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Author Topic: A Collaborated Armament Fix  (Read 3803 times)
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Prime32
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« Reply #20 on: May 27, 2008, 04:24:11 PM »

I would suggest including "weapon templates". The following would turn a heavy mace into a warmace.

Heavy
Prerequisites: Non-light martial weapon
Effect: Increase the damage dice of the weapon by two steps. Such a weapon is difficult to wield - it becomes an exotic weapon, and inflicts a -1 penalty to AC when wielded. If the base weapon was a one-handed weapon, a character may wield the weapon as a two-handed martial weapon without the appropriate Exotic Weapon Proficiency feat.

One other thing, though, is that all exotic weapons (except for the spiked chain) should have their damage dice increased by one step, to make burning a feat worth it.
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« Reply #21 on: May 27, 2008, 04:58:31 PM »

1d12 for a Bastard Sword still doesn't make me want to use it.
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pfooti
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« Reply #22 on: May 27, 2008, 05:13:34 PM »

1d12 for a Bastard Sword still doesn't make me want to use it.

What about 2d6? That's even better!
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AlterFrom
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« Reply #23 on: May 27, 2008, 05:34:40 PM »

Races of Stone

Dwarven Buckler Axe
Cost: 20
Type: Light Melee Exotic Weapon
1d6, 20/x3, S. Use as shield to gain +1 AC, -1 ACP, 5% ASF; Use as weapon as statted and lose shield bonuses

Throwing Hammer
Cost: 30
Type: Light Melee Exotic Weapon
1d6, 20/x2, range increment 20 ft, B

Gnome Tortoise Blade
Cost: 10
Type: Light Melee Exotic Weapon
1d6, 19-20/x2, P, use as shield for +1 AC, -1 ACP, 5% ASF; Use as weapon as statted and lose shield bonuses

Gnome Quickrazor
Cost: 45
Type: Light Melee Exotic Weapon
1d4, 19-20/x2, P, draw as free action but must sheathe as free action at end of action to use properly next round, failure to sheathe causes it to count as a improvised weapon and impose a -2 penalty, +4 sleight of hand to conceal, +2 to feint in combat, full round action to attach to wrist for use

Gnome Swordcatcher
Cost: 35
Type: 1d6, 19-20/x2, P, +4 on attack rolls to disarm including to resist retalitory disarm if disarm attempt fails

Goliath Greathammer
Cost: 30
Type: 2H Melee Exotic Weapon
1d12, 20/x4, P, +2 on opposed attack rolls to sunder

Dwarven Double Spear
Cost: 115
Type: 2H Melee Exotic Weapon
1d8/1d8, 20/x3, S or P, double weapon, double damage on attack readied against charge

Dwarven Warpike
Cost: 45
Type: 2H Melee Exotic Weapon
2d6, 20/x3, S or P, Reach as a glaive, double damage on attack readied against charge, can use hook on end to trip, can drop during own trip attempt to avoid being tripped

Great Crossbow
Cost: 150
Type: Ranged Exotic Weapon
2d8, 18-20/x2, range increment 120 ft, P, load as FullRound, fire in 1 hand at a -4

Stone Plate
Cost: 750
Type: Heavy Armor
+6 AC, +1 DEX, -7 ACP, 30% ASF, does not violate druidic oath

Heavy Plate
Cost: 2000
Type: Heavy Armor
+9 AC, +0 DEX, -8 ACP, 45% ASF

Steel Tower Shield
Cost: 75
Type: Tower Shield
+4 AC, +2 DEX, -10 ACP, 50% ASF

Fast Donning Straps
Cost: +150
Type: Armor Addition
When donned hastily, you do not suffer an increase in ACP

Riding Straps
Cost: +200
Type: Armor Addition
+1 circumstance bonus to ride checks

Shield Sheath
Cost: +25
Type: Armor Addition
cannot be added to buckler, holds one light weapon of your size cat or smaller, drawing sheathed weapon is free action if shield is readied, cannot have more than one sheath per shield

