New Weapons


Homebrew and House Rules


Here are some new weapons;yes,many of them are conversions from 4E(Will WotC mind me putting em up here? : \)

Anyways,take a look,review,and post a description of a weapon if you want me to stat it out.I'm just getting into homebrewing stuff,so go easy on me :P

Craghammer:
One-handed exotic weapon
Damage:1d8(S) 1d10 (M)
Critical:X3
Weight:7 lbs.
Type:B

Execution Axe:

Two-Handed Exotic Weapon
Damage:1d10(S) 2d6(M)
Critical:X3
Weight:9 lbs
Type:S
Qualities:Deadly

Fullblade:

Two-Handed Exotic Weapon
Damage:1d10 (S) 1d12(M)
Critical:X4
Weight:11 lbs.
Type:S

Greatbow:

Exotic Ranged Weapon
Damage:1d8 (S) 1d10 (M)
Critical:X3
Weight:6 lbs
Type:P

Shadow Lodge

They all seem over-powered to me, personally. With these choices, no Fighter in their right mind would not take Exotic Weapon Prof and not gear up with a weapon that does more damage and has a better crit multiplier.

I appreciate the fact that they are all nat. 20 crits only, but they had better be either exhoribantly expensive or just not available to start with before I'd put them in a campaign.

Again, this is just my opinion.


Yeah,I thought they were as well.Then again,I would REALLY like more exotic weapons to actually be worthy of a feat;also,everyone in their right mind will take feats to increase their combat/skills/etc. potential.

Do you think the Greatbow and Craghammer are okay,though? I think the Craghammer is basically a bludgeoning bastard sword.

[spoiler=Fullblade]
Two-Handed Exotic Weapon
Damage:1d8(S) 1d10(M)
Critical:X4
Weight:11 lbs.
Type:S


They aren't bad. Looks like a single die step increased for each, save the Full Blade, which looks kind of wacky. A blade weapon without a 19-20/critical is kinda strange. I'd probably make it 19-20/x3 critical. Makes sense to me: it'd be a step down in damage die from the greatsword, but would have better crit.

Shadow Lodge

sphar wrote:

Yeah,I thought they were as well.Then again,I would REALLY like more exotic weapons to actually be worthy of a feat;also,everyone in their right mind will take feats to increase their combat/skills/etc. potential.

Do you think the Greatbow and Craghammer are okay,though? I think the Craghammer is basically a bludgeoning bastard sword.

[spoiler=Fullblade]
Two-Handed Exotic Weapon
Damage:1d8(S) 1d10(M)
Critical:X4
Weight:11 lbs.
Type:S

My worry is always early level characters starting out able to mop the floor with everything they encounter. A strength pre-req, or a +6 BAB, would go very well with these weapons.

I am especially leaning towards the strength pre-req, an 18 STR to be able to wield the melee weapons one-handed (can be wielded two handed without penalty by weaker characters) or to be able to draw the great bow.


That's pretty cool. I don't think there are any weapons with a Strength requirement in the game, but I like it. Reminds me of Fable I (when you didn't increase your character's physical abilities enough you would drag two-handed weapons along the ground behind you, and your swings were terribly awkward).


Pathfinder Adventure Subscriber

I like the hammer looks the like a good match to the bastard sword. The bow is strait out of a 3.5 splat book.

It would be nice to have more exotic 2-handers that are not double weapons.

I believe there was an exotic weapon with a x4 crit called the Mercurial Sword.

Shadow Lodge

It all depends on whether you are looking to maintain the balance of the usual rule of the exotic weapon or go for a power increase.

The hammer, like you say, is basically a bludgeoning bastard sword. No problems there.

The other 3 weapons fall in to a grey area. The basic rules limit 2 handed exotic weapons as the 2 handed bonuses can start to stack up with increased damage dies and multipliers. Why, you may ask does the falchion do only 2d4? Reach weapons suffer similar limitations.

In 3.5 there was a glut of 2 handed weapons in splat books that increased 2 handed weapons in the same way they increased 1 handed weapons. The Great scimitar was effectively a 2 handed scimitar (1d8 18-20 x2). Goliath Great Hammer was a d12 x4 multiplier weapon, and the original Fullblade was a large Bastard Sword in 3.0 that did 2d8 damage... They ignored the same limitations that were placed upon the basic exotic weapons but followed the general rules for exotic weapons. Your three weapons seem to fall into this group. Fairly balanced in my mind, but possibly open to abuse with certain combinations. Within the boundaries of most rule concious players.

Finally you have the Falcata, which breaks the mould of exotic weapons. Its far more usefull than anything else. Some feel that it is the only exotic weapon worth taking...

The basic rules for an exotic weapon 1 handed weapon seem to be:

Increase the crit range within normal bounds: So you can move up from 19-20 x2 to 18-20 x2, x3 to x4, only the falcata goes out of the normal crit ranges (19-20 x3) This is the category your Fullblade fits in, as mentioned above, the Mercurial Greatsword and the Goliath Great Hammer had similar stats (the Goliath Hammer also had a bonus to sunder).

Increase the damage die: The bastard sword or your crag hammer and great bow.

Add a special property: Trip ect all normally drop the damage die of a martial weapon (like a flail). The Executioners Axe falls in to this category. You are paying for the extra property with your feat.

Exotic 2 handers are rare in the core rules, but your weapons follow reasonable levels of increase, and have WotC 3.5 Splat Book equivalents.


dulsin wrote:

The bow is strait out of a 3.5 splat book.

It is?

I've never played 3.5 or read any of the books apart from a loaned PHB.

Silver Crusade

The Crag Hammer and the Execution axe both look reasonable. The reason I say that for the Execution axe is because I was looking at "what does this get over a martial equivalent" in this case the greataxe? Great axe is actually close to identical to the Execution axe see here. The only notable differences are: the Execution axe is three pounds lighter (not a huge issue for most parties, especially when magic storage comes into play), does 2d6 as opposed to 1d12 at medium (average damage will be slightly higher 2 x 3.5 =7 (or was it calculated 3.5 + 4.5 = 8, I can't recall) versus 6.5, but this is a very slight advantage) and gains the deadly quality, all reasonable trade-offs for the exotic prof.

Silver Crusade

As for the greatbow the stats there are basically identical to the version in Complete Warrior from 3.5 (which probably inspired the 4th ed version) while the mercurial greatsword (and a smaller version, the mercurial longsword) are found in 3.0s Arms and Equipment Guide. And it had the x4 crit then as well.

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