Celegian Exotic Weapons: Difference between revisions

From Epic Path
Jump to navigation Jump to search
m (Text replacement - "–" to "-")
m (Text replacement - "â€" to """)
Line 27: Line 27:




The Needlesword is the pinnacle of the swordmakers art, the largest yet lightest blade a master weaponsmith with magical skills and tools can produce. A Needlesword is a needle-slender weapon with a guard made of a tracery of thin wire and the barest wisp of leather padding on the thin handle. A Needlesword does no more damage than a rapier, but in the hands of a skilled wielder (using an Exotic Weapon Proficiency) it can do serious damage on a critical strike. The Needlesword is favored as a weapon by many nobles for whom a rapier is too "common.A Needlesword cannot be wielded in two hands for extra damage, but it can be used with the Weapon Finesse feat.
The Needlesword is the pinnacle of the swordmakers art, the largest yet lightest blade a master weaponsmith with magical skills and tools can produce. A Needlesword is a needle-slender weapon with a guard made of a tracery of thin wire and the barest wisp of leather padding on the thin handle. A Needlesword does no more damage than a rapier, but in the hands of a skilled wielder (using an Exotic Weapon Proficiency) it can do serious damage on a critical strike. The Needlesword is favored as a weapon by many nobles for whom a rapier is too "common.A Needlesword cannot be wielded in two hands for extra damage, but it can be used with the Weapon Finesse feat.


Quickpick
Quickpick
Line 47: Line 47:




A Cruciate Mace is made of solid metal (or similar substance) which through the blacksmith's art has been forged in an "X” cross section keeping it light enough (barely) to be wielded in one hand. The business end is liberally equipped with jagged sawteeth which allow the weapon to inflict piercing as well as bludgeoning damage with a slight twist of the wrist. Sadly, the small teeth make it unlikely a Cruciate Mace will do exceptional damage, but it certainly hits hard. As a result, instead of rolling extra damage on a confirmed critical, the victim is instead stunned for one round unless the target makes a Fortitude Save vs. a DC of 10+ the damage inflicted. In addition to this, the many small sawteeth of the Cruciate Mace allows it to hold Injury Poisons extremely well. Unlike most weapons, up to four doses of poison may be applied to a Cruciate Mace, one each to the four sides of the X-shaped cross section of the weapon. There is a 5 percent chance per dose applied of affecting yourself, as normal. If three or four doses are applied, any attack with the weapon does the poison effect. If one or two doses are on the weapon, the wielder may choose to attack with the non-poisoned flanges and thus not use poison at their discretion. As per the normal poison rules, if the wielder of a Cruciate Mace rolls a 1 on an attack roll she may poison herself. If there are four doses on the weapon, a save is rolled as normal. If three doses are on the weapon, there is a 25 percent chance no poison is applied. If there are two doses, the chance is 50 percent, and there is only one dose, there is a 75 percent chance the wielder is unaffected by the poison. The weight of a Cruciate Mace, combined with the unusual balance and shape for a mace, makes it an Exotic Weapon.
A Cruciate Mace is made of solid metal (or similar substance) which through the blacksmith's art has been forged in an "cross section keeping it light enough (barely) to be wielded in one hand. The business end is liberally equipped with jagged sawteeth which allow the weapon to inflict piercing as well as bludgeoning damage with a slight twist of the wrist. Sadly, the small teeth make it unlikely a Cruciate Mace will do exceptional damage, but it certainly hits hard. As a result, instead of rolling extra damage on a confirmed critical, the victim is instead stunned for one round unless the target makes a Fortitude Save vs. a DC of 10+ the damage inflicted. In addition to this, the many small sawteeth of the Cruciate Mace allows it to hold Injury Poisons extremely well. Unlike most weapons, up to four doses of poison may be applied to a Cruciate Mace, one each to the four sides of the X-shaped cross section of the weapon. There is a 5 percent chance per dose applied of affecting yourself, as normal. If three or four doses are applied, any attack with the weapon does the poison effect. If one or two doses are on the weapon, the wielder may choose to attack with the non-poisoned flanges and thus not use poison at their discretion. As per the normal poison rules, if the wielder of a Cruciate Mace rolls a 1 on an attack roll she may poison herself. If there are four doses on the weapon, a save is rolled as normal. If three doses are on the weapon, there is a 25 percent chance no poison is applied. If there are two doses, the chance is 50 percent, and there is only one dose, there is a 75 percent chance the wielder is unaffected by the poison. The weight of a Cruciate Mace, combined with the unusual balance and shape for a mace, makes it an Exotic Weapon.


