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  1. - Top - End - #1
    Bugbear in the Playground
     
    Alent's Avatar

    Join Date
    Sep 2013

    Default D20 Arms and Armor 2: The Quickening. (Project Exile)

    The following rewrite of 3.x's Arms and Armor is part of a larger fix for my campaign setting project, Exile, that is also intended to improve martial characters. It attempts to standardize weapon design by creating multiple templates for Heavy, Versatile, and Finesse weapons, revises weapon and armor proficiency, and assigns iterative attack progressions by Weapon Template. Weapons created with the templates can be customized, creating regional and personalized weapons.

    I am concerned about the math side- I'm a creative artsy type, so any Logical/mathematical execution is a learned/forced behavior that I can't claim to be all that good at. I have used Excel as a crutch, but I'm pretty sure there's quite a few things I've overlooked. (After all- there always is something, isn't there?)

    D20 Rule Changes

    Action Economy
    "Full attack" is removed and replaced with 5th edition style attacking, including the rules for "Breaking up your move". All attacks are made at full bonus, each iterative does not reduce your total BAB.
    Feat Adjustments:
    Spring Attack's benefits change to "You may choose to save some of your iterative attacks for later in the initiative. Additionally, you reduce the penalty for making a stealth check after attacking by half."

    Mobility's benefits change to: "You may choose to save some of your movement for later in the initiative. Additionally, you negate the penalty for moving at faster than half your base speed when making a stealth check."

    On Damage
    I couldn't really find a universal agreement on what constitutes "reasonable damage" in melee combat. The most reasonable suggestion I saw online was HD * 5, and I have tried to keep most weapons within -/+ 5~15% of that target. The only noteworthy exception to this is levels 1 and 2, which... assuming any decent stat stacking at all, levels 1 and 2 are always rocket tag.

    Sneak Attack and Power Attack
    These two abilities have to go. Sneak Attack is functionally a hindrance to balancing Finesse/dual wield damage, being so great that you have to make light weapons do drastically reduced damage to compensate for Sneak Attack, crippling all non-sneak attacking fighters. Alternatively, you can balance for not having sneak attack, and end up with sneak attack damage being extremely imbalanced in a bad way. Power Attack is similar, effectively being a required feat tax for all physical damage dealing classes. In some ways, Power Attack isn't as big of an issue, but I would rather simply kill it to minimize the rules headache and open up design space.

    Beyond the scope of this weapon revamp, long term I aim to keep an homage to Sneak Attack/backstab in the form of a ToB style maneuver.

    Weapon Proficiency Revision
    Classes do not gain any proficiencies, and may use any weapon beginning at level 1. Simple weapons may be used without penalties from +0 BAB onward, using a Martial Weapon will provoke an attack of opportunity if you have less than +1 BAB.

    At first level, a character gains proficiency in 3 weapons or armor families of the player's choice. From then on, additional proficiencies can be learned by spending 3 skill points. (As a note, I standardize martial classes at 6+int with some like my Fighter replacement at 8+int. These are meant to be accessible.)

    Exotic Weapons
    Exotic Weapons are removed as a category. Any weapon with exotic functions shall instead have those functions gated behind a minimum BAB requirement.

    Two Weapon Fighting
    Removed as a feat chain, two Weapon Fighting requires proficiency with both main hand/primary and offhand/secondary weapon. When fighting with multiple weapons, the number of attacks you can make per turn increases by one, and you can freely alternate which weapon you attack with.

    Mechanically, it is assumed that the primary advantage of two weapon fighting is not gaining more attacks but gaining more flexibility through having different damage types, different rider effects, offhand weapons that provide both damage and shield AC, etc.

    Weapon Finesse and Zen Archery
    These feats have been merged into baseline weapon functionality. All ranged weapons utilize Wisdom in their attack rolls. All Finesse weapons offer the option of using dex in their attack rolls and with proficiency, dex to damage.

    Balancing the Ubercharger
    Lances and other charge based damage boosters resolve vs touch AC instead of double damage.

    Size Rules:
    The Size categories of weapons are simplified as follows:
    • An Undersized Weapon's damage dice are reduced by one size, and are for use by creatures tiny and below.
    • Normal weapons re used by creatures small to large.
    • A Giant weapon's damage dice are increased by one dice size, and are for use by creatures from Huge to Colossal.

    There's more to address with size, but this is the portion of size that directly affects weapons.

    Basic Templates
    Light Weapons
    A Melee weapon with the Light property can be used to attack once per turn, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each attack deals 1d6 damage + Str modifier.

    With the appropriate Weapon Proficiency, a Light weapon can be used to attack once per 3 BAB, to a maximum of five attacks at +13 BAB. Proficiency in Light Weapons also allows you to use Dex instead of Str for damage.

    The Light Melee Weapon Template is appropriate for weapons such as Knives, Shortswords, hand axes, and other weapons associated with the 3.x “light weapon” group.

    Ranged Variant
    A Light Ranged Weapon Template would be appropriate for weapons such as throwing axes, javelins, and shortbows. A Ranged Weapon with the Light template that occupies both hands should have an additional attack at first level to account for the lack of an offhand.

    Versatile weapons
    A Melee weapon with the Versatile property can be used onehanded or with both hands like a two-handed weapon. If used with a single hand, it can strike an enemy once per turn, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each one handed attack deals 1d8 damage + Str modifier. If both hands are used, it instead gains a second attack at +7 BAB. Each two handed attack deals 1d8 damage + 2x Str modifier.

    With the appropriate Weapon Proficiency, a versatile weapon can instead be used one-handed to attack once per 3 BAB, to a maximum of five attacks at +13 BAB, or two-handed to attack once per 4 BAB, to a maximum of four attacks at +13 BAB.

    The Versatile Melee Weapon Template is appropriate for weapons such as Longswords, Shortspears, Martial Arts, and pretty much any mainstay weapon you'd expect to see used with a shield.

    Ranged Variant
    A Versatile Ranged Weapon Template would be appropriate for weapons such as Longbows. A Ranged Weapon with the versatile template could have an additional attack at first level for “snapshot” use to model an offhand.

    Heavy Weapons
    A Melee weapon with the Heavy property can be used to attack once per turn plus an additional attack at +10 BAB. Each attack deals 1d10 damage + 3x Str modifier.

    With the appropriate Weapon Proficiency, a Heavy weapon can be used to attack once per 6 BAB to a maximum of three attacks at +13 BAB.

    The Heavy Melee Weapon Template is appropriate for two-handed weapons such as Claymores, Bearded Axes, Spears, Halberds, Goedendags, and any other weapon large enough to bowl over the person you're swinging it at.

