Weapon Augmentations


Homebrew and House Rules


I was thinking that it would be really cool to add augmentations to weapons, sort of add differnt abillities to a weapon.

These wouldnt be enhancments so they wouldnt be equated in to the enhancment value of your weapon.

Some ideas i was thinking of was sort of simi-mechanicle elements, like a spring-loaded grappling hook attatched to a gauntlet, or a pick like weapon that has the spike head of it detatch inside the opponent and reload a new spike after each attack.

Or adding a hook to a weapon giving it the trip abillity.

just some ideas i had and wanted to get others opinions, what do you think?


The usual problem with stuff like this is that if their costs don't scale with weapon enhancements, eventually there's no reason not to stick every augmentation possible on every weapon you own.


well I could see adding a restriction on the number of augmentations a weapon can have, after so many i think it wouldnt funtion as the weapon anymore

Dark Archive

Something like a rapier with a spring-loaded dagger in the handle? A musket that can shoot a grappling hook? A spear with little nubs up the shaft that allows it to double as a ladder?

Liberty's Edge

Or a spear with a pistol in it... actually basically (insert slashy pokey weapon here) with a pistol attached and you can usually find a historical example somewhere...

Dark Archive

There's precedent for that in Ultimate Combat: The dagger pistol and pistol sword cane. Reduce the damage dice two steps, and say that you have to enchant the two parts separately. That brings it in line with the rest of the combination weapons from UC.

RPG Superstar 2010 Top 32

Can I get swordchucks? Or a gun that shoots swords?

(I don't actually think this is a good idea. The musket axe in UC has led to much pointing and laughing in my home group.)

Dark Archive

A musketspear just sounds more like musket + bayonet. I would reduce the spear's damage by two steps and have it on the end of the musket, as a non-throwable shortspear.

EDIT: Or a dagger. Derp.


A Man In Black wrote:


(I don't actually think this is a good idea. The musket axe in UC has led to much pointing and laughing in my home group.)

Howcome?

Do you also hate the German Flintlock Pistol Axe? :(

RPG Superstar 2010 Top 32

Slaunyeh wrote:
Do you also hate the German Flintlock Pistol Axe? :(

Yes, if laughing at it is hate. Look at the context of that image.

Also, those are goofy dead ends historically, and they don't serve any purpose in the rules that couldn't have been covered by the perfectly reasonable bayonet rules.

Liberty's Edge

Mergy wrote:

A musketspear just sounds more like musket + bayonet. I would reduce the spear's damage by two steps and have it on the end of the musket, as a non-throwable shortspear.

EDIT: Or a dagger. Derp.

No no no.... its a longspear with a g&* d&!n pistol, basically it has a six inch or less barrel, and like I said it actually has a historical precedence, as does boarding axes and daggers with pistols in them.


There are weapon and armor augment crystals in D&D 3.5. I haven't figured out how to add them in to hero labs yet. One example my one character has is a greater weapon crystal that adds 2d6 points of fire damage to the weapon attached to. Magic Item Compendium is the book.


I made a gunlance in my last campaign. Completely homebrew, but it scratched the itch I had to try it out. Mechanically, it worked like the GunBlade in FF8. On a successful hit, you could pull the trigger as an immediate action and do an additional 1d6 damage. Reloading was a full round action and it only held six shots. I took Crafting: Ammunition, but the campaign pattered out before I could really play with it.


Archangel Lionheart wrote:
There are weapon and armor augment crystals in D&D 3.5. I haven't figured out how to add them in to hero labs yet. One example my one character has is a greater weapon crystal that adds 2d6 points of fire damage to the weapon attached to. Magic Item Compendium is the book.

This is indeed what you're looking for OP. Think Materia for D&D/PF.

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