Mechanical exotic weapons


Homebrew and House Rules


I have an idea for some new exotic weapons but the big difference between these weapons and other exotic weapons is that all of these weapons are in some way mechanical and are a bit more powerful than most weapons.

The big balancer I am going to go with is a much higher price then any other weapon, I’m thinking of starting all the prices of these mechanical weapons around 2,000gp.

I would love to hear any ideas for some mechanical weapons and I would like to know if the price of these weapons would balance out any power problems

My first idea I have is a weapon I call the punch hammer, it is similar to the maul but has a clip of 5 spikes and every time you hit an opponent a spike is left in the foe and does 1 bleed damage every round, these spikes are cumulative and can result in 5 bleed damage after 5 successful hits.

Cost 2,100gp, 1d10 damage, x3 crit, 50 lbs,
Two handed, Exotic weapon, Bludgeoning and piercing

Move action to replace clip

If you run out of clips or do not wish to replace one you may use it as simply a bludgeoning weapon with no bleed damage

I have a few other weapon ideas but would love to hear from you guys.


Another weapon idea I have is a sword that can break down into a whip. Very similar to ivy’s weapon in soul caliber, it would be a free action to change it back and forth, it would function the same way as a long sword but when you use the free action it changes into a spiked chain that can be used in one hand.


"a sword that can break down into a whip"

Actually they already have that weapon, just cant remember where I saw it at the moment.


If your looking at a whip sword, there is actually a real life one called the Urumi. Here is the info off of Wikipedia:

http://en.wikipedia.org/wiki/Urumi


jyster wrote:

"a sword that can break down into a whip"

Actually they already have that weapon, just cant remember where I saw it at the moment.

I remember now, Chain Sword from the Arcanis Players guide

Description: Despite its name, no chains are used
in this weapon’s remarkable construction. Resembling
an oversized gladius, it is actually a series of razorsharp
segments attached by a highly flexible metal coil.
The seams on the sword are barely visible when the
lock is engaged. However, releasing the lock separates
the sword. The coil runs along a reinforced central
channel inside the blade. Releasing the segments turns
the sword into a whip-like device. It is a versatile and
wickedly-effective weapon in the hands of an expert.

Switching between lashing and
blade modes is a move-equivalent action that does not
provoke attacks of opportunity.

When in lashing mode treat it as a whip that does lethal.


Skaorn wrote:

If your looking at a whip sword, there is actually a real life one called the Urumi. Here is the info off of Wikipedia:

http://en.wikipedia.org/wiki/Urumi

that's cool but to be honest not what i had in mind.

any opinions on the punch hammer?


Well, a maul should do 2d6 instead of 1d10, for starters. I'd say add 1d4 for the spike and require a save of some kind to avoid the bleed damage, instead of making it automatic. Like, a normal hit does 2d6, target has to make a Fort or Ref save to avoid getting a spike lodged in them for an additional 1d4 damage, plus 1 bleed per round. Make it a simple action to deploy another spike (ie a level action of some kind.) Which would of course lead to it's alternative name, the Bam-ka-chak. Also, 50 lbs is way too heavy. 35 seems more reasonable, including the 5-lb clip.

Pretty neat idea, though.


Skaorn wrote:

If your looking at a whip sword, there is actually a real life one called the Urumi. Here is the info off of Wikipedia:

http://en.wikipedia.org/wiki/Urumi

That's in the campaign setting really.


Lyingbastard wrote:

Well, a maul should do 2d6 instead of 1d10, for starters. I'd say add 1d4 for the spike and require a save of some kind to avoid the bleed damage, instead of making it automatic. Like, a normal hit does 2d6, target has to make a Fort or Ref save to avoid getting a spike lodged in them for an additional 1d4 damage, plus 1 bleed per round. Make it a simple action to deploy another spike (ie a level action of some kind.) Which would of course lead to it's alternative name, the Bam-ka-chak. Also, 50 lbs is way too heavy. 35 seems more reasonable, including the 5-lb clip.