    Multishot Ranged Weapons
    Ranged weapons with the Multishot property can be used to attack three times per turn, plus an additional three times at +9 BAB. Each attack deals 1d6 damage + 0.5x str modifier.

    With the appropriate Weapon Proficiency, a multishot ranged weapon can be used to attack three times per turn, plus an additional attack every 6 BAB to a maximum of 9 attacks per turn at +13 BAB.

    The Multishot Ranged Weapon template is appropriate for weapons such as Throwing Darts, Shuriken, and Manticore Tail Spikes.

    Precision Weapon Templates
    Precision Ranged weapons will always feature additional functionality beyond flat damage. They are intended to do less damage on average than the other weapons in exchange for this extra functionality. An example would be that a Crossbow benefits from ammo enhancements and a Magic gun could have an alternate fire mode that functions like the Dragonfire Adept's breath weapon.

    Single Action Precision Weapon
    A Ranged Precision Weapon with the Single Action property can only be used to attack once per turn. Each attack deals 2d8 damage, plus an additional 1d8 precision damage per 4 BAB.

    With the appropriate Weapon Proficiency, a precision ranged weapon deals 2d8 damage + 1d8 Precision damage, plus an additional 1d8 precision damage per 2 BAB.

    The Single Action Precision Weapon Template is appropriate for weapons such as Crossbows and Rifles.

    Repeating Precision Weapon
    A Ranged Precision Weapon with the Repeating property can attack once per turn plus an additional attack at +10 BAB. Each attack deals 2d6 damage, plus an additional 1d6 precision damage per 6 BAB.

    With the appropriate weapon proficiency, a Repeating Precision Weapon can be used to attack once per turn, plus an additional attack every 6 BAB to a maximum of 3 attacks per turn at +13 BAB. Each attack deals 2d6 damage+ 1d6 precision damage, plus an additional 1d6 precision damage per 4 BAB.

    The Repeating Precision Weapon Template is appropriate for weapons such as Pistols, Carbines, and spells like Scorching Ray.
    Last edited by Alent; 2019-06-03 at 01:56 PM.
    My Homebrew
    A Return to Exile, a homebrew campaign setting.
    Under Construction: Skills revamp for the Campaign Setting. I need to make a new index thread.



  2. - Top - End - #2
    Bugbear in the Playground
     
    Alent's Avatar

    Join Date
    Sep 2013

    Default Re: D20 Arms and Armor 2: The Quickening. (Project Exile)

    Example Swords
    Spoiler
    Show
    Shortsword
    Simple Light Sword
    Range Melee
    Normal use Slashing, Piercing
    Proficient use Slashing, Piercing, Bludgeoning

    Often simply called a Sword, sometimes called an Arming Sword, a Shortsword is generally between one to two feet long. Light enough to be wielded effectively by the untrained, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each attack deals 1d6 damage + Str modifier.

    Special
    If Proficient with Swords, this weapon can be used to attack once per 3 BAB, to a maximum of five attacks at +13 BAB. Each attack deals 1d6 damage + Str or Dex modifier.

    Proficiency with Swords also allows you to use the Pommel to make Bludgeoning attacks.


    Longsword
    Versatile Martial Sword
    Range Melee
    Normal use Slashing, Piercing
    Proficient use Slashing, Piercing, Bludgeoning

    Otherwise known as a Bastard Sword or a Hand and a Half Sword, the Longsword is a Martial weapon favored by virtually all who carry arms professionally. The Longsword can be used with one hand to strike an enemy once per turn, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each one handed attack deals 1d8 damage + Str modifier. If both hands are used, it instead gains a second attack at +7 BAB. Each two handed attack deals 1d8 damage + 2x Str modifier.

    Special
    If Proficient with Swords, this weapon can instead be used one-handed to attack once per 3 BAB, to a maximum of five attacks at +13 BAB, or two-handed to attack once per 4 BAB, to a maximum of four attacks at +13 BAB.

    Proficiency with Swords also allows you to use the Pommel and Crossguard to inflict Bludgeoning attacks.


    Claymore
    Heavy Martial Sword
    Range Melee
    Normal use Slashing, Piercing
    Proficient use Slashing, Piercing, Bludgeoning

    Otherwise known as the Zweihander or Greatsword, the Claymore is a sword large and heavy enough to be wielded as if it were a Polearm. This weapon can be used to attack once per turn plus an additional attack at +10 BAB. Each attack deals 1d10 + 3x Str modifier.

    Special
    If Proficient with Swords, this weapon can be used to attack once per 6 BAB to a maximum of three attacks at +13 BAB.

    Proficiency with Swords also allows you to use the Pommel and Crossguard to inflict Bludgeoning attacks.


    Customization
    Swords are eligible for the following weapon customization options:

    Parrying Hook
    Adds a hook on the crossguard or body of a sword which can be used to capture weapons. A parrying hook grants a circumstance bonus when making disarm attempts equal to 1 + the enhancement bonus of the sword.

    One Sided
    One Sided swords make it easier for a sword's wielder to club his foe, allowing them to deal bludgeoning damage without being proficient in swords.



    Example Spears
    Spoiler
    Show
    Shortspear
    Simple Versatile Spear
    Range Melee, Thrown
    Normal use Piercing, Bludgeoning

    Elegant in its simplicity, the Shortspear is easily learned. If used with a single hand, the Shortspear can strike an enemy once per turn, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each one handed attack deals 1d8 damage + Str modifier. If both hands are used, it instead gains a second attack at +7 BAB. Each two handed attack deals 1d8 damage + 2x Str modifier.

    Additionally, this weapon can be thrown with an increment of 20 feet, or with a readied action can be braced against a charge using both hands. When used to brace against a charging foe, you make a single attack that is resolved against the charger's touch AC. This attack deals an additional 1d8 precision damage per 3 BAB.

    Special
    If Proficient with Spears and Polearms, this weapon can instead be used one-handed to attack once per 3 BAB, to a maximum of five attacks at +13 BAB, or two-handed to attack once per 4 BAB, to a maximum of four attacks at +13 BAB. Each one handed attack deals 1d8 damage + Str or Dex modifier, each two handed attack deals 1d8 damage + 2x Str or Dex modifier.

    A Rifle with a Bayonet attached can be used as a Shortspear.


    Spear
    Simple Heavy Spear
    Range Melee
    Normal use Piercing, Bludgeoning

    Like its shorter cousin, the spear is easily learned. The spear can be used to attack once per turn plus an additional attack at +10 BAB. Each attack deals 1d10 + 3x Str modifier.

