| Deathedge |
I posted a few days ago asking if anyone knew of a place where I could get stats for a kyoketsu-shogi, which is an asian weapon consisting of a short hooked blade, a chain, and a metal ring. I ended up making up the stats myself to suit my needs, and it worked out pretty well.
NOW I have an idea for a fighter/inventor with dual collapsible miniature repeating crossbows, one mounted on each wrist (Eberron, maybe?). I pretty much have the stats for it in my head already, so I'm not asking for help making it...what I'm really curious about, just for fun, is what weapons you Paizonians have come up with. Any interesting ideas out there? I can't be the ONLY one who just makes up what he wants whenever his imagination runs away with him...
| CourtFool |
Warning: This post has no relevance to 3.5/d20/OGL
The Ultimate Martial Artist pretty much covers all of the weapons I need. If a player comes up with a really out there concept for a weapon, we break it down to its basics such as does it have reach, does it only do damage, ect. Hero’s Power suite handles pretty much anything I have come across.
Just as an example, a concealable repeating crossbow would be something like:
Range Killing Attack: 1d6 (Autofire, Inobvious Accessible Focus)
If you want it to be more 'special' you can slap a +1 OCV on it.
| pres man |
I have made stats for:
martial double weapon (beefed up quarterstaff)
katana (yeah, who hasn't)
wakizashi (why not?)
tetsubo (I made great club simple, and made a martial great club)
nodachi (hey I did the other two swords)
three bladed sword
machete
That's all I can think of at the moment.
Hunterofthedusk
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There is a wrist crossbow, in a sense. It's a spring-loaded gauntlet that stores the bolt along your forearm. To fire it, you point your arm at your intended target, and then you raise your hand so that your palm is facing them, and the bolt is propelled at the hapless victim- er, enemy...
Exotic Weapon, 1d4 damage, x2 Crit, 10ft range. The big thing about this weapon is that it is hidden. Now for a wrist-mounted crossbow, I would say you sacrifice subtlety for effectiveness, so I'd say an increase in rang would be appropriate.
Hunterofthedusk
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Cool, cool. I'm probably gonna have the wrist crossbows as a mixture between a repeating crossbow and a drow hand crossbow, but with 1D6 damage...I feel crossbows are too weak as is.
That seems a little bulky to me, though. Having a crossbow with a case of bolts attached to it strapped onto your arm, let alone having 2 of them. That'd be a real b$#$+ to reload.
Gene 95
|
I've stated up the following custom weaponry:
Broadsword (martial - bonus versus being disarmed)
Double Bow (exotic - 1d8 x4; 1 additional attack per round)
Falcata (exotic - d8 19-20/x3)
Great Crossbow (exotic - 3d6 19-20/x3; able to shoot various objects (acid bolts, alchemist's fire bolts, et cetera))
Khopesh (exotic - d8 18-20/x2 trip weapon)
Maul (martial - d12 x3; moved the greatclub to simple and replaced it with this)
I've probably got loads of other custom weapons floating around elsewhere but those were the immediately available ones.
| SmiloDan RPG Superstar 2012 Top 32 |
My campaign has been focused on the control of these alchemical weapons. They're more like magic items, but are primarily weapons.
Crystol Pistols (crystols) 1000 gps, 2 pounds, 50 charges.
Right Trigger: 1 charge: Ranged Touch 3d6 eldritch energy 120 feet (20/x2)
Left Trigger: 2 charges: 60 foot line that does 6d6 points of eldritch energy damage (Reflex DC 13 + wielder's Dex modifier for half damage)
Both Triggers: 3 charges: 30 foot cone that does 9d6 points of eldritch energy damage (Reflex DC 16 + wielder's Dex modifier for half damage)
Requires exotic weapon proficiency firearms or suffer -4 on attack rolls and Save DCs.
One reason they are so powerful and dangerous is that they are relatively cheap for the damage they cause--and ignore spell resistance. The PCs have destroyed the laboratory that they were made in AND assassinated the warforged artificer who was making them. Now the PCs control the last large supply of them. It will be interesting to see what they do with them....
Cato Novus
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In a game I was running, I once developed an autofiring crossbow. It was basically a variation of the heavy crossbow, designed to load three magazines of bolts(15 bolts) and fire from three seperate bowstrings sequentially. You could fire one bolt at a time, or produce a cone attack.