Saber
Saber
Line 118: Line 118:
The Cavalry Whip is a Long Whip designed for mounted use. The Cavalry Whip can perform trip attacks. The Cavalry Whip deals lethal damage and has an enormous 20 foot reach. The Cavalry Whip cannot attack adjacent squares and squares ten feet away. If any adjacent square is blocked the wielder cannot use the weapon. Using a Cavalry Whip provokes attacks of opportunity from foes adjacent to you. A Cavalry Whip can be used afoot.
The Cavalry Whip is a Long Whip designed for mounted use. The Cavalry Whip can perform trip attacks. The Cavalry Whip deals lethal damage and has an enormous 20 foot reach. The Cavalry Whip cannot attack adjacent squares and squares ten feet away. If any adjacent square is blocked the wielder cannot use the weapon. Using a Cavalry Whip provokes attacks of opportunity from foes adjacent to you. A Cavalry Whip can be used afoot.


This whip is exactly similar to the Long whip except as above, and the handle is three feet long and the braid is "only” 14 feet long. The longer handle and shorter braid makes the weapon usable while mounted and in somewhat closer quarters than the Long Whip, at the cost of some ability to attack close up.
This whip is exactly similar to the Long whip except as above, and the handle is three feet long and the braid is "14 feet long. The longer handle and shorter braid makes the weapon usable while mounted and in somewhat closer quarters than the Long Whip, at the cost of some ability to attack close up.


Heavy Whip
Heavy Whip
Line 172: Line 172:




The Cruciate Maul is a solid metal (or similar material) bludgeoning weapon of tremendous weight and size. It is forged into an "X” cross section keeping it barely light enough to wield. The business end is liberally equipped with small sawteeth so the damage type can be either piercing or bludgeoning at the choice of the user. The small teeth mean that the weapon does some extra damage on a critical, and the weight and narrow aspect of the weapon also stuns the target for one round on each confirmed critical unless the target makes a Fortitude Save vs. a DC of 10+ damage inflicted. As a note, this save is against the TOTAL damage the critical hit inflicted, making these saves quite difficult. In addition to this, the many small sawteeth of the Cruciate Maul allows it to hold Injury Poisons extremely well. Unlike most weapons, up to four doses of poison may be applied to a Cruciate Maul, one each to the four sides of the X-shaped cross section of the weapon. There is a 5 percent chance per dose applied of affecting yourself, as normal. If three or four doses are applied, any attack with the weapon does the poison effect. If one or two doses are on the weapon, the wielder may choose to attack with the non-poisoned flanges and thus not use poison at their discretion. As per the normal poison rules, if the wielder of a Cruciate Maul rolls a 1 on an attack roll she may be affected by the poison. If there are four doses on the weapon, a save is rolled as normal. If three doses are on the weapon, there is a 25 percent chance no poison is applied. If there are two doses, the chance is 50 percent, and if there is only one dose, there is a 75 percent chance the wielder is unaffected by the poison. The unusual shape and balance of the Cruciate Maul make it an exotic weapon.
The Cruciate Maul is a solid metal (or similar material) bludgeoning weapon of tremendous weight and size. It is forged into an "cross section keeping it barely light enough to wield. The business end is liberally equipped with small sawteeth so the damage type can be either piercing or bludgeoning at the choice of the user. The small teeth mean that the weapon does some extra damage on a critical, and the weight and narrow aspect of the weapon also stuns the target for one round on each confirmed critical unless the target makes a Fortitude Save vs. a DC of 10+ damage inflicted. As a note, this save is against the TOTAL damage the critical hit inflicted, making these saves quite difficult. In addition to this, the many small sawteeth of the Cruciate Maul allows it to hold Injury Poisons extremely well. Unlike most weapons, up to four doses of poison may be applied to a Cruciate Maul, one each to the four sides of the X-shaped cross section of the weapon. There is a 5 percent chance per dose applied of affecting yourself, as normal. If three or four doses are applied, any attack with the weapon does the poison effect. If one or two doses are on the weapon, the wielder may choose to attack with the non-poisoned flanges and thus not use poison at their discretion. As per the normal poison rules, if the wielder of a Cruciate Maul rolls a 1 on an attack roll she may be affected by the poison. If there are four doses on the weapon, a save is rolled as normal. If three doses are on the weapon, there is a 25 percent chance no poison is applied. If there are two doses, the chance is 50 percent, and if there is only one dose, there is a 75 percent chance the wielder is unaffected by the poison. The unusual shape and balance of the Cruciate Maul make it an exotic weapon.


Greatpick
Greatpick
Line 204: Line 204:
One of the major problems with many of the whips is the fact that you cannot attack a foe that has closed with you. To address this, many whips have secondary weapons built into the handle. The only time when this converts the weapon into a "double weapon" is in the case of the Greatwhip. All smaller whips can only be used as a whip, or as the weapon built into the handle, each turn.
One of the major problems with many of the whips is the fact that you cannot attack a foe that has closed with you. To address this, many whips have secondary weapons built into the handle. The only time when this converts the weapon into a "double weapon" is in the case of the Greatwhip. All smaller whips can only be used as a whip, or as the weapon built into the handle, each turn.


