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The Yellow Wizard » Adventure » Creations » Weapon Design

Weapon Design

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1 Weapon Design on Fri Jan 09, 2015 6:54 pm

Mister Dicey

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Yellow Wizard
Even though it's more Fun to design spells, martial characters probably ought to get a little more love...

So, here's a guide to designing weapons, based on what I can make out From the numberous examples around.



Melee Weapons

Let's start From a base set oF statistics. These will simply be adapted depending on how you want to alter your weapon.

The initial base weapon is a Medium Exotic Two-handed weapon. It does 3d6 damage with a critical oF x2.

Reducing the size (From two-handed to one-handed, and From one-handed to light) reduces the damage die by 1 step For each reduction.

Making the weapon easier to use (From Exotic to Martial, and From Martial to Simple) reduces the damage die by one step For each reduction.

Increasing the critical threat range decreases the damage die by 1 step. The threat range can never extend beyond 18-20. You may not increase both the critical range and the critical multiplier.

Increasing the critical multiplier decreases the damage die by 1 step. The critical muliplier can never go higher than x4. You may not increase both the critical range and the critical multiplier.

You may add one special weapon quality For Free at no damage penalty. Adding aditional special weapon qualities decreases the damage die by 1 step For each quality added. The Fragile weapon quality is an exception, and instead increases the damage die by one step. The double quality is another exception and does not drop damage die in a standard way (See below)

Double weapons halF the damage die equally between them. IF the split cannot be even, the extra damage die may be used as normal. AFter this point, the weapons may be altered as iF they were individual weapons, although special qualities apply to both ends.

Any non-standard weapon qualities (Such as the double damage on a lance when on a charging mount) will need GM veriFication beFore beging permitted. These may increase or decrease the damage die, depending on the quality in question.

A light weapon may have a 10 Ft. range at no penalty. Increasing the thrown range to 20 Ft. decreases the damage done by one step.



Cost, weight and damage type: These will be determined largely on the cosmetic appearance oF your weapon. Typically, the more metal or stone involved in a weapon, the more expensive. Likewise, the more intricate the design, the more it will cost.
Some special weapon qualities may be added by increasing the cost and or weight instead oF reducing damage die at DM discretion.




Dice steps
Ordered From highest to lowest

3d8
3d6
2d8
2d6 = 1d12
1d10
1d8 = 2d4
1d6
1d4
1d3
1d2
1

A weapon cannot be reduced below 1.





Ranged weapons Forthcoming (Maybe).
Please let me know iF you have any suggestions or improvements (Or your own weapons).




Example

Double Scythe
Exotic Two-Handed Weapon
Price: 40 gp
Dmg (S): 1d4/1d4 Dmg (M): 1d6/1d6
Critical: x4
Range: --
Weight: 15 lbs.
Type: S
Special: Double, Trip

The Double Scythe has two long, curved and wickedly sharp blades at either end. The blades Face opposite directions to balance the weapon, and attack styles Favour Flowing, spinning slashes.


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2 Re: Weapon Design on Fri Jan 09, 2015 8:12 pm

Einstein

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Adventurer
Adventurer
How about a mastercrafted rolling pin+1?
The weapon of Svetlana^^

3 Re: Weapon Design on Fri Jan 09, 2015 9:11 pm

Mister Dicey

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Yellow Wizard
Simple weapons, now that I take a closer look, actually follow a slightly different pattern. Perhaps I should actually say that those statitics given are upper limits, and you can make a weapon worse dilberately should you choose.

Also probably worth noting on closer inspection: There are a rare few exceptions in the equipment list that don't seem to follow this trend. The Nodachi is an example of this (compare it to the more commonly used falchion or Elven Curve Blade)


However...

+1 Rolling Pin
Simple One-handed Weapon
Price: 2,300 gp
Dmg (S): 1d4+1 Dmg (M): 1d6+1
Critical: x2
Range: 10 ft.
Weight: 3 lbs.
Type: B
Special: +1 to hit from enhancement bonus


for those without an encylopaedic knowledge of the rules: basically equivalent in all respects to a +1 club. Except it's more useful in making tasty baked goods. And possibly non-stick.


