Celegian Exotic Ranged Weapons: Difference between revisions

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Name Cost Dmg(S) Dmg(M) Crit Range Weight Damage Type
Name Cost Dmg(S) Dmg(M) Crit Range Weight Damage Type
Shotput, orc 10 gp 1d10 2d6 19-20/×3 10 ft. 15 lb. Bludgeoning
Shotput, orc 10 gp 1d10 2d6 19-20/x3 10 ft. 15 lb. Bludgeoning





Revision as of 20:50, 31 December 2015

Return to Life in Celegia

Celegian Exotic Ranged Weapons

Name Cost Sm Dmg Med Dmg Crit Range Wt Type Greatbow 150gp 1d8 1d10 x3 120ft 6lbs Piercing or by Ammo


The Greatbow is the huge bow detailed in the Complete Warrior Book. In Celegia, the Greatbow came to prominence during the Age of the Warrior Kings, and spawned several variants and useful types of ammunition which are in common use to this day. See Complete Warrior page 156 for details.

Name Cost Sm Dmg Med Dmg Crit Range Wt Type Composite Greatbow 200gp 1d8 1d10 x3 130ft 6lbs Piercing or by Ammo


This is the Composite version of the Greatbow. See Complete Warrior pg156 for details.


Name Cost Sm Dmg Med Dmg Crit Range Wt Type Hand Onager 250gp 2d8 2d10 x3 150ft 18lbs Piercing or by Ammo


The Hand Onager is a mighty ranged weapon little seen in use. A Hand Onager uses twisted skeins of spidersilk to place tension upon a pair of sturdy wooden arms. A Hand Onager fires the same ammo a Heavy Crossbow fires, but fires it much harder. A large part of this is due to the fact that a Hand Onager does not keep the bowstring under tension when it is not cocked, so it can be made with much heavier draw weights without worrying about breaking the string. Cranking back the arms of a Hand Onager requires a full round action that provokes attacks of opportunity. In addition, a Hand Onager can be obtained in Mighty versions. If a user has enough Strength to cover the Strength modifier, it still takes a full round to reload. If not, the Onager comes with a slower crank for reloading, and can still be fired with no penalty, but takes three full round actions to reload. Hand Onagers with Strength bonuses of up to +12 are commonly seen with slow cranks, and they are fired once then dropped and recovered after the fighting is over.


Name Cost Sm Dmg Med Dmg Crit Range Wt Type Stonebow 250gp by Ammo by Ammo by Ammo by Ammo 8lbs by Ammo


A Stonebow is a modified version of a Composite Greatbow. Essentially, the handle portion of the bow is offset to one side by a couple of inches with an integral wrist brace, and a small wooden ring is woven into the bowstring where you would normally nock the arrows. This ring is used as a "cup” in which various projectiles are nestled, and then shot forth by the Stonebow. The most common projectiles are sling bullets or small stones. A Stonebow cannot fire arrows. In general a Stonebow hits even harder than a Greatbow because it is using heavier ammunition, but it also has a much shorter range increment. The Stonebow can also be used to fire most grenade-like throwing projectiles much further than they can be thrown by hand. In general, any grenade-like projectile can be used in a Stonebow and has the range modifier tripled. In addition, there are many special types of Stonebow ammunition available. A Stonebow cannot be used with the Rapidshot or Manyshot feat!

Standard Stonebow Ammo Name Cost Sm Dmg Med Dmg Crit Range Wt Type Sling Bullets 1/10thgp 1d10 1d12 x2 80 1/4thlb Bludgeoning Dural Bullets 1/4thgp 2d4 2d6 x3 100 1/2lb Bludgeoning Skiprocks 3gp 2d4 2d6 x4 60 1/4thlb Bludgeoning


Alchemical Stonebow Bullets Name Cost Dmg Range Wt Type Flame Bullet 20gp 2d6+1d4Fire+1d4Fire 50 1lb Bludgeoning+Fire Frost Bullet 30gp 2d6+1d6Frost+1d6Frost 40 1lb Bludgeoning+Cold Shock Bullet 40gp 2d6+2d6Electric 30 2lb Bludgeoning+Electricity TangleBullet 50gp see Tanglefoot Bag 30 4lbs Entangle Thunderbullet 30gp see Thunderstone 60 1lb Deafening Smoke Bullet 20gp see Smokestick 50 1/2lb Obscuring smoke Sunbullet 2gp 2d6+ see Sunrod 80 1lb Brilliant light for 6 hours Cold Iron 5gp 2d6+Shaken 1 round 80 1/4pound Save vs DC10+damage Silver Bullet 10gp 2d6+Shaken 1 round 80 1/4 Pound Save vs DC10+damage Poison Shells Poison +10gp by Poison 40 by Poison A poison shell is a thin glass vial usually filled with inhalable poison. By the rules for inhalable poison, each shell affects a ten foot cube



Animated crossbow

Cost = As Base weapon, counts as +4 on cost chart

An animated crossbow has a tiny construct within it whose job it is to draw and cock the weapon upon command. Such crossbows come in Mighty versions as well, and the construct is always strong enough to operate the bow in a smooth and timely fashion. Essentially, this allows the user of the crossbow to cock the weapon as a free action no matter their own strength and does not provoke an attack of opportunity.

