Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What about compound bows?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Puxido" data-source="post: 6406956" data-attributes="member: 6775929"><p>I normally wouldn't allow compound bows into my game, as a fairly new gm. But if and when I do, I would in most cases treat them as exotic weapons and also as wondrous/magic items. But I was specifically asking today for a modern campaign setting I'm working up. I've got a new group ready reading up on the books, and I wanted their first experience with pathfinder to be fun, so I asked them what they would want. Some of them suggested a post apocalyptic book I'm writing, so as a side project I've been looking for resources to help with that campaign whilst preparing their first campaign (they're going to go on an adventure with Rasputin to find a crystal skull deep within a cave by some not-so-successful pirates). Now, my book takes place 150 years within the future, so survivors are left with flintlocks (modern cartridges are used up and nobody alive has the skills to make a modern bullet) as well medieval weapons and whats left over (Composite bows, crossbows, whatnot). Sort of a new Dark ages, but some colonies do have electricity, and sometimes this type of technology can be integrated with these weapons (Laser sighted flintlock pepperbox, electric chainswords/chainsaws, tomohawk pipe bombs, ect). Lucky for me their still reading the core rulebook, so I've had time for the main campaign as well as this side project. I have very few custom weapons so far, the first few are as such...</p><p></p><p>Roman Candle: 1d4, A primitive firearm for survival societies which have rediscovered black powder, but not perfected firearms yet. A simple firearm being a pipe... yes a pipe, blocked on one end, and a hole for a wick, sometimes a handle welded on to improve accuracy, but normally just held and aimed like a roman candle, its namesake. It has a misfire at a natural roll of 5 or lower, and rather than breaking, the item is destroyed if misfired, causing 1d4 damage to the user. Is an exotic weapon.</p><p></p><p>Katana staff: 1d8/1d8, an exotic weapon, it is not like the double walking stick katana, but is in fact a large staff (similar to a bo staff) with katana blades on each side. This effective weapon is used by survivors with martial arts training in the colonies whom had survivors who were also proficient in martial arts, and started up dojo's in these civilized colonies. Certain monks are proficient with the katana staff, counts as a double weapon.</p><p></p><p>Hand canon: Based on a weapon seen on pawn stars. This strange weapon sounds like a culverin, and is in many was similar. This pistol counts as a two handed weapon, and with those not proficient in this exotic weapon put themselves in an attack of opportunity when they fire it without a wall behind themselves, like the culverin. But those proficient with this weapon do not, this weapon deals 2d6 damage to a creature in an adjacent square, and put all creatures in the adjacent squares vulnerable to an attack of opportunity if they fail a dex check. It takes a full round action to load the weapon with 5 charges of black powder, and takes another full round action to light a wick and wait for the weapon to fire, resulting in an attack roll in his next turn. In this time, any time before his next turn, the user can cancel his attack at the cost of the which if he succeeds a concentration check to put out the wick. A failed attack roll results in two consequential rolls, a d20 roll to see how far from your target the projectile landed, and a d8 roll deciphering what direction it went (1,2,3,4 being north, south, east, and west. and 5,6,7,8 being ne, nw, se, sw.). Has a misfire of 1 when using a lead canon ball, a misfire of 2 when using a iron, brass, or bronze canon ball, and a misfire of 5 with an aluminum ball, but a natural or non-natural 2-5 just means the projectile was destroyed by the canon, and a successful attack with an aluminum canon ball results in just 1d6 damage.</p><p></p><p>I'm considering scrapping the third weapon because it may be overpowered. I tried to balance that out by making it take three rounds to use and just as dangerous to your allies as it is you, but I think it just makes it too complicated and overpowered to be fair for a campaign, even if its in a modern/post apocalyptic campaign.</p></blockquote><p></p>
[QUOTE="Puxido, post: 6406956, member: 6775929"] I normally wouldn't allow compound bows into my game, as a fairly new gm. But if and when I do, I would in most cases treat them as exotic weapons and also as wondrous/magic items. But I was specifically asking today for a modern campaign setting I'm working up. I've got a new group ready reading up on the books, and I wanted their first experience with pathfinder to be fun, so I asked them what they would want. Some of them suggested a post apocalyptic book I'm writing, so as a side project I've been looking for resources to help with that campaign whilst preparing their first campaign (they're going to go on an adventure with Rasputin to find a crystal skull deep within a cave by some not-so-successful pirates). Now, my book takes place 150 years within the future, so survivors are left with flintlocks (modern cartridges are used up and nobody alive has the skills to make a modern bullet) as well medieval weapons and whats left over (Composite bows, crossbows, whatnot). Sort of a new Dark ages, but some colonies do have electricity, and sometimes this type of technology can be integrated with these weapons (Laser sighted flintlock pepperbox, electric chainswords/chainsaws, tomohawk pipe bombs, ect). Lucky for me their still reading the core rulebook, so I've had time for the main campaign as well as this side project. I have very few custom weapons so far, the first few are as such... Roman Candle: 1d4, A primitive firearm for survival societies which have rediscovered black powder, but not perfected firearms yet. A simple firearm being a pipe... yes a pipe, blocked on one end, and a hole for a wick, sometimes a handle welded on to improve accuracy, but normally just held and aimed like a roman candle, its namesake. It has a misfire at a natural roll of 5 or lower, and rather than breaking, the item is destroyed if misfired, causing 1d4 damage to the user. Is an exotic weapon. Katana staff: 1d8/1d8, an exotic weapon, it is not like the double walking stick katana, but is in fact a large staff (similar to a bo staff) with katana blades on each side. This effective weapon is used by survivors with martial arts training in the colonies whom had survivors who were also proficient in martial arts, and started up dojo's in these civilized colonies. Certain monks are proficient with the katana staff, counts as a double weapon. Hand canon: Based on a weapon seen on pawn stars. This strange weapon sounds like a culverin, and is in many was similar. This pistol counts as a two handed weapon, and with those not proficient in this exotic weapon put themselves in an attack of opportunity when they fire it without a wall behind themselves, like the culverin. But those proficient with this weapon do not, this weapon deals 2d6 damage to a creature in an adjacent square, and put all creatures in the adjacent squares vulnerable to an attack of opportunity if they fail a dex check. It takes a full round action to load the weapon with 5 charges of black powder, and takes another full round action to light a wick and wait for the weapon to fire, resulting in an attack roll in his next turn. In this time, any time before his next turn, the user can cancel his attack at the cost of the which if he succeeds a concentration check to put out the wick. A failed attack roll results in two consequential rolls, a d20 roll to see how far from your target the projectile landed, and a d8 roll deciphering what direction it went (1,2,3,4 being north, south, east, and west. and 5,6,7,8 being ne, nw, se, sw.). Has a misfire of 1 when using a lead canon ball, a misfire of 2 when using a iron, brass, or bronze canon ball, and a misfire of 5 with an aluminum ball, but a natural or non-natural 2-5 just means the projectile was destroyed by the canon, and a successful attack with an aluminum canon ball results in just 1d6 damage. I'm considering scrapping the third weapon because it may be overpowered. I tried to balance that out by making it take three rounds to use and just as dangerous to your allies as it is you, but I think it just makes it too complicated and overpowered to be fair for a campaign, even if its in a modern/post apocalyptic campaign. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What about compound bows?
Top