King Nate
First Post
I've been working on my homebrew campaign and created these weapons for it. A couple you might have seen before, PEACH Thanks.
Bolas (Superior Ranged One-Handed Weapon)
Prof.: +2
Damage: 1d3
Range: 3/6
Price: 5gp
Weight: 2lbs.
Group: Bolas
Properties: Heavy Thrown, Trip
Boomerang (Military Ranged One-Handed Weapon)
Prof.: +2
Damage: 1d3
Range: 15/30
Price: 1gp
Weight: 1/2lb.
Group: Light Blade
Properties: Light Thrown, Returning
Fukimi-bari (Military Ranged Weapon)
Prof.: +3
Damage: 1d2
Range: 1/2
Price: 1gp
Weight: 1/10lb.
Search DC: 35
Group: Light Blade
Properties: Weak, Hands-free, Load Minor, Exotic, Hidden, Triple Attack
Longstaff (Superior Melee Double-Weapon)
Prof.: +2
Damage: 1d6/1d6
Price: 15gp
Weight: 6lbs.
Group: Staff
Properties: Defensive, Off-hand, Protected
Lute-Bow (Military Ranged Two-Handed Weapon)
Prof.: +2
Damage: 1d6
Range: 5/10
Price: 250gp (500gp)
Weight: 5lbs.
Search DC: 30 (35)
Group: Bow
Properties: Hidden, Load free, Small
Shillelagh (Simple Melee One-Handed Weapon)
Prof.: +2
Damage: 1d4
Price: 5gp
Weight: 2lbs.
Group: Mace
Properties: Brutal (1)
Swordcane (Superior Melee One-Handed Weapon)
Prof.: +2
Damage: 1d6
Price: 60gp (120gp)
Weight: 3lbs.
Search DC: 25 (30)
Group: Light Blade
Properties: Hidden
Weighted Cloak (Simple Melee One-Handed Weapon)
Prof.: +2
Damage: 1d6
Price: 95gp (190gp)
Weight: 5lbs.
Search DC: 25 (30)
Group: Flail
Properties: Versatile, Hidden
Whip (Superior Melee One-Handed Weapon)
Prof.: +3
Damage: 1d4
Price: 30gp
Weight: 4lbs.
Group: Flail
Properties: Range, Trip, Grab, Rope, Exotic
Group
Bolas: Throwing weapon consisting of two heavy wooden spheres on the end of interconnected cords, designed to entangle legs. If thrown with enough force might even inflict damage.
Properties
Exotic: Because of the extreme awkwardness or uniqueness to use this weapon you can only use it to perform basic attacks or abilities listed under its Property value.
Hands-free: You do not need the use of your hands to use this weapon.
Hidden: Hidden weapons also have a Search DC rating. Anyone who fails a Perception check against this rating does not recognize these items as weapons.
Grab: You can perform a grab action with this weapon. Unlike normal, you can use this weapons modifier for the grab attempt. You deal no damage when making a grab with this weapon.
Protected: Proficient users employing the total defense combat maneuver does not grant combat advantage to creatures flanking it until the start of the users next turn.
Returning: On a missed attack roll, a proficient user can make the thrown weapon return to the original square it was thrown from, at the end of their turn. If the user has a hand free, they may catch the weapon as a free action.
Rope: As a standard action, this weapon may be used as a 5 foot rope that can attach itself to small beams, poles, chandeliers, etc.
Trip: On a successful hit against a Medium size or smaller creature using a basic attack with this weapon, you may, instead of doing damage, have the opponent succeed on a Dexterity or Strength check opposed by your Strength check or fall prone.
Triple Attack: You may make up to three basic attacks with this weapon instead of one basic attack.
Weak: This weapon does not add any Strength or Dexterity modifiers to the damage.
Weapon Description
Weighted Cloak: This cloak has an unusually thick lining at the bottom, which is filled with lead shot, a thin chain, or some other weight. When held with the other end wrapped around the hand, it can be wielded much as a flail.
Lute-Bow: The upper layer of wood to which the strings are attached can be rotated with a standard action, so that the strings now lie perpendicular to the lute itself. The wood and the strings are treated to offer extra strength and resistance, allowing them to flex like a bow. Although it is held horizontally, like a crossbow, it is a hand-fired weapon, so it resembles a shortbow in usage.
Swordcane: This is the classic “rapier hidden in a cane.”
New Feat
Exotic Power
Prerequisite: Trained in a weapon with the exotic property.
