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RPG Superstar 2015

Bullet Points: 6 Nonmagic Special Qualities for Weapons (PFRPG) PDF

****( ) (based on 2 ratings)

Our Price: $1.00

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Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't have time to slog through a page of history for every magic weapon. Sometimes all that's needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points.

Bullet Points are a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points.

The High Concept: Six new nonmagic weapon special qualities (similar to brace, reach, and trip) to vastly expand the options a campaign has for unusual or bizarre tools for killing things. This is the latest in a series of products to celebrate the "Summer of Bullets" event!

The qualities included are:

  • Back Spike: A back spike weapon is a weapon that has a pick-like spike as a counterweight, allowing you to do their normal damage type or piercing damage.
  • Basket Hilt: A basket hilt weapon increases your CMD against disarm and sunder maneuvers made against the weapon, and gives you a shield bonus to AC when taking the full defense action.
  • Flamberge: A flamberge weapon has an undulating, wavy pattern along its length, allowing you to attack your foes when using the parry class feature.
  • Parry Hooks: Parry hooks (also called parierhaken) are forward-curing spikes or flukes mounted just in front of the ricasso (unsharpened section of a blade) of a twohanded sword or bastard sword, or partway along a 2-handed hafted weapon (such as a longspear).They function exactly the same way as the flamberge feature.
  • Ringed: A ringed weapon has a number of metal rings added along its length, giving it additional heft and momentum when swung. Increasing damage dealt at the expense of accuracy.
  • Springy: A springy weapon is more flexible than normal, able to bend by a considerable angle and still spring back to its original shape. A springy weapon is harder to pin down with combat maneuvers, and the wielder gains a +2 bonus to his CMD against disarm and sunder maneuvers made against it.

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PZOPDFRGGOWC5172E


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Product Discussion (21)
Paizo Employee Webstore Gninja Minion , Star Voter 2013, Star Voter 2014

Now available!

Paizo Employee Modules Overlord

Thanks, Liz!

This product introduces six new nonmagic weapon special qualities (similar to brace, reach, and trip) to vastly expand the options a campaign has for unusual or bizarre tools for killing things. This is the latest in a series of products to celebrate the "Summer of Bullets" event!

The qualities included are:
Back Spike: A back spike weapon is a weapon that has a pick-like spike as a counterweight, allowing you to do its normal damage type or piercing damage.
Basket Hilt: A basket hilt weapon increases your CMD against disarm and sunder maneuvers made against the weapon, and gives you a shield bonus to AC when taking the full defense action.
Flamberge: A flamberge weapon has an undulating, wavy pattern along its length, allowing you to attack your foes when using the parry class feature.
Parry Hooks: Parry hooks (also called parierhaken) are forward-curing spikes or flukes mounted just in front of the ricasso (unsharpened section of a blade) of a twohanded sword or bastard sword, or partway along a 2-handed hafted weapon (such as a longspear).
Ringed: A ringed weapon has a number of metal rings added along its length, giving it additional heft and momentum when swung. Increasing damage dealt at the expense of accuracy.
Springy: A springy weapon is more flexible than normal, able to bend by a considerable angle and still spring back to its original shape. A springy weapon is harder to pin down with combat maneuvers.


This is something the game has needed for a LONG time. Thank you, Super Genius Games!

Paizo Employee Modules Overlord

Eric Hinkle wrote:
This is something the game has needed for a LONG time. Thank you, Super Genius Games!

You are, of course, welcome.

Ultimately I hope someday to do a weapon creation system, to allow GMs (and right now I'd think only GMs, though I might talk myself into giving it as an option for PC smiths to access using the same rules as spell research) to design new mundane weapons and know if it should be a simple, martial, or exotic weapon based on the game stats. I think it'd be great for GMs who like to create regional weapons as background color. Goodness knows we have enough weird weapons in the real world, where every culture is still human.

But that's a somewhat more long-term project.


Owen K. C. Stephens wrote:
Eric Hinkle wrote:
This is something the game has needed for a LONG time. Thank you, Super Genius Games!

You are, of course, welcome.

Ultimately I hope someday to do a weapon creation system, to allow GMs (and right now I'd think only GMs, though I might talk myself into giving it as an option for PC smiths to access using the same rules as spell research) to design new mundane weapons and know if it should be a simple, martial, or exotic weapon based on the game stats. I think it'd be great for GMs who like to create regional weapons as background color. Goodness knows we have enough weird weapons in the real world, where every culture is still human.

But that's a somewhat more long-term project.

