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Weapons as special effects
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<blockquote data-quote="DanMcS" data-source="post: 1795099" data-attributes="member: 6530"><p>I guess there's a better way to quantify this.</p><p></p><p>Damage die scale:</p><p>1</p><p>d2</p><p>d3</p><p>d4</p><p>d6</p><p>d8 (or 2d4)</p><p>2d6 (or d10)</p><p>3d6 (or 2d8)</p><p>4d6</p><p>6d6</p><p>8d6</p><p>12d6</p><p>16d6</p><p></p><p>Nonproficient users start at d6, 20/x2 (for medium users). You can take one quality. Thrown has a 10' and Ranged has a 30' range increment.</p><p>Weapon Proficiency starts at d8, 20/x3. 20' or 60'. May use 2 of the available weapon qualities.</p><p>Improved Weapon Proficiency at 2d6, 20/x3. 30' or 90'. May use 3 of the available weapon qualities.</p><p>Greater Weapon Proficiency at 3d6, 20/x3. 40' or 120'. May use 4 qualities.</p><p>Weapon Mastery at 4d6, 20/x3. 50' or 150'. May use 5 qualities.</p><p></p><p>You may freely go one step up or down the scale by using a large or small weapon. Small weapons are finessable.</p><p></p><p>You may freely go one step down the damage scale to improve your crit modifier 1 point.</p><p></p><p>You may reduce your crit modifier to x2 (if it's x3) to get one step up the scale.</p><p></p><p>Most qualities reduce you on the damage scale, except 'ranged', as it has a built-in penalty.</p><p></p><p><strong>Qualities</strong></p><p><em>Available to any user</em></p><p><u>Throwable</u>: Weapon can be thrown, gets your strength bonus to damage, max range increments 5. Range increment is based on your proficiency.</p><p><u>Ranged</u> (not usable in melee, damage not reduced): A shot weapon, like a bow or crossbow. Max range 10 increments. Does not add your strength bonus to damage unless you buy a mighty weapon.</p><p></p><p><em>Available to proficient users</em></p><p><u>Settable</u>: You may set the weapon against a charge; if you ready an attack against a charge, you inflict double damage if you hit.</p><p><u>Finessable</u>: Can use dex for attack bonus instead of strength (if you have the feat). Light weapons have this quality automatically for a user, and it doesn't count against the quality limit for them.</p><p><u>Reach</u>: Threatens at 10' from your square, but not at 5'.</p><p><u>Disarming</u>: Add a +2 bonus to disarm checks made using this weapon.</p><p><u>Tripping</u>: Add a +2 bonus to trip checks made using this weapon, and if you fail you can drop it to avoid being counter-tripped.</p><p></p><p><em>Available to users with Improved Weapon Proficiency</em></p><p><u>Wide Threatened Area</u>: you threaten both the squares 5' and 10' from yours. If combined with reach, threatens 10' and 15' from you.</p><p><u>Penetrating</u>: You may ignore up to 5 points of armor or natural armor bonus on your target.</p><p><u>Parrying</u>: When used with Combat Expertise, each point of attack bonus used for defense provides an additional +1 dodge bonus to AC.</p><p><u>Defensive</u>: When used with Two Weapon Defense, the shield bonus you gain doubles.</p><p><u>Bloody</u>: An opponent hit by your attack takes an extra 1d6 + (appropriate strength bonus) damage on your next turn.</p><p></p><p><em>Available to Greater Weapon Proficiency</em></p><p><u>Touch</u> (Must be using the weapon with finesse): Your attack is made as a touch attack, but causes only 1 point of damage (str bonus does not apply); any extra damage from precision or expressed as bonus dice applies normally.</p><p><u>Fast</u>: When making a full attack, you may make an additional attack at your highest attack bonus with the weapon. All attacks take a -2 penalty.</p><p><u>Knockback</u>: When you hit an opponent, you may choose to force him to make a fortitude save, DC equal to the damage dealt, or be moved 5' in a direction you choose.</p><p></p><p><em>Available at Weapon Mastery</em></p><p><u>Elemental</u>: Add one of the following special abilities to the weapon: Thundering, Flaming Burst, Icy Burst, or Shocking Burst.</p><p><u>Aligned</u> (Your alignment must be appropriate for this): Add one of the following special abilities to the weapon: Anarchic, Axiomatic, Holy, or Unholy.</p><p><u>Deadly</u>: The DC for saves versus massive damage from this weapon are increased by your strength bonus (modified for size, ie half if the weapon is light, 1.5x if the weapon is two-handed).</p><p></p><p>A new combat maneuver: <strong>Change Grip</strong>. As a move action, you can switch the way you use your weapon, giving it different qualities in use.</p><p></p><p>Feat: <strong>Quick Change Grip</strong> (Wisdom 13, Weapon Proficiency): You may change your grip on a weapon as a free action.</p><p></p><p>Example: Rangar the fighter is fighting orogs. He hews down the last one nearby with his greatsword (weapon proficiency, 2d6 19-20/x2), but sees one 40' away. He changes his grip on his sword, leaving one hand on the hilt but gripping the blade just above the hilt in his gloved hand, effectively holding the weapon as a spear. He's using the "settable" quality, so if that bugger charges him it's in for a world of hurt.</p><p></p><p>Next round: It did, and got skewered; he looks around and sees the last of the humanoids fleeing. Quickly changing his grip once more, he throws his greatsword with a range increment of 20' as a 1d8 19-20/x2 weapon.