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Base Weapons and Templates

Ferrix

Explorer
I'm working on a basic set of weapons which can then be modified via templates to get a whole slew of weapons allowing really interesting and unique weapons that are variations on a basic type. There are currently no prices attached to the templates or base weapons. Suggestions would be welcome.

The table is attached at the bottom. Currently don't have anywhere to host it, so no image link and it's a pain to format at the moment into a code table. Maybe this will work. And it does. :)

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Weapons

Axe: Your standard axe is a single or double-headed weapon with a sturdy haft.

Battlestaff: A battlestaff is basically a reinforced staff with a specific type of head on either end. The common heads are sword, mace, spear, hammer and cleaver, although more specific heads are occasionally found. Often times a battlestaff combines two different types of heads for various needs.

Blowgun: Your standard blowgun is a hollow tube about three feet long with long darts which users propel with a quick puff of air.

Bolas: Your standard bolas is either two or three balls attached via cords to a central point, it is swung over the head and released and can trip or entangle opponents at a distance.

Bow: Your standard bow is equivalent to a short bow.

Chain: A heavy length of chain, swung or lashed straight out to inflict bludgeoning damage. Can be used to trip, disarm or entangle.

Cleaver: Your standard cleaver is a heavy bladed weapon designed to inflict as much damage regardless of the skill of the wielder or whatever thing you are striking it.

Club: Your standard club is a length of wood with a good heft to it, one end usually heavier than the other.

Crossbow: Your standard crossbow is equivalent to a light crossbow.

Dagger: Your standard dagger is an easy to use stabbing weapon, the blade about four to six inches in length.

Dart: Your standard dart is basically a heavy looking arrow weighted for throwing rather than use with a bow.

Flail: Your standard ball on a chain with a handle, can make trip or disarm attempts.

Hammer: Your standard hammer is a single or double-headed weapon with a sturdy haft.

Knife: Your standard knife is an easy to use slashing weapon, the blade is about four to six inches in length.

Mace: Your standard mace is a heavy solid head of steel or iron, occasionally flanged, with a solid metal haft.

Sap: Your standard sap is basically the equivalent of a leather sock filled with lead shot or coins.

Shot put: Your standard shot put is basically just a heavy ball of steel, iron or lead which is hefted to the shoulder and thrown at a target.

Sling: Your standard sling is an incredibly cheap weapon, basically fashioned out of a length of cloth, whirled over the head it can hurl small stones or bullets with force.

Spear: Your standard spear is a wooden haft with a pointy end, usually a metal blade designed for stabbing. They are usually used for hunting.

Staff: Your standard staff is a length of wood about the height of the wielder, sturdy enough to knock aside blows and absorb the force of blows it delivers. It can be used as a double weapon.

Sword: Your standard sword is a single or double-edged blade with a sharp point used for slashing or piercing.

Sword, Curved: Your standard curved sword is a single edged blade curved back to provide a longer and deeper cut.

Sword, Thrusting: Your standard thrusting sword is a long pointed blade designed for stabbing and relatively ineffective at slashing.

Warspear: Similar to the spear, a warspear is designed for battle rather than hunting. They usually have reinforced hafts and longer more threatening blades.

Melee Weapon Templates

Beast: -1 threat range, -1 multiplier, +1 damage die size

Piercing: -1 damage die size, +1 multiplier

Agile: -1 damage die size, 3/4 weight, +1 threat range

Great: +1 size, 3/2 weight

Heavy: +1 type, 3/2 weight, +1 damage die size

Light: -1 size, 1/2 weight, -1 damage die size

Bay: +1 size, 2 x weight, reach 10'

Throwing: 1/2 weight, +10 ft. range, -4 attack melee

Throwing Weapon Templates

Barbed: +1/2 weight (max 1/2 lb. increase), -1 multipier, -10 ft. range (min 5'), +1 bleeding/1d4 rnds

Beast: -1 threat range, -1 multiplier, +1 damage die size

Heavy: +1/2 weight, 1/2 range, +1 size

Light: 1/2 weight, +1/2 range, -1 size

Piercing: -1 damage die size, +1 multiplier

Agile: -1 damage die size, 3/4 weight, +1 threat range

Ranged Weapon Templates

Composite: 3/2 weight, 5/4 range

Great: +1 size, 3/2 weight, 5/3 range

Heavy: +1 type, 3/2 weight, +1 damage die size

Light: -1 size, 1/2 weight, 1/2 range

Agile: -1 damage die size, 3/4 weight, +1 threat range

Ammunition Templates

Barbed: 3/2 weight (max 1/2 lb. increase), -1 multipier, -10 ft. range (min 5'), +1 bleeding/1d4 rnds

Piercing: -1 damage die size, +1 multiplier

War: 1/2 range, +1 damage die size

Agile: -1 damage die size, 3/4 weight, +1 threat range

Changing Size or Damage Die Size: Changing a weapons size or damage die size changes the die or dice which are rolled to determine damage for the weapon. For a weapon with multiple dice increase each die accordingly (ex. sword great heavy beast, base 1d8->2d6->2d8->4d6, crit 20/x1). See the chart below.

