Anyone create any unique weapons for their game?


log in or register to remove this ad


Sure, all the time. I'll make something up off the top of my head pretty often. I also like 'regional' and 'racial' weapons, and 'class specific' weapons for proficiency consideration. I also did 'exotic armors' including "Very Heavy" armors, which turn you into a walking golem, and I like to toy around with weapon materials that are either sub-par in certain regions, or extremely refined in regions that can support richer resources and refinement methods.
 

Not a weapon but still something fun.

This idea came up when one of my PCs was considering becoming a CG Vampire.



Cloak of the Night's Shadows

The wearer of this cloak is never hit by the rays of the sun; the inside always remaining just barely in shadow. Though it would seem that every vampire would have this cloak, the prerequisites make that unlikely. Combined with the fact one in this cloak looks very conspicuous, most vampires wouldn't find them to be of as much use as one would think.

Any non-good character wearing this cloak receives 2 negative levels (yes, this includes undead). Yadda, yadda, yadda standard rules on this.

Caster Level: 17th Prerequisites: Holy Word, Searing Light, Empowered Darkness, Craft Magic Arms and Armor, Craft Wondrous Item. Cost: Special-12,000 GP for purposes of character creation wealth (vary rare; kept in close reign by the good-aligned churches).
 

I thought about an intelligent weapon who contains the spirit of a fallen warrior - who appears via a Major Image spell.

Only at certain times of course ... and a taskmaster when it comes to training. Oy!
 

A couple. There's the Intellect Axe, which is insane and extraordinarily powerful when it takes over the bearer. (The priest still insists on carrying it.) And there are the dagger rings, which are magic rings that create punch daggers when activated. Finally, there are the cinema, a pair of bracelets that, when activated, are somewhere between lightsabers and Wolverine's claws.
 

Unique weapons?

Sure.

I have some

The Kel-- Three bladed throwing weapon

Shang- Rather like a hunga-munga. Its an Orc favorite

Rith-- Like a manriki chain, a Goblin weapon

War Claw-- Worn on the hand, usually a dueling weapon
 

That depends on whether the definition of "new weapons" are new unique magical weapons, new weapon enchantments, or new mundane weaponry. I've done all three...

Some of my unique weapons are...
The Flail of Mechanus, created by the modrons to root out chaos in all its forms.
The Hound of Moradin, a warhammer containing the spirit of the Soulforger's prized hunting dog.
Mamoru, an intelligent sword concealed inside of a cane. He's rude, boorish, obnoxious and hits on every woman he sees.
The Munckin's Bane, created to smite the overpowered and rob them of their treasure.
The Five Deadly Venoms, a yuan-ti scourge that slowly turns its user into a tainted one.

My enchantments include...
Weapons of Immolation, which create a 10d6 fireball every time they hit an opponent. The wielder gets no save.
Weapons of Shadowstuff, which deal 2d6 negative energy damage to living creatures, heal the undead, and can produce darkness once per day.
Weapons of Dissolution, which deal a bonus 2d6 of non-elemental damage, and have a chance to disintegrate opponents on a critical hit.
Weapons of Holiness Beyond All Reason. They act as holy disruption weapons that emit holy water.

I'm currently working on shadowclaws, a nasty clawed gauntlet brazenly stolen from the movie Lupin the Third: Castle of Cagliostro.

Demiurge out.
 

As giants are a predominant theme in our campaign I've got a few weapons that help them battle the little folk.

1. Ball and Chain. Can be used in close or with reach, can be thrown and used in very impressive whirlwind attacks.

2. The Four-pronged Spear. The spear is comprised of a regular shaft that branches out into 4 prongs in a box pattern. These spears are primarily used by giants to pin M-sized and S-sized creatures to the ground, essentially acting like a mini-cage. Game-wise it can either be used as a weapon (making a normal attack) or a trapping attack (making a touch attack, even thrown). Breaking out or escaping depends on the size of the spear used and whether the giant is using the spear to maintain a pin.

3. The War-Rake: Comical, but effective. Think giant rake 5, 10 or 15 ft wide. Can be used in overhand attacks with the sharpened prongs or used in reach bull-rushes, sweeping annoying PCs into pits, over cliffs, etc.

4. The War-Log: Basically a log riddled with short spikes which is usually thrown to mow down and break up smaller opponents' formations. If used in war they can be hollowed and filled with flaming oil (or more deadly substance) which escapes from a row small holes down the long side of the log. As it rolls, the flaming oil flies out like a pyromaniac's sprinkler. Widths vary from 10-30 ft. It can also be used as clumsy melee weapon.

5. Giant's Tower Shield: This shield can be lain on it side and has a built-in stand for when facing the little folk. When used in numbers they can form up a quick shield wall which hinders the small folk while allowing the giants to attack with impunity (usually with reach weapons).

Other weapons include weighted chainmail "blankets" (throw on top and beat with stick), War-balls (think bowling balls), and so on...


Cheers,

A'koss!
 

Axes of the moon.

This set of seven +1 Mithril Axes is enchanted with the power of the Moon Goddess. Arranged on their stand, they appear to follow the phases of the moons. These weapons are especially poweful against lycantropes, dealing an additional +1 points of damage. Lycanthropes within 30' of one of the three Waxing Axes feel an intense burning sensation, giving them -1 to all saves, checks, and attacks. If the Full Moon Axe is presented towards a lycantrope in it's human shape, then the lycanthrope must make a Will Save (DC 17) or be forced into animal shape. The three Waning Axes have the power to force lycantropes back into their human form. Any lycantrope in animal or hybrid form hit by a Waning Axe must make a Fortitude Save (DC 17) or be turned back into a human
 

Remove ads

Top