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Thread: Zodiac Kenshido

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    Ogre in the Playground
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    Default Zodiac Kenshido

    Get ready for the single most brillient weapon idea EVAR!!!!!11!11!

    That's right, folks. I've decided to stat up Fighter McWarrior's insanlee awsum signature weapon, the SWORDCHUCK!

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    The blue text is supposed to be a parody of when some posters (myself included) will purposely use red text in conspiracy-type threads to make it look like the mods are hiding something.


    SWORDCHUCK
    Exotic One-Handed Weapon
    Cost: 40 gp
    Dmg (S): 1d4
    Dmg (M): 1d6
    Critical: Special
    Range:
    Weight: 5 lbs
    Damage Type: S

    Special rules: Seeing as these are nunchucks made of swords, they are exceedingly dangerous weapons to use. Their threat range is 16-20 (x3 damage). Yes, that IS a 25% chance to threaten even before feats. There's a catch, though. If your attack roll is a natural 1, 2 or 3, you deal 1d6 damage to yourself instead. Even more dangerous is the fact that if you roll that low on a critical confirmation roll, you deal critical damage to yourself (although only x2).

    FEATS
    Swordchuck Dexterity
    Prerequisite: Weapon Focus (Swordchuck), Dex 15
    Benefit: You no longer risk landing a critical hit on yourself when wielding swordchucks. You still take normal damage if you fumble on the critical confirmation roll

    Greater Swordchuck Dexterity
    Prerequisite: Swordchuck Dexterity, Weapon Specialization (Swordchuck), Dex 20
    Benefit: You (somehow) no longer risk injuring yourself when wielding swordchucks
    Avatar by Venetian Mask. It's of an NPC from a campaign I may yet run (possibly in PbP) who became a favorite of mine while planning.

    Quote Originally Posted by Razanir View Post
    Everyone knows frying pans are actually weapons that people repurpose for cooking
    I am a 10/14/11/15/12/14 LG Clr 2

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    Barbarian in the Playground
     
    The Mentalist's Avatar

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    Default Re: Zodiac Kenshido

    Quote Originally Posted by Razanir View Post

    Their threat range is 16-20 (x3 damage). Yes, that IS a 25% chance to threaten even before feats.

    Keen Everything Burst Swordchucks have just become tasty

    There's a catch, though. If your attack roll is a natural 1, 2 or 3, you deal 1d6 damage to yourself instead.

    Weapon damage to yourself would be better here, especially since I will be making Keen Everything Burst Swordchucks

    Even more dangerous is the fact that if you roll that low on a critical confirmation roll, you deal critical damage to yourself (although only x2).

    Fail a critical confirmation roll is better phrasing for this, also, why not full crit damage?

    FEATS
    Swordchuck Dexterity
    Prerequisite: Weapon Focus (Swordchuck), Dex 15
    Benefit: You no longer risk landing a critical hit on yourself when wielding swordchucks. You still take normal damage if you fumble on the critical confirmation roll

    Greater Swordchuck Dexterity
    Prerequisite: Swordchuck Dexterity, Weapon Specialization (Swordchuck), Dex 20
    Benefit: You (somehow) no longer risk injuring yourself when wielding swordchucks
    So for 5 Feats you have a 16-20 weapon that you no longer damage yourself with.

    I fail to see that these feats are ever worth taking, accept the damage risk, 5 feats of Improved Toughness would be more effective at preventing this damage, you need to make the benefit bigger or the detrimental effects more severe as it is there is literally no reason for a critfisher not to take this with an Exotic feat and ignore the damage. (Especially if he takes the Vampiric Enchantment.)


    Edit: In hindsight I am now aware that this is mostly a joke... I still maintain my statements about balance, even for a joke item.
    Last edited by The Mentalist; 2013-05-10 at 10:13 PM.
    Having trouble writing up hard stat blocks but I'm doing a lot of sharing ideas and soft mechanics lately.

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    Ogre in the Playground
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    Default Re: Zodiac Kenshido

    Quote Originally Posted by The Mentalist View Post
    So for 5 Feats you have a 16-20 weapon that you no longer damage yourself with.

    I fail to see that these feats are ever worth taking, accept the damage risk, 5 feats of Improved Toughness would be more effective at preventing this damage, you need to make the benefit bigger or the detrimental effects more severe as it is there is literally no reason for a critfisher not to take this with an Exotic feat and ignore the damage. (Especially if he takes the Vampiric Enchantment.)


    Edit: In hindsight I am now aware that this is mostly a joke... I still maintain my statements about balance, even for a joke item.
    It's semi-joke, semi-serious. I was trying to make an item that you very likely will injure yourself by using. In hindsight, I went about that all wrong. It's probably just bump up the damage a bit with a large crit range, but just have it damage the user. Meh. I'll just write up a more serious, more balanced version in the morning
    Avatar by Venetian Mask. It's of an NPC from a campaign I may yet run (possibly in PbP) who became a favorite of mine while planning.

    Quote Originally Posted by Razanir View Post
    Everyone knows frying pans are actually weapons that people repurpose for cooking
    I am a 10/14/11/15/12/14 LG Clr 2

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