Celegian Exotic Weapons

From Epic Path
Revision as of 00:53, 31 December 2015 by Reese (talk | contribs) (Text replacement - "—" to "-")
Jump to navigation Jump to search

Return to Life in Celegia

Celegian Exotic Melee Weapons

Note Format:

Weapon name:cost:small damage:medium damage:critical chance and multiplyer:range increment:weight:damage type


LIGHT MELEE WEAPONS

Slightwhip Name Cost Sm Dmg Med Dmg Crit Range Wt Type Slightwhip 5gp 1d3 1d4 x2 - 2lb Slashing


The Slightwhip can be used to make trip attacks. The wielder of a slightwhip is granted a +2 bonus on all Disarm rolls. A slightwhip is usable with the Weapon Finesse Feat. A slightwhip deals lethal damage. A slightwhip has a 10 foot reach, and unlike most reach weapons, can attack adjacent squares. A slightwhip threatens all squares it can reach.

The slightwhip resembles a buggy whip, except that it is made of stronger leathers and the handle is usually magically treated wood or bone for light weight. You cannot wield a Slightwhip in two hands to gain 1.5 times your normal Strength bonus. The handle is usually about 2 feet long, and the whip portion is about 5 more feet. The Slightwhip is favored by women, courtiers, and nobles. Indeed, many duels among nobles are fought with Slightwhips. While a Slightwhip is lethal, it is not TOO lethal, thus allowing honor to be served without excessive loss of life. Many mages also find the Slightwhip to be very useful, and use it to trip foes and to deliver touch spells from a more safe distance.

Needlesword Name Cost Sm Dmg Med Dmg Crit Range Wt Type NeedleSword 100gp 1d4 1d6 18-20x3 - 2lb Piercing


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 Name Cost Sm Dmg Med Dmg Crit Range Wt Type QuickPick 25gp 1d4 1d6 19-20x4 - 3lb Piercing


The Quickpick is an exotic weapon that is a slimmed-down and much lighter version of a heavy pick. The light weight allows a skilled wielder many opportunities to severely wound opponents. The Quickpick does not usually do massive damage, but when a skilled wielder slips in an expert strike, the damage is hideous. The rarity, extreme balance, and slender design of the Quickpick make it an exotic weapon.



ONE HANDED MELEE WEAPONS

Cruciate Mace Name Cost Sm Dmg Med Dmg Crit Range Wt Type Cruciate Mace 20gp 1d8 1d10 19-20x1+Stun - 10lb Bludgeon/Pierce


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.

Saber Name Cost Sm Dmg Med Dmg Crit Range Wt Type Saber 60gp 1d10 1d12 x2 - 7lbs Slashing


The largest and most deadly of the one handed swords, the Saber is the longswords bigger brother. A saber is a large, curved, one-handed sword with only one edge for lightness. This makes it optimized for long sweeping cuts, to the point that it usually has no piercing tip at all. A Saber usually inflicts large, messy wounds, thus the high damage, but it rarely cuts deeply, so the chance for critical damage is low. The size and unusual fighting style demanded by the curved shape makes it an Exotic Weapon.

Bastard Sword Name Cost Sm Dmg Med Dmg Crit Range Wt Type Sword, bastard 35gp 1d8 1d10 19-20x2 - 6lbs Slashing/Piercing


A bastard sword can be used with a martial weapons proficiency feat as a two-handed weapon, or it can be used as a one-handed weapon with an Exotic Weapon Proficiency feat. Even better, if used with an exotic weapon proficiency feat, the wielder is skilled in using the point as well as the edge. This allows the weapon to do either piercing or slashing damage at the user’s discretion. Even when being used with the Exotic Weapon Proficiency Feat, a Bastard Sword can be wielded with two hands and inflicts the users Strength bonus times 1.5.

War Axe Name Cost Sm Dmg Med Dmg Crit Range Wt Type War Axe 30gp 1d8 1d10 x3 - 8lbs Slashing


The War Axe is a hefty axe designed only for battle. It can be used with both hands and a Martial Weapons Proficiency, or one hand and an Exotic Weapon Proficiency Feat. If Dwarves still lived in the Empire, they could use a War Axe with one hand and a Martial Proficiency Feat. A War Axe is large enough that a skilled user (with the Exotic Weapon Proficiency feat) can use it to shield against attacks. If a wielder simply wields the War Axe, she receives a +1 shield bonus to AC. This bonus stacks with any other shield bonus the user may have, but does not stack if two War Axes are wielded. If the user declares he is fighting defensively, the AC bonus from the War Axe improves to +2. If the user uses the Combat Expertise feat, the bonus improves to +3. If the user declares Total Defense, the AC bonus is also +3 in that case.