    With a readied action, a spear can be braced against a charge. When used to brace against a charging foe, you make a single attack that is resolved against the charger's touch AC. This attack deals an additional 1d10 precision damage per 3 BAB.

    Special
    If Proficient with Spears, this weapon can be used to attack once per 6 BAB to a maximum of three attacks at +13 BAB.

    Unlike most Twohanded weapons, Spears may be used with a shield.


    Polearm
    Heavy Martial Spear
    Range Melee
    Normal use Special

    The Polearm is a weapon that has been known by more names than can be counted- Poleaxe, Glaive, Guisarme, Glaive-Guisarme, Bec de Corbin, Glaive-Guisarme-Glaive, Partisan, the list goes on. The name changes based on the possible uses of the head, which are often chosen as a matter of preference on the wielder's part. A Polearm can be used to attack once per turn plus an additional attack at +10 BAB. Each attack deals 1d10 + 3x Str modifier.

    With a readied action, this weapon can be braced against a charge. When used to brace against a charging foe, you make a single attack that is resolved against the charger's touch AC. This attack deals an additional 1d10 precision damage per 3 BAB.

    Special
    If Proficient with Spears, this weapon can be used to attack once per 6 BAB to a maximum of three attacks at +13 BAB.


    Customization
    A spear with a customization is a Polearm.

    Polearms are like the Swiss Army Knives of weapons.

    Hammer
    Allows a Polearm to be used to deal Bludgeoning Damage.

    Spike
    Allows a Polearm to be used to deal Piercing Damage. A Polearm with a Spike can be braced against a charge.

    Note that a Polearm with just a spike is called a spear. (Because someone is going to ask.)

    Glaive
    Allows a Polearm to be used to deal Slashing Damage.

    Hook
    A hook attached on a Polearm grants a circumstance bonus on checks made to trip and reposition an enemy equal to 1 + the enhancement bonus of the Polearm.

    Reach
    Lengthening the haft of a Spear makes it more difficult to use it up close for anything but bludgeoning attacks with the haft, but allows it to strike targets up to 10 feet away.

    Custom Name
    Causes 42d6 SAN damage to anyone reading the 2e DMG.




    Example Axes
    Spoiler
    Show
    Hand Axe
    Light Martial Axe
    Range Melee, Thrown
    Normal use Slashing, Bludgeoning

    A little trickier to use in battle than one would think at first glance, the Hand Axe is arguably less a weapon and more a survival tool that outlived the environment it was made for. The Hand Axe can be used to attack once per turn, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each attack deals 1d6 damage + Str modifier.

    Additionally, this weapon can be thrown with an increment of 10 feet.

    Special
    If Proficient with Axes, this weapon can be used to attack once per 3 BAB, to a maximum of five attacks at +13 BAB. Each attack deals 1d6 damage + Str or Dex modifier.


    Battleaxe
    Versatile Martial Axe
    Range Melee
    Normal use Slashing, Bludgeoning

    Otherwise known as a War Axe, the Battleaxe is a staple weapon of Dwarven Armies everywhere. If used with a single hand, the battleaxe can strike an enemy once per turn, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each one handed attack deals 1d8 damage + Str modifier. If both hands are used, it instead gains a second attack at +7 BAB. Each two handed attack deals 1d8 damage + 2x Str modifier.

    Special
    If Proficient with Axes, this weapon can instead be used one-handed to attack once per 3 BAB, to a maximum of five attacks at +13 BAB, or two-handed to attack once per 4 BAB, to a maximum of four attacks at +13 BAB.


    Bearded Axe
    Versatile Martial Axe
    Range Melee
    Normal use Slashing, Bludgeoning

    Otherwise known as the Greataxe, the Bearded Axe is an Axe large and heavy enough to be wielded as if it were a Polearm. This weapon can be used to attack once per turn plus an additional attack at +10 BAB. Each attack deals 1d10 + 3x Str modifier.

    Special
    If Proficient with Axes, this weapon can be used to attack once per 6 BAB to a maximum of three attacks at +13 BAB.

    In lieu of attacking, a Bearded Axe may be twirled defensively, making the area around the wielder count as difficult terrain until the wielder's next turn.


    Customization
    Pick
    A Pick on the back of an axe allows it to be used to deal Piercing Damage. Many axemen favor using a Pick as a counterweight to balance their axe.

    Spike
    A Spike attached to the top of an Axe-head allows it to be used to deal Piercing Damage.

    Hook
    A hook attached on an Axe grants a circumstance bonus on checks made to trip and reposition an enemy equal to 1 + the enhancement bonus of the Axe.



    Example Clubs
    Spoiler
    Show
    Hammer, Mace, or Club
    Simple Light Bludgeon
    Range Melee, Thrown
    Normal use Bludgeoning

    This category of weapon was once described as a “Lateral Cranial Impact Enhancer” by a particularly snarky Human. That description sold it short, as a surprising amount of flexibility is to be had from simple Hammers and Truncheons, which can be used to attack once per turn, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each attack deals 1d6 damage + Str modifier.

    Additionally, these weapons can be thrown with an increment of 10 feet.

    Special
    If Proficient with Bludgeons, this weapon can be used to attack once per 3 BAB, to a maximum of five attacks at +13 BAB. Each attack deals 1d6 damage + Str or Dex modifier.


    Warhammer
    Versatile Martial Bludgeon
    Range Melee
    Normal use Bludgeoning, Piercing

    A versatile conversion of a common tool, the Warhammer can strike an enemy once per turn, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each one handed attack deals 1d8 damage + Str modifier. If both hands are used, it instead gains a second attack at +7 BAB. Each two handed attack deals 1d8 damage + 2x Str modifier.

    Special
    If Proficient with Bludgeons, this weapon can instead be used one-handed to attack once per 3 BAB, to a maximum of five attacks at +13 BAB, or two-handed to attack once per 4 BAB, to a maximum of four attacks at +13 BAB.


    Goedendag
    Simple Heavy Bludgeon
    Range Melee
    Normal use Bludgeoning, Piercing

    It's an oversized spiked club that you shout “Good morning!” while swinging. What more could you possibly want? (Besides the arm strength to use it.)

    The Goedendag can be used to attack once per turn plus an additional attack at +10 BAB. Each attack deals 1d10 + 3x Str modifier.

    Special
    If Proficient with Bludgeons, this weapon can be used to attack once per 6 BAB to a maximum of three attacks at +13 BAB.


    Customization
    Pick
    A Pick on the back of a Hammer allows it to be used to deal Piercing Damage. This option is so popular that it is the default configuration of the Warhammer.

    Spike
    Spikes can be attached to all sorts of locations on a percussion device, allowing it to be used to deal Piercing Damage. Goedendags have ta least one of these.