Animated onager

Cost = As base weapon, counts as +4 on the cost chart

An animated hand onager has a tiny construct within it whose job it is to draw and cock the weapon upon command. Such onagers come in Mighty versions as well, and the construct is always strong enough to operate the device in a smooth and timely fashion. Essentially, this allows the user of the onager to cock the weapon as a free action no matter their own strength, and does not provoke an attack of opportunity.

Auton thrower

Cost = 25,450 gp. Add to specific weapon chart

An Auton Thrower is the ultimate expression of Ranged Weaponry in the Empire. Each is a small, portable construct with a spark of sentience. Any weapon or ammo with a range category can be used by an Auton Thrower. Auton Throwers may be as plain as a wooden stick with a jointed arm at the tip or as ornate as sculptures of fanciful demonic figures. All Auton Throwers include a small basket, cup, or other receptacle into which the user can place ammunition or weapons to be thrown. The damage done is as if they Auton Thrower is Mighty with whatever it's strength rating is over and above any magical enhancement it has. An Auton Thrower can switch between weapon and ammo types at will or upon command. It doeas damage based upon the weapon or ammunition it is commanded to throw. It will throw once per round per attack of the wielder.

For example, an Auton Thrower has three javelins, a spear, 6 arrows and a handful of rocks in its ammo basket. It will throw any of these, one at a time, upon command.


Weapon add-ons

Pullgrip

Cost 5gp Wt: 0lb

A pullgrip is a deceptively simple device that can be used to improve an archers accuracy, strength of pull, and length of pull, allowing better shooting. A Pullgrip is a small bit of flat wood or bone with a strong strap attached and a shallow groove at one end. In use, the strong strap is looped around the users wrist and the flat piece of wood is held lightly in the fingertips. The shallow groove is slipped over the bowstring and the bowstring is then pinched into the groove with the thumb. When the archer draws the bow, the strap transfers the force of the draw directly to the wrist, meaning the archers fingers do not have to pull the string. This allows the archer to draw heavier bows. Even better, since the fingers are not occupied with gripping the bowstring, the user can use the forefinger to make tiny adjustments to the arrow nock, and the string release does not involve all the fingers rolling off the bowstring. These two effects combine to give the user of a pullstick a +1 circumstance modifier to hit and increases their effective Strength by 2 in measuring how strong of a Mighty bow they can use.

In addition, a user can take an Exotic Weapon Proficiency: Pullgrip feat. This allows them even greater expertise in using a Pullgrip, so that their circumstance bonus to hit becomes +2 and their effective strength for drawing a Mighty bow is increased by 4. In addition, a proficient user of a Pullgrip can use bows that are 1 size category larger as if they had the Monkey Grip feat, suffering a minus 2 to hit. In essence, normally bows are drawn to the corner of the mouth, or the point of the jaw. A proficient Pullgrip user can draw a much longer, larger bow to the ear or even further back, allowing Large size bows to be used. Of course, Large size arrows must be used in this case as well. A Pullgrip cannot be used with the Manyshot feat!

Aiming stick

Cost 5gp Wt: .5lb

An Aiming Stick is an accessory that can be mounted on and bow or crossbow. It is essentially a very straight dowel about 20 inches long that acts to give the wielder of the bow a sighting plane. This grants a +1 circumstance bonus to hit, and more importantly, increases the range modifier of the bow by ten feet. Aiming sticks are delicate, and cannot be used if the wielder has been Tumbling, Jumping, or otherwise roughly handling the weapon.



Ammo

Skiprocks

Skiprocks are the same as the weapons detailed in the Races of the Wild sourcebook. In Celegia, they can also be used as ammunition in a Stonebow. If you want to use the Skiprocks ricochet ability, you must take an Exotic Weapon Proficiency:Skiprock feat. Taking this feat allows you to ricochet them no matter if they are thrown or used as ammunition in a sling, war sling, or Stonebow.

Skiprocks:

Weapon Used Cost Each Small Damage Medium Damage Crit chance Range Band Weight Each Damage Type Thrown 3gp 1d4 1d6 x2 15 ¼lb Bludgeon Sling 3gp 1d4 1d6 x2 50 1/4lb Bludgeon Warsling 3gp 1d6 1d8 x4 50 1/4lb Bludgeon Stonebow 3gp 2d4 2d6 x4 60 1/4lb Bludgeon


As a note, although they can be used as thrown weapons, skiprocks are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown or fired.



Dural Bullets

Dural is a special stone mined from deep underground which is incredibly dense and heavy, five times as dense as lead. Dural is not a very useful building stone due to its poor physical properties, but can be formed into bullets. Its extreme weight doubles the weight per shot of bullets made from it, but increases the damage die by one step and lengthens the range increment by 20 feet. Even with the added weight, Dural bullets are smaller in diameter than lead Sling bullets, increasing the chance for critical damage.


