No worries, I'm not going to ask how to stat out that god-awful thing, but I do have a homebrew item I'm working on..
Tojo Blade [Light Martial]
Cost: 25 gp
Dmg(s): 1d6
Dmg(m): 1d8
Crit: 18-20/x2
Weight: 2 lb.
Type: Slashing
Special:
Before use, the Tojo blade must be pumped
with the fingers as a move action, or as a
free action during another move action (as
per drawing a weapon during a move). This
sets the blade spinning, turning it into
a sawblade-like weapon. Each successful
hit (whether it deals damage or not) adds
a cumulative -2 penalty to damage *(minimum
1+modifiers), which can be removed in one of
two ways: Either by pumping the weapon again,
as per above (thereby removing all of the penalty),
or by pumping as a swift action, which only
negates 2 points the circumstance penalty.
On a critical fumble, a Tojo blade has a 50% chance
of being dropped as normal, per critical fumble rules,
or jambing up, causing the weapon to not spin
(thereby reducing the damage to 1d4+modifiers).
It can be restored to full functionality with a
Craft (Architecture and Engineering) check, DC 15.
This is a full-round action that provokes attacks of
opportunity, and requires both hands. Performing
this check without tools imposes a -2 circumstance
penalty on the repair check.
*This is to prevent the weapon from dealing less
damage than your strength modifier--Even if the
blade is barely spinning, it should still deal SOME
damage, right (There may be a better way to
implement this--any ideas)?
------------------------------
What do you all think?
I'm not sure about damage, might change it to 1d6.
I sort of guessed the price based on other weapons, and how this one compares.
I have a feeling the running-out-of-inertia, needing-to-pump mechanic is a little dicey--thoughts?
Thanks for your time!

Tojo Blade [Light Martial]
Cost: 25 gp
Dmg(s): 1d6
Dmg(m): 1d8
Crit: 18-20/x2
Weight: 2 lb.
Type: Slashing
Special:
Before use, the Tojo blade must be pumped
with the fingers as a move action, or as a
free action during another move action (as
per drawing a weapon during a move). This
sets the blade spinning, turning it into
a sawblade-like weapon. Each successful
hit (whether it deals damage or not) adds
a cumulative -2 penalty to damage *(minimum
1+modifiers), which can be removed in one of
two ways: Either by pumping the weapon again,
as per above (thereby removing all of the penalty),
or by pumping as a swift action, which only
negates 2 points the circumstance penalty.
On a critical fumble, a Tojo blade has a 50% chance
of being dropped as normal, per critical fumble rules,
or jambing up, causing the weapon to not spin
(thereby reducing the damage to 1d4+modifiers).
It can be restored to full functionality with a
Craft (Architecture and Engineering) check, DC 15.
This is a full-round action that provokes attacks of
opportunity, and requires both hands. Performing
this check without tools imposes a -2 circumstance
penalty on the repair check.
*This is to prevent the weapon from dealing less
damage than your strength modifier--Even if the
blade is barely spinning, it should still deal SOME
damage, right (There may be a better way to
implement this--any ideas)?
------------------------------
What do you all think?
I'm not sure about damage, might change it to 1d6.
I sort of guessed the price based on other weapons, and how this one compares.
I have a feeling the running-out-of-inertia, needing-to-pump mechanic is a little dicey--thoughts?
Thanks for your time!
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