The drawback was that the cone attack not only required a full-round action, but the player had to sacrifice his five-foot step. Additionally, the time required to fully reload the crossbow was one full round action and a move action on the next turn(because of the three magazines). It was also a very, very heavy weapon.
Finally, when making the cone attack, the player made a single attack role, the d20 + BAB. Anyone within the cone then had to make a Reflex save versus the attack roll or take damage. Damage was resolved by those who were closest to the origin of the attack first. I also kept track of the number of bolts fired at a time, to keep things fair.
Unfortunately, the player decided to try his cone attack on a dragon while the dragon threw a breath weapon at the player. The player did hurt the dragon, but was instantly dropped. Everyone else had the good sense to scatter when they saw the dragon. The weapon was destroyed.
| spalding |
I did a sliding blade weapon once... lets see if I can explain it...
It was a one handed weapon looking almost like a long short sword, or a short long sword. The handle was hollow and a double ended blade slide down the length of the handle, exposing only one blade at a time. There was a catch inside the handle that prevented the blade from sliding all the way out. Supposedly a skilled user could feint with it faster than normal and it was a special monk weapon.
Slide Blade (1 handed exotic) 1d6 damage 18-20/x2 slashing
If the user has improved feint and is proficient with this weapon they may feint as a swift action once a round. A monk may use his flurry of blows with this weapon. If the user rolls a natural one when using this weapon he must make a reflex save (DC 15) or cut himself for normal slide blade damage.
| Deathedge |
I like these ideas! I may "borrow" some of them.... >:)
My repeating wrist crossbow would have a vertically-stacked magazine of maybe 5 bolts, and reloading one (depleted magazine) would be a move action. With 1D6 damage I'm not too worried about it being overpowered compared to almost any other bow or melee weapon...you can't add your strength to it, and if you take the crossbow sniper feat you can only add HALF of your dex modifier to damage. I don't think that's too powerful a weapon, ESPECIALLY since you have to spend an Exotic Weapon Proficiency feat on it.
My idea for this character also may involve adapting a variant of the Order of the Bow Initiate for crossbow users...why should longbow users have all the fun?
Hunterofthedusk
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Hunterofthedusk wrote:what would the firing mechanism on the wrist crossbow be? Would it be a flip-down handle with a trigger, or what? I'm curious as to how it would work.Why am I now imaging it like the gun Vash had in his arm?
Exactly what I was thinking, except it would be on top, not inside. But that seems a little too advanced
| Deathedge |
The way I envisioned it was a bent metal prong (the trigger) curving down from the side of the crossbow which could then be pulled by the pinky and ring fingers simultaneously. That way you'd have at least some manual dexterity left with the thumb, middle and index finger so you could reload a depleted magazine. (As a move action.)
I'm putting skillpoints into Craft: Weaponsmith (or whatever is appropriate) to reflect the fact that this guy either invented or at least built the thing. Whattaya think?
| Rift |
Everyone seems to be especially fond of crossbows, that's fine, so am I.
I did some stats on a twin-crossbow setup for static positions. Back in the day I had to explain these things but now I realize that the Dark Elf reapers from WHF do that for me. My version works with a dual shoulder held stock much like in some WW2 anti aircraft machineguns and use a higher tripod to aim up.
Three man crew(or one if magicly enchanted to crank the shafts and reload itself, both are seperate enchantments). One to aim and two to reload and keep the bolts cranking into the weapon. Each weapon fires once per attack and the damage is modified to include this below.
Damage; 2d10 or 2d12.
Clip; 2x9 or 2x4.
Range; 150
These weapons have difficulty hitting ground based targets however and need their sights replaced(-8 penalty if fired unmodified) if they wish to have any effect.
There is also limited room for alchemical tracers in the weapon, feeding off a 30 clip on top of the weapon. These tracers give a +1 to attack and should the target remain stationary after the first shot(s) then the tracers will provide a +2 bonus to attack in the next round. This bonus is lost if the target is not fired upon during a round.
Cost for the weapon: 2.500.
Bolts: Standard per 10
Tracers: 5gp per tracer.