War Flail Name Cost Sm Dmg Med Dmg Crit Range Wt Type War Flail 40gp 1d10 1d12 x2 - 6lbs Bludgeoning


The War Flail is a flail made with exotic woods and construction techniques to place the weapon’s weight in the very best places to be effective. It grants +2 on Disarm attempts and can be used to Trip. If you are tripped in return, drop the weapon to avoid. The War Flail is the meaner, smarter cousin of the Cruciate Mace, which uses basic leverage to greatly improve its weight at the expense of the blunt stunning power and massive numbers of sawteeth of the simpler weapon.

War Pick Name Cost Sm Dmg Med Dmg Crit Range Wt Type War Pick 25gp 1d6 1d8 19-20x4 - 6lb Piercing


The War Pick is a better made, more damaging version of the Heavy Pick. Its true danger lies in its chance for massive critical damage on every swing. A War Pick used to attack items or in Sunder attempts reduces the effective hardness of the targeted object by 5. The hardness of an item so targeted cannot be reduced below 5 by this effect. The extremely top-heavy balance and rarity make this an exotic weapon.

Whip Name Cost Sm Dmg Med Dmg Crit Range Wt Type Whip 1gp 1d2 1d3 x2 - 2 lbs Slashing


Trip, Finessible, Non-lethal Only, Cannot harm armored foes, 15 foot reach, +2 Disarms, provokes attacks of opportunity, attack adjacent, non threat. See SRD for details.

This is the traditional animal whip used to handle herds, draft teams, and the like. It deals non-lethal damage, as the tip is deliberately made light, so as to leave the herded animals unharmed. Rarely used in serious fights, not least because using it provokes attacks of opportunity from people nearby. Often used by Watchmen, especially if equipped with a sap handle.

War Whip Name Cost Sm Dmg Med Dmg Crit Range Wt Type War Whip 10gp 1d4 1d6 x2 - 4lb Slashing


The War Whip is the main fighting-whip. It can be used to perform trip attacks, and if you are tripped in return, dropping the weapon negates the trip. It grants +2 on all Disarm rolls. The Weapon Finesse Feat is not usable with a War Whip. The War Whip deals lethal damage. The War Whip has a 10 foot reach, and unlike most reach weapons, can attack opponents in adjacent squares. The War Whip threatens all squares it can reach. Using a War Whip does not provoke attacks of opportunity.

The War Whip is often erroneously called the Dragon Whip. This arose from the practice during the Age of Warrior Kings of using dragon hide and sinew for whip construction. This whip is the Heavy Whip’s more flexible cousin. A War Whip has a sturdy handle about a foot long, and a thick yet flexible braid that's about 6 feet long with a wire-reinforced tip. A War Whip in the hands of a strong and skilled user can kill a man quickly, and is a serious threat to any foe on the battlefield.

Long Whip Name Cost Sm Dmg Med Dmg Crit Range Wt Type Long Whip 20gp 1d4 1d6 x2 - 5lb Slashing


This weapon can be used to perform trips, and if you are tripped in return, you can drop the weapon to avoid the trip. It is not usable with Weapon Finesse, and deals lethal damage. The Long Whip has a 20 foot reach but cannot threaten adjacent squares. A Long Whip takes a great deal of space to use properly. If any adjacent square is considered blocked you cannot use the weapon, and if any square within ten feet of the wielder is considered blocked you have -4 to hit and are considered flatfooted when the weapon is used. On top of all that, using a Long Whip provokes attacks of opportunity from foes adjacent to you. A Long Whip cannot be used while mounted.

This weapon is similar to a War Whip, but much longer. The Long Whip has enormous reach, and in the hands of a strong and skilled user can tip the tide of most battles. A Long Whip has a handle about a foot long, but the braid is much thinner than most whips and about 16 feet long, with a wire-reinforced tip. It takes a lot of space to use a Long Whip effectively, and they cannot be effectively wielded while straddling a mount.