    Example Martial Arts
    A note on the martial arts: my default arts leverage the fluff of my setting, feel free to gloss over the fluffy bits and awful attempts at using Tolkien elvish.

    Spoiler
    Show
    Dervish Dance
    Light Martial Art
    Range Melee
    Normal use Bludgeoning

    The Dervish Dance is a martial art emphasizing constant motion with practice forms that are disguised as interpretive dance. Created to allow slaves to remain armed during the dark ages of the Arcanist Meritocracy, the art spread to the world when the slaves won their freedom. While the Tripartite Loredancers are said to be the “main school”, there are many branches of the art, such as the Súrinúmenon practiced by some Dorhini and the nomad tribes.

    The art can be used to attack once per turn, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each attack deals 1d6 damage + Dex modifier.

    Special
    This art can be used as an offhand with a onehanded weapon, including itself.

    If Proficient in the Arts, this art can be used to attack once per 3 BAB, to a maximum of five attacks at +13 BAB. Each attack deals 1d6 damage + Dex or Con modifier.

    With Proficiency and +2 BAB, this art also provides a +1 dodge bonus to AC while actively using this art as either a primary or offhand attack. This bonus increases by 1 every 3 BAB to a maximum of 5 at +14 BAB.


    Inerë Inmiryë
    Versatile Martial Art
    Range Melee
    Normal use Bludgeoning

    A staple martial art of both tribes of Elves, Inerë Inmiryë is an amalgamation of a number of older arts mostly lost to the great unnaming. Years of refinement have unified the disparate techniques into a single coherent discipline that mixes soft and hard forms together to great effect.

    Soft strikes of this art can strike an enemy once per turn, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each light strike deals 1d8 damage + Str modifier. If a heavy strike is used, you instead gain a second attack at +7 BAB. Each heavy strike deals 1d8 damage + 2x Str or Con modifier.

    Special
    This art's light strikes can be used as an offhand with a onehanded weapon, including its own light strikes.

    If Proficient in the Arts, the light strikes of this art can instead be used to attack once per 3 BAB, to a maximum of five attacks at +13 BAB, or the heavy strikes of this art can be used to attack once per 4 BAB, to a maximum of four attacks at +13 BAB. Each light strike deals 1d8 damage + Str or Con modifier, and each heavy strike deals 1d8 damage + 2x Str or Con modifier.


    Brawling
    Heavy Martial Art
    Range Melee
    Normal use Bludgeoning

    A simple yet ancient martial art. Often mocked by those who do not practice the arts, what Brawling lacks in elegance it makes up for in effectiveness. For those who choose to take this art to the apex, they often find themselves practicing its less formal form, Òlar-Sabaid, a martial art popular in the Dwarven Confederation.

    This art can strike an enemy once per turn plus an additional attack at +10 BAB. Each attack deals 1d10 + 3x Str modifier.

    Special
    If Proficient in the Arts, this art can be used to attack once per 6 BAB to a maximum of three attacks at +13 BAB. Each attack deals 1d10 + 3x Str or Con modifier.


    Last edited by Alent; 2018-11-14 at 04:51 AM.
    My Homebrew
    A Return to Exile, a homebrew campaign setting.
    Under Construction: Skills revamp for the Campaign Setting. I need to make a new index thread.



  3. - Top - End - #3
    Bugbear in the Playground
     
    Alent's Avatar

    Join Date
    Sep 2013

    Default Re: D20 Arms and Armor 2: The Quickening. (Project Exile)

    Ranged Weapons
    Spoiler
    Show
    Throwing Darts
    Simple Light Darts
    Range Thrown (20 ft.), 5 increment
    Normal use Piercing

    No Rogue's Gallery of weapons would be complete without the ubiquitous Throwing Dart, a weapon prized for it's versatility from delivering poisons to drunken pub sports. Small and balanced for throwing, they are unfit for use in melee, but ideal for throwing. A grip of darts can be thrown to attack three times per turn, plus an additional grip of three attacks at +9 BAB. Each attack deals 1d6 + 0.5x str or dex damage.

    “Occasionally, you'll run into uniquely shaped throwing darts, such as the Dwarven Alespoon. While yes, that tiny axe shaped serrated spoon can be used as a knife and spork, it is still a throwing dart, no matter how hard the dwarf tries to convince you otherwise. If you only find the one, search him again, he has at least twenty others.”

    Special
    With Proficiency in Ranged Weapons, a grip of darts can be thrown to attack three times per turn, plus an additional grip of three attacks every 6 BAB to a maximum of 9 attacks per turn at +13 BAB.


    Shortbow
    Simple light Bow
    Range Ammo (60 ft.), 10 increment
    Normal use Piercing*

    A classical weapon of antiquity, the Shortbow is the favored bow of mounted Archers. A Shortbow can be used to fire two arrows per turn, plus an additional arrow every 5 BAB to a maximum of four attacks at +10 BAB. Each arrow deals 1d6 damage + Str modifier.

    *Some Ammunition can have different properties, such as blunt arrows designed to deal bludgeoning damage.

    Special
    With Proficiency in Ranged Weapons, you can fire an additional arrow once per 3 BAB, to a maximum of six attacks at +13 BAB. Each arrow deals 1d6 damage + Str or Dex modifier.

    Proficiency in Ranged Weapons also allows you to fire arrows on a parabolic arc to establish line of effect if direct line of effect is not available.


    Longbow
    Heavy Martial Bow
    Range Ammo (90 ft.), 10 increment
    Normal use Piercing*

    The staple of the Elvish Arsenal, the Longbow is a weapon so storied some philosophers discuss why it wasn't lost as a concept to the unnaming. A Longbow can be used to fire one arrow per turn, plus an additional arrow at +7 BAB. Each arrow deals 1d8 damage + 2x Str modifier.

    *Some Ammunition can have different properties, such as blunt arrows designed to deal bludgeoning damage.

    Special
    If Proficient in Ranged Weapons, you can fire an additional arrow once per 4 BAB, to a maximum of four arrows at +13 BAB.

    Proficiency with Ranged Weapons also allows you to fire arrows on a parabolic arc to establish line of effect if direct line of effect is not available.



    Precision Weapons
    Spoiler
    Show
    Sling
    Simple Precision Launcher
    Range Ammo (30 ft.), 5 increment
    Normal use Bludgeoning*

    Predating all memory of weapons, the Sling is so simple a weapon it could easily be overlooked, yet challenging enough to master that few take it up. Many alternative ammo types can be used with a Sling from potions, to specialized javelins, to bags of caltrops, even certain Ioun Stones. The Sling can be used to fire a bullet once per turn. Each bullet deals 2d6, plus an additional 1d6 precision damage per 4 BAB.

