Sadrik
First Post
Ok,
This is a big chunk to bite off but this is a weapon list that I have been toying with for some time.
Here are the things to it:
Unarmed attacks are the old tiny weapons (daggers, gauntlet slaps and such). So, they encurr the normal attack of opportunity like an unarmed attack. BTW monks in my game get bonus damage as opposed to improved damage (that way if you have a monk using bladed gauntlets they simply add their monk damage bonus to them [at 4th +1d4, 8th +1d6, 12th +1d8 and at 16th +1d12]).
Heavy weapons become the new two handed weapons. Heavy weapon proficiency feat allows you to use heavy weapons in one hand and allows you to use two handed weapons.
Double weapons require the two weapon fighting feat to be able to use them properly otherwise you can only use one side of the weapon and not utilize it to its ful potential.
Simple, Martial and Exotic weapons work the same way.
Weapon Templates
Masterwork (+1 enhancement bonus to hit) +300gp
Dire (+1 enhancement bonus to damage) +300gp
Devastating (+2 to back up a critical) +300gp
Repeating (crossbows only, magazine of 5 bolts) +300gp
Composite (Crossbows and bows only, +10 to range increment) +25gp
Thin (rapier, main gauche and stiletto only, 17-20 threat or next die damage increase) +300gp
Mighty (Crossbows and bows have a strength score. Add strength to damage. If too weak for crossbow can use a winch, takes full round action then, if too weak for bow cannot use.) +(str mod x 100)gp
This is a big chunk to bite off but this is a weapon list that I have been toying with for some time.
Here are the things to it:
Unarmed attacks are the old tiny weapons (daggers, gauntlet slaps and such). So, they encurr the normal attack of opportunity like an unarmed attack. BTW monks in my game get bonus damage as opposed to improved damage (that way if you have a monk using bladed gauntlets they simply add their monk damage bonus to them [at 4th +1d4, 8th +1d6, 12th +1d8 and at 16th +1d12]).
Heavy weapons become the new two handed weapons. Heavy weapon proficiency feat allows you to use heavy weapons in one hand and allows you to use two handed weapons.
Double weapons require the two weapon fighting feat to be able to use them properly otherwise you can only use one side of the weapon and not utilize it to its ful potential.
Simple, Martial and Exotic weapons work the same way.
Code:
[B][COLOR=Red]Simple Weapons[/COLOR]
Unarmed Attacks Dmg (med) Critical Range Type Weight[/B]
Unarmed strike 1d3 20/x2 - B -
Gauntlet 1d3 20/x2 - B 1 lb.
Dagger 1d4 19-20/x2 10’ P 1 lb.
Gauntlet, spiked 1d4 20/x2 - P 1 lb.
Knife 1d3 18-20/x2 - S 1 lb.
Stiletto 1d3 18-20/x2 - P 1 lb.
[B]Light Weapon Dmg (med) Critical Range Type Weight[/B]
Dart (5) 1d4 20/x2 20’ P 2 lb.
Hatchet 1d4 20/x3 10’ S 2 lb.
Mace, light 1d6 20/x2 - B 4 lb.
Sickle, light 1d3 20/x4 - P 1 lb.
[B]One Handed Weapon Dmg (med) Critical Range Type Weight[/B]
Club 1d6 20/x2 10’ B 3 lb.
Crossbow, hand - - 30’ - 2 lb.
Bolt (10) 1d4 19-20/x2 - P 1 lb.
Javalin (5) 1d6 20/x2 30’ P 10 lb.
Mace, heavy 1d8 20/x2 - B 8 lb.
Shortspear 1d6 20/x2 20’ P 3 lb.
Sling - - 50’ - 0 lb.
Bullet (10) 1d4 20/x2 - B 5 lb.
Stone (10) 1d3 20/x2 - B 5 lb.
[B]Heavy Weapon Dmg (med) Critical Range Type Weight[/B]
Crossbow, light - - 80’ - 4 lb.