Signature Crest
Cost: +50
Type: Armor Addition
Can identify the affected item as being of a specific individual or family, requires DC 20 Know(nobility/royalty) check

Gnome Twist Cloth
Cost: 150
Type: Exotic Light Armor
+1 AC, no max DEX, 5% ASF, 0 ACP, add AC and EB to touch AC with Exotic Proficiency feat

Mammoth Leather
Cost: 45
Type: Exotic Light Armor
+4 AC, +4 DEX, -4 ACP, 20% ASF, does not violate druidic oath

Interlocking Scale
Cost: 250
Type: Exotic Medium Armor
+4 AC, +2 DEX, -6 ACP, 30% ASF, gain +2 armor bonus to AC (stacks with scale's bonus) if move no further than 5 ft/round, dwarven armor proficiency feat grants proficiency

Tumbler's Breastplate
Cost: 250
Type: Exotic Medium Armor
+5 AC, +4 DEX, -4 ACP, 25% ASF, +2 circumstance bonus on tumble checks

Interlocking Plate
Cost: 1750
Type: Exotic Heavy Armor
+8 AC, +0 DEX, -8 ACP, 40% ASF, gain +2 armor bonus to AC (stacks with plate's bonus) if move no further than 5 ft/round, dwarven armor proficiency feat grants proficiency

Battle Plate
Cost: 2500
Type: Exotic Heavy Armor
+9 AC, +1 DEX, -7 ACP, 50% ASF, dwarven armor proficiency feat grants proficiency

Mountain Plate
Cost: 3250
Type: +10 AC, +0 DEX, -9 ACP, 60% ASF, cannot run, dwarves suffer speed reduction (contrary to norm), dwarven armor proficiency feat grants proficiency, not affected by category reduction (such as mithral) but gains all other benefits of the material

Gnome Battle Cloak
Cost: 5
Type: Exotic Shield
+1 AC, -0 ACP, 0% ASF, no bonus without proficiency, cannot shield bash, can use to disarm, +4 to opposed attack rolls involved in disarm attempts, occupies hand as a light shield

Extreme Wooden Shield
Cost: 10
Type: Exotic Shield
+3 AC, -4 ACP, 15% ASF, cannot shield bash, hand is occupied entirely

Extreme Steel Shield
Cost: 30
Type: Exotic Shield
As Ex. W. Shield, cannot shield bash, hand is occupied entirely

Gauntlet Shield
Cost: 50
Type: Exotic Shield
+2 AC, -2 ACP, 35% ASF, special gauntlet allows occupied hand to be used for carrying items or somatic components but not for wielding weapons

Rider's Shield
Cost: 75
Type: Exotic Shield
+2 AC, -2 ACP, 15% ASF, if proficient both you and your mount gain the shield's AC bonus

Dwarvencraft
Cost: +600 weapons; +300 armor/shields
Type: Crafting Type
Counts as MW, DC 22 to craft component, +2 hardness, +10 HP, +2 saving throws
« Last Edit: May 27, 2008, 05:42:10 PM by AlterFrom » Logged

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« Reply #24 on: May 27, 2008, 05:43:04 PM »

Races of Eberron

Chitin Armor
Cost: 20
Type: Light Armor
+2 armor, +7 dex, -1 ACP, 5% ASF

Scorpion Breastplate
Cost: 300
Type: Medium Armor
+4 armor, +4 dex, -3 ACP, 20% ASF

Drow Long Knife
Cost: 15
Type: Light Melee Exotic Weapon
1d6, 19-20/x2, range increment 10 ft, P, Gain bonuses of WF(dagger) or WS(dagger)

Ribbonweave
Cost: 70
Type: 1H Melee Exotic Weapon
1d8, 19-20/x2, S, functions as club with catch to release blade (free action), finessable, DC 18 Search required to identify as weapon

Drow Scorpion Chain
Cost: 25
Type: 2H Melee Exotic Weapon
1d6, 19-20/x2, S, Reach and trip bonuses as Spiked Chain, finessable
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TIRED OF TRYING TO MANAGE FILES ACROSS SEVERAL COMPUTERS? GET DROPBOX AND SIMPLIFY THE PROCESS!


xkcd. It Rocks.