Pretty neat idea, though.

well i can put it up making it do 2d6 but i don't like the fort save idea, if you look at the rogue talent "Bleeding Attack" it doesnt offer a save against the bleed damage

i would also point out that the spike always comes out in the foe so it doesn't make sense for them to need a save against a basic attack.


Right, but you can't guarantee that the weapon will hit the same way each time - the crushing mass will always inflict the same range of damage from crushing trauma, but a punching spike will only work if you hit square. What you've got here is basically a sledgehammer with an ejecting icepick, and the icepick isn't always going to hit flush. Sometimes it'll just rip the skin, sometimes it'll hit true but not lodge in, and sometimes it'll do exactly as it's supposed to. In all cases it'll do additional damage, but it won't always necessarily create the opened leaking wound that creates bleeding damage.

Basically you're giving someone the ability to mimic a class feat or magic weapon effect on a mundane weapon.


In addition, the class ability that's being mimicked is normally only available under certain conditions (when the enemy is denied their Dex mod). If this additional bleed damage is going to be available normally, I'd second the motion for a save. DC 10 + the base weapon damage dealt, most likely, as more damage means a better blow and a better set-up for the spike to lodge.


what about 2d6 plus 1d4 from the spike and then a fort save against the 1 bleed damage, that way the spike always deals damage on a hit but the bleed may be negated.


any other ideas for weapons like these, I'm having some trouble coming up with some more mechanical weapons.


northbrb wrote:
any other ideas for weapons like these, I'm having some trouble coming up with some more mechanical weapons.

Well, Chaositech (by Sword & Sorcery Studios & Monte Cook) had some good ones. There was a greatsword that was really a spring-loaded set of shears, that you could trigger for extra damage every time you hit. There was a longsword that drilled into the enemy on a critical, creating a really gory grapple effect. The ever-popular buzzsaw axe made an appearance, too. It's not a bad book at all for weird weapons, it even had some awesome pseudo-magical bombs in it.


Parka wrote:
northbrb wrote:
any other ideas for weapons like these, I'm having some trouble coming up with some more mechanical weapons.
Well, Chaositech (by Sword & Sorcery Studios & Monte Cook) had some good ones. There was a greatsword that was really a spring-loaded set of shears, that you could trigger for extra damage every time you hit. There was a longsword that drilled into the enemy on a critical, creating a really gory grapple effect. The ever-popular buzzsaw axe made an appearance, too. It's not a bad book at all for weird weapons, it even had some awesome pseudo-magical bombs in it.

would there happen to be a link for an online version of the book, i have never seen it.


northbrb wrote:
would there happen to be a link for an online version of the book, i have never seen it.

The book is available as a PDF for $6, which is much cheaper than the $30 print copy. I'd recommend it highly.

You can buy it here

As far as I know, there is no legal way to get a free copy.


Parka wrote:
northbrb wrote:
would there happen to be a link for an online version of the book, i have never seen it.

The book is available as a PDF for $6, which is much cheaper than the $30 print copy. I'd recommend it highly.

You can buy it here

As far as I know, there is no legal way to get a free copy.

thank you very much.


They aren't really "mechanical" but I'd like to see Chinese hook swords (also known as Shuanggou or tiger hooks). They have 3 blades, the initial hook blade (probably a long sword), a dagger on the opposite end and a bladed shield like thing on the front (probably another dagger damage wise but maybe something special like if you take a defensive action you get more AC or if you use Combat Expertise you get a bigger bonus). Also experts with the swords are known for connecting the 2 hooks and using them as a reach weapon (you'd probably have to have 2 weapon fighting but it'd probably work like a spiked chain only deal slashing damage.

I've also thought about making some mechanical artificial limb like things for my steampunk-esque game (think full metal alchemist "automail" I guess). The artificial arms would function like spiked gauntlets and give you a +2 bonus on climb and grapple checks, the legs would probably also function like spiked gauntlets (only you'd be kicking) and give you a +5ft. bonus/leg to your base speed along with a +2 on acrobatics and climb checks along with a +2 against bullrush and trip attempts. You'd probably take a -2 on diplomacy and disguise checks for each limb though.


