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    Orc in the Playground
    Join Date
    Oct 2009

    Default Generic/Custom Weapons (3.5/PF Equipment)

    Current Version: Melee and Thrown Weapons

    This is intended to be a standardized system of creating weapons in 3.5/Pathfinder. Ideally, this removes some amount of clutter and redundancy from the weapons table, and reins in things like the Spiked Chain. This also allows people to define their own weapons and customize sets of abilities.

    How to Use:

    1) Think of the weapon you want to wield. A sword? A staff?
    2) Decide whether your weapon does bludgeoning, piercing, or slashing damage.
    3) Decide whether your weapon is easy to wield (simple), requires some training (martial), or is obscure (exotic).
    4) Decide whether your weapon is light, one-handed, or two-handed for you.
    5) Add the cost modifier for weapon size to the base cost from weapon class to determine the cost of your weapon.
    6) Spend Weapon Points to customize your weapon to your liking. Your allocation of Weapon Points is permanent and cannot be changed after the weapon is created.

    {table]Weapon Class | Weapon Points | Base Cost
    Simple |
    2
    | 5 gp
    Martial |
    3
    | 15 gp
    Exotic |
    5
    | 125 gp[/table]

    {table]Weapon Size | Base Damage Die* | Cost Modifier
    Light |
    1d4
    | +0 gp
    One-Handed |
    1d6
    | +5 gp
    Two-Handed |
    1d8
    | +15 gp[/table]

    *This assumes a medium-sized wielder. Larger and smaller wielders alter the size of the damage die accordingly.

    Weapon Abilities

    Spoiler
    Show
    Ammunition (WP: 1)

    The weapon is considered as ammunition for the purposes of drawing it, crafting masterwork or special versions of it, and what happens to it after it is thrown. This ability may be only applied in conjunction with the "Throw" ability. The weapon's price buys you 5 pieces of ammunition.

    Increase Critical Multiplier (WP: 1, +2)

    The critical multiplier of the weapon increases to x3. For another 2 WP, the critical multiplier increases again to x4.

    Increase Critical Threat Range (WP: 1, +2)

    The critical threat range of the weapon increases to 19-20. For another 2 WP, the critical threat range increases again to 18-20.

    *Note: Applying one increase critical multiplier and one increase critical threat range on the same weapon (so critical 19-20/x3) costs 5 WP total. Adding more than one of each type of critical bonus is generally not possible.

    Increase Damage Die (WP: 2)

    The damage die of the weapon is increased by one size step (1d4 to 1d6, 1d6 to 1d8, or 1d8 to 2d6).

    Disarm (WP: 1)

    When wielding the weapon, you gain a +2 bonus on the opposed attack roll made to disarm an opponent.

    Finesse (WP: 1)

    You may use the Weapon Finesse feat with this weapon.

    Monk (WP: 1)

    Monks are proficient with this weapon, and may incorporate strikes made with it into a flurry of blows.

    Multitype (WP: 1)

    This weapon does two types of damage.

    Reach (WP: 2, +3)

    This weapon threatens and strikes enemies 10 ft. away, but not immediately adjacent (5 ft. range) to the wielder. For another 3 WP, this weapon is also capable of threatening and striking adjacent enemies (a.k.a. full reach).

    Throw (WP: 1, +2)

    You may throw this weapon with a range increment of 10 ft. without incurring any penalties. For another 2 WP, the range increment increases to 20 ft.

    Trip (WP: 1)

    You may make trip attacks with this weapon. If you are tripped during your own trip attempt, you may opt to drop this weapon to avoid being tripped.


    Sample Weapons

    {table]Weapon | Class | Size | Cost | Dmg | Critical | Range Increment | Abilities | Type
    Dagger | Simple | Light | 5 gp | 1d4 | 19-20/x2 | 10 ft. | throw | slashing
    Dart | Simple | Light | 5 gp (5) | 1d4 | x2 | 10 ft. | ammunition, throw | piercing
    Morningstar | Simple | One-Handed | 10 gp | 1d6 | x2 | | multitype, trip | bludgeoning and piercing
    Quarterstaff | Simple | Two-Handed | 20 gp | 1d8 | x2 | | finesse, monk | bludgeoning
    Kukri | Martial | Light | 15 gp | 1d4 | 18-20/x2 | | | slashing
    Shortsword | Martial | Light | 15 gp | 1d6 | 19-20/x2 | | | slashing
    Battleaxe | Martial | One-Handed | 20 gp | 1d8 | x3 | | | slashing
    Longsword | Martial | One-Handed | 20 gp | 1d8 | 19-20/x2 | | | slashing
    Halberd | Martial | Two-Handed | 30 gp | 1d8 | x2 | | reach, trip | slashing
    Greataxe | Martial | Two-Handed | 30 gp | 2d6 | x3 | | | slashing
    Rapier | Martial | One-Handed | 20 gp | 1d6 | 19-20/x2 | | disarm, finesse | piercing
    Heavy Pick | Martial | One-Handed | 20 gp | 1d6 | x4 | | | piercing
    Spiked Chain | Exotic | Two-Handed | 140 gp | 1d8 | x2 | | full reach | piercing
    Elven Courtblade | Exotic | Two-Handed | 140 gp | 1d8 | 18-20/x2 | | disarm, finesse | slashing[/table]
    Last edited by Merk; 2010-06-28 at 06:22 PM.

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