    Special
    If proficient in Precision Weapons, the bullet deals 2d6 + 1d6 Precision damage, plus an additional 1d6 precision damage per 2 BAB.

    Specific ammo types may modify the damage of a sling, inflict multiple hits, or otherwise change the attack. Unless the ammo notes otherwise, the ammo deals the same damage as a regular bullet.

    Slings may not be customized.


    Crossbow
    Martial Precision Bowgun
    Range Ammo (60 ft.), 10 increment
    Normal use Piercing*

    An Engineer's answer to the longbow, the Crossbow shares many of the benefits of both bow and rifle. A variety of specialized bolt types exist for the Crossbow, and many favor Crossbows for the fact they use ammunition. The Crossbow can be used to fire a bolt once per turn. Each bolt deals 2d8, plus an additional 1d8 precision damage per 4 BAB.

    Special
    If proficient in Precision Weapons, the bolt deals 2d8 + 1d8 Precision damage, plus an additional 1d8 precision damage per 2 BAB.

    Specific ammo types may modify the damage of a crossbow, inflict multiple hits, or otherwise change the attack. Unless the ammo notes otherwise, the ammo deals the same damage as a regular bolt.


    Rifle
    Martial Precision Gun
    Range Ray (50 ft.), 5 increment
    Normal use Elemental*

    Made famous by the Dwarven Confederation, the Rifle is best described as a handheld Spell-Cannon. A rifle fires arcane blasts based on the elemental rune it is equipped with. It requires bracing to aim, but treat a Rifle right and it will serve you well. A Rifle may be fired once per round for 2d8 damage, plus an additional 1d8 precision damage per 4 BAB.

    Rifles require a charge of Lunadust powder to fire, but fire spells instead of physical bullets.

    Special
    A Rifle with a Bayonet attached may be used as a Shortspear. Bayonets are enchanted separately from the Rifle itself and count as Spears for the purpose of damage, feats, enchantment options, and special effects.

    If proficient in Precision Weapons, a rifle deals 2d8 + 1d8 Precision damage, plus an additional 1d8 precision damage per 2 BAB.

    At +2 BAB, a Rifle's elemental rune can be overcharged to fire a 30 foot (line) breath weapon with the element of the equipped elemental rune. The breath weapon deals 1d6 per 2 BAB, a successful Reflex save (DC 10 + 1/2 your hd + your Wis modifier) halves the damage. This requires Proficiency with Precision Weapons and can only be done once every 1+1d4 turns. The range increases to 60 feet at +10 BAB. While the overcharge is cooling down, the Rifle can still be fired normally.


    Pistol
    Simple Precision Gun
    Range Ray (20 ft.), 5 increment
    Normal use Elemental*

    Never was there a weapon as misunderstood as the Pistol. Small and light enough to be carried in one hand, every marksman in the Dwarven Confederation will swear that the Pistol is a twohanded weapon that happens to fit in one hand. Relatively unpopular for the inaccuracy caused by the short barrel and smaller powder charge than a full on Rifle, the Pistol is still a deadly weapon in the hands of a skilled shooter.

    This weapon may be fired once per turn, plus an additional attack at +10 BAB. Each attack deals 2d6 damage, plus an additional 1d6 precision damage per 6 BAB.

    Pistols require a charge of Lunadust powder to fire, but fire spells instead of physical bullets.

    Special
    A Rifle with a Bayonet attached may be used as a Shortspear. Bayonets are enchanted separately from the Rifle itself and count as Spears for the purpose of damage, feats, enchantment options, and special effects.

    If proficient in Precision Weapons, a pistol deals 2d6 + 1d6 Precision damage, plus an additional 1d6 precision damage per 2 BAB.

    At +2 BAB, a Pistol's elemental rune can be overcharged to fire a 15 foot (cone) breath weapon with the element of the equipped elemental rune. The breath weapon deals 1d6 per 2 BAB, a successful Reflex save (DC 10 + 1/2 your hd + your Wis modifier) halves the damage. This requires Proficiency with Precision Weapons and can only be done once every 1+1d4 turns. The range increases to 30 feet at +10 BAB. While the overcharge is cooling down, the Pistol can still be fired normally.


    Customization
    Customization of Precision Weapons varies by type.

    Sights
    Sights can be installed on Crossbows and Pistols to allow them to deal precision damage to a specific type of creature that is ordinarily immune to precision damage or bypass a special defense. The inscription seal on a sight can be removed and replaced with another type of seal, allowing a user to switch between the two as needed in combat. (Changing a seal is a standard action)

    For a full list of Sights, see the Equipment List. (coming soon™)

    Scopes
    Scopes can be installed on Crossbows and Rifles to allow for more precise aiming over distances. A scope will typically do something like reduce the increment penalty by 1 per increment, or confer a bonus to vision such as improved night vision. Scopes may also accept the same inscription seals as any sight, conferring the same benefits.

    For a full list of Scopes, see the Equipment List. (coming soon™)

    Elemental Runes
    An Elemental Rune is required or a Rifle or Pistol to shoot, and so one is always included at creation. The Elemental Rune in a Rifle or Pistol may be exchanged for another kind of Elemental Rune as needed. Swapping out one Elemental Rune for another is a Standard Action.

    For a full list of Elemental Runes, see the Equipment List. (coming soon™)

    Bayonet
    A Rifle and some Crossbows may accept a Bayonet, a shortsword or long knife mounted to the body of the weapon. A Bayonet is a separate weapon for the purposes of masterwork enhancements and sockets, and uses the profile of a Shortspear.

    Beard
    Dwarves are known to mount Axes on their rifles instead of bayonets, allowing the heavy weapon to be used as a Battleaxe instead of a shortspear. Such a bayonet is known as a Beard.



    Natural Weapons
    Spoiler
    Show
    Slam
    Heavy Natural Attack
    Range Melee
    Normal use Bludgeoning

    Of the most primitive of physical attacks is the slam. Too simple to merit classification as a martial art, often the only physical attack available to creatures.

    This Natural Attack can be used once per turn plus an additional attack at +10 BAB. Each attack deals 1d10 + 3x Con modifier.

    Special
    A successful Slam allows a repositioning check to be made to move the target.

    With Proficiency in Natural Weapons, this Natural Attack can be used once per 6 BAB to a maximum of three attacks at +13 BAB.

    If a weapon indicates that it may be used to perform a Slam, use that weapon's Proficiency skill instead of Arts and Attacks.