Benefit: Choose one weapon with the exotic property that you are proficient with, you can use that weapon as if it did not have the exotic property.
Bolas (Superior Ranged One-Handed Weapon)
Prof.: +2
Damage: 1d3
Range: 3/6
Price: 5gp
Weight: 2lbs.
Group: Bolas
Properties: Heavy Thrown, Trip
Boomerang (Military Ranged One-Handed Weapon)
Prof.: +2
Damage: 1d3
Range: 15/30
Price: 1gp
Weight: 1/2lb.
Group: Light Blade
Properties: Light Thrown, Returning
Fukimi-bari (Military Ranged Weapon)
Prof.: +3
Damage: 1d2
Range: 1/2
Price: 1gp
Weight: 1/10lb.
Search DC: 35
Group: Light Blade
Properties: Weak, Hands-free, Load Minor, Exotic, Hidden, Triple Attack
Longstaff (Superior Melee Double-Weapon)
Prof.: +2
Damage: 1d6/1d6
Price: 15gp
Weight: 6lbs.
Group: Staff
Properties: Defensive, Off-hand, Protected
Lute-Bow (Military Ranged Two-Handed Weapon)
Prof.: +2
Damage: 1d6
Range: 5/10
Price: 250gp (500gp)
Weight: 5lbs.
Search DC: 30 (35)
Group: Bow
Properties: Hidden, Load free, Small
Shillelagh (Simple Melee One-Handed Weapon)
Prof.: +2
Damage: 1d4
Price: 5gp
Weight: 2lbs.
Group: Mace
Properties: Brutal (1)
Swordcane (Superior Melee One-Handed Weapon)
Prof.: +2
Damage: 1d6
Price: 60gp (120gp)
Weight: 3lbs.
Search DC: 25 (30)
Group: Light Blade
Properties: Hidden
Weighted Cloak (Simple Melee One-Handed Weapon)
Prof.: +2
Damage: 1d6
Price: 95gp (190gp)
Weight: 5lbs.
Search DC: 25 (30)
Group: Flail
Properties: Versatile, Hidden
Whip (Superior Melee One-Handed Weapon)
Prof.: +3
Damage: 1d4
Price: 30gp
Weight: 4lbs.
Group: Flail
Properties: Range, Trip, Grab, Rope, Exotic
Group
Bolas: Throwing weapon consisting of two heavy wooden spheres on the end of interconnected cords, designed to entangle legs. If thrown with enough force might even inflict damage.
Properties
Exotic: Because of the extreme awkwardness or uniqueness to use this weapon you can only use it to perform basic attacks or abilities listed under its Property value.
Hands-free: You do not need the use of your hands to use this weapon.
Hidden: Hidden weapons also have a Search DC rating. Anyone who fails a Perception check against this rating does not recognize these items as weapons.
Grab: You can perform a grab action with this weapon. Unlike normal, you can use this weapons modifier for the grab attempt. You deal no damage when making a grab with this weapon.
Protected: Proficient users employing the total defense combat maneuver does not grant combat advantage to creatures flanking it until the start of the users next turn.
Returning: On a missed attack roll, a proficient user can make the thrown weapon return to the original square it was thrown from, at the end of their turn. If the user has a hand free, they may catch the weapon as a free action.
Rope: As a standard action, this weapon may be used as a 5 foot rope that can attach itself to small beams, poles, chandeliers, etc.
Trip: On a successful hit against a Medium size or smaller creature using a basic attack with this weapon, you may, instead of doing damage, have the opponent succeed on a Dexterity or Strength check opposed by your Strength check or fall prone.
Triple Attack: You may make up to three basic attacks with this weapon instead of one basic attack.
Weak: This weapon does not add any Strength or Dexterity modifiers to the damage.
Weapon Description
Weighted Cloak: This cloak has an unusually thick lining at the bottom, which is filled with lead shot, a thin chain, or some other weight. When held with the other end wrapped around the hand, it can be wielded much as a flail.
Lute-Bow: The upper layer of wood to which the strings are attached can be rotated with a standard action, so that the strings now lie perpendicular to the lute itself. The wood and the strings are treated to offer extra strength and resistance, allowing them to flex like a bow. Although it is held horizontally, like a crossbow, it is a hand-fired weapon, so it resembles a shortbow in usage.
Swordcane: This is the classic “rapier hidden in a cane.”
New Feat
Exotic Power
Prerequisite: Trained in a weapon with the exotic property.
Benefit: Choose one weapon with the exotic property that you are proficient with, you can use that weapon as if it did not have the exotic property.