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The Tol Haggerun Prophecy 3.5 D&D - [Ended]
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<blockquote data-quote="Insight" data-source="post: 2231695" data-attributes="member: 11437"><p><strong>New Weapons - Exotic</strong></p><p></p><p><span style="color: gold"><strong><u>EXOTIC MELEE WEAPONS</u></strong></span></p><p><span style="color: silver"><strong>Axe-Spear</strong> (2H, D8/D6, Slash/Pierce, Crit 19-20, 10' Reach, Cost 28gp)</span>: This rare spear weapon features an axe head on the end opposite the spear end. The Axe-Spear typically measures between five and six feet in length. It is a double weapon, but can be used as a standard spear or polearm if need be (it is only considered Exotic when used as a double weapon). The axe side has a base damage of d8, while the spear side has a base damage of d6. When not used as a double weapon, the user must declare which side he is using. </p><p><span style="color: silver"><strong>Doomlash</strong> (1H, D4, Slashing, Crit 19-20, 10' Reach, Cost 10gp)</span>: This braided whip, usually made from horse or oxen tail, is an effective weapon, used either as a tool for punishment, or rarely, in combat. The Doomlash has a tail about six feet in length, and counts as a reach weapon (10’), though it cannot be used against an adjacent foe. +2 to Disarm attempts with this weapon. It can also be used to make Trip attacks.</p><p><span style="color: silver"><strong>Double Flail</strong> (2H, D8/D8, Bludgeon, Crit 20, Cost 20gp)</span>: The Double Flail is essentially a pair of normal flails bound together end to end. The weapon features a two to three foot central metal shaft, and at each end, a chain and cylindrical, spiky head. It is a double weapon, but can be used as a standard melee weapon if need be (it is only considered Exotic when used as a double weapon). This weapon can be used to make Trip attacks.</p><p><span style="color: silver"><strong>Hand Claws</strong> (Light, D6, Slashing, Crit 19-20, Cost 8gp)</span>: These weapons, worn on the hands, are normally deployed on both hands. Attached to a band that closes around the wrist, a pair of long, metallic talons protrude past where the fist would normally end, giving the wielder a wicked rake attack. Hand Claws cannot be Disarmed without extreme effort. +2 to Disarm attempts with this weapon (not cumulative if more than one worn). </p><p><span style="color: silver"><strong>Highmoon Axe</strong> (1H, D8/D8, Slashing, Crit 19-20, Cost 30gp)</span>: This unusual weapon is of curious design. Featuring a one-handed grip, the Highmoon Axe has one elongated axeblade on one side, with a very small, sword-like blade on the other. The weapon's unbalanced nature makes it nearly impossible to wield without training (standard nonproficiency penalty applies). When in the hands of a trained wielder, the weapon can be even more deadly when used mounted. It doubles damage when the wielder is charging on a mount. </p><p><span style="color: silver"><strong>Snakeblade</strong> (Light, D4, Piercing, Crit 19-20, RI 10, Cost 15gp)</span>: This rare weapon is normally only seen in two distinct and deadly situations. It is a favored weapon of assassins, who prize the Snakeblade for its ability to be concealed as well as its ability to store poison. The Snakeblade is also used by the Forces of Evil in certain sacrificial ceremonies. A trained user can coat the blade in poison without the normal chance for failure, even if the wielder is not an Assassin. The Snakeblade can be wielded in melee combat without penalty, although it incurs the nonproficiency penalty when thrown.</p><p><span style="color: silver"><strong>Twoblade</strong> (2H, D8/D8, Slashing, Crit 19-20, Cost 32gp)</span>: The Twoblade is essentially a pair of shortswords bound together end to end. The weapon features a two to three foot central metal shaft, and at each end, a short, wide blade. It is a double weapon, but can be used as a standard melee weapon if need be (it is only considered Exotic when used as a double weapon).</p><p></p><p><span style="color: gold"><strong><u>EXOTIC RANGED WEAPONS</u></strong></span></p><p><span style="color: silver"><strong>Greatbow</strong> (D10, Piercing, Crit 19-20, RI 80, Cost 150gp)</span>: This large bow is not commonly found in standard militaries, but some mercenary groups and bandits find it quite useful, if unwieldy and hard to learn. The Greatbow measures between six and seven feet in length, and is almost always fired at a slight angle due to its size. Its arrows are longer than those used for the Halfbow and Sunbow (the arrows are not interchangeable), but are more deadly. A Greatbow requires a Move action to reload.</p><p><span style="color: silver"><strong>Heavy Greatbow</strong> (D10, Piercing, Crit 19-20, RI 120, Cost 200gp)</span>: As the standard Greatbow, but this specialized weapon is custom-made to draw a pull equal to that of the strength bonus of its possessor. A Heavy Greatbow comes in +1, +2, +3, or +4 pull varieties, and adds this bonus to arrow damage. Users can wield a bow of less than their own Strength modifier, but not more.</p><p><span style="color: silver"><strong>Spikeball</strong> (D4, Piercing, Crit 18-20, RI 20, Cost 5gp)</span>: This rare weapon is merely a hollow metal ball covered in tiny spikes. Not found in many places, the Spikeball is nevertheless an effective and intimidating weapon. Since it is a thrown weapon, the Spikeball adds any Strength bonus to damage. Only trained wielders should attempt to throw a Spikeball - those not proficient in its use take 1d3 damage each time it is used (and incure the normal nonproficiency penalty to hit).</p></blockquote><p></p>
