 3 Mageslayer, Ranged Threat
Bloodstormblade 4
Bloodstormblade 5
Bloodstormblade 6 Improved Precise Shot, Specialization
Bloodstormblade 7
Bloodstormblade 8
Bloodstormblade 9 Ranged Weapon Mastery, Open Feat
Bloodstormblade 10
Warblade 5 Open Feat
Warblade 6 Open Feat
Warblade 7
Warblade 8
I also considered an alternate build With Harmonious Knight instead of Savage Bard and with the level of Master Thrower removed so I could make a solely STR dependent build. Don't know what to do with the late game feats though.
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2010-05-01, 12:27 AM (ISO 8601)
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Re: Tricking out harpoons
i would suggest masterslaying so once they rip it out you can ready and action to have it crit them
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2010-05-01, 12:30 AM (ISO 8601)
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Re: Tricking out harpoons
Oh, cool... never even thought of Master Thrower before. "Two with One Blow": you may take a -4 penalty to hit two adjacent opponents with one attack. With harpoons... *snicker*
I'd almost be tempted to max out Master Thrower, grab Trip Shot, Two with One Blow and Deadeye Shot (increasing the crit multiplier) so you end up with a ranged attack dealing 1d10 + heckofalot, crit 19-20/x3, tripping, pinning enemies together, halving movement, and keeping them on a 30' leash around you. Maybe not Wizard-levels of battlefield control, but that could really wreck someone.
Ooh! And if you wear that crazy evil king armor from BoVD, with the chains for attaching to slaves? The one that forcibly inflicts Shield Other on your slaves, targeting you? Find some way to work the power of those chains into your harpoon leashes, and you'll end up facing foes who are debuffed, stuck within a move action of you, and if they try to fight you they take half the damage they deal upon themselves. Only solution for them is to take a full-round action to pull out the harpoon... which you then stick right back in them on your turn. Lockdown.Last edited by Abd al-Azrad; 2010-05-01 at 12:34 AM.
That is not dead which can eternal lie
And with strange aeons even death may die.
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2010-05-01, 01:47 AM (ISO 8601)
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2010-05-01, 04:09 AM (ISO 8601)
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Re: Tricking out harpoons
Have you considered using this with a spool of endless rope?
That 30' rope? You can adjust its length. That harpoon sitting on the ground over there? You can reel it in at a rate of 50' per round. (Please note that your DM may ask for a reflex save.) You may be able to use this to yank a harpoon out of an enemy/corpse so that it is available again. There are likely more uses for this, but that's all I can come up with off the top of my head.
Rope of stone may also be amusing.
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2010-05-01, 09:34 AM (ISO 8601)
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Re: Tricking out harpoons
On that note: rod of ropes modded with a harpoon.
Nothing screams hookshot like that baby"Quick Draw. It grants the ability to turn any boring non-combat scenario into combat as a FREE ACTION."-Deleted User
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2010-05-01, 09:12 PM (ISO 8601)
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Re: Tricking out harpoons
right, posting after myself...
anyhoo: complete warrior has some nice enchantments like blood seeking, explosive and exit wound.
Blood seeking attacks around cover. Explosive explodes...and exit wounds blows through the body to the next target. Now picture the combo.
Dude behind a tower shield gets a harpoon with trailing rope that explodes as it passes though him past his full cover shield, perhaps even into the mage that he is trying to protect behind him..."Quick Draw. It grants the ability to turn any boring non-combat scenario into combat as a FREE ACTION."-Deleted User
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2010-05-01, 09:31 PM (ISO 8601)
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Re: Tricking out harpoons
Penetrating Shot feat: fire a weapon in a 60' line, damaging all enemies whose AC you hit. Combine with bloodstorm blade.
Deep crystal (+2d6 for 2 pp).
Manyfanged property (x4 damage).
Wounding (2 Con damage per shot).
Holy, unholy, anarchic, and axiomatic (negative levels while a target has it embedded, not to mention additional damage).
Various psychic warrior powers are nice for this, such as strength of my enemy to deal additional Strength damage and get you even more bonuses to your Strength.Last edited by Lycanthromancer; 2010-05-01 at 09:33 PM.
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2010-05-01, 11:47 PM (ISO 8601)
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Re: Tricking out harpoons
the penetrating shot is nice, though the bab 10, str 15 and point blank are a bit steep as prereqs.
There is also a lvl 2 spell and lvl 7 maneuver that does that btw.
how that is balanced, I have no idea.
manyfanged, source?
con dmg, always nice. works well with returning.
does that really work when stuck in you as opposed to just when wielded?"Quick Draw. It grants the ability to turn any boring non-combat scenario into combat as a FREE ACTION."-Deleted User
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2010-05-01, 11:55 PM (ISO 8601)
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Re: Tricking out harpoons
Manyfanged is from Serpent Kingdoms. Pull it off the manyfanged dagger and there you go.
As far as holy/unholy/etc, I'm not 100% sure, though the extra damage (both in and out) is great.
Oh, and look into some of the cheap charges-per-day items in the MIC. Extra d6s are always nice, and a lot of those items are very inexpensive.
Don't forget about Power Throw. Like Power Attack, but for thrown weapons.
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2010-05-02, 12:08 AM (ISO 8601)
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Re: Tricking out harpoons
Gaaah! I'm playing an inuit-based darfellan. If I had KNOWN this thing was available, I'd have got it instead of martial weapon proficiency (halberd). Stupid!
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2010-05-02, 12:28 AM (ISO 8601)
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Re: Tricking out harpoons
uhm...you actually spend a feat on a martial proficiency?
wow, thats dedication to a concept.
you can always spend a later feat on exotic prof.
then apply the aptitude weapon enchantment to a bunch of other exotics so you don't feel like you just wasted a feat."Quick Draw. It grants the ability to turn any boring non-combat scenario into combat as a FREE ACTION."-Deleted User
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2010-05-02, 12:44 AM (ISO 8601)
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Re: Tricking out harpoons
It was the only decent non-reach two handed piercing weapon I could find...
*weeps at own stupidity*
Edit: Of course, that would also mean I would have had to have gotten a decent dex, too.Last edited by Admiral Squish; 2010-05-02 at 12:48 AM.
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2010-05-02, 12:52 AM (ISO 8601)
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Re: Tricking out harpoons
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2010-05-02, 12:52 AM (ISO 8601)
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Re: Tricking out harpoons
not really. There are enough ways to throw purely of strength.
It'll cost ya a few feats, but it can be done.
ask your dm if you can respec with new information that goes better with your fluff idea and is crunchwise pretty sweet as well.
I think it had to be piercing, on that note: greatspear 2d6 x3 10ftLast edited by Escheton; 2010-05-02 at 12:53 AM.
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