Designing a new weapon


Homebrew and House Rules


So I got into Pathfinder from reading the books, and there is a weapon mentioned in one of them that I haven't seen stats for but would love to build and add into games. I think it was in The Worldwound Gambit.

It's called a Devilshead Spear. It doesn't have a fixed spear point, instead it is designed so that points can be attached to the end but will break off if plunged into flesh - allowing a new point to then be attached. The points resemble drill bits with two razored edges spiraling the length. Every inch or so the inside of the spiral is notched and bent inward functioning like fishhook barbs, making them lethal to just yank out. When lodged in muscles the notches will drive the point further in with each time the muscle contracts. It is particularly useful against large or huge creatures like Ogers and Daemons.

My thought on stats:
2d4 19-20/x2 Reach (receives a -2 penalty on CMD checks to sunder)
If lodged in a large or huge creature causes 1d6-1 damage per action taken until removed (requires surgery). If lodged in the flesh of a small or medium sized creature may be removed as a swift action but will cause 1d4-1 damage as the point is too large to properly be embedded in the muscles.

And either:
Exotic Weapon: attaching a new spear point can be accomplished as a swift action
OR
Martial Weapon: attaching a new spear point can be accomplished as a move action

I'd love thoughts,advice, ideas, criticisms, whatever.

RPG Superstar Season 9 Top 16

I think the damage is too high. I'd make it so that the target is sickened until they spend a move action to remove the barb, which requires a DC 15 Heal check.

I'd also make it an exotic weapon and require a move action to reload. However, the Rapid Reload feat can reduce it to a free action.


Hm...

I don't like what is essentially bleed damage of 1d6-1 'per action taken'. Per turn, that still doesn't seem fair, even for exotic. Let's look at some similar examples:
The ripsaw glaive, which takes a move action to activate, a full-round to rearm, and does +2 damage for a number of rounds equal to your strength modifier. Exotic.
Elven Branched spear, who's description is remarkably similar to what you describe, save the blade isn't re-attachable. It gets a +2 to damage for attacks of opportunity, and is martial for elves, otherwise exotic. Very similar to the ripsaw glaive.

Potential properties:
Most spears deal 1d8 damage, seems reasonable. (basically free)
Most spears have x3 critical, seems reasonable. (1 point)
Many spears have brace, likely since your description is against larger foes. (1 point)
About half have reach; this is up for debate, but seems reasonable. (1 point)
The only major weapon that deals bleed damage is the quadrens, an exotic light weapon that does a whopping 1 bleed on a critical hit.

Some notes:
I made a system for custom weapons, would be happy to provide on request.
Having a mechanic like what you described undoubtedly makes the weapon exotic, as all our examples are.
Martial is three or fewer points, (not happening) exotic is five or fewer; with x3crit, brace, and reach, this gives you 2 points of mechanic.

I have two ideas:

Devil'shead spear: Exotic, Two-handed, 1d8, x3 critical, brace, reach. The tip of the spear is detachable, and is made to separate when embedded in the flesh of a creature. The blade may be replaced as a move action, or a quick action with the rapid reload feat. (no way you can replace 3 of them in a round on a two-handed weapon) On a successful critical hit, attack of opportunity, a hit readied against a charge, or when the creature is flanked, flat-footed, or otherwise denied it's dexterity bonus to AC, the tip separates, becoming lodged in the flesh of the target, increasing the weapon's base damage to 1d8+1d4. (this is so the extra d4 is multiplied by a x3 for your critical, x2 if braced, or x6 is a critical brace!) The Devil'shead spear deals 1d4 damage and gains the fragile quality until the tip is replaced. Additionally, a creature beginning its turn with the tip lodged in its flesh takes half the wielder's strength bonus in bleed damage. A creature with multiple tips in it's flesh takes damage from each. The barb can be removed with a DC15 heal check, reduced to 1 bleed per round by healing as much damage as the original hit caused, (not negated as the barb is still in there) or violently removed as a move action, causing twice as much bleed damage unless the creature makes a DC 15 fort save, in which case it only takes regular bleed damage.

Alternatively, the barb could simply deal 1d4 when embedded. (but it makes sense a stronger creature could embed it deeper)

With explanations, that's a wall of text, so I've reprinted here with concision:

Devil'shead spear: Exotic, Two-handed, 1d8, x3 critical, brace, reach.
The tip of the Devil'shead spear is detachable, and is made to embed in the flesh of a creature.
On a successful critical hit, attack of opportunity, a hit readied against a charge, or when the target is flanked, flat-footed, or otherwise denied it's dexterity bonus to AC, the tip embeds in the flesh of the target, increasing the weapon's base damage to 1d8+1d4.
The blade may be replaced as a move action, or a quick action with the rapid reload feat.
A creature with a Devil'shead spear tip embedded in its flesh takes bleed damage equal to half the embedder's strength bonus. Multiple embedded tips stack bleed damage.
The tip can be removed with a DC15 heal check, reduced to 1 bleed by healing as much damage as the embedding hit caused, or violently removed as a move action dealing double bleed damage. (DC 15 fort for half)

Let me know what you think.

Sovereign Court

So let's do it using the weapon master handbook (which has some information on creating your own weapon)

So let see:

-3 DP for the weapon to become 2d4
-3 DP for the weapon to have a critical range of 19-20/x2
-Weapon feature Reach (1 DP)
-Weapon feature (Lodging) (3 DP)
-Weapon feature (replacing spear point) (4 DP)

That is 14 DP.

Normally exotic weapon are limited to 6 DP but you can get three additional DP on exotic weapon by increasing the price of the weapon (+45 GP) [this weapon is technically way past that]

so your weapon is an exotic weapon, costing:

59 GP.

Now up to you if you really think that's worth it.


Eltacolibre wrote:

So let's do it using the weapon master handbook (which has some information on creating your own weapon)

So let see:

-3 DP for the weapon to become 2d4
-3 DP for the weapon to have a critical range of 19-20/x2
-Weapon feature Reach (1 DP)
-Weapon feature (Lodging) (3 DP)
-Weapon feature (replacing spear point) (4 DP)

That is 14 DP.

Normally exotic weapon are limited to 6 DP but you can get three additional DP on exotic weapon by increasing the price of the weapon (+45 GP) [this weapon is technically way past that]

so your weapon is an exotic weapon, costing:

59 GP.

Now up to you if you really think that's worth it.

Oh thank you for pointing me toward that. I'm reading the PDFs now and this should be very useful in this.

RPG Superstar Season 9 Top 16

The weapon building rules are, unfortunately, not very well done at all.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Designing a new weapon All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules