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Weapon-a-Week: Bec de Corbin, Earspoon & Lucern Hammer.


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nikolai

First Post
Three exotic daggers, as requested. I've tried to make them useful additions to the rules a character might select, rather than just exotica. This is the furthest outside the core rules I've yet gone, so I'd appreciate any comments regarding their balance in play.


Exotic Weapons
Light Melee Weapons

Code:
[COLOR=silver]
[B]
                      Cost    Dmg (S)  Dmg (M)  Critical   Weight      Type
[/B]
Dagger, Parrying      20 gp    1d3      1d4     x2/19-20    2 lb.    Piercing or
                                                                     Slashing
Dagger, Swordbreaker  15 gp    1d3      1d4     x2/19-20    2 lb.    Piercing
Misericorde           10 gp    1d3      1d4        x4       1 lb.    Piercing or
                                                                     Slashing

[/COLOR]
Dagger, Parrying: This dagger possesses a elaborate handguard, designed to catch and deflect an opponent's weapon. With a parrying dagger, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

Dagger, Swordbreaker: This is a dagger with rigid teeth cut deeply into the blade. It can be used to make sunder attacks on bladed weapons (as opposed to hafted weapons), despite it not dealing slashing or bludgeoning damage.

This is done by catching the opponent's blade between the swordbreaker's teeth and twisting in an attempt to break it. Sunder attempts made in this manner ignore the first 10 points of the opposing weapon's hardness. Those proficient with the swordbreaker as an exotic weapon may attempt to sunder an opponent's weapon with it, without provoking an attack of opportunity.

Misericorde: Known as the "knightly dagger", the misericorde is a blade used to deliver the death stroke to those whose wounds are beyond aid. Those proficient with the misericorde as an exotic weapon may use it to deliver a coup de grace to a helpless defender as a standard action, without provoking an attack of opportunity from threatening opponents.
 
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Greyline

First Post
These are great!

The parrying dagger's bonus offsets the penalty for its being a light weapon. Makes for a good pick-up for two-weapon wielders.

The sword breaker still won't break anything other than a kukri, dagger or sickle as written unless you have a strength bonus. Not sure that's a bad thing.

The misericorde might be a little strong with the coup-de-grace advantages, but since its damage is low, and it makes a nice twist for paladin types, I like it. I might up the price a little, though.

Keep the weapons coming,

Greyline
 

nikolai

First Post
Greyline said:
The misericorde might be a little strong with the coup-de-grace advantages, but since its damage is low, and it makes a nice twist for paladin types, I like it. I might up the price a little, though.
I've raised the price. It's not really a balance thing, but you're right that it was too low.
 

nikolai

First Post
Three exotic polearms, each with an animal theme.


Exotic Weapons
Two-Handed Melee Weapons

Code:
[COLOR=silver]
[B]
                      Cost    Dmg (S)  Dmg (M)  Critical   Weight      Type
[/B]
Boarspear             30 gp    1d6      1d8        x3       12 lb.   Piercing
Corseque, Bat's Wing  55 gp    1d10     1d12       x2       14 lb.   Piercing
Ox-Tongue Spear       45 gp    1d8      1d10       x3       10 lb.   Piercing or
                                                                     Slashing

[/COLOR]
Boarspear: This is a spear designed for hunting and has a wide cross-guard set behind the spearhead. A boarspear has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. If you use a ready action to set a boarspear against a charge, you deal double damage on a successful hit against a charging character.

If you successfully attack a charging opponent within one size category of you, either because of an attack of opportunity or a readied action, you may attempt to break their charge. You and your opponent make opposed Strength checks. You each add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. You get a +2 bonus if your boarspear has been set against a charge. If you are successful, your opponent is stopped 10 feet away from you and their charge is ended. If they are unable to attack you from this distance, their attack is lost.

Corseque, Bat's Wing : The bat's wing corseque is an elaboration on the standard corseque. It is a polearm possessing a spear-like head, with two additional long, pointed side-blades. These are shaped like a bat's wings and give the weapon its name. A bat's wing corseque has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. With a bat's wing corseque, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Ox-Tongue Spear: This is a spear with a large, broad head. An ox-tongue spear has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. If you use a ready action to set an ox-tongue spear against a charge, you deal double damage on a successful hit against a charging character.
 
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nikolai

First Post
The core rules feature the halberd as a multipurpose polearm without reach. Here are three similar weapons to place alongside it.


Martial Weapons
Two-Handed Melee Weapons

Code:
[COLOR=silver]
[B]
                   Cost    Dmg (S)  Dmg (M)  Critical   Weight      Type
[/B]
Bec de Corbin      40 gp    1d8      1d10       x3       12 lb.   Bludgeoning or
                                                                  Piercing or
                                                                  Slashing
Earspoon           25 gp    1d8      1d10       x3       10 lb.   Piercing or
                                                                  Slashing
Lucern Hammer      12 gp    1d8      1d10       x3       12 lb.   Bludgeoning or
                                                                  Piercing

[/COLOR]

Bec de Corbin: The bec de corbin is a polearm often used by knights on foot. It features a beaked head, opposed by a hammer, with a short bladelike spike set on top of the pole. You can use a bec de corbin to make trip attacks. If you are tripped during your own trip attempt, you can drop the bec de corbin to avoid being tripped.

Earspoon: This obscure polearm features a spearhead, with two curved spikes set on either side. If you use a ready action to set an earspoon against a charge, you deal double damage on a successful hit against a charging character. With an earspoon, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Lucern hammer: This is a hammerhead, topped with a spike and mounted upon a long pole. A hook is set opposite the hammer. If you use a ready action to set a lucern hammer against a charge, you deal double damage on a successful hit against a charging character. You can use a lucern hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the lucern hammer to avoid being tripped.
 
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