    Claws or Talons
    Light Natural Attack
    Range Melee
    Normal use Slashing, Piercing

    This Natural Attack can be used once per turn, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each attack deals 1d6 damage + Str or Dex.

    Special
    With Proficiency in Natural Weapons, this Natural Attack can be used once per 3 BAB, to a maximum of five attacks at +13 BAB.


    Bite
    Heavy Natural Attack
    Range Melee
    Normal use Piercing

    The best attack of many a predator, this Natural Attack can be used once per turn plus an additional attack at +10 BAB. Each attack deals 1d10 + 3x Str modifier.

    Special
    A successful Bite allows a Grapple or Repositioning attempt to be made.

    With Proficiency in Natural Weapons, this Natural Attack can be used once per 6 BAB to a maximum of three attacks at +13 BAB.


    Tail
    Heavy Natural Attack
    Range Melee
    Normal use Bludgeoning*

    Few animals have tails worth speaking of. When encountering one that does, take note of the tip, for that will often reveal the nature of the tail- oftentimes a creature's tail will have a poisonous barb, spikes, or razor sharp fins.

    This Natural Attack can be used once per turn plus an additional attack at +10 BAB. Each attack deals 1d10 + 3x Str or Con modifier.

    Special
    The creature this tail is attached to may instead choose to deliver slam attacks.

    A finned tail can also deal slashing damage, a barbed or spiked tail can also do piercing damage. Some species are also known to fire darts from their tail.

    With Proficiency in Natural Weapons, this Natural Attack can be used once per 6 BAB to a maximum of three attacks at +13 BAB.



    Shields
    Spoiler
    Show
    Small Shield
    Simple Light Shield
    Range Melee
    Normal use Bludgeoning
    Proficient use Bludgeoning, Slashing

    Small Shields encompass a great variety of styles, from Bucklers to small Round Shields, and even certain kinds of Gauntlets. These Shields provide a +1 Shield bonus to AC and in a pinch can be used as an offhand to deliver a Shield Bash. A Shield Bash made with this Shield deals 1d6 damage + Str or Dex modifier.

    Special
    If Proficient with Shields, the Small Shield can be used as a weapon in its own right to attack once per 3 BAB, to a maximum of five attacks at +13 BAB.

    Proficiency also allows Slashing attacks to be made using the rim of the Shield. Note that Gauntlets don't typically have rims.


    Large Shield
    Simple Heavy Shield
    Range Melee
    Normal use Bludgeoning
    Proficient use Bludgeoning, Slashing

    Large Shields also encompass a great variety of styles, from Round Shields to Kite Shields. Used for both offense and defense, Large Shields provide a +2 Shield bonus to AC and in a pinch can be used as an offhand to deliver a Shield Bash. A Shield Bash made with this Shield deals 1d8 damage + 3x Str bonus.

    Special
    A Large Shield's wielder may instead choose to use it to deliver Slam attacks.

    If Proficient with Shields, the Large Shield can be used as a weapon in its own right to attack once per 6 BAB to a maximum of three attacks at +13 BAB.

    Proficiency also allows Slashing attacks to be made using the rim of the Shield.


    Dueling Shield
    Versatile Martial Shield
    Range Melee
    Normal use Piercing, Bludgeoning
    Proficient use Piercing, Bludgeoning, Slashing

    Dueling Shields are among some of the most confusing and confounding weapons of Exile. Requiring a fair amount of martial training to use, they are fundamentally a Large Shield with a Shortspear as a grip. Owing to their unusual construction, they can be used either onehanded as a Shield or twohanded in a combat style that borrows from twohanded weapons such as Longswords or Hooked Spears. Most prefer to use the Dueling Shield with one hand, using the spear-like grip to brace the Shield against the ground, fighting with a normal weapon in their main hand as if attacking from around a corner. Those who specialize in the Dueling Shield may even choose to use it by itself. Note that an Orcish variant of the Dueling Shield exists, instead taking the form of a curved blade often mistaken for a ritual sword.

    A Dueling Shield provides a +2 Shield bonus to AC and can be used either as an offhand or by itself as a weapon. When using a Dueling Shield as a weapon it can attack an enemy once per turn, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each attack deals 1d8 damage + Con modifier. If both hands are used, it instead gains a second attack at +7 BAB. Each two handed attack deals 1d8 damage + 2x Con modifier.

    Special
    A Dueling Shield always comes with a Hooked Rim and a large enough surface to ram enemies with, offering the weapon's Enhancement bonus as a bonus to Trip and Repositioning checks.

    A Dueling Shield can also be impaled into the ground and used as Partial Cover. A Shield impaled this way still grants its Shield bonus to the user as long as the user remains adjacent to the Shield.

    If Proficient with Shields, the Dueling Shield can instead be used to attack once per 3 BAB, to a maximum of five attacks at +13 BAB, or can be used two-handed to attack once per 4 BAB, to a maximum of four attacks at +13 BAB.

    At +6 BAB, Proficiency also allows you to use the Shield to make two handed attacks with the Shield even while holding another weapon, however the other weapon may not be used to attack.


    Pavise
    Ridiculous Portable Wall
    Range No.
    Normal use As Cover

    The Pavise is the strangest of Shields, being more a portable battlement than a Shield. A Pavise is typically carried and impaled into the ground to provide Total Cover to an adjacent creature, rather than being used to block or bash with. A Pavise provides a +4 Shield bonus, but confers a -2 penalty to attack rolls made while holding it. (Impaling the Pavise into the ground negates the -2 penalty.)

    Some brave souls have been known to declare their Pavise to be a "Tower Shield" and attempt to fight with it. The fools rarely last long, although those that do tend to wisen up.

    Special
    A Pavise can be modified into a Dueling Shield. A Pavise modified in this way must be carried with two hands, and still confers a -2 penalty to attack rolls.


    Customization
    Tapered Rim
    The right kind of Tapered Rim allows someone to deal Slashing damage with a Shield without Proficiency (Shields).

    Hooked Rim
    Some Shields have Hooks attached, which can be used to Disarm an enemy or attempt to move him. This customization confers the Shield's Enhancement Bonus on Trip and Reposition attempts and as a bonus when making Disarm attempts.* (Too tired to fix this legacy text that slipped past edit, will update later)

    Bouche
    Some Shields have a slot on one side for the user to place a Spear or Rifle through for extra protection while using the weapon. This modification allows you to use both hands to attack with a Spear while holding a shield, or allows you to properly aim and fire a Rifle while holding a shield.

    Spikes
    Adding a Spike to a Shield's center allows it to be used for Piercing attacks. Occasionally you'll see adventurers with a Shield entirely covered in Spikes, they'll learn better eventually.



