evilbob
Adventurer
The Complete Warrior lists a "Dire Pick" as an exotic weapon. This weapon idea uses a similar methodology to the bastard sword: increase the base weapon one die type (for the bastard sword, use the longsword), make it weigh almost twice as much, more than double the price, and require an exotic weapon feat to use it. Both list themselves as available two-handed melee weapons. Note that this template is similar to - but not as powerful as - creating a "large" version of the same weapon.
Has anyone thought to create more weapons based on a "dire" template? Does that seem like a fairly balanced idea - more damage for a feat and change? If so, does it seem balanced to extend the idea to other types of weapons (not just one-handed melee)?
Some examples:
One Handed Melee
All weapon stats not listed stay the same as the non-dire versions. All weapons listed here require an exotic weapon proficiency to use them one handed, but all may be wielded two-handed as melee weapons.
Dire Club -> 1d8, 6lbs, 5gp
Dire Flail -> 1d10, 9lbs, 18gp
Dire Rapier -> 1d8, 3lbs, 50gp
Dire Scimitar -> 1d8, 6lbs, 40gp
Dire Shortspear -> 1d8, 5lbs, 4gp
Possible examples:
Two Handed Melee
All weapon stats not listed stay the same as the non-dire versions. All weapons listed here require an exotic weapon proficiency to use.
Dire Greatsword -> 2d8, 15lbs, 130gp
Dire Halbred -> 1d12, 20lbs, 25gp *note: Reach not affected
Dire Scythe -> 1d12, 18lbs, 45gp (slightly higher to adjust for lower minimum; another option is 1d6+1d4)
Dire Greataxe -> 3d4, 22lbs, 50gp
Some weapons don't lend themselves well to "dire" versions for role-playing reasons - like the rapier - but overall, the mechanic seems sound. Comments?
Edit: This "template" could be further defined as having a dire weapon do +1 average damage (1d6 -> 1d8 = 3.5 -> 4.5), or +1.5 average damage if the minimum is reduced (2d4 -> 1d12 = 5 -> 6.5, reduced min). Even the greataxe works (1d12 -> 3d4 = 6.5 -> 7.5), except that part of the point of the greataxe is that the range of damage is extreme.
Further definitions: Weight is between 1.6 and 2 x original; Price is between 2.1 and 2.5 times original.
Has anyone thought to create more weapons based on a "dire" template? Does that seem like a fairly balanced idea - more damage for a feat and change? If so, does it seem balanced to extend the idea to other types of weapons (not just one-handed melee)?
Some examples:
One Handed Melee
All weapon stats not listed stay the same as the non-dire versions. All weapons listed here require an exotic weapon proficiency to use them one handed, but all may be wielded two-handed as melee weapons.
Dire Club -> 1d8, 6lbs, 5gp
Dire Flail -> 1d10, 9lbs, 18gp
Dire Rapier -> 1d8, 3lbs, 50gp
Dire Scimitar -> 1d8, 6lbs, 40gp
Dire Shortspear -> 1d8, 5lbs, 4gp
Possible examples:
Two Handed Melee
All weapon stats not listed stay the same as the non-dire versions. All weapons listed here require an exotic weapon proficiency to use.
Dire Greatsword -> 2d8, 15lbs, 130gp
Dire Halbred -> 1d12, 20lbs, 25gp *note: Reach not affected
Dire Scythe -> 1d12, 18lbs, 45gp (slightly higher to adjust for lower minimum; another option is 1d6+1d4)
Dire Greataxe -> 3d4, 22lbs, 50gp
Some weapons don't lend themselves well to "dire" versions for role-playing reasons - like the rapier - but overall, the mechanic seems sound. Comments?
Edit: This "template" could be further defined as having a dire weapon do +1 average damage (1d6 -> 1d8 = 3.5 -> 4.5), or +1.5 average damage if the minimum is reduced (2d4 -> 1d12 = 5 -> 6.5, reduced min). Even the greataxe works (1d12 -> 3d4 = 6.5 -> 7.5), except that part of the point of the greataxe is that the range of damage is extreme.
Further definitions: Weight is between 1.6 and 2 x original; Price is between 2.1 and 2.5 times original.
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