Bolt (10) 1d8 19-20/x2 - P 1 lb.
Spear 1d8 20/x2 20’ P 6 lb.
Warclub 1d10 20/x2 - B 5 lb.
Two Handed Weapon Dmg (med) Critical Range Type Weight
Crossbow, heavy - - 120’ - 8 lb.
Bolt (10) 1d10 19-20/x2 - P 1 lb.
Greatclub 1d12 20/x2 - B 8 lb.
Longspear 1d8 20/x2 Reach P 9 lb.
Double Weapon Dmg (med) Critical Range Type Weight
Quarterstaff 1d6/1d6 20/x2 - B 4 lb.
[B][COLOR=Blue]Martial Weapons[/COLOR]
Unarmed Attacks Dmg (med) Critical Range Type Weight[/B]
Armor, spiked 1d6 20/x2 - P +10 lb.
Dagger, punching 1d4 20/x3 - P 1 lb.
Gauntlet, clawed 1d6 20/x2 - P 2 lb.
Main gauche 1d4 18-20/x2 - P 1 lb.
Sap 1d6 20/x2 - B 2 lb.
[B]Light Weapon Dmg (med) Critical Range Type Weight[/B]
Hammer, light 1d4 20/x3 20’ B 2 lb.
Handaxe 1d6 20/x3 10’ S 3 lb.
Kukri 1d4 18-20/x2 - S 2 lb.
Shield, light spiked 1d4 20/x2 - P +5 lb.
Shield, light 1d3 20/x2 - B as shield
Shortsword 1d6 19-20/x2 - S 2 lb.
Sickle 1d4 20/x4 - P 2 lb.
[B]One Handed Weapon Dmg (med) Critical Range Type Weight[/B]
Battleaxe 1d8 20/x3 - S 6 lb.
Flail 1d8 20/x2 - B 5 lb.
Hammer, heavy 1d8 20/x3 - B 5 lb.
Longsword 1d8 19-20/x2 - S 4 lb.
Morning Star 1d8 20/x3 - B & P 6 lb.
Pick 1d6 20/x4 - P 3 lb.
Rapier 1d6 18-20/x2 - P 2 lb.
Scimitar 1d6 18-20/x2 - S 4 lb.
Shield, heavy spiked 1d6 20/x2 - P +5 lb.
Shield, heavy 1d4 20/x2 - B as shield
[B]Heavy Weapon Dmg (med) Critical Range Type Weight[/B]
Bastardsword 1d10 19-20/x2 - S 6 lb.
Khopesh 1d8 18-20/x2 - S 6 lb.
Pick, heavy 1d8 20/x4 - P 6 lb.
Trident 1d10 20/x2 10’ P 4 lb.
Waraxe 1d10 20/x3 - S 8 lb.
Warhammer 1d10 20/x3 - B 6 lb.
[B]Two Handed Weapon Dmg (med) Critical Range Type Weight[/B]
Bow, short - - 60’ - 2 lb.
Arrow (20) 1d6 20/x3 - P 3 lb.
Bow, long - - 100’ - 3 lb.
Arrow (20) 1d8 20/x3 - P 3 lb.
Falchion 1d10 18-20/x2 - S 8 lb.
Flail, heavy 1d10 20/x2 - B 10 lb.
Greataxe 1d12 20/x3 - S 12 lb.
Greatsword 2d6 19-20/x2 - S 8 lb.
Maul 1d12 20/x3 - B 10 lb.
Scythe 1d10 20/x4 - P 10 lb.
[B]Double Weapon Dmg (med) Critical Range Type Weight[/B]
Axe, double 1d8/1d8 20/x3 - S 15 lb.
Hammer, double 1d8/1d8 20/x2 - B 12 lb.
Flail, double 1d8/1d8 20/x2 - B 10 lb.
Morning star, double 1d8/1d8 20/x3 - B & P 15 lb.
Scimitar, double 1d6/1d6 18-20/x2 - S 10 lb.