    Weapon-like Tools
    Spoiler
    Show
    Baton, Sap, or other Truncheon
    Simple Light Tool
    Range Melee, Thrown
    Normal use Bludgeoning

    Many small tools are useful as weapons, although often as simple impact enhancers. Still, these sticks can do a surprising amount of damage in the right hands.

    When used as a weapon, this tool can be used to attack once per turn, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each attack deals 1d6 damage + Str modifier.

    Additionally, these tools can be thrown with an increment of 10 feet.

    Special
    This tool may be used with Brawling to effectively make Brawling into a Simple Art rather than a Martial Art. When so doing, use the statistics and Proficiency feats for Brawling.

    If Proficient with Bludgeons or Tools, this weapon can be used to attack once per 3 BAB, to a maximum of five attacks at +13 BAB. Each attack deals 1d6 damage + Str or Dex modifier.


    Knife
    Simple Light Tool
    Range Melee, Thrown
    Normal use Slashing, Piercing
    Proficient use Slashing, Piercing, Bludgeoning

    A staple of daily life, the simple Knife is also popular as a weapon. Some Knives are as big as swords, or perhaps you can say some swords are as small as large knives?

    When pressed into service, a knife can be used to attack once per turn, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each attack deals 1d6 damage + Str modifier.

    Additionally, these tools can be thrown with an increment of 10 feet.

    Special
    If Proficient with Swords or Tools, this weapon can be used to attack once per 3 BAB, to a maximum of five attacks at +13 BAB. Each attack deals 1d6 damage + Str or Dex modifier.

    Proficiency allows you to use the Pommel to make Bludgeoning attacks.



    Bullwhip
    Simple Light Tool
    Range 10 ft.
    Normal use Bludgeoning
    Proficient use Slashing, Bludgeoning

    More a tool for controlling animals than combat, the Bullwhip has been used as an improvised weapon so long that most know it as a weapon. The Bullwhip can be used to attack once per turn, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each attack deals 1d6 damage + Str modifier.

    Special
    If Proficient with Tools, this weapon can be used to attack once per 3 BAB, to a maximum of five attacks at +13 BAB. Each attack deals 1d6 damage + Str or Dex modifier.

    Proficiency allows use of the whip as an improvised lasso.

    Vampires will occasionally laugh at people using whips for reasons unknown.



    Chain
    Versatile Martial Tool
    Range 10 ft.
    Normal use Bludgeoning

    An oddity among the martial weapons, chains are as dangerous for the user as they are the user's enemy. Disfavored by many for these risks, there are still places where the chain pops up on the battlefield. A versatile tool made weapon, it can be used with one hand, two hands, or even gripped near the middle with each hand and wielded as two weapons. When used with one hand, a chain can strike an enemy once per turn, plus an additional attack every 5 BAB to a maximum of three attacks at +11 BAB. Each one handed attack deals 1d8 damage + Str modifier. If both hands are used, it instead gains a second attack at +7 BAB. Each two handed attack deals 1d8 damage + 2x Str modifier.

    Special
    If Proficient with Tools, this weapon can instead be used one-handed to attack once per 3 BAB, to a maximum of five attacks at +13 BAB, or two-handed to attack once per 4 BAB, to a maximum of four attacks at +13 BAB.

    Proficiency allows successful attacks to be used as part of a grappling check to trap the opponent's limbs with the chain. When used in this manner, the weapon counts as a masterwork tool for grappling checks.

    If used as two weapons, the range is reduced by half. During creation, this “offhand length” can be designed to either share socket effects with the mainhand length or have its own separate set of socketed effects.


    Slungshot
    Heavy Martial Tool
    Range Melee
    Normal use Bludgeoning

    A dangerous tool rarely used as a weapon, the Slung Shot is a rather intimidating giant weight on the end of a 6 foot length of rope or chain- sometimes as a matched pair of weights on either end of the chain. Also known as a “Meteor Hammer” when crafted explicitly as a weapon, this tool is made using the heavy weights and knots used to cast the ropes used on Greased Landships. The weapon's mass forces wielders to use both hands to control it, making it decidedly a two handed weapon. A Meteor Hammer or Slungshot can be used to attack once per turn plus an additional attack at +10 BAB. Each attack deals 1d10 + 3x Str modifier.

    Special
    If Proficient with Tools, this weapon can be used to attack once per 6 BAB to a maximum of three attacks at +13 BAB.

    Proficiency allows successful attacks to be used as part of a grappling check to trap the opponent's limbs with the chain. When used in this manner, the weapon counts as a masterwork tool for grappling checks.


    Net
    Light Martial Tool
    Range Thrown (10 ft), 5 increment
    Normal use Bludgeoning

    A somewhat uncommon tool to see on Exile, Nets are typically used to catch criminals rather than fish. Used as an offhand, a Net can either be thrown as a ranged touch attack at a target with an increment of 10 feet or the weights of the whip swung as a striking weapon to deal 1d6 damage + Str or Dex modifier.

    If thrown, the net will entangle a target on a successful hit. A successful Reflex or Athletics check will allow a target to escape. The Base DC for escaping the net is 10 + the thrower's strength or dex modifier + 2x the enhancement bonus of the Net. (+1, if the net has no enhancement bonus) Having the Escape Artist proficiency negates the 2x multiplier.

    Special
    A thrown net that misses its target will strike an adjacent area 5 feet away from the target. Use the table for missed Splash Attacks to determine where the net strikes.

    With +3 BAB and Proficiency, a Net functions as a splash weapon, potentially allowing it to entangle several people.


    Quarterstaff
    Versatile Simple Tool
    Range Melee, reach
    Normal use Bludgeoning

    The Quarterstaff is often known as a simple walking stick, but in the hands of a skilled Martial Artist it becomes a weapon capable of granting reach to their art's attacks.


    Customization
    The many customization options possible for Tool-Like Weapons can practically create new weapons, but some tools may not be capable of supporting every possible option.

    Blades
    Attaching blades to a Tool allows it to deal Slashing Damage

    Spikes/Barbs
    Attaching Spikes or Barbs to a Tool allows it to deal piercing damage.
    Last edited by Alent; 2018-11-14 at 04:24 PM.
    My Homebrew
    A Return to Exile, a homebrew campaign setting.
    Under Construction: Skills revamp for the Campaign Setting. I need to make a new index thread.



  4. - Top - End - #4
    Bugbear in the Playground
     
    Alent's Avatar

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    Sep 2013

    Default Re: D20 Arms and Armor 2: The Quickening. (Project Exile)

    Armor on Exile breaks down into two parts: Your Arming Garb, and your actual armor.

