FireLance
Legend
I'm planning a campaign in a low-tech world, so the PCs will only have access to primitive weapons such as spears, clubs, daggers, etc.
The problem is, these are mostly simple weapons, and I don't want to short-change characters that would normally have proficiency in martial weapons. Thus, I came up with the idea of weapon knacks. A character who is proficient in all martial weapons can select one weapon knack for each simple weapon. The (very basic) weapon knacks I have been able to come up with (based on various weapon special abilities in the core rules) are:
The problem is, these are mostly simple weapons, and I don't want to short-change characters that would normally have proficiency in martial weapons. Thus, I came up with the idea of weapon knacks. A character who is proficient in all martial weapons can select one weapon knack for each simple weapon. The (very basic) weapon knacks I have been able to come up with (based on various weapon special abilities in the core rules) are:
1. Improved damage dice: The weapon's damage dice improves by one step. This cannot exceed 1d6 for a light weapon, 1d8 for a one-handed weapon, or 1d12 for a two-handed weapon.
2. Improved threat range: The weapon's base threat range increases by 1, to a maximum of 18-20. The critical multiplier for this increased threat range is x2; a weapon that has a critical multiplier of x3 or more only deals this higher damage on its original threat range.
3. Improved critical multiplier: The weapon's critical multiplier increases by 1, to a maximum of x4. If the weapon's threat range is more than 20, it only deals this higher damage on an attack roll of 20 (or 19-20 with Improved Critical or a keen weapon).
4. Finesse knack: The wielder can use the Weapon Finesse feat to apply his Dexterity modifier instead of his Strength modifier to attack rolls with this weapon.
5. Trip knack: The wielder can make trip attacks with this weapon. If tripped during his own trip attempt, he can drop the weapon to avoid being tripped.
6. Disarm knack: The wielder gains a +2 bonus on opposed attack rolls made to disarm an opponent, including the roll to avoid being disarmed if such an attempt fails.
7. Additional damage type: The wielder may deal an additional type of damage (bludgeoning, slashing, or piercing) with this weapon.
What other fun and balanced weapon knacks can you think of?2. Improved threat range: The weapon's base threat range increases by 1, to a maximum of 18-20. The critical multiplier for this increased threat range is x2; a weapon that has a critical multiplier of x3 or more only deals this higher damage on its original threat range.
3. Improved critical multiplier: The weapon's critical multiplier increases by 1, to a maximum of x4. If the weapon's threat range is more than 20, it only deals this higher damage on an attack roll of 20 (or 19-20 with Improved Critical or a keen weapon).
4. Finesse knack: The wielder can use the Weapon Finesse feat to apply his Dexterity modifier instead of his Strength modifier to attack rolls with this weapon.
5. Trip knack: The wielder can make trip attacks with this weapon. If tripped during his own trip attempt, he can drop the weapon to avoid being tripped.
6. Disarm knack: The wielder gains a +2 bonus on opposed attack rolls made to disarm an opponent, including the roll to avoid being disarmed if such an attempt fails.
7. Additional damage type: The wielder may deal an additional type of damage (bludgeoning, slashing, or piercing) with this weapon.