</p><p></p><p>He might also use the quillions as a disarming aid, or turn the sword around completely, holding it by the pointy tip, to use it to trip someone with the hilt.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 1795099, member: 6530"] I guess there's a better way to quantify this. Damage die scale: 1 d2 d3 d4 d6 d8 (or 2d4) 2d6 (or d10) 3d6 (or 2d8) 4d6 6d6 8d6 12d6 16d6 Nonproficient users start at d6, 20/x2 (for medium users). You can take one quality. Thrown has a 10' and Ranged has a 30' range increment. Weapon Proficiency starts at d8, 20/x3. 20' or 60'. May use 2 of the available weapon qualities. Improved Weapon Proficiency at 2d6, 20/x3. 30' or 90'. May use 3 of the available weapon qualities. Greater Weapon Proficiency at 3d6, 20/x3. 40' or 120'. May use 4 qualities. Weapon Mastery at 4d6, 20/x3. 50' or 150'. May use 5 qualities. You may freely go one step up or down the scale by using a large or small weapon. Small weapons are finessable. You may freely go one step down the damage scale to improve your crit modifier 1 point. You may reduce your crit modifier to x2 (if it's x3) to get one step up the scale. Most qualities reduce you on the damage scale, except 'ranged', as it has a built-in penalty. [b]Qualities[/b] [i]Available to any user[/i] [u]Throwable[/u]: Weapon can be thrown, gets your strength bonus to damage, max range increments 5. Range increment is based on your proficiency. [u]Ranged[/u] (not usable in melee, damage not reduced): A shot weapon, like a bow or crossbow. Max range 10 increments. Does not add your strength bonus to damage unless you buy a mighty weapon. [i]Available to proficient users[/i] [u]Settable[/u]: You may set the weapon against a charge; if you ready an attack against a charge, you inflict double damage if you hit. [u]Finessable[/u]: Can use dex for attack bonus instead of strength (if you have the feat). Light weapons have this quality automatically for a user, and it doesn't count against the quality limit for them. [u]Reach[/u]: Threatens at 10' from your square, but not at 5'. [u]Disarming[/u]: Add a +2 bonus to disarm checks made using this weapon. [u]Tripping[/u]: Add a +2 bonus to trip checks made using this weapon, and if you fail you can drop it to avoid being counter-tripped. [i]Available to users with Improved Weapon Proficiency[/i] [u]Wide Threatened Area[/u]: you threaten both the squares 5' and 10' from yours. If combined with reach, threatens 10' and 15' from you. [u]Penetrating[/u]: You may ignore up to 5 points of armor or natural armor bonus on your target. [u]Parrying[/u]: When used with Combat Expertise, each point of attack bonus used for defense provides an additional +1 dodge bonus to AC. [u]Defensive[/u]: When used with Two Weapon Defense, the shield bonus you gain doubles. [u]Bloody[/u]: An opponent hit by your attack takes an extra 1d6 + (appropriate strength bonus) damage on your next turn. [i]Available to Greater Weapon Proficiency[/i] [u]Touch[/u] (Must be using the weapon with finesse): Your attack is made as a touch attack, but causes only 1 point of damage (str bonus does not apply); any extra damage from precision or expressed as bonus dice applies normally. [u]Fast[/u]: When making a full attack, you may make an additional attack at your highest attack bonus with the weapon. All attacks take a -2 penalty. [u]Knockback[/u]: When you hit an opponent, you may choose to force him to make a fortitude save, DC equal to the damage dealt, or be moved 5' in a direction you choose. [i]Available at Weapon Mastery[/i] [u]Elemental[/u]: Add one of the following special abilities to the weapon: Thundering, Flaming Burst, Icy Burst, or Shocking Burst. [u]Aligned[/u] (Your alignment must be appropriate for this): Add one of the following special abilities to the weapon: Anarchic, Axiomatic, Holy, or Unholy. [u]Deadly[/u]: The DC for saves versus massive damage from this weapon are increased by your strength bonus (modified for size, ie half if the weapon is light, 1.5x if the weapon is two-handed). A new combat maneuver: [b]Change Grip[/b]. As a move action, you can switch the way you use your weapon, giving it different qualities in use. Feat: [b]Quick Change Grip[/b] (Wisdom 13, Weapon Proficiency): You may change your grip on a weapon as a free action. Example: Rangar the fighter is fighting orogs. He hews down the last one nearby with his greatsword (weapon proficiency, 2d6 19-20/x2), but sees one 40' away. He changes his grip on his sword, leaving one hand on the hilt but gripping the blade just above the hilt in his gloved hand, effectively holding the weapon as a spear. He's using the "settable" quality, so if that bugger charges him it's in for a world of hurt. Next round: It did, and got skewered; he looks around and sees the last of the humanoids fleeing. Quickly changing his grip once more, he throws his greatsword with a range increment of 20' as a 1d8 19-20/x2 weapon. He might also use the quillions as a disarming aid, or turn the sword around completely, holding it by the pointy tip, to use it to trip someone with the hilt. [/QUOTE]
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