Tick, tock, Tick, tock...

FYI: I lose a couple years off my life anytime I see I have a PM.

Quote
We're ALL rules lawyers here. The BEST at what we do, too. It's like a Tom Grisham novel in which everybody at the top law firm is a dirty crook, but they all know the rules so well that TECHNICALLY speaking, they aren't breaking them...

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« Reply #25 on: May 27, 2008, 05:46:52 PM »

1d12 for a Bastard Sword still doesn't make me want to use it.

What about 2d6? That's even better!

One-Handed greatswords? That makes it worth a feat.
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Prime32
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« Reply #26 on: May 28, 2008, 03:56:19 AM »

1d12 for a Bastard Sword still doesn't make me want to use it.

What about 2d6? That's even better!

One-Handed greatswords? That makes it worth a feat.

Something else that needs to be sorted out: no weapon should deal 1d12 damage when it could deal 2d6...
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My work
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Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
bhu
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« Reply #27 on: May 28, 2008, 04:36:36 AM »

I just thought of this...do we have limits on how much text can go in a post here?  Im prolly going to run into them entering the Magic Item Compendium...
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« Reply #28 on: May 28, 2008, 04:37:22 AM »

I just thought of this...do we have limits on how much text can go in a post here?  Im prolly going to run into them entering the Magic Item Compendium...
40,000 characters last I checked.
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« Reply #29 on: May 28, 2008, 06:43:32 AM »

I just thought of this...do we have limits on how much text can go in a post here?  Im prolly going to run into them entering the Magic Item Compendium...
40,000 characters last I checked.

40,000 a post. It's not nearly as large as it might sound.
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« Reply #30 on: May 28, 2008, 08:29:38 PM »

I just thought of this...do we have limits on how much text can go in a post here?  Im prolly going to run into them entering the Magic Item Compendium...
40,000 characters last I checked.

40,000 a post. It's not nearly as large as it might sound.

I know. I'm pushing the 50,000 limit on the Incarnum Handbook over at Gleemax for the Soulmelds post.
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bhu
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« Reply #31 on: May 28, 2008, 11:21:58 PM »

Thanks guys.  Sorry the MIC is taking so long.  I only get to spend any real time at the PC on weekends so I'm doing 10-15 minute bursts.
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bhu
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« Reply #32 on: May 31, 2008, 04:36:08 AM »

So is what I have up so far okay?

And is there a tool on teh forum to tell me what my word count for a post is?
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AfterCrescent
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« Reply #33 on: May 31, 2008, 04:39:15 AM »

And is there a tool on teh forum to tell me what my word count for a post is?
Not that I know of, but you can type it into word first and see what the character count is before posting Big Grin
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bhu
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« Reply #34 on: May 31, 2008, 04:51:35 AM »

And is there a tool on teh forum to tell me what my word count for a post is?
Not that I know of, but you can type it into word first and see what the character count is before posting Big Grin

True enough.  Damn my pain meds why didn't I immediately think of that  Looloo

lemme know if you want me to shorten up teh descriptions more.  Im trying to be short as I can but I dont wanna cause confusion either.
« Last Edit: May 31, 2008, 04:53:14 AM by bhu » Logged

AlterFrom
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« Reply #35 on: May 31, 2008, 01:28:51 PM »