Sword, double 1d8/1d8 19-20/x2 - S 10 lb.
[B][COLOR=SeaGreen]Exotic Weapons[/COLOR][/B]
[B]Unarmed Attacks Dmg (med) Critical Range Type Weight[/B]
Gauntlet, bladed 1d6 19-20/x2 - P 3 lb.
Dagger, three bladed 1d4 19-20/x2 - P 1 lb.
[B]Light Weapon Dmg (med) Critical Range Type Weight[/B]
Boomerang (5) 1d4 20/x2 30’ B 10 lb.
Chakram (5) 1d4 20/x3 20’ S 10 lb.
Kama 1d6 20/x2 - S 2 lb.
Nunchaku 1d6 20/x2 - B 2 lb.
Sai 1d4 20/x2 10’ B 1 lb.
Shield axe, light 1d6 20/x3 - S +5 lb.
Shield, light bladed 1d6 19-20/x2 - P +5 lb.
Shuriken (5) 1d3 20/x2 10’ P ½ lb.
Siangham 1d6 20/x2 - P 1 lb.
War fan 1d6 20/x3 - S 3 lb.
[B]One Handed Weapon Dmg (med) Critical Range Type Weight[/B]
Blowgun - - 10’ - 1 lb.
Needle (20) 1 20/x2 - P 0 lb.
Bolas (1) 1d4 20/x2 10’ B 2 lb.
Scourge 1d8 20/x2 - S 2 lb.
Mangler (5) 1d8 20/x2 10’ P 10 lb.
Shield axe, heavy 1d8 20/x3 - S +5 lb.
Shield, heavy bladed 1d8 19-20/x2 - P +5 lb.
Whip 1d3 20/x2 Reach S 2 lb.
[B]Heavy Weapon Dmg (med) Critical Range Type Weight[/B]
Blowgun, great - - 10’ - 2 lbs.
Needle (20) 1d3 20/x2 - P 0 lbs.
[B]Two Handed Weapon Dmg (med) Critical Range Type Weight[/B]
Bow, great - - 120’ - 5 lbs.
Arrow (20) 1d10 20/x3 - P 3 lbs.
Crossbow, double - - 80’ - 10 lbs.
Bolt (10) 2d8 19-20/x2 - P 1 lbs.
Flail, dual headed 2d6 20/x2 - B 10 lbs.
Glaive 1d10 19-20/x2 Reach S 10 lbs.
Halberd 1d12 20/x3 Reach S or P 12 lbs.
Lance 2d8 20/x3 - P 10 lbs.
Mancatcher 1d4 20/x2 Reach B 8 lbs.
Net (1) - - 10’ - 6 lbs.
Ranseur 1d10 20/x3 Reach P 12 lbs.
[B]Double Weapon Dmg (med) Critical Range Type Weight[/B]
Chain, spiked 1d6/1d6 20/x2 Reach S 10 lbs.
Hammer, gnome hooked 1d8/1d6 20/x3/20/x4 - B or P 6 lbs.
Kursari-gama 1d6/1d6 20/x2 Reach P or B 3 lbs.
Lajatang 1d8/1d8 20/x2 - S 7 lbs.
Three-section staff 1d8/1d8 20/x2 - B 8 lbs.
Urgosh, dwarven 1d8/1d6 20/x3 - S or P 12 lbs.
Masterwork (+1 enhancement bonus to hit) +300gp
Dire (+1 enhancement bonus to damage) +300gp
Devastating (+2 to back up a critical) +300gp
Repeating (crossbows only, magazine of 5 bolts) +300gp
Composite (Crossbows and bows only, +10 to range increment) +25gp
Thin (rapier, main gauche and stiletto only, 17-20 threat or next die damage increase) +300gp
Mighty (Crossbows and bows have a strength score. Add strength to damage. If too weak for crossbow can use a winch, takes full round action then, if too weak for bow cannot use.) +(str mod x 100)gp