Cavalry Whip Name Cost Sm Dmg Med Dmg Crit Range Wt Type Cavalry Whip 30gp 1d4 1d6 x2 - 6lb Slashing


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.

Heavy Whip Name Cost Sm Dmg Med Dmg Crit Range Wt Type Heavy Whip 40gp 1d6 1d8 19-20x2 - 6lb Slashing


The Heavy Whip is the War Whip’s sturdier bigger brother. The Heavy Whip cannot make trip attacks and is not usable with the Weapon Finesse feat. The Heavy Whip deals lethal damage, has a 10 foot reach, and can attack foes in adjacent squares, unlike most reach weapons. The Heavy Whip threatens all squares it can reach.

The Heavy Whip is very popular with mounted combatants, as it has massive striking power at the expense of some flexibility. Unlike most reach weapons, the Heavy Whip can attack close-by foes in the press of combat. It is too stiff to trip or get disarm bonuses, but on the positive side, the lack of flex means that much less "body English" must be used with this weapon, meaning it also does not provoke attacks of opportunity from those adjacent to you. A Heavy Whip has a handle about a foot long, and the braid is about as thick as a War Whip, but the Heavy Whip includes much more wire reinforcing and has both a bladed tip and small spikes along the last two feet of the braid. These give the whip its serious punch, but make it much less flexible.





TWO-HANDED MELEE WEAPONS

Spiked Chain Name Cost Sm Dmg Med Dmg Crit Range Wt Type Chain, spiked 25gp 1d6 2d4 x2 - 10lb Piercing


Trip, Finessible, Lethal, 10 foot reach, +2 Disarms, attack adjacent, threatens. See SRD

An ancient weapon, the Spiked Chain was called the Chain Whip for millennia in Celegia, until the Age of the Warrior Kings. The fighting style of the Spiked Chain offended many of the chivalrous in the Age of the Warrior Kings, and the weapon was driven into disfavor. It has marvelous flexibility, however, and is slowly making a comeback. The Spiked Chain does not have a traditional handle (and cannot be equipped with a handle weapon), and is instead looped and wrapped and manipulated using the entire body.


Flailsword Name Cost Sm Dmg Med Dmg Crit Range Wt Type Flailsword 125gp 1d4-1d4 1d6-1d6 x2 - 7lb Bludgeoning/Slashing


Finessible, Lethal, Double. See SRD

Take two short swords and double the length of their hilts. Add a six inch length of chain between their pommels, so they are connected together permanently, end-to-end. You have now created a flailsword, a deadly weapon that takes enormous skill to use properly. Unlike the slightly more common double sword, the flailsword is usable with the weapon finesse feat, and grants a +2 bonus to disarm attempts.


Flickerspike Name Cost Sm Dmg Med Dmg Crit Range Wt Type Flickerspike 150gp 1d6 1d8 18-20x3 -- 4lb Piercing


The Flickerspike is the Needleswords much larger and deadlier cousin. The Flickerspike is a masterpiece of the swordmakers art, a two-handed weapon of unsurpassed lightness and speed. A Flickerspike is so light and finely made, it can even be used with the Weapon Finesse Feat. Due to the extreme length of the Flickerspike, it can be used to attack foes ten feet away if three points of the Power Attack feat is applied. When used this way, the Flickerspike threatens squares ten feet away, but does not threaten adjacent squares. If used on the defense, such as with the Combat Expertise feat or any of the defensive fighting stances, the Flickerspikes length, leverage, and speed adds one additional point of shield AC to the maneuver. A Flickerspike does not do huge amounts of damage for a two-handed weapon, but it makes up for this with many dangerous critical attacks. The unusual size, weight, and balance of the Flickerspike makes it an exotic weapon.

Cruciate Maul Name Cost Sm Dmg Med Dmg Crit Range Wt Type Cruciate Maul 30gp 1d10 1d12 19-20x2+stun -- 15lb Piercing or Bludgeon


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.

Greatpick Name Cost Sm Dmg Med Dmg Crit Range Wt Type GreatPick 40gp 1d8 1d10 19-20x4 - 9lb Piercing


The greatpick is a heavy two-handed weapon, whose rarity and extremely top-heavy balance make it an exotic weapon. The damage it does is not large for a two handed weapon, but with every swing it has the chance to do massive critical damage on a lucky strike. If a Greatpick is used to attack items or to perform Sunders, the effective hardness of the object targeted is reduced by 10. The hardness of an item so targeted cannot be reduced below 5 by this effect. This effect stacks with the effects of adamantine construction, in which case the -10 Hardness is applied first . An Adamantine Greatpick can punch through solid stone or iron as if it were soft cheese.


