
HenshinFanatic |

This thread is for converting the various weapons from the Monster Hunter series into Pathfinder stats.
Sword and Shield = light shield and short sword.
Dual Blades = dual wielding short swords
Greatsword = greatsword
Lance = tower shield and lance (requires at least 2 levels of titan mauler barbarian)
Hammer = tetsubo
Longsword = no-dachi
Light Bowgun = stonebow
Bow = composite longbow
Now that the easy ones are out of the way let's start with one of my favourite weapon types the Hunting Horn.
Martial Weapon
Two-handed melee
| Hunting Horn | 30 gp | 1d8 | 1d10 | x2 | - | 8 lbs. | B | see text |
Hunting horn: Any character proficient in using a hunting horn treats it like a wind instrument. A hunting horn can be made masterwork, but both its weapon and instrument components have to be made masterwork at the same time.

Zwordsman |
Is this just making stats for weapons or findingi in pathfinder similacrum?
If so. I might consider a big old instrument with improvised weapon mastery, and enchant it up the wazzoo eventually. (assuming your in a game that allows improvsed enchantments)
Gunlance should be amusing to do.
Come april will be a few new weapons in English versions of MH

HenshinFanatic |

It's a bit of both. I'm still trying to figure out how to make the gunlance, switch axe, charge blade, and insect glaive. While I'm mulling over those I'm also working on making a balanced version of the heavy bowgun that includes siege mode for maximum faithfulness. I just can't tell how much of a penalty to give siege mode for the power boost it gives.

Zwordsman |
Uhm.. well for an example for the heavy xbow is the double or minotaur xbows.
They tend to hav -4 to hit though in exchange for shooting 2 bolts at once (doubles up on static modifiers). So might be able to start from there. It does sorta kick in given that heavy xbows sometimes have pretty bad aim.. well till you get used to them and can predict how the shots will go haha.
Seems like you could potentially have an extra line or attachment or magic enchantment that removes your movement ability in exchange for allowing full attack action stuff...
Like.. move action or standard action to set it up, but can't move the item until you spend another move action or standard to un do it.
That way you can shoot it non full attack style while moving, or set it up and become a turret for siege style.
It's really gonna be heavily a customized item.
havn'et got to play with glaive yet. or charge blade?
switch axe.. seems easy on apparence... since it's mostly cosmetic and how t fights. Sans that one sorta charge up for the sword/chainsaw bit..
Problem with this is pathfiner has lesss special abilityes on not-uniuqe magic items . most things that are in the game end up being more like class effects in pathfinder

HenshinFanatic |

Other people are free to post their own interpretations/conversions of the weapons from the Monster Hunter series. I've been looking over some of the official weapons for inspiration and I haven't had any luck in getting just the right feel I want for the heavy bowgun so I'm going to let it just simmer in the back of my mind while I focus on the gunlance as it seems to be the easiest of the weapons I haven't covered.

HenshinFanatic |

Without further ado, here's the gunlance.
Exotic Weapon
Two-handed firearm
| Gunlance | 6500 gp | 1d8 | 1d10 | x4 | 10 ft. | 1-2 | 5 | 15 lbs. | B and P | - |
Gunlance: Though it looks much like a lance and can be used as such, it contains a mechanism allowing it to fire bullets as well. It is considered a double weapon for purposes of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the lance are considered broken.

Zwordsman |
Without further ado, here's the gunlance.
Exotic Weapon
Two-handed firearm
| Gunlance | 6500 gp | 1d8 | 1d10 | x4 | 10 ft. | 1-2 | 5 | 15 lbs. | B and P | - |Gunlance: Though it looks much like a lance and can be used as such, it contains a mechanism allowing it to fire bullets as well. It is considered a double weapon for purposes of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the lance are considered broken.
Are you intending it to be able to fire long range? or be more like MH gunlances and have a spurt of fire/bashing in closer range?
If so might restrict it to those fire spurt bullets,maybe even have it lose some of the fire's range in exchange for less likely hood of explodin on ya.

Pendagast |

This thread is for converting the various weapons from the Monster Hunter series into Pathfinder stats.
Sword and Shield = light shield and short sword.
Dual Blades = dual wielding short swords
Greatsword = greatsword
Lance = tower shield and lance (requires at least 2 levels of titan mauler barbarian)
Hammer = tetsubo
Longsword = no-dachi
Light Bowgun = stonebow
Bow = composite longbowNow that the easy ones are out of the way let's start with one of my favourite weapon types the Hunting Horn.
Martial Weapon
Two-handed melee
| Hunting Horn | 30 gp | 1d8 | 1d10 | x2 | - | 8 lbs. | B | see text |Hunting horn: Any character proficient in using a hunting horn treats it like a wind instrument. A hunting horn can be made masterwork, but both its weapon and instrument components have to be made masterwork at the same time.
tower shield/lance can be doe better with a phalanx fighter, barbarians don't get tower shield prof, so they can't actually get to wield big shield/reach spear any sooner than a fighter can.

