Monster Hunter inspired weapons


Homebrew and House Rules


While I understand that video games and ttrpg are different media, and making a 1 to 1 translation doesn't make sense. But I'm trying to make some weapons that don't easily translate to pathfinder from monster hunter. Which out of the 14 weapons 9 can be pretty easily equated to base weapons as part of the base game.

But not content with that as some of my favorites are the more fantastical, mechanical complex weapons; i.e. Switch Axe, and Charge Blade. As well I could make the play style kinda like the game, which is not quite a good translation.

So I've used the weapon Creation rules, and decomposed some official weapons, for cost and make sense of the rule base; So here is my example of attempting to build a SA and CB. SA is a bit more complete, and CB is a little bit up in the air.

Switch Axe 90gp 6bp/6bp : (15x2 + 6)x2gp 72 + ? + 300
2d4 x3 reach / 2d6 19-20/x2 +see text
axe
3->4->6->8 3
imp crit dmg 3
reach 1
special. 1 (transform swift)
add 1 points -2
Sword
3->4->6->8->10->12 5
imp crit range 3
special. (Rounds of sword mode strmod/clockwork)
add 1 points -2

This weapon is an interesting weapon that is a clockwork creation, that borders on magical. Although a double
the weapon, it cannot be used as a part of two-weapon fighting, as the 2 blade portions are not accessible
at the same time while in use.

When in normal use this weapon looks something like a poleaxe. The mechanisms controlling the blade,
forms become apparent when the user switches into sword mode wherein the ax blade slides down and, an
the other secondary blade slides into place along the haft to make something resembling a great sword.

This transformed state is limited however as sword mode unwinds the clockwork, either when the stored
winding is exhausted, or manually done as a swift action the weapon will return to ax mode. The winding
is expended with every sword attack at a rate of 6 charges per attack. Ax form attacks restore the
this winding, at a rate of 5 charges per attack. The wielder can take a full-round action to restore
18 winding to manually switch ax, this action acts like a reload action on a crossbow. There can be a maximum of 60 winding stored in the switch ax, any extra is lost. Additionally, the weapon
can only be transformed when there is at least 18 Winding. If all winding is expended returning to the ax requires takes a move action, and returning to ax with winding in reserve will take swift,
action and restore 10 winding. If used in sword mode without any winding will strain the weapon and
cause the broken condition.

Benefits of this complex weapon are lost on many, however, those that take the time to fully master
will find that the flexibility of the weapon provides for an option for every occasion. allowing for the
weapon forms to be enchanted separately. Always masterwork?

Charge blade ??gp 6bp (15x3 + 6)x2 100 + ? + 300?
SnS 1d6 19-20/x2 p/s, 1d3/x2 s/p double 1h 1h
3->4->6 2
crit range 3
type p/s 1
shield 1
blocking 1?
ease of grip 1?
bonus points -3
Axe 1d12/x2 : 1d8/x3 s 2h
3->4->6->8->10->12 5 3
improved crit dmg x 3
reach 1 1
springloaded 2? 2
special/phial ? ?
bonus points -3 -3

This clockwork weapon resembles a short sword and a light shield. It can be used as a martial
weapon in this form without using the special clockwork/magical features of the weapon. The shield has a sharpened edge and point that only becomes apparent when used by a proficient character. This shield is
large but the awkwardness and gear mechanisms do not offer as much protection as a large shield.

With exotic proficiency, the clockwork can be used to transform the sword and shield into a great ax,
with the shield acting as the ax blade, revealing the purpose of the edge along the edge.


These might be better represented by magic items. While the Switch Axe isn't necessarily so difficult to represent the Charge Blade Phials are a bit specific to be represented within the normal item creation rules.

If you want to skip the Phials and everything that goes with them you could just use a Greatsword/Greataxe for the Switch Axe, and a Longsword+Shield/Greataxe for the Charged Blade. Simply having the transformation take a move action means that you're effectively getting more options for the price if you want to switch combat styles.

If you want more of a different playstyle you could use the Glaive stats in place of the Greataxe for both - giving the Axe form of both weapons the reach property, while the Greatsword deals more damage and the S&S gets the defensive benefits.


Also - Hunting Horn FTW!

I wanna knock people unconscious with my giant didgeridoo (I guess this is the Skald class).


So yeah a friend of mine said that the feat tax of proficiency the same as the feat tax of quick draw is about the same. the same friend said that 3 attacks or a single turn of damage increase would give you the chance to dump those abilities, to get the same feel.

Glaive stats are an interesting perspective.

So the phials would be a shared kind of enchant that would require magic item and craft construct as these are kinda like a non-autonomous version of clockwork golem. Building into their Gnomish/Azlanti/ex-planar origin, Monster hunter being a different plane.

The double weapon property is what I came up with to make it so you can make Phials a sword enchants that don't effect the axe.

The hunting horn, is a bit harder, like you said skald, with an earthbreaker with an integrated flute or something. You'd need to make it a performance weapon that gives extra bonuses to characters that have bardic performance, Bard, skald, etc archtypes.

The Insect glaive would be hard, something like a house for a Small, flying, animal companion.

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