Greatwhip Name Cost Sm Dmg Med Dmg Crit Range Wt Type GreatWhip 125gp 1d10 2d6 19-20x2 - 12lb Piercing or Slashing


The Greatwhip deals lethal damage and has a 15 foot reach. A Greatwhip takes considerable space to wield freely, if any adjacent square is blocked the user suffers -4 to hit and is considered flatfooted. A Greatwhip cannot attack adjacent squares, but otherwise threatens all squares it can reach.

The largest and by far the most dangerous of the whips, the mighty Greatwhip has a sturdy handle three feet long, with a complex woven leather and wire braid as thick as a strong mans wrist attached to it. The braid is usually nine feet long, and has a sharp blade tip as well as secondary blades woven into the leather and wire braid for the last five or six feet. The Greatwhip is surprisingly wieldy for its size, and a skilled user can use the enormous reach and power to devastating effect. A Great Whip takes quite a bit of space to use effectively, but much less than many would assume given its size.

Hafted War Axe Name Cost Sm Dmg Med Dmg Crit Range Wt Type Hafted War Axe 80gp 1d10 1d12 x2 - 12lb Slashing or piercing


The Hafted War Axe is an ancient weapon much beloved by Templars of Domana, as it is considered to emulate the weapon used by the Powerful God Himself. The War Axe has a square chopping axe blade on one side and a sturdy beak on the other, enabling the wielder to choose between slashing and piercing damage with each swing. In addition, the beak is sturdy enough to use as a prybar, allowing the weapon to grant +4 to attempts to break doors, burst chains, and the like. If the Hafted War Axe is used to attack items or to perform Sunders, the effective hardness of the object targeted is reduced by 5. The hardness of an item so targeted cannot be reduced below 5 by this effect. Last, the Hafted War Axe uses an overlong handle made of lightweight, magically treated wood. If at least three points of Power Attack is used on an attack, the wielder may choose to use the weapon as if it has a reach of ten feet. This option is chosen once per round at the beginning of the round, and while being used this way the Hafted War Axe threatens squares ten feet away but does not threaten adjacent squares.


ADD-ON HANDLE WEAPONS:

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.

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.

Spear hilt +30gp 1d6 1d8 x2 - +2lb Pierce Note this weapon is not identical to a spear, notably in that it cannot be thrown and has a reduced critical chance. This handle weapon can only be built into a Great Whip or Cavalry Whip.

Sap hilt +10gp 1d4 1d6 x2 - +1lb Bludgeon Note this padded weapon only deals subdual damage! A surprising number of plain whips have a sap handle and are then used by Watchmen, Guards, etc. This handle weapon can be added to any whip except the slightwhip.

Mace hilt +10gp 1d4 1d6 x2 - +3lb Bludgeon Note this weapon is different from a standard light mace. This handle weapon can only be added to the War Whip, Long Whip, Heavy Whip and Great Whip.



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.

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).


Battleaxe - Dwarven Waraxe; War Axe Blowgun – Blowgun, Greater. Dagger – Dagger, Barbed. Greataxe – Longaxe; Hafted War Axe Greatsword – Elven Courtblade; Great Pick Halberd – Poleaxe, Heavy. Heavy Crossbow – Hand Onager, Animated Crossbow, Animated Onager Heavy Flail – War Flail Heavy Mace – Warmace; Cruciate Mace Heavy Pick – Dire Pick; Quick Pick; War Pick Longbow – Greatbow; Stonebow Longspear – Greatspear. Longsword – Elven Thinblade; Bastard Sword; Saber Greatclub – Cruciate Maul Rapier – Elven Lightblade; Quickblade Rapier; Elven Quickblade; Needlesword; Flickerspike Short Sword – Elven Lightblade; Short Broadblade Sword



COMMON PROFICIENCY:

Some weapons are similar enough that being proficient in one will grant proficiency in another. 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.


Bolo Barbed Bolo Longbow Composite Longbow Shortbow Composite Shortbow Whip War Whip, Heavy Whip, Long Whip Cavalry Whip Slightwhip, Great Whip