Thrown Weapons

Shotput, Orc: Special training turns a grapefruitsized sphere of crude iron into a deadly projectile. Even with the Exotic Weapon Proficiency (orc shotput) feat, a wielder must be Medium-size or larger to use the weapon effectively (or take an additional -3 penalty on attack rolls in addition to the standard -4 nonproficiency penalty). The Orc Shotput is a rather small example of this breed of weapon, and is hurled with great force, with an eye to the occasional massive strike, rather than more reliable damage. As a result, it becomes wildly inaccurate quickly. This weapon is derived from the Orc Shotput from the Arms and Equipment Guide, page 7 and 9.

Name Cost Dmg(S) Dmg(M) Crit Range Weight Damage Type Shotput, orc 10 gp 1d10 2d6 19-20/x3 10 ft. 15 lb. Bludgeoning


Dural Throwing weapons: Due to its physical properties, Dural is unusable for most thrown weapons. A major exception are the deceptively simple shotput and careen. Such weapons are so heavy many weaker combatants cannot even throw them, as the weight triples. For those who can use the dural throwing weapons, the range band improves by ten feet due to the incredible mass and small size, and the chance of scoring a critical strike skyrockets.


Shotput: Despite appearances, these simple, heavy, spheres are among the most lethal ranged weapons in the vast Celegian arsenal. They have been known by many names, such as Dreadstones, Skullsmashers, and Thunderballs, and reached their zenith in the long-ago Age of Warrior Kings. They are two handed Exotic throwing weapons, requiring a huge amount of training to use properly, despite being quite a bit simpler than Careens or Skiprocks. They are lighter than orc Shotputs, and the techniques used to throw them are far more controlled. As a result, they are much more accurate, but they have much less chance of inflicting massive damage. This tradeoff is little remarked, though, as their damage potential is second to none. Unlike most ranged weapons, Shotputs allow the wielder to apply his Str bonuses to hit AND to damage, and even better, the Str Damage bonus times 1.5 is applied if the weapon is used with two hands. Even more useful, if the wielder has the Power Attack feat or similar ability, that feat can be used with Shotput attacks as if the Shotput was a two-handed melee weapon.

Name Cost Dmg(S) Dmg(M) Crit Range Weight Damage Type Shotput 15gp 1d10 2d6 x2 20 ft. 12lb Bludgeoning Dural Shotput 75gp 1d10 2d6 19-20x2 30 ft. 35lb Bludgeoning



Careen: These exotic throwing weapons are one-handed spheres of dense stone a bit larger than a peach. Despite appearances, they are extremely deadly in the hands of an expert user, and can be hurled one-handed with incredible force and accuracy. Even more deadly, in the hands of a trained user, a careen weaves and turns in flight, making it extremely difficult to deflect, catching opponents off-guard, and even curving around shields. Careens allow the wielder to apply his Str bonuses to hit and damage as if it were a one-handed melee weapon, and Dex bonuses are not used. If a target wishes to use Deflection or any similar ability, he must first make an Unarmed melee attack and score an equal or higher number than the attacker did to hit. Even better, the first careen attack against any given foe in a melee forces that opponent to be flat-footed, as the careen curves and bobs along in its path. Lastly, if a target has a Shield bonus, the attacker may take a -1 to hit penalty and negate that Shield bonus by simply throwing the careen around the Shield.


Name Cost Dmg(S) Dmg(M) Crit Range Weight Damage Type Careen 30gp 1d4 1d6 x2 30 ft. 3lb Bludgeoning Dural Careen 150gp 1d4 1d6 19-20x2 40ft 9lb Bludgeoning




Arrows and bolts:

There are innumerable types of arrows and bolts in Celegia, but in general, the following are the most widely used types:

Broadhead: The standard "arrow” or "bolt” from the players handbook.

Blunthead: These arrows have a round mushroom-like head with no sharp edges. The damage type is converted to Bludgeoning damage. All damage and crits remain the same, but the range increment is reduced to half normal. They cost 1gp each.

Softhead: These convert the arrow or bolt damage to subdual damage. The damage type is converted to Bludgeoning damage as well. All damage and crits remain the same, but the range increment is reduced to half normal. They cost 1gp each.

Bumblebee: These arrows or bolts have special fletching that makes a loud buzzing sound when fired. (+10 on Listen checks) Damage and weight remain the same, cost is 1gp each.

Chopper: These arrows or bolts have much wider, lighter heads than normal with a far shallower "rake' to the edges. Their range increment is halved due the size of the head, but they do full damage to ropes, sails, and the like, as well as having a damage type of "slashing” rather than "piercing.” They cost 1gp each.

Cruciate: These are nasty cross-shaped heads with four sharp edges rather than two as on a standard broadhead. They increase the penalty for each range increment from 2 to 3 and do damage as if they were one size larger. (1d6 becomes 1d8; 1d8 becomes 1d10, etc.) They cost 1gp each.

Longreach: These arrows or bolts have small heads, thin shafts, and small, narrow fletching, while being several inches longer than normal. They do damage as if they were one size category smaller than broadheads. They also reduce the penalty per range band from -2 to -1 to hit. They weigh the same as normal arrows or bolts, but cost 1gp each.