This thread needs more swordchucks IMO.

Grand Lodge

northbrb wrote:
what about 2d6 plus 1d4 from the spike and then a fort save against the 1 bleed damage, that way the spike always deals damage on a hit but the bleed may be negated.

Ummm No. I only say that because if it's like a Maul and that is spiked than it's only peircing damage with the chance of bleeding if the spike is left in him.

If it has a spring loaded spike or something that pushs out the spike with force, than it could be maul plus a spike, with chance of bleed. What's the delivery of the spike?

is the spike just on one side or both sides?
Does the player have an option of hitting a button to release the spike or is it with every hit the spike pops out?

How much are clips?
Is it feasible to carry extra clips weight wise?
What about enchanting it(if that's an option) do you just enchant the spikes or the weapon? Can you just have enchanted spikes? If so can I have a fireball spike that explodes on impact?

I would assume they would all have to be masterwork?
If not masterwork, is there a chance for mechanical failure?

Grand Lodge

Felgoroth wrote:
The artificial arms would function like spiked gauntlets and give you a +2 bonus on climb and grapple checks

Add an ability where they can do a "Piston Punch" or something.


Felgoroth wrote:

They aren't really "mechanical" but I'd like to see Chinese hook swords (also known as Shuanggou or tiger hooks). They have 3 blades, the initial hook blade (probably a long sword), a dagger on the opposite end and a bladed shield like thing on the front (probably another dagger damage wise but maybe something special like if you take a defensive action you get more AC or if you use Combat Expertise you get a bigger bonus). Also experts with the swords are known for connecting the 2 hooks and using them as a reach weapon (you'd probably have to have 2 weapon fighting but it'd probably work like a spiked chain only deal slashing damage.

They have hook swords detailed out in the Eberron Book, Secrets of Sarlona. I don't remember the details entirely but they also had a feat that allowed you to link the swords together to make it a reach weapon. They were actually pretty cool.

A weapon that I like using for Hobgoblins was in an old Dragon Magazine, the Disk Crossbow. It fired razor sharp disks from a modified light crossbow. I gave it these stats in updating it to 3.X:

Dmg: 1d6 (m)/1d4 (s) Crit: 18-20/x2 Range: 60ft

It might be a little low tech but I always thought it was fun


The "Piston Punch" ability is an interesting (and plausible) idea, I guess it could work like a free power attack or cleave so many times/day but I'm not sure. If I do that I guess I could change the +5ft. base speed from the legs to something you can use so many times/day that lets you increase your base speed.

EDIT: The artificial limbs will probably give you some sort of penalty to Stealth now that I think about that I think about it.

Also, I forgot a DM of mine did a pretty interesting mechanical weapon. It kind of looks like a crossbow without the bow part at the end. You load alchemist fires into it so when you shoot it the alchemist fire breaks open and turns into a 30ft. (or maybe 60ft. I can't remember) line of fire instead of a splash weapon.

I'll have to look into the Eberron hook swords, I'm used to playing in homebrewed worlds and the only Eberron books I have are the campaign setting 1 and Races of Eberron but I've always felt the hook swords should be somewhere for Monks lol


GarnathFrostmantle wrote:
northbrb wrote:
what about 2d6 plus 1d4 from the spike and then a fort save against the 1 bleed damage, that way the spike always deals damage on a hit but the bleed may be negated.

Ummm No. I only say that because if it's like a Maul and that is spiked than it's only peircing damage with the chance of bleeding if the spike is left in him.

If it has a spring loaded spike or something that pushs out the spike with force, than it could be maul plus a spike, with chance of bleed. What's the delivery of the spike?

is the spike just on one side or both sides?
Does the player have an option of hitting a button to release the spike or is it with every hit the spike pops out?

How much are clips?
Is it feasible to carry extra clips weight wise?
What about enchanting it(if that's an option) do you just enchant the spikes or the weapon? Can you just have enchanted spikes? If so can I have a fireball spike that explodes on impact?