    Arming Garbs are typically tailored and custom fit to the individual and feature sockets. Arming garbs provide no armor themselves as they are worn under armor. Many are worn in addition to regular clothing, but some are made as complete outfits in their own right. Arming Garbs are designed to accept enhancements, and all of your actual armor enhancements are placed on the Arming Garb itself as a matter of practicality. Armor is replaced more often than an Arming Garb.

    Armor itself is rather mundane, drawing its innate properties from the material it is made out of. Armor is never enchanted, although often times the material it is made of becomes important. While no armor is designed to impede mobility, the best made light armor is often indistinguishable from clothing, the Heavier an armor is, the greater its impact on the wearer's ability to do things like running, jumping, climbing, riding creatures, casting spells, and so on. (Mechanics note: Armor Check Penalty is subtracted directly from caster level, rather than presented as arcane spell failure.)

    Note: Armor is the least complete part of my work, so this part will probably be fairly underwhelming. It is one of the things I need help with. Lots of the numbers here are just "throw something on paper" numbers, not final. The astute will note I've moved more towards a 5e style presentation of "max dex", I just find it more readable.

    Arming Garb
    The List of Arming Garbs is stalled out, waiting on my actual class designs. They offer various boons to specific class disciplines similar to the way a Monk's Robe works, so until I get past that hurdle this section will remain "fill in later".

    Mechanically, the different classes' Arming Garbs will reduce armor check penalty for specific tasks.

    Light Armor
    All characters are automatically proficient in the use of Light Armor.

    Spoiler
    Show
    Ironweave Coat
    AC: 2 + Dex
    Bonus HP: +10

    Where once warriors wore coats of chainmail, now they wear a peculiar mix of plant based thread and paper. Infused with alchemical agents, woven as a padded coat and hardened using Ironwood, the layered fibers of this armor is as strong if not stronger than the steel mail of old.

    Ironweave coats are simply heavy dusters worn over Arming Gear and take little to no time to remove. Sometimes, Ironweave coats are used as the foundation for heavy armor.

    Lamellar Scale
    AC: 4 + Dex (max 4)
    Bonus HP: +15
    Armor Check Penalty: -3

    Lamellar Scale is typically put on in several layers, typically consisting of armored leggings and sleeves, and then a vest or surcoat worn over top it. Each individual scale is a sandwich of materials, usually containing a combination of Ironwood Hardened Paper, Wax-soaked Young Bulette Leather and Compressed Inert Lunadust sealed in a Lacquer. These scales are sewn together and attached to a sturdy cloth backing.

    Lamellar Scale takes a few minutes to put on or take off.

    Heavy Armor
    All characters must choose to learn Heavy Armor Proficiency.

    Spoiler
    Show
    Cuirass and Coat
    AC: 6 + Dex (max 4)
    Bonus HP: +20
    Movement Penalty: 5 ft.
    Armor Check Penalty: -4

    A tried and proven combination, wearing some variation of heavy defensive chest plating in conjunction with gauntlets, Greaves, and an Ironweave coat. Many variations for the plating exist, but they all provide roughly the same degree of protection. Varying the materials somewhat does cause the protection and mobility to change.

    The Cuirass and Coat takes several minutes to put on and take off. The Ironweave Coat of this armor may be worn separately.

    Munition Armor
    AC: 8 + Dex (max 2)
    Bonus HP: +25
    Movement Penalty: 10 ft.
    Armor Check Penalty: -5

    A simple stripped down form of plate armor made for mass production, Munition Armor is sometimes known as Half Plate. Munition armor typically consists of an Ironweave doublet which reinforces and covers the areas not protected by armor plating, and then the armor plating is strapped to the Doublet.

    Owing to the lengthy strapping in process, it can take five to ten minutes to put on or take off Munition Armor without help.

    Plate
    AC: 10
    Bonus HP: +30
    Movement Penalty: 10 ft.
    Armor Check Penalty: -6

    The pinnacle of Armor, this armor is often called Fullplate in casual conversation. Surprisingly comfortable and mobile, the weight is perhaps the only drawback.

    Understandably, strapping together a full suit of Plate takes some time, taking 10 minutes to put on and properly secure without help.
    Last edited by Alent; 2019-06-03 at 01:48 PM.
    My Homebrew
    A Return to Exile, a homebrew campaign setting.
    Under Construction: Skills revamp for the Campaign Setting. I need to make a new index thread.



  5. - Top - End - #5
    Bugbear in the Playground
     
    Alent's Avatar

    Join Date
    Sep 2013

    Default Re: D20 Arms and Armor 2: The Quickening. (Project Exile)

    Changelog
    06/03/2019: Updated armor a little bit.
    • Armors now provide bonus HP to help mitigate the first~second level rocket tag problem.
    • Added Armor Check Penalty back in. ACP applies to Caster Level in addition to relevant skills, as I find this a more elegant way to have armor impact casting than the ASF dice check.

    11/14/2018: Created.

    Credits
    • Kirthfinder: for inspiring the baseline Zen Archery change.
    • 5th Edition: Revised battle economy.
    • My IRL and online tabletop groups: for feedback and what limited playtesting we've actually done.
    • Gunpei Yokoi: There's always one out of place credit, and who could be more deserving than the man that gave us Super Metroid?
    • DeepBlueDiver: Introducing me to the Dueling Shield through his own attempt at weapons.
    • ... And you for helping?


    Comments
    Okay, not quite finished, but my examples are in. I'll also add a ToC for weapons and include weapon weights in that- I went through all the weapons and worked out what accurate weights for them would be. (Because D&D's longheld legacy of insanely overheavy weapons drives my OCD nuts.) IRL got a little hectic, but I decided to go ahead and edit back in my own shorthand for circumstance bonuses, and I'll add a note for it up above.

    Goals for this include getting more people checking my math/playtesting it, and also expanding and improving the customization options. I'm pretty rooted in traditional weapon design, so eccentric fantasy weapons tend to elude my imagination. The overall goal for this is to have a weapon system that lets you use normal things, have regional variants with slightly varying stats, or have that one custom made weapon concept you've got while giving you some keyword based rules to anchor it to. As an example of what I mean by regional variants, a Khopesh could be made using the Shortsword example and adding text saying "This weapon can be customized as if it was an axe".

    I've tried to keep things consistent, but I'm not the best of editors, so mistakes will abound, all help and "did you mean to..?" questions appreciated.
    Last edited by Alent; 2019-06-03 at 01:53 PM.
    My Homebrew
    A Return to Exile, a homebrew campaign setting.
    Under Construction: Skills revamp for the Campaign Setting. I need to make a new index thread.



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