[QUOTE="Insight, post: 2231695, member: 11437"] [b]New Weapons - Exotic[/b] [color=gold][b][u]EXOTIC MELEE WEAPONS[/u][/b][/color] [color=silver][b]Axe-Spear[/b] (2H, D8/D6, Slash/Pierce, Crit 19-20, 10' Reach, Cost 28gp)[/color]: This rare spear weapon features an axe head on the end opposite the spear end. The Axe-Spear typically measures between five and six feet in length. It is a double weapon, but can be used as a standard spear or polearm if need be (it is only considered Exotic when used as a double weapon). The axe side has a base damage of d8, while the spear side has a base damage of d6. When not used as a double weapon, the user must declare which side he is using. [color=silver][b]Doomlash[/b] (1H, D4, Slashing, Crit 19-20, 10' Reach, Cost 10gp)[/color]: This braided whip, usually made from horse or oxen tail, is an effective weapon, used either as a tool for punishment, or rarely, in combat. The Doomlash has a tail about six feet in length, and counts as a reach weapon (10’), though it cannot be used against an adjacent foe. +2 to Disarm attempts with this weapon. It can also be used to make Trip attacks. [color=silver][b]Double Flail[/b] (2H, D8/D8, Bludgeon, Crit 20, Cost 20gp)[/color]: The Double Flail is essentially a pair of normal flails bound together end to end. The weapon features a two to three foot central metal shaft, and at each end, a chain and cylindrical, spiky head. It is a double weapon, but can be used as a standard melee weapon if need be (it is only considered Exotic when used as a double weapon). This weapon can be used to make Trip attacks. [color=silver][b]Hand Claws[/b] (Light, D6, Slashing, Crit 19-20, Cost 8gp)[/color]: These weapons, worn on the hands, are normally deployed on both hands. Attached to a band that closes around the wrist, a pair of long, metallic talons protrude past where the fist would normally end, giving the wielder a wicked rake attack. Hand Claws cannot be Disarmed without extreme effort. +2 to Disarm attempts with this weapon (not cumulative if more than one worn). [color=silver][b]Highmoon Axe[/b] (1H, D8/D8, Slashing, Crit 19-20, Cost 30gp)[/color]: This unusual weapon is of curious design. Featuring a one-handed grip, the Highmoon Axe has one elongated axeblade on one side, with a very small, sword-like blade on the other. The weapon's unbalanced nature makes it nearly impossible to wield without training (standard nonproficiency penalty applies). When in the hands of a trained wielder, the weapon can be even more deadly when used mounted. It doubles damage when the wielder is charging on a mount. [color=silver][b]Snakeblade[/b] (Light, D4, Piercing, Crit 19-20, RI 10, Cost 15gp)[/color]: This rare weapon is normally only seen in two distinct and deadly situations. It is a favored weapon of assassins, who prize the Snakeblade for its ability to be concealed as well as its ability to store poison. The Snakeblade is also used by the Forces of Evil in certain sacrificial ceremonies. A trained user can coat the blade in poison without the normal chance for failure, even if the wielder is not an Assassin. The Snakeblade can be wielded in melee combat without penalty, although it incurs the nonproficiency penalty when thrown. [color=silver][b]Twoblade[/b] (2H, D8/D8, Slashing, Crit 19-20, Cost 32gp)[/color]: The Twoblade is essentially a pair of shortswords bound together end to end. The weapon features a two to three foot central metal shaft, and at each end, a short, wide blade. It is a double weapon, but can be used as a standard melee weapon if need be (it is only considered Exotic when used as a double weapon). [color=gold][b][u]EXOTIC RANGED WEAPONS[/u][/b][/color] [color=silver][b]Greatbow[/b] (D10, Piercing, Crit 19-20, RI 80, Cost 150gp)[/color]: This large bow is not commonly found in standard militaries, but some mercenary groups and bandits find it quite useful, if unwieldy and hard to learn. The Greatbow measures between six and seven feet in length, and is almost always fired at a slight angle due to its size. Its arrows are longer than those used for the Halfbow and Sunbow (the arrows are not interchangeable), but are more deadly. A Greatbow requires a Move action to reload. [color=silver][b]Heavy Greatbow[/b] (D10, Piercing, Crit 19-20, RI 120, Cost 200gp)[/color]: As the standard Greatbow, but this specialized weapon is custom-made to draw a pull equal to that of the strength bonus of its possessor. A Heavy Greatbow comes in +1, +2, +3, or +4 pull varieties, and adds this bonus to arrow damage. Users can wield a bow of less than their own Strength modifier, but not more. [color=silver][b]Spikeball[/b] (D4, Piercing, Crit 18-20, RI 20, Cost 5gp)[/color]: This rare weapon is merely a hollow metal ball covered in tiny spikes. Not found in many places, the Spikeball is nevertheless an effective and intimidating weapon. Since it is a thrown weapon, the Spikeball adds any Strength bonus to damage. Only trained wielders should attempt to throw a Spikeball - those not proficient in its use take 1d3 damage each time it is used (and incure the normal nonproficiency penalty to hit). [/QUOTE]
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