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Van Helsing, sans crossbow. [Weapon]
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<blockquote data-quote="TheGeek" data-source="post: 4163305" data-attributes="member: 53447"><p>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..</p><p></p><p></p><p></p><p><img src="http://www.funshop.com/images/fs_r594_l.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Tojo Blade [Light Martial]</p><p>Cost: 25 gp</p><p>Dmg(s): 1d6</p><p>Dmg(m): 1d8</p><p>Crit: 18-20/x2</p><p>Weight: 2 lb.</p><p>Type: Slashing</p><p></p><p>Special:</p><p>Before use, the Tojo blade must be pumped</p><p>with the fingers as a move action, or as a</p><p>free action during another move action (as</p><p>per drawing a weapon during a move). This</p><p>sets the blade spinning, turning it into</p><p>a sawblade-like weapon. Each successful</p><p>hit (whether it deals damage or not) adds</p><p>a cumulative -2 penalty to damage *(minimum</p><p>1+modifiers), which can be removed in one of</p><p>two ways: Either by pumping the weapon again,</p><p>as per above (thereby removing all of the penalty),</p><p>or by pumping as a swift action, which only</p><p>negates 2 points the circumstance penalty.</p><p></p><p>On a critical fumble, a Tojo blade has a 50% chance </p><p>of being dropped as normal, per critical fumble rules,</p><p>or jambing up, causing the weapon to not spin</p><p>(thereby reducing the damage to 1d4+modifiers).</p><p>It can be restored to full functionality with a </p><p>Craft (Architecture and Engineering) check, DC 15.</p><p>This is a full-round action that provokes attacks of</p><p>opportunity, and requires both hands. Performing</p><p>this check without tools imposes a -2 circumstance</p><p>penalty on the repair check.</p><p></p><p>*This is to prevent the weapon from dealing less</p><p>damage than your strength modifier--Even if the</p><p>blade is barely spinning, it should still deal SOME</p><p>damage, right (There may be a better way to</p><p>implement this--any ideas)?</p><p></p><p>------------------------------</p><p></p><p>What do you all think?</p><p>I'm not sure about damage, might change it to 1d6.</p><p>I sort of guessed the price based on other weapons, and how this one compares.</p><p></p><p>I have a feeling the running-out-of-inertia, needing-to-pump mechanic is a little dicey--thoughts?</p><p></p><p>Thanks for your time!</p></blockquote><p></p>
[QUOTE="TheGeek, post: 4163305, member: 53447"] 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.. [IMG]http://www.funshop.com/images/fs_r594_l.jpg[/IMG] 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! [/QUOTE]
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Van Helsing, sans crossbow. [Weapon]
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