| Temperans |
| 3 people marked this as a favorite. |
I was thinking that PF2e weapon traits were really cool, so I though of how to convert and or create a version for PF1e.
What do you guys think? What should I change? Should I add more, reduce them? And, what are some properties you might like added to the list?
Finesse: This weapons are more agile and are able to use dexterity to hit.
Cleaver: This weapons tend to have large blades and add an additional 1/2 Str bonus on the first attack in the round.
Brace: This weapons are able to better defend vs charges dealing 2x dmg when readying an atk vs a charge.
Volley: The weapons are capable of shooting projectiles over large distances reducing the range penalty for 3rd+ increments by 1, but getting a -1 on the first increment.
Close: Ranged weapons receive a +2 to attack in the first range increment. Melee weapons receive +2 to attack and damage while in a grapple.
Stealthy: This weapons can be easily hidden gaining a +3 on slight of hand to conceal it. But deal -1 damage due to the smaller structure.
Reach: The range of this weapons are larger then others, you do not threaten adjecent squares but threaten foes 2 squares away. You can still atk adjacent foes, but at a -4 penalty.
Severing: This weapons are extremely sharp giving a +4 bonus to coup de grace and dismember maneuvers. They receive -1 on sunder checks, since it's easier to damage the edge.
Non-lethal: This weapons are design to deal non-lethal dmg, as such they take no penalty when dealing non-lethal dmg. However, they deal 1/2 dmg when dealing lethal dmg.
Defensive: This weapon help to fend of attacks giving a +1 dodge bonus to AC while fighting defensively or using Combat Expertise.
Fragile: This weapon break easier, the weapon shatters when rolling a nat 1, dealing 2 points of dmg to 1 random square. On a crit the weapon shatters inside the target, dealing 2 bleed damage for 1 turn.
Jousting: Weapon can be held 1-handed while mounted and it deals double damage on a charge.
Ammunition: Can only be used as part of a projectile ranged weapon. Can be drawn as a free action.
Thrown: Weapon can be used both in melee and at range, up to 5 range increments.
Extreme Reach: The weapon has a very long reach. You dont threatened within 2 squares but threatened enemies 3 squares away. You can attack enemies 2 square away at -4 penalty, and adjecent enemies at -8 penalty.
Flexible reach: Weapon must have the Extreme Reach property. The character can attack enemies 2 square away or adjecent with no penalty from Reach. The weapon cannot deal damage to enemies with natural, medium, or heavy armor.
Versatile: The weapon can be used 1 or 2 handed.
| SunKing |
I like this. It has the potential of adding more interesting and useful differentiations between weapons, which are arguably necessary in the 3.5 engine.
Some of the ‘game aims’ here are already achieved via other means: IE: the rogues who need to use weapons with Dex instead of Str have already achieved that through the weapon finesse feat, either by gaining it the old way, or via ‘Unchained.’
But the way you’re looking at doing it (and the PF2 way of doing it) is probably preferable. I’m probably staying with PF1, but for 30 years I’ve quietly wished for more interesting weapon characteristics (and don’t tell me about 1e, which made some choices obviously preferable over others; I’ve never met anyone who used the ‘vs armour type
’ + / -....).
| Temperans |
| 1 person marked this as a favorite. |
Here are some more properties I came up with today. Personally, I really like Agile, Heavy, and the elemental ones. Although, the elemental ones might be broken.
Explosive: The weapon explodes dealing damage to nearby creatures and objects. The area radius increases by 1 square for every 2 damage dice the weapon has; the damage decreases by 2 dice for every square radius the target is away.
Ex: 6d6 bomb deals 6d6 damage on the main square, 4d6 damage to everything 1 square away, and 2d6 damage to everything 2 squares away.
Monk: The weapon can be used with Monk abilities.
Agile: For every miss reduce the attack penalty and increase your bleed damage dealt by 1 up to your 2 times your Dex bonus for 1 turn.
Heavy: For every hit reduce the targets AC by 1 up to your Str bonus for 1 turn.
Trip: The weapon can easily mess with the target's legs getting +2 to trip maneuvers.
Grappling: The weapon is designed to grab onto a target, getting +2 to grapple maneuvers.
Deadly: The weapon is specially brutal, dealing an extra 1d6 damage when it crits.
Penetrating: Amunition only property. The amunition goes through the target if the user's critical confirmation roll crits. The arrow continues in a straight path and strikes using the original roll -8 and applying range penalties.
Acid: The weapon leaves acid on the target. On a critical hit, the target must make a Reflex or Fortitude save DC 10 + 1/2 User's HD + weapon's enhancement bonus, or it takes damage every turn equal to 1 dice fewer than the previous round (minimum 1), without adding bonus damage or on hit effects. Additional crit do not stack but refresh the duration.
Electrified: The weapon shocks the target. On a critical hit, the target must make a Fortitude save DC 10 + 1/2 User's HD + the weapon's enhancement bonus, or become dazed for 1 rd per 2 damage dice (minimum 1)
Fire: The weapon burns the target. On a critical hit, the target must make a Reflex save DC 10 + 1/2 User's HD + the weapon's enchanment bonus, or catch fire taking half the number of damage dice every turn for a number of rounds equal to the weapon's enhancement bonus (minimum 1) or until the target puts it out using a standard action.
Ice: The weapon freezes the target. On a critical hit, the target must make a Will or Reflex save DC: 10 + 1/2 User's HD + the weapon's enhancement bonus, or become staggered for 1 rd per damage dice (minimum 1).