HenshinFanatic |

Well the way I figured it would go was Titan Mauler 2 / Tower Shield Specialist 5, but looking up Phalanx Soldier on the PRD (I don't have the Advanced Player's Guide... yet) it can get a similar benefit without the titan mauler's -2 penalty. So yeah. Gunlance and lance are even more clearly Phalanx Soldier archetype fighters.
As for the gunlance being able to fire at a distance, one has to factor in all the penalties that rack up for how it is used in the games. -4 (firing a two-handed firearm one-handed) and an additional -2 for each range increment beyond the first. So at max range (100 ft. as an advanced firearm) that would be a total of -22 to the attack roll. Not completely insurmountable but a significant enough penalty that the average user isn't going to hit the broad side of a barn.

HenshinFanatic |

Haven't forgotten about this, just haven't made much progress. Currently trying to come up with stats for the Switch Axe that make it not a carbon copy of the greataxe. Also, I'm thinking of having sword mode change the crit range and modifier while decreasing the die size to balance it out.
Scratch that, just had a brainstorm. So without further ado, here's the coolest weapon, the Switch Axe!
Exotic Weapon
Two-handed melee
| Switch Axe | 45 gp | 1d8 | 1d10 | x4 | - | 13 lbs. | S | Deadly |
Switch Axe: This strange weapon can be used in two ways. In axe mode it functions as the table describes. However, in sword mode it deals damage as though it were one size smaller and its critical value becomes 18-20/x2.
Edit: Just figured out how to make the phials work! They're enchantments that can be added only to switch axes and take effect in sword mode. I'll need to work out the details and appropriate prices for them, but this could definitely work.

HenshinFanatic |

Well, with the upcoming release of the Weapon Master's Guide Player Companion. I feel like taking another stab at this and will figure out how the stuff I've already created fits into the framework and see if there's anything there that I can use to figure out the remaining weapons once I have the book in my hands. Still not sure whether to make kinsects an optional vermin companion or have them as a "feature" of the weapon or just ignore them for the sake of simplicity.
Edit: Also, with the reveal of internal shots for bowguns in Monster Hunter X, I think I'm going to have to make some changes to my estimation of the Light Bowgun and whatever I end up with for its heavy counterpart. There's also the new blade coatings for SNS which I think I will take the idea and run with it; opening them up for use with other weapons (so a bit closer to the wystones that inspired them). Maybe even adapt the idea so that I can make proper phials for the Switch Axe and Charge Blade without having to cheat by making them an enchantment.

SAMAS |

This is based off an idea I've had: Weapon Modifications are basically a mundane version of Enchanting. Adding new ways to personalize a weapon relatively cheaply, or more accurately represent some of the more fantastical weapons you sometimes see in fantasy fiction. Examples would be Hooked weapons that allow tripping, Forked weapons for Disarming, Hollow weapons that become fragile, and if broken release a chemical on the target(or wielder in the wrong situation), Serrated weapons that inflict Bleed damage, and the like.
Weapon Modification: Oversized.
This weapon has been built with larger striking surfaces for those specializing in battling large creatures. For wielders of such weapons, the added power is worth the effort of dealing with the added weight.
An oversized weapon costs three times to make as a normal weapon of it's type, and weighs twice as much. It inflicts damage as a weapon one size larger, but since the weapons grips are properly sized for a smaller user, there is only a -2 penalty on attacks if the wielder is of the proper size.
An oversized weapon can be Master-Crafted or have other modifications added. A weapon can be modified to be an Oversized weapon one size smaller.
Enchanted Modification: Phial
Magic: Transmutation
This modification comes in two forms:
The first absorbs blood, humors, and other fluids from creatures struck, changing them into short-lived infusions.
The second type takes in potions or infusions. Like an injection spear, the wielder can apply these phials to their enemy as an immediate action during an attack. This must be done when the attack is made, before rolling to strike.
This modification costs 500 GP, plus 10 GP for every phial.
Modification: Transforming
This weapon can mechanically transform from one form to another. A weapon can usually transform from one type of weapon to another of the same size, or even more exotic configurations. Examples include:
One two-handed Double weapon to two one-handed or Light weapons(or vice versa)
One Oversized Two-handed weapon to two one-handed weapons.
A Polearm to a quarterstaff and a Light weapon
A Greataxe to a longsword and shield
An Absorbing Phial weapon to a Dispensing Phial weapon

HenshinFanatic |

Let's start with the first weapon I created for this little endeavor the hunting horn. It's a martial weapon so we start with 5 design points (DP), and in keeping with the spirit of the weapon; we'll make it a two-handed bludgeoning weapon. The weapon group is clearly Hammers and since it'll be mostly like the great club let's start with that weight as a base.
Doing so we get Dmg (M) 1d3; Critical x2; Type B; Price 5 gp; Weight 8 lbs
Now we spend 4 DP on Improved Damage going from 1d3->1d4->1d6->1d8->1d10. Next is the Tool feature that let's it function as a musical instrument, that leaves us with 1 DP left so let's spend it on the distracting weapon feature.
The final stats are Dmg (M) 1d10; Critical x2; Type B; Price 20 gp; Weight 14 lbs; Special Features Distracting
This isn't a big change from my original version with the only real difference being the increased cost and weight, but in exchange we get the distracting weapon feature. So I don't think it's too big a loss.

HenshinFanatic |

Messed up the final stats, didn't notice that two-handed melee weapons get three extra DP for their base, which gives us the resources to add the performance weapon special feature.
The final stats should be Dmg (M) 1d10; Critical x2; Type B; Price 23 gp; Special Features Distracting, performance