Yes Please that sounds completely awesome, as well as something I would use.

Dark Archive

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Owen K. C. Stephens wrote:

Ultimately I hope someday to do a weapon creation system, to allow GMs (and right now I'd think only GMs, though I might talk myself into giving it as an option for PC smiths to access using the same rules as spell research) to design new mundane weapons and know if it should be a simple, martial, or exotic weapon based on the game stats. I think it'd be great for GMs who like to create regional weapons as background color. Goodness knows we have enough weird weapons in the real world, where every culture is still human.

But that's a somewhat more long-term project.

That would be cool.


Reviewed here, on DTRPG and sent to GMS magazine.

Paizo Employee Modules Overlord

Thanks for the review, End!

Obviously I'm sorry you feel we lied to you with the title, but I'm not changing it. There's more to a quality than its game mechanics, and I'll stand on my decision to have two totally different styles of weapon element work the same way.

I'm glad you otherwise enjoyed the material.


But that's fluff. Fluff's nice, but everyone can come up with it. It's the mechanics that matter.

Don't get me wrong: you still get 5 weapon qualities for a good price. My biggest peve, however, is that those two in question only pertain to a probably not widely used alternative rule, and are worthless in "normal" combat. So I get only 4 qualities out of the product.

Marathon Voter 2013

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Fabius Maximus wrote:
But that's fluff. Fluff's nice, but everyone can come up with it. It's the mechanics that matter.

You can find his thoughts on that here. It's well worth the read!

Paizo Employee Modules Overlord

1 person marked this as a favorite.
Fabius Maximus wrote:
But that's fluff. Fluff's nice, but everyone can come up with it. It's the mechanics that matter.

If that were the case, artisan;s outfits, cleric's vestments, entertainer's outfits, explorer's outfits, and most of the rest of the clothing would all just be "Clothes -- 1 sp to 200 gp, 2-10 lbs."

Especially when writing mechanics for real-world items, the description of what something looks like and why people think they are useful is just as important as game mechanics. A lot of players care how their character looks, and want options for the weird spikes they saw on a sword in Ladyhawk (or whatever). The fact that those work the same way as a different physical design doesn't mean they aren't two things.

And often, having similar things use the same rules is good design.

Honestly I'm probably putting too much effort into this debate. I don't, for example, like creating iceball and having it say "Like fireball, but it does cold damage." But one of the reasons I don't like such things is that fireball actually has other effects (like it sets things on fire). On the other hand if I was looking at a brand new magic system (something different from spells) and an effect worked just like fireball, I would be glad to see the similar-of-different rule was being respected.


For what it's worth, I really do like this Bullet Point, especially the basket hilt (now I can finally make a backsword in-game) and the 'back spike', which has been long overdue IMHO.

For that matter, between the Bullet Points covering such things as the Executioner quality (replacing Bravery), the Executioner's Sword, and Rings here, I can now make that wandering fighter from an executioner's family who turned to adventuring I've so long dreamed of.

Paizo Employee Modules Overlord

Eric Hinkle wrote:

For what it's worth, I really do like this Bullet Point, especially the basket hilt (now I can finally make a backsword in-game) and the 'back spike', which has been long overdue IMHO.

For that matter, between the Bullet Points covering such things as the Executioner quality (replacing Bravery), the Executioner's Sword, and Rings here, I can now make that wandering fighter from an executioner's family who turned to adventuring I've so long dreamed of.

Okay, that's a cool character idea. I'm glad I could help!

Paizo Employee Modules Overlord

Owen K. C. Stephens wrote:

Thanks for the review, End!

Obviously I'm sorry you feel we lied to you with the title

Wow.

That comes across as much, much more belligerent than I remember feeling when I wrote it. In any case it's just not a professional or appropriate response to any fan or reviewer. I have no idea if I wasn't paying attention to word choice when I wrote that message, or if I was upset in ways I don't recall, but really there's no excuse for something that inflammatory.

End, I formally and officially apologize for directing that at you. Regardless of any difference of opinion I hold on this question, I feel I was out of line.

I am sorry.


Hej Owen,

no need to apologize! I understand that we're all only human and that sometimes things come out in unintended ways. That being said, it speaks highly of your qualities as a man that you actually do apologize. Thank you very much, Sir.

All is well.


Owen K. C. Stephens wrote:
Fabius Maximus wrote:
But that's fluff. Fluff's nice, but everyone can come up with it. It's the mechanics that matter.