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4 Re: Weapon Design on Fri Jan 09, 2015 10:36 pm

Einstein

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Adventurer
Adventurer
hehe, nice.

quite expensive though^^

5 Re: Weapon Design on Sat Jan 10, 2015 10:29 am

Mister Dicey

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Yellow Wizard
Magic weapons do cost a lot. Especially if they're non-stick.

Here's a thing I've been thinking of for a little bit. It is, however, quite special and doesn't follow the above guide.


Secondary Blade Attachment
Exotic Light Weapon
Price: +5 gp
Dmg (S): 1d3 Dmg (M): 1d4
Critical: 19-20/x2
Weight: +2 lbs.
Type: P or S
Special: See Text

This special dagger is designed to fit over the base of a two-handed weapon such as a Greatsword or Greataxe. Doing so allows you to attack with both ends of the weapon, as a double weapon. In order to be considered proficient with the combined weapon, you need to have proficiency in both the base weapon and the Secondary Blade Attachment. Regardless of proficiency, the awkwardness of the second blade gives a -2 penalty to attack rolls.


And a more conventional double weapon:

Longblade Staff
Martial Two-handed weapon
Price: 20 gp
Dmg (S): 1d6/1d4 Dmg (M): 1d8/1d6
Critical: (19-20/x2)/x2
Weight: 6 lbs.
Type: S or B
Special: Double, See text.

The Longblade Staff combines the advantages of sharp pointy things with those of a quarterstaff. When you attack with the bladed end only, it can be used as a reach weapon.


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6 Re: Weapon Design on Sat Jan 10, 2015 3:44 pm

UnsavouryCharlot

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Adventurer
Adventurer
Elven Longbow
Exotic Two-handed weapon
Price:?
Dmg(S):1d10 Dmg(M): 3d6
Critical:(19-20x2)
Weight 2 lbs.
Type: P
Special: ?

7 Re: Weapon Design on Sun Jan 11, 2015 3:49 pm

Mister Dicey

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Yellow Wizard
I would assume you mean 2d6 and not 3d6 there...

I haven't broken down ranged weapons yet; they follow a different pattern to melee weapons. But that would seem powerful compared to other weapons. It does, of course, depend on the range and price you give it.

I would assume that composite versions of this bow would also be available...

Given that it is substantially more powerful than other conventional ranged weapons (2 steps higher than normal longbows, and 1 step higher with better multiattack capability than a repeating heavy crossbow), an Elven Longbow should be probably be made of rare materials or just be quite challenging to make. Or just have a pitiful range, but that doesn't really suit it.


Using a musket and pepperbox rifle as a guide, I would expect that an Elven Longbow would probably cost something of the order of 4,000 gp with a range of 120 ft.. Composite improvements increasing the cost by 500gp per point of stength.


Considering that roughly 20% of PCs will play as an elf or half-elf and consequently be able to use the weapon easily, it is perhaps still not quite balanced even with that sort of price tag.


But then, that's my opinion and quite probably wrong. I would certainly put that sort of price tag on it before allowing in a campaign, simply since it is that much stronger than anything else around.

(Sorry for that hopefully non-insulting rant)


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8 Re: Weapon Design on Sun Jan 11, 2015 4:05 pm

UnsavouryCharlot

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Adventurer
Adventurer
Yeah sorry, 2d6.
No you are right, I did design a extremely overpowered weapon. 2d6 would seem more fair for a large weapon anyway.

I'll think of a MELEE weapon this time :P

9 Re: Weapon Design on Sun Jan 11, 2015 4:49 pm

UnsavouryCharlot

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Adventurer
Adventurer
Heavy Falchion
Martial Two-handed weapon
Dmg(S): 1d8 Dmg(M): 1d10
Critical range:18-20x2
Price: 100gp
Type: S
Special: I can't think of any at the moment

Longer and heavier than a standard Falchion, made with more expensive materials to balance the weight appropriately.

10 Re: Weapon Design on Mon Jan 12, 2015 12:40 pm

Mister Dicey

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Yellow Wizard
Crazy Stick has a new weapon of choice =3. Just keen that baby up and he can go nuts. (A current incarnation would do 1d10+19 with crit 15-20/x2 with that)


Gut Shredder
Light martial weapon
Price: 10 gp
Dmg (S): 1d3 Dmg (M): 1d4
Critical: 18-20/x2
Weight: 3 lbs.
Range: -
Type: P and S
Special: Deadly, fragile

This thick spike has wicked spikes poking back towards the hilt. It is designed to do maximum internal damage; a thrust into the belly will tear innards to shreds, giving the weapon its name. It inflicts 1 bleed damage on a confirmed critical.


