A few weapon concepts


Homebrew and House Rules


These are a few weapons that I love the idea of, and would love to see implemented.

Warspear:
The first weapon concept, that I had mentioned in another thread in the long long ago, is a spear that can be used in either one or two hands. Based primarily on the Bastard Sword, it maintains reach in either configuration. Great for those characters that would like to play a sort of Hoplite style character with the option to use a shield.

Warspear Martial Weapon
Price: 3gp
Damage: 1d6 P
Bulk: 1
Hands: 1
Group: Polearm
Weapon Traits: Two Hand d10, Reach

Atlatl:
An Atlatl is a simple lever device used to throw darts, basically spears, greater distances. Think of the ball throwing devices you may have used to throw a tennis ball for your dog and you are close. I was thinking this weapon would fit in really well in any region of the inner sea, as in our own history they were used in various cultures similar to bows.

Atlatl Uncommon Martial Weapon
Price: 2gp
5 Atlatl Darts 2sp
Damage: 1d6 P
Range: 30 feet
Reload: 0 (similar to a bow in this regard)
Bulk: L
5 Darts are 1 bulk due to their length
Hands: 1+
Group: Dart
Weapon Traits: Fatal D10, Thrown

Kris:
The Kris is the iconic knife of Indonesia. It is a "wavy" snake like knife that is typically wielded by villains in popular media as it looks fairly intimidating. One interesting quark of the weapon is that it is often considered naturally poisonous, due to the use of arsenic laden minerals and acids used to wash the blade to bring out the damascene patterns in the blade.

Kris Uncommon Martial Weapon
Price: 4gp (Due to the Craftsmanship)
Damage: 1d6 S
Bulk: L
Hands: 1
Group: Knife
Weapon Traits: Agile, Finesse, Versatile P, Poisoned d6

Special Weapon Trait: Poisoned
A poisoned weapon has special methods that imbue the blade with a natural poison, such as arsenic. The concentration of this poison varies and typically the weapon must be treated with the poisonous compound often to maintain the effect. If a Poisoned Weapon is not properly treated during your daily preparations, the weapon loses this trait until properly treated. Such treatments typically have no cost.

Thoughts?


For the atlatl I feel like it doesn't have enough to differentiate it from either the javelin or the shortbow. It has less range (and potentially 1-5 more damage) than a shortbow, and more damage on a crit than javelin but that's really it. I think the range should be bumped up a bit (40-45 maybe), and the damage maybe bumped to 1d8. Not sure on the balance that would have, but that's my gut reaction.

I like the other two as is, as I can see their niche a bit more clearly.


jplukich wrote:

For the atlatl I feel like it doesn't have enough to differentiate it from either the javelin or the shortbow. It has less range (and potentially 1-5 more damage) than a shortbow, and more damage on a crit than javelin but that's really it. I think the range should be bumped up a bit (40-45 maybe), and the damage maybe bumped to 1d8. Not sure on the balance that would have, but that's my gut reaction.

I like the other two as is, as I can see their niche a bit more clearly.

Yeah, the Atlatl is the hardest one to nail for me. It really does compete with a "shortbow" for range in real life, at least for accurate throws, but it is also more damaging with the larger dart. That was why I went with Fatal, rather than deadly really.

I erred on the side of caution and halved the range of a shortbow, despite the two really having the same average range irl, and upped the damage instead. Remember that it is also a "thrown" weapon so gets full strength to damage rather than half like a composite shortbow. And that can matter in this edition, especially on a crit when that fatal comes into play, while the bow has deadly.

I could see it working at 45 feet, split the difference basically. Though that definitely puts it in an odd range bracket so far as the other ranged weapons go. I'm not aware of any weapon or effect with a 45 foot range.

Actually, looking at it again, it doesn't make much sense at 30, since Javalins are also at 30. Maybe 50?


...your description of the Poison trait doesn't seem to explain what it actually does.


masda_gib wrote:
...your description of the Poison trait doesn't seem to explain what it actually does.

... Good call. The intention was to add an additional 1d6 poison damage to damage rolls similar to the Rogues Poison Weapon feat. I have since decided that 1d6 is a bit much, and instead would rather have the ability deal 1d4 to put it more in line with the Fire Poi's 1d4 additional fire damage, with the rider that you have to "treat" the weapon for the effect to happen.

At first I had the ability limited to 1 strike per treatment, but really in practice that makes it pretty terrible. And I don't want a mechanic that makes a player track the number of successful hits they've made with that weapon either, so requiring you to treat the weapon every day feels about right.

I could see reducing the damage to a flat damage bonus of 1 being fair if it is potent all day. The fire poi for instance only deals damage based on being aflame, and can only remain lit for so long. Thoughts?


I'd say 1d6 Poison on a hit with a Kris is a bit much. It makes it a 2d6 1h agile weapon against an opponent without resistance. Even 1d4 is still much.

Also flavorwise a burning poi burns you instantly... the poison of a kris is something slower I'd say.

I'd reduce it to 1 poison damage on hit if any. And then (or instead) # of weapon dice poison damage on a crit. Maybe even persistent poison damage on a crit.

Edit:
To not only criticise, the War Spear looks fine. Nothing fancy but fills the niche you said.

Can't judge the balance of the Atlatl. But it's a cool weapon so I'm glad you try to design it. :D


The Weapon itself should imo not have poison as a trait itself

How about this Instead:

Poisoners Weapon
Your Weapon has some reservoir that can be filled with poison (usually a removable pommel) you can remove, fill and re-integrate the reservoir in 1 minute. The reservoir holds up to 10 doses of poison which are automatically applied with a successfull attack. If you critically hit with the weapon you instead apply two doses of poison and your enemies saving throw is considered one step worse.


Seisho wrote:

The Weapon itself should imo not have poison as a trait itself

How about this Instead:

Poisoners Weapon
Your Weapon has some reservoir that can be filled with poison (usually a removable pommel) you can remove, fill and re-integrate the reservoir in 1 minute. The reservoir holds up to 10 doses of poison which are automatically applied with a successfull attack. If you critically hit with the weapon you instead apply two doses of poison and your enemies saving throw is considered one step worse.

Sounds good. I would add that you waste a dose on a critical miss (as with normal poisoned weapons).

This would be a weapon trait/property, yes? Not a feat.


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yes, this would be a weapon trait

for the weapon to be inherently poisonous like you initiially proposed it would need either a property rune or a special material, but classic weapon materials are rarely poisonous on their own


Poisonous special material sounds nice. :D
Go go, warhammer made out of uranium!


we had veridium for that in pf1
it needed a lead lined bag or something to transport it safely

In pf2 its not a thing (yet (?))


I would actually prefer to go the Weapon material route, mostly due to how the Kris was classically treated. It wasn't a hidden compartment with poison that gave it that reputation, but instead it was the wash they used to polish the blade more or less. It had arsenic in it, which led to wounds from the weapon festering more or less.

That was why I originally intended for it to be a weapon trait to be honest. Most peoples wouldn't think about polishing their weapons with a poisonous material, mostly because that is dangerous to the person doing the polishing. But in the case of the Kris it was tradition more than anything that led to that being the best practice.


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You know what? With this description it really sounds like a poison.
The polish is the poison and the polishing process is applying the poison.

Arsenic already is a ingested poison. So maybe create "Arsenic Polish" as another injury poison. Let it be pretty weak but with the special rule that one application gives you 10 doses that stick for a day maximum (until you preparations).

That way you have to polish the kris everyday to keep it slightly poisonous.

Edit: You traditional kris warrior would be a martial with the alchemist dedication for free daily polish.

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