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Ferrix

Explorer
+1 type means you kick it up a type category (simple -> martial -> exotic)

I figure you have to be able to take the penalty to apply the template, having a 20 threat range means it can't get worse.

You can't apply a template if it would: change the size above two-handed or below light, increase the type above exotic, decrease the multiplier below 1 or the threat range worse than 20.

I think those keep out any misfit applications.

Maybe the beast template should just set the threat range to 20 and multiplier to 1 and can only be applied once, hrm.

Any suggested template ideas or base weapon types that i missed or impossible weapon configurations that should exist?

Heh... i think i forgot any sort of pick... i'll update that later today.
 

Khaalis

Adventurer
Ferrix said:
I figure you have to be able to take the penalty to apply the template, having a 20 threat range means it can't get worse.

Just a quick thought - but why not? If you are creating your own template and your own style of weapons, why not make a class of weapons that do not perform criticals? Granted I cant see anyone ever using them, but you could do it.
 

Frostmarrow

First Post
Khaalis said:
Just a quick thought - but why not? If you are creating your own template and your own style of weapons, why not make a class of weapons that do not perform criticals? Granted I cant see anyone ever using them, but you could do it.

I would use a weapon without criticals if it was otherwise good enough. I think threatening and confirming crits is too much hassle for too small a reward. - But hey, that's just me.

I don't have any ideas for you Ferrix but I'll keep a close watch of what you come up with.

Alright I do have two things:

1) I'd like to have a curvy sword - a flamberge.

2) Cost of weapons and templates would be nice.

3) How about a third kind of critical hit modifier - a flat out bonus to damage? (20 x 2 +3)
 

Khaalis

Adventurer
There are various 3rd party sources with Templates of this type out there. I have a large (21 page) master document of weapons, armor, weapon modifications and armor modifications that have been published.

Some examples of templates also include material templates. Here is a small sampling of templates different from what you have. Some other things to add to templates are straight damage, hardness, hit points, special move bonuses.

Melee:

Basket Hilt: Small-Medium Pommel weapons only. +15% of base in gp
+1d4 damage to pommel strike (bludgeoning), +2 vs. disarm attempts

Half-Basket Hilt: Tiny-Medium Pommel weapons only. +5gp
+1 damage to pommel strike (bludgeoning), +5 AC to hand

Laminated Steel: Slashing only. +900gp
+1 damage, +1 multiplier, +5 hardness

Quicksilver: Filled with a vein of quicksilver. +500gp
+1 threat range, +1 type, x1.75 weight
Special: Roll a 1 = Reflex save (DC15) or be disarmed by the erratic motion of the quicksilver.

etc.
 

Ferrix

Explorer
Khaalis said:
There are various 3rd party sources with Templates of this type out there. I have a large (21 page) master document of weapons, armor, weapon modifications and armor modifications that have been published.

Some examples of templates also include material templates. Here is a small sampling of templates different from what you have. Some other things to add to templates are straight damage, hardness, hit points, special move bonuses.

Melee:

Basket Hilt: Small-Medium Pommel weapons only. +15% of base in gp
+1d4 damage to pommel strike (bludgeoning), +2 vs. disarm attempts

Half-Basket Hilt: Tiny-Medium Pommel weapons only. +5gp
+1 damage to pommel strike (bludgeoning), +5 AC to hand

Laminated Steel: Slashing only. +900gp
+1 damage, +1 multiplier, +5 hardness

Quicksilver: Filled with a vein of quicksilver. +500gp
+1 threat range, +1 type, x1.75 weight
Special: Roll a 1 = Reflex save (DC15) or be disarmed by the erratic motion of the quicksilver.

etc.

What's that document called?

Also those examples are interesting, but laminated steel seems more like it should be a material type and not a tempalte. I'm assuming quicksilver is basically a parody of mercurial weapons. The other two are interesting, although I don't know anyone who uses hit locations so +5 AC to hand seems irrelevant, although the +2 vs. being disarmed is a bonus.
 

Ferrix

Explorer
Frostmarrow said:
I would use a weapon without criticals if it was otherwise good enough. I think threatening and confirming crits is too much hassle for too small a reward. - But hey, that's just me.

Maybe if you apply the beast template to a weapon that is already 20/x2, it goes to crit n/a. And thus can't even threaten a critical.

Thus the cleaver can still critical (for special abilities to kick in) but still only does x1 damage.

Frostmarrow said:
Alright I do have two things:

1) I'd like to have a curvy sword - a flamberge.

2) Cost of weapons and templates would be nice.

3) How about a third kind of critical hit modifier - a flat out bonus to damage? (20 x 2 +3)

1) How different is a flamberge from a greatsword? The undulating blade has really no effect on anything except showiness.

2) yeah... currently haven't figured this out yet

3) that seems a step outside of the rules that I don't want to make
 

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