I would assume they would all have to be masterwork?
If not masterwork, is there a chance for mechanical failure?

the spike is inside of the hammer and is shot out on impact when the head of the hammer is compressed from the blow. you can carry as many clips as your str allows, the spikes are magically enhanced separately from the hammer.

when a mechanical weapon reaches half its hp its mechanisms no longer function until they get repaired, even if the mechanical parts are broken the basic element of the weapon still functions.

yes all elements of a mechanical weapon is master worked.


Felgoroth wrote:

They aren't really "mechanical" but I'd like to see Chinese hook swords (also known as Shuanggou or tiger hooks). They have 3 blades, the initial hook blade (probably a long sword), a dagger on the opposite end and a bladed shield like thing on the front (probably another dagger damage wise but maybe something special like if you take a defensive action you get more AC or if you use Combat Expertise you get a bigger bonus). Also experts with the swords are known for connecting the 2 hooks and using them as a reach weapon (you'd probably have to have 2 weapon fighting but it'd probably work like a spiked chain only deal slashing damage.

I've also thought about making some mechanical artificial limb like things for my steampunk-esque game (think full metal alchemist "automail" I guess). The artificial arms would function like spiked gauntlets and give you a +2 bonus on climb and grapple checks, the legs would probably also function like spiked gauntlets (only you'd be kicking) and give you a +5ft. bonus/leg to your base speed along with a +2 on acrobatics and climb checks along with a +2 against bullrush and trip attempts. You'd probably take a -2 on diplomacy and disguise checks for each limb though.

Those are in Luven Lightfinger's Gear & Treasure Shop. Shuanggou, Jian, meteor hammer, butterfly swords... and mechanical, mundane, and magical prosthetics, including weaponized and armored varieties.


Huh, I'll have to try and find that so I can have a look. I was disappointed that the hook swords weren't even in Oriental Adventures.


I suppose these would be "mechanical"

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/communityContent/houseRules/helpWithFlintlockGuns&page=1#1

Scarab Sages

A little something mechanical

Kraftpistol (Clockwork Gun)
Loaded with Alchemical Materials in special Pointed and Barbed Glass Vials, the Kraftpistol fires them with potent clockwork. If the shots penetrate into it's target the glass breaks into dangerous shards and applying the alchemical substance where it has double effectiveness, within them. If used to deliver an Alchemical item to it's destination it has it's normal Potency.
A Kraftpistol Expends 2 Clockwork Charge with each shot, one to Load one to Fire.
The Glass Shards and barbs make the weapon particularly dangerous as projectiles, giving them the exploding characteristic, when max damage is rolled on a die roll it again and add the new number to the damage.However on a roll of a 1, the glass vial is destroyed in the barrel durring launch, essentially striking oneself with the alchemical item.
Kraftpistol (2d6 Exploding + Alchemy, 18-20/x3, 40' inc)
Magazine 10 Shots (20 gp per 10 Pointed and Barbed Glass Vials) + Cost of Alchemical Materials


Now let's see what nasty little things we can think of...hmmm....

A sword that when it strikes a critical inflicts massive damage as the blade turns into razor-sharp ribbons. (critical x3)

A ballistic spear, that extends to impale the victim. (critical x4)

Whirling finger razors ala Big Trouble in Little China (?)

A harpoon like weapon that impacts, the barbs get stuck in the victim, it separates like nunchaku, then jerks them off balance as it retracts mechanically. (free trip CMB on a hit.)

A parrying dagger that is mechanically a sword breaker, you ca give up one attack to attempt to parry, if successful you get a free sunder attempt.

Oh, another one, a clawed hand mace that grabs on when it hits. (free grapple?)


Felgoroth wrote:
Huh, I'll have to try and find that so I can have a look. I was disappointed that the hook swords weren't even in Oriental Adventures.

They were in the Secrets of Sarlona Eberron book however.

Trip weapon, could be linked to make attacks at reach.

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