Designing a new weapon.


Rules Questions


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Designing a new weapon....
Using the rules under weapons, and designing
A new weapon with DP.
How in the heck do you figure out the gold cost
for the weapon that you want built?

I want a custom made glaive.
I want it to be one step higher in damage,
Aerodynamic,
And blunt and piercing.

If I need to purchase three more design points for
15 gold each I'll do it....

I see no rules that state how to
figure up the gold value of this hand crafted weapon.

Can somebody help me out.

Shadow Lodge

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Kirbdog wrote:

Designing a new weapon....

Using the rules under weapons, and designing
A new weapon with DP.
How in the heck do you figure out the gold cost
for the weapon that you want built?

I want a custom made glaive.
I want it to be one step higher in damage,
Aerodynamic,
And blunt and piercing.

If I need to purchase three more design points for
15 gold each I'll do it....

I see no rules that state how to
figure up the gold value of this hand crafted weapon.

Can somebody help me out.

The 'new weapons' rules are not for the creation of hand crafted weapons by PCs: They are for the GM to add weapons that exist in his/her campaign world but haven't been published.
Creating New Weapons wrote:

Source PPC:WMH

It is next to impossible for any game to cover every conceivable weapon from all cultures, eras, works of fiction, and players’ imaginations. In many cases, new weapons can be represented as slightly different versions of existing weapons, such as a Chinese dao that uses the shortsword rules. However, for those cases when new weapon statistics are truly needed, this section introduces rules for GMs to use as guidelines.


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Kirbdog wrote:

I see no rules that state how to

figure up the gold value of this hand crafted weapon.

"All new weapons begin with the following base statistics: Dmg (M) 1d3; Critical ×2; Type any one (B, P, S); Price 1 gp × the weapon’s base DP."


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The main thing to know, these rules aren't meant for players.

They're meant for GMs who want to introduce new weapons into the game that didn't get published stats. It's not a wish list for players to choose from.

And as a caution to GMs, gold cost is a poor balance on weapons. Setting required proficiency to martial or exotic (depending on the mechanics) is much more appropriate.

Now, Op your particular request isn't too bad IMO, escept for the increase damage die.

As a GM, I would personally straight up not allow it.

But adding aerodynamic wouldn't be a problem, it's adds a throwing ranged. Without additional magical item support thrown 2-handed melee weapons aren't terrible useful.

And adding blunt and piercing (I assume to slashing) isn't a big deal either. So few enemies have DR dependent on damage type that it's not hugely relevant.

A two-handed 1d10 super-glaive that deals all 3 damage types and can be thrown isn't going to cause problems IMO.

If you use the rules, going from 1d3 to 1d10 costs 5 DP setting it as a martial weapon. The other two things make it cost 8 DP, which is beyond an exotic weapon.

And this where I personally step (with a GM mindset) and say I think it's not a problem to allow the other two things, but the gold cost is going to reflect the higher DP. However I'm not going to use the actual gold price rules that the weapon creation rules suggest.

I'd probably set the cost at 30 gold. It's expensive, but it's a martial weapon and not a particularly amazing one.

You're not trying to make a weapon a maximized crit range, which is usually the most broken thing someone can do with these rules.


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The rules are explicitly clear on how to price weapons, makes sure to read them. As others have noted, they are only intended for GM usage, so make sure your GM is okay with them being used.

Now, as for their actual usage, what you need to do is figure out what a base glaive would require and then figure out what you need to add for the weapon you want to design. If we break down a glaive, we can see the following:

Quote:

- Martial (+5 DP)

- Two-Handed (+3 DP)
- Improved Critical Multiplier (-3 DP)
- Improved Damage (-4 DP) (d3 -> d4, d4 -> d6, d6 -> d8, d8 -> d10)
- Weapon Feature (-1 DP) (Reach)

Total DP Cost: 8/8

If we look at what you want to add, we can then break down the necessary additional things that would need to be purchased:

Quote:

- Aerodynamic (-1 DP)

- Improved Damage (-1 DP) (d10 -> d12)
- Additional Damage Type (-3 DP) - Only 1 additional damage type is able to be added.

Total DP Cost: 13/8

You can purchase up to 3 additional DP in exchange for increasing the cost by 15 gp per DP.

Quote:

- Additional Design Points (+3 DP) (+45gp weapon cost)

Total DP Cost: 13/11

By changing it to be an exotic weapon, we can gain another DP:

Quote:

- Martial Exotic (+5 +6 DP)

Total DP Cost: 13/12

And finally (the only way left to gain DP), we can add the Fragile weapon feature to gain an additional DP:

Quote:

- Fragile (+1 DP) (Weapon is broken on nat 1)

Total DP Cost: 13/13

Putting it all together, we end up with the following:

Quote:

- Exotic (+6 DP)

- Two-Handed (+3 DP)
- Improved Critical Multiplier (-3 DP)
- Improved Damage (-4 DP) (d3 -> d4, d4 -> d6, d6 -> d8, d8 -> d10)
- Weapon Feature (-1 DP) (Reach)
- Aerodynamic (-1 DP)
- Improved Damage (-1 DP) (d10 -> d12)
- Additional Damage Type (-3 DP) (Only 1 additional damage type is able to be added.)
- Additional Design Points (+3 DP) (+45gp weapon cost)
- Fragile (+1 DP) (Weapon is broken on nat 1)

Total DP Cost: 13/13

Total gp cost: 58 gp


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Adventurer's Armory 2 introduced weapon modifications which are more geared towards usage by players. You could at least cover the damage part with "razor-sharp".

If switching between damage types is good enough, the Weapon Versatility feat works. I guess aerodynamic could be covered by magic somehow.


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while they are game concepts, (Bludgeoning AND Aerodynamic) and (Piercing AND Bludgeoning {weapon damage types}) are somewhat contrary in physical nature so you see these combinations in two headed weapons (which also means separate enchantments). I'd make sure to get GM approval and participation in your weapon project as the rules are for GMs and he should set you a craft DC and price as a goal for the standard crafting process. You should make a crafting roll at the onset to test the feasibility of the project.

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