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11 Re: Weapon Design on Tue Jan 13, 2015 9:39 pm

Mister Dicey

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Yellow Wizard
Professor Quibbler's Novelty Weapons

All of these take common items or tools and adapt them into weapons of mass major regular? minor?? little destruction... for one target. Band-aids might be neccessary with repeated application.

The basic tools can be used as improvised weapons (But tend not to hurt so much) that do only x2 damage on a critical.


Combat Waffle Iron
Martial Two-Handed Weapon
Price: 18 gp
Dmg (S): 1d6         Dmg (M):  1d8
Critical: x3
Range: -
Weight: 6 lbs.
Type: B and P
Special: Disarm

Like a normal waffle iron, but thicker, sturdier and with spikes. The extended handles makes disarming people easier. It's also non-stick.
If you take the feat Exotic weapon proficiency(Combat Waffle Iron) you can use this one-handed



This one is actually a real weapon, nicked from gnomes of golarion

Gnome Battle Ladder
Exotic Two-handed weapon
Price: 20 gp
Dmg (S): 1d4/1d4    Dmg (M): 1d6/1d6
Critical: x2
Range: -
Weight: 8 lbs.
Type: B
Special: Double, Trip

Gnomes use these narrow, reinforced 4-foot ladders as weapons. You fight with a battle ladder like you would with a regular quarterstaff, except that you also use the spaces in the ladder to entangle limbs, giving the ladder the trip weapon feature.


Battle Chair
Exotic Two-handed weapon
Price: 36 gp            (Note: Can you believe that chairs don't exist in Pathfinder, but waffle irons do?)
Dmg (S): 1d6      Dmg (M): 1d8
Critical: 18-20/x2
Range: -
Weight: 12 lbs.
Type: S and B
Special: See text

Now you can have a nice sit down after a long day's fight. Sturdier than a regular chair, the back legs have been replaced with sharp blades (Scabards sold separately).
The chair grants a +2 shield bonus to Armour Class.

The Battle Stool is a smaller alternative:

Battle Stool
Exotic one-handed weapon
Price: 16 gp
Dmg (S): 1d4      Dmg (M): 1d6
Critical: 19-20/x2
Range: 10 ft.
Weight: 6 lbs.
Type: S and B
Special: See Text

A Battle Stool gives a +1 shield bonus to armour class.


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12 Re: Weapon Design on Wed Jan 14, 2015 9:06 am

The Black Vegetable

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Great Adventurer
Great Adventurer
I think the battle ladder would need disarm rather than trip. You can more easily catch a sword blade or an axe haft than a leg
(And the forum somehow thinks I'm misspelling axe)

Aaaaand in Skull and Shackles there are definitely chairs, but only for baddies.


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Argraff Clawhammer (Retired) - Dwarf Cleric, women's rights activist and tavern frequent; Drinking and fighting for a better Stolen Lands
Orophin Arkanthamz (Retired)  - Elf wizard, Eldritch Knight, librarian and teacher; Fixing the flaws of Nethys, one disaster at a time
Currently Running:
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13 Re: Weapon Design on Wed Jan 14, 2015 10:48 am

Mister Dicey

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Yellow Wizard
Yeah, since it's an exotic weapon it definitely feels like it could use a little more to make it more than just a quarterstaff...
Disarm is certainly quite appropriate. Probably also Blocking. Grapple is less likely, but plausible.
Once it has that many options, it'd certainly be good enough to be a viable option... if of course you were inclined towards actually doing that sort of thing.


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14 Re: Weapon Design on Wed Jan 14, 2015 12:20 pm

Onions

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Golden Cat Lord
Golden Cat Lord
There's battle all kinds of stuff in here!!


Battle Broom, Battle Dust Mop, Battle Table, Battle Chairs, and Battle Ladders! Almost forgot, Battle Paper Dragon heads! Who could forget that!

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