If that were the case, artisan;s outfits, cleric's vestments, entertainer's outfits, explorer's outfits, and most of the rest of the clothing would all just be "Clothes -- 1 sp to 200 gp, 2-10 lbs."

Especially when writing mechanics for real-world items, the description of what something looks like and why people think they are useful is just as important as game mechanics. A lot of players care how their character looks, and want options for the weird spikes they saw on a sword in Ladyhawk (or whatever). The fact that those work the same way as a different physical design doesn't mean they aren't two things.

And often, having similar things use the same rules is good design.

Honestly I'm probably putting too much effort into this debate. I don't, for example, like creating iceball and having it say "Like fireball, but it does cold damage." But one of the reasons I don't like such things is that fireball actually has other effects (like it sets things on fire). On the other hand if I was looking at a brand new magic system (something different from spells) and an effect worked just like fireball, I would be glad to see the similar-of-different rule was being respected.

I agree somewhat, especially on your last point. But you put two weapon mods in the product that do the same. That's not two different subsystems, it's the same subsystem, i.e. "weapons". I don't think that anybody would have complained if you had come up with, say, a buckler variant with similar functionality (not necessarily in the same product, of course).

Also, you are preventing players from getting more than one bonus from using this.

Paizo Employee Modules Overlord

Fabius Maximus wrote:
Also, you are preventing players from getting more than one bonus from using this.

Yes, yes I am. On purpose.

Honestly, giving the wavy-bladed flamberge design a game mechanical benefit took a lot of reading, and a fair amount of playtesting. There are a lot of texts taking about what the design is *supposed* to do, and a lot of modern analysis that questions whether it does it or not. But there were enough sources claiming a pro could take advantage of the design for me to develop the rules I did.

That's *exactly* the same track of potential-benefit vs. modern analysis as parierhaken. Since they are design elements that apparently only professional trained duelists can take advantage of, I wrote them as such. Given that "monk" is a weapon quality that only applies to one class, I was comfortable with that.

Many ancient weapon designers also seem to have believed flamberge weapon designs allowed you to deal more powerful cuts, or long bleeding wounds, and modern analysis has pretty well debunked that idea completely.

I suppose I *could* have had flamberge be +300 gp, +1 nonmagical bonus to damage, and counts as masterwork for purpose of adding magic properties to a weapon, but that would have been boring and factually inaccurate.

Paizo Employee Modules Overlord

Endzeitgeist wrote:
Thank you very much, Sir.

You are welcome.

Endzeitgeist wrote:
All is well.

Groovy. :D


Review up here, and DTRPG.

Am going to chime in on this two qualities being the same, as I beg to differ. They may in the end grant the same effects, but they are different qualities. The one states very clearly that it is for a limited selection of blades and hefted weapons, where as the other is intended for blades, pure and simple....yes, you can apply either to pretty much anything, it is a fantasy game after all, but to do so defeats the very purpose of utilizing "real world" weapon qualities, doesn't it?

And fluff is what separates role players from roll players, so to me, that fluff of the specifics of what each weapon quality looks like, and how it works was far more important than what it actually does in the game.

Not trying to flame this discussion, merely stating my opinion.


Hi, Owen. Like Eric Hinkle, I got this one mainly for the 'basket-hilt' option; not only do I love that your $1 price-point lets me do stuff like that, the BP itself offers all sorts of interesting visuals and possible character-hooks, just as intended. :D

That said, I find myself with a question. Maybe I need another eye-test, but:

Quote:
A basket hilt weapon increases your CMD against disarm and sunder maneuvers made against the weapon, and gives you a +1 shield bonus to AC when taking the full defense action.

I'm afraid I can't see where that CMD bonus against disarm/sunder attempts is quantified. Does it match the +2 bonus a 'springy' weapon gets? I would presume so, if nothing else for simplicity's sake, but it's not listed under the 'basket-hilt' description, so I'm left uncertain. :(

That one niggle aside, awesome as always! :D

Paizo Employee Contributor; Developer, Super Genius Games

Trace Coburn wrote:
Quote:
A basket hilt weapon increases your CMD against disarm and sunder maneuvers made against the weapon, and gives you a +1 shield bonus to AC when taking the full defense action.

I'm afraid I can't see where that CMD bonus against disarm/sunder attempts is quantified. Does it match the +2 bonus a 'springy' weapon gets? I would presume so, if nothing else for simplicity's sake, but it's not listed under the 'basket-hilt' description, so I'm left uncertain. :(

That one niggle aside, awesome as always! :D

Yeah, it should be +2, and it should be listed. Good catch!

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