High Roller Weapon

Grimgrin

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High Roller Weapon

This weapon has a chaotic effect and therefore only used for high stakes Hazards. This is the signature weapon of the Fortune House gambling parlor designed to beat the Craps Out of cheaters.

Enhancement:
Level 2: +1 = 680gp; Level 7: +2 = 3,400gp; Level 12: +3 = 17,000gp
Level 18: +4 = 5,000gp; Level 23: +5 = 425,000gp; Level 28: +6 = 2,125,000gp


Weapon Groups: Mace, Staff, Flail
Critical: +1d6 per +1 enhancement
Property: On a critical hit you knock your target prone.
Power (Encounter): Free Action. Use this power before you make an damage roll. Roll 2d6, if you roll a 7 you automatically inflict a critical hit on the target. If you roll 2 (“Snake Eyes) you inflict the minimum possible damage.
 
 
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Seven is the most common roll on a pair of dice, while 2 is tied with 12 for least common. Bell curves and all that. Might want to keep that in mind.

Also, shoulldn't it be "be the craps out of characters"? :p
 

Seven is the most common roll on a pair of dice, while 2 is tied with 12 for least common. Bell curves and all that. Might want to keep that in mind.

Also, shoulldn't it be "be the craps out of characters"? :p

I figure you will roll a seven every one out of six times which is beter odds than rolling a natural 20, but still not a sure thing.
 
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7 is 1/6 chance,
2 is 1/36 chance.

Oops, I meant one out of six.

The idea was to create a magic weapon similar to "Gambler's Light Blade" but for a maces (and other weapons). As a weapon power, I don't think that's unbalanced, but I could change it to that any "doubles" roll means you inflict minimal damage. That would be 6/36 or 1/6 (equal chance of a poor outcome same as the gambler's weapon).
 
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As written, knockdown is all this weapon does on a critical (besides the usual full damage) - this means it does no extra critical dice damage. Meaning this is a property only for high-crit weapons. Which might be balanced with the 20% chance of scoring a critical hit.

Might be a bit strong on a high-crit weapon or other critical-hit enhancing feats however. Besides, the additional roll seems like a bother. A crit range of 17-20 basically does the same thing. But if you and your players enjoy this kind of thing, that is not a serious objection. I'd not use it tough.
 

As written, knockdown is all this weapon does on a critical (besides the usual full damage) - this means it does no extra critical dice damage. Meaning this is a property only for high-crit weapons. Which might be balanced with the 20% chance of scoring a critical hit.

Might be a bit strong on a high-crit weapon or other critical-hit enhancing feats however. Besides, the additional roll seems like a bother. A crit range of 17-20 basically does the same thing. But if you and your players enjoy this kind of thing, that is not a serious objection. I'd not use it tough.

Yes, but if the negative effect became one a 1 rolling a d20, it would happen almost twice as often. Simply using the d20 die would make this weapon significantly worse.
 

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