When a Greatwhip is equipped with a handle weapon, it is considered a double weapon and can be used as such, with the handle weapon considered "light” as the normal double weapon rules. All penalties for two-weapon fighting apply. One unusual property of the double-ended Greatwhip is the extreme disparity of behavior between the two ends. Unlike most double weapons, you cannot choose which end is the primary weapon without penalty. The whip end is the natural primary weapon, but you can fight with a Greatwhip "reversed” for an additional -2 penalty to attack rolls. This is useful when you have multiple primary hand attacks and a dangerous foe inside your threatened area where you cannot strike with the whip, or when you are in a cramped space and do not wish to incur the penalties for using the whip end.
When a Greatwhip is equipped with a handle weapon, it is considered a double weapon and can be used as such, with the handle weapon considered "as the normal double weapon rules. All penalties for two-weapon fighting apply. One unusual property of the double-ended Greatwhip is the extreme disparity of behavior between the two ends. Unlike most double weapons, you cannot choose which end is the primary weapon without penalty. The whip end is the natural primary weapon, but you can fight with a Greatwhip "for an additional -2 penalty to attack rolls. This is useful when you have multiple primary hand attacks and a dangerous foe inside your threatened area where you cannot strike with the whip, or when you are in a cramped space and do not wish to incur the penalties for using the whip end.


Dagger hilt +20gp 1d3 1d4 x2 - +1lb Slash Note that this weapon is not identical to a standard dagger, it does slashing damage, it is less likely to critical and cannot be thrown. This handle weapon can be built into any size whip.
Dagger hilt +20gp 1d3 1d4 x2 - +1lb Slash Note that this weapon is not identical to a standard dagger, it does slashing damage, it is less likely to critical and cannot be thrown. This handle weapon can be built into any size whip.
Line 220: Line 220:
COMMON FOCI:
COMMON FOCI:


Many of the Exotic Weapons are basically more extreme, specialized, or advanced counterparts of more mundane Martial or Simple weapons. As a result, Feats a character has learned that apply to some Simple or Martial weapons will also apply to some Exotic weapons, as long as they share a "common focus.If any of the following feats are taken with the weapon on the left, they apply to the weapon(s) on the right, and vice versa: Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Improved Critical. In addition, each Referee may allow feats which use any of those feats as prerequisites to also transfer. You still have to take an Exotic Weapon Proficiency Feat to use each Exotic Weapon on the left proficiently. For Example, if you take an Exotic Weapon Proficiency:Saber Feat, you are now also considered proficient with the Longsword, and any Weapon Focus or Weapon Specialization feats you take apply to both. You are NOT also proficient in the Elven Thinblade or Bastard Sword, as you would have to take another Exotic Weapon Feat to use those.
Many of the Exotic Weapons are basically more extreme, specialized, or advanced counterparts of more mundane Martial or Simple weapons. As a result, Feats a character has learned that apply to some Simple or Martial weapons will also apply to some Exotic weapons, as long as they share a "common focus.If any of the following feats are taken with the weapon on the left, they apply to the weapon(s) on the right, and vice versa: Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Improved Critical. In addition, each Referee may allow feats which use any of those feats as prerequisites to also transfer. You still have to take an Exotic Weapon Proficiency Feat to use each Exotic Weapon on the left proficiently. For Example, if you take an Exotic Weapon Proficiency:Saber Feat, you are now also considered proficient with the Longsword, and any Weapon Focus or Weapon Specialization feats you take apply to both. You are NOT also proficient in the Elven Thinblade or Bastard Sword, as you would have to take another Exotic Weapon Feat to use those.


Below is a listing of these, updated to include the Celegian Exotic Weapons. As a note, some/many of these weapons are uncommon to impossible to find in the Empire (most notably the unhuman specific weapons).
Below is a listing of these, updated to include the Celegian Exotic Weapons. As a note, some/many of these weapons are uncommon to impossible to find in the Empire (most notably the unhuman specific weapons).
Line 250: Line 250:
This is a more general version of the Shared Focus rule above, in that this means that one Simple, Martial, or Exotic Weapon Proficiency will suffice to allow the use of several Simple, Martial, or Exotic Weapons.
This is a more general version of the Shared Focus rule above, in that this means that one Simple, Martial, or Exotic Weapon Proficiency will suffice to allow the use of several Simple, Martial, or Exotic Weapons.


A single Weapon Proficiency applies to all of the weapons in a row, as do any of the following feats: Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Improved Critical. In addition, each Referee may allow feats which use any of those feats as prerequisites to also transfer. This means that Bards in Celegia have a considerably improved range of weapons, for example, as their free "Whip” proficiency now allows them to wield the far more deadly War, Heavy, and Long whips as well.
A single Weapon Proficiency applies to all of the weapons in a row, as do any of the following feats: Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Improved Critical. In addition, each Referee may allow feats which use any of those feats as prerequisites to also transfer. This means that Bards in Celegia have a considerably improved range of weapons, for example, as their free "proficiency now allows them to wield the far more deadly War, Heavy, and Long whips as well.





Revision as of 22:33, 5 January 2016