JiCi |
Disarm, Trip, Grapple, Monk... all of these are weapon special features. What new weapon special feature(s) would you like to see?
Disclaimer: That MIGHT be considered a topic for House Rules, but I post it here so people can talk about that. Feel free to change the category if needed.
Paired: When you use this weapon in each hand, you treat the weapon as if it were a light weapon for the purpose of two-weapon fighting.
The Sawtooth Saber currently has this as a special exclusive feature, but I'd like to see this for other new one-handed weapons.
Feint/Drag/Reposition/Dirty Trick: When you use this weapon, you get a +2 bonus on combat maneuver checks to [Feint/Drag/Reposition/Dirty Trick].
We have Disarm and Trip, so the new tactics could be added as well.
Mounted: When you use this weapon while mounted, you can use it with one hand.
I have lost count on how many times I've seen warriors wielding a non-lance weapon in one hand while riding a mount. Maybe they could extend it to weapons from the polearms and spears weapon groups.
Fearsome: When wielding this weapon, if you are entitled to an Intimidate check, you gain a +2 bonus on that check.
This seems like a good addition, especially when displaying feats have been expanded.
Raltus |
What If all Martial had some unique bonus to them as well as their normal damage. That would make the training in them seem more beneficial as well. The Flail already has trip but what if it added +2 and you were considered to have imp trip while wielding one?
Long sword or bladed weapons could be sunder for non rock or such type materials.
Kudaku |
Paired: When wielded with another weapon within the appropriate "Paired" group, you can treat both weapons as the same type of weapon for the purposes of feat prerequisites.
The wording is rough and definitely needs some polish, but the general idea is that you should be able to share Weapon Focus, Weapon Specialization, Improved Critical and so on between different weapons as long as they compliment one another. Rapier & Dagger, Longsword & Shortsword, Trident & Net and so on.
swoosh |
We already have an impact weapon property, though I agree with the suggestion otherwise.
Paired: When wielded with another weapon within the appropriate "Paired" group, you can treat both weapons as the same type of weapon for the purposes of feat prerequisites.
Since we've had two of these I guess I'll just go overboard and suggest one too!
Paired: As a free action an exact copy of this weapon appears in your free hand if you have one or at your feet if you do not. The created weapon is identical in every way to the original, including special material and magical enhancements. This weapon disappears after spending one full round unattended by you and cannot be sold for any amount of money.
Paired, Greater: This functions as the Paired weapon property, but the created weapon may be made out of a different special material and may change up to +1 of the original weapon's magic properties. This decision must be made when the weapon is first enchanted with Paired, Greater and may be changed each time at least +1 or its equivalent is added to the weapon. (i.e. a +1 paired flaming adamantine longsword can create a +1 frost mithral longsword).
Raltus |
Create Mr. Pitt wrote:Impact! The keen of bludgeoning weapons. No reason not to have it. High crit multipliers exist on a ton of weapons.Wait, I thought this discussion was about theoretical weapon properties that would appear on the weapon stats table, not magical weapon abilities.
I thought the same as well, non-magical properties that weapons can have.
Serrated - You can forgo doing your normal dice damage instead rolling the damage die to deal bleeding damage to your target. This can be stopped with a DC 12 heal check or application of at least 5 points of magical healing per damage die used. (Slashing or Piercing only)
With a flesh rending pull or the twisting of your blade, you part the flesh on your target causing it to bleed out.
Ckorik |
Climb - this weapon can be used to aid climb attempts
survival - weapons in this group help survive harsh climates - either they are the best in category (like the machete) or they hold some basic gear (survival knife) +2 to survival checks while carrying this weapon
weighted - use of sand inside a hollow hilt allows devastating blows with this weapon, crit range is doubled and stacks with other crit multipliers - however the balance of the weapons is off resulting in only half the attacks you could otherwise make - if you only have 1 attack it is now 1 every other round, etc.
disguised - this weapon is meant to resemble a mundane item - +2 to slight of hand checks to conceal or hide the weapon.
Protoman |
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Feint/Drag/Reposition/Dirty Trick: When you use this weapon, you get a +2 bonus on combat maneuver checks to [Feint/Drag/Reposition/Dirty Trick].
Drag and reposition don't actually use the weapon, so I'm not sure how much sense they'd make as special qualities.
Drag/reposition: this weapon can be used to drag/reposition.I think the most likely candidates would be polearms - there are polearms with forward-facing traps and backwards-facing hooks that you can use to move people around - but weapon properties aren't exclusive.
As per the Paizo Blog Combat Maneuvers and Weapon Special Features:
"If you’re using a weapon with the trip special feature, and you’re attempting a drag or reposition combat maneuver (Advanced Player’s Guide 321–322), you may apply the weapon’s bonuses to the roll because trip weapons are also suitable for dragging and repositioning (this also means [Paizo] don’t have to add “drag” and “reposition” weapon properties to existing weapons)."