Results 1 to 4 of 4
Thread: Instrument Weapons: The Axe
-
2012-04-17, 08:42 PM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Western New York
- Gender
Instrument Weapons: The Axe
I was thinking of making a strength based Thri Kreen Bard (a terrible idea, I know,) and long story short: I have no idea how to make a guitar/greataxe. Would there be any penalties to the weapon attack/damage or the perform check? Would a battleaxe be better? Obviously it would be an exotic weapon, and I'm fine with that (this character is going to suck anyway, why not waste a feat?)
You Know What I Mean - A Hot Rock Massage!
-
2012-04-17, 08:55 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Pittsburgh, PA
- Gender
Re: Instrument Weapons: The Axe
I mean, you have four arms... just use a greataxe with two and a guitar with the other two.
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
-
2012-04-17, 08:57 PM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Western New York
- Gender
-
2012-04-17, 09:16 PM (ISO 8601)
- Join Date
- Mar 2012
- Location
- Darkest Part of your mind
- Gender
Re: Instrument Weapons: The Axe
your the skald Just make it a new weapon;
The Rocking Axe (Exotic)
Two handed
1d10 damage, X2 on crit.
Special; If the weilder is a bard they can make preform checks to use the following abillitys with a Preform(Rock and Roll) check;
Power chord(DC 10); 30ft range, deals 1d6 sonic damage. For every 3 points you beat the check by, it increases by 1d6. Standard action.
The Chords of Life (DC15); 10ft range. Target gains 1d6 hp. If you beat the check by 2 points, they're also affected by a neutalize poison spell. If you beat the check by 6 points, they're also affected by a remove disease spell. If you beat it by 20 points, they're affected by a greater restoration spell.
For every 3 points you beat the check, 1d6 more hp is healed.
You cannot take 10 or 20 on this check. Full round action.
Head Bang it!(DC 12); All allies in 30ft gain Temp hp equal to your str mod times your cha mod. If you beat the check by 5, its 3 times (Str mod X Cha mod). If you beat the check by 8, they also gain DRX/- (X equals your str mod times your cha mod). Temp HP is gained at the start of your turns if you keep playing. Full round action, and they only keep the beifits while your playing.