Sandstorm

Atlatl
Cost: 10
Type: Martial Ranged Weapon
1d4, 20/x3, range increment 50 ft

Atlatl Spear
Cost: 1
Type: Ammunition?
Unspecified action to load into Atlatl

Collapsing Crescent Fan
Cost: 40
Type: Light Exotic Weapon
1d6, 19-20/x2, collapses to size of a wand, +4 on attacks against flat-footed opponents

Eagle's Claw
Cost: 20
Type: Light Exotic Weapon
1d6, 18-20/x2, +1 to sleight of hand checks to conceal on your body

Fingerblade
Cost: 45
Type: Light Exotic Weapon
1d6, 20/x3, +1d6 damage to flat-footed foes in the first round of combat (not applicable to those immune to crits)

Manople
Cost: 35
Type: Light Exotic Weapon
1d6, 19-20/x2, fully occupies hand, +1 shield bonus to AC (must have EWP feat), 5% ASF, 0 ACP, can be enchanted as a weapon and a shield but seperately, cannot be disarmed

Scorpion Claws
Cost: 160
Type: Light Exotic Weapon
1d6, 20/x2, +4 on grapple checks, deal slashing or piercing, +4 on opposed checks to avoid being disarmed

Great Scimitar
Cost: 200
Type: 1H Exotic Weapon
1d8, 18-20/x2, use as 2H as martial weapon

Khopesh
Cost: 16
Type: 1H Exotic Weapon
1d6, 18-20/x2, use to make trip attempts, drop to avoid being tripped in return

Scorpion-Tail Whip
Cost: 75
Type: 1H Exotic Weapon
1d43 (intent: 1d4 maybe?), 20/x2, poison (large scorpion venom) on crit, nonlethal except on crit, only one dose of venom at a time, 1 minute to reload venom, can hold any contact or injury poison

Thrombash
Cost: 15
Type: 1H Martial Weapon, Exotic Thrown Weapon
1d6, 20/x3

Battlehorn
Cost: 50
Type: 2H Exotic Weapon
1d8/1d8, 20/x3, double damage on readied attack against charging target

Crescent Scythe
Cost: 18
Type: 2H Exotic Weapon
1d8/1d8, 20/x3, +1 damage when using whirlwind attack

Double Khopesh
Cost: 30
Type: 2H Exotic Weapon
1d6/1d6, 18-20/x2, use to make trip attempts, drop to avoid being tripped in return

Great Falchion
Cost: 100
Type: 2H Exotic Weapon
1d12, 18-20/x2

Boomerang
Cost: 10
Type: Ranged Exotic Weapon
1d4, 20/x2, nonlethal, range increment 20 ft, returns on a missed attack

Desert throwing-knife
Cost: 3
Type: Ranged Exotic Weapon
1d6, 19-20/x2, range increment 15 ft, -2 attack and damage when used in melee

Kylie
Cost: 15
Type: Ranged Exotic Weapon
1d6, 20/x2, range increment 20 ft

Feather Cloak
Cost: 1000
Type: Light Armor
+2 AC, +6 DEX, 0 ACP, 10% ASF
Does not impose the usual penalties for wearing armor on fortitude saves against damage by heated environments and constitution checks to avoid heatstroke.

Silk Swathes
Cost: 400
Type: Light Armor
+1 AC, +8 DEX, 0 ACP, 5% ASF
Takes time as a suit of full plate to don properly. Does not impose the usual penalties for wearing armor on fortitude saves against damage by heated environments and constitution checks to avoid heatstroke.

Hide Shield
Cost: 50
Type: Tower Shield
+3 AC, +4 DEX, -3 ACP, 30% ASF
Give up attacks for the round to gain cover. Can still be targetted by targetted spells. -1 to attacks when readied. Cannot bash, hand is completely occupied.

Fins
Cost:50
Type: Armor Addition
Take -2 (not -4) on fortitude saves against damage by heated environments and constitution checks to avoid heatstroke when wearing the armor.
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Siggy
TIRED OF TRYING TO MANAGE FILES ACROSS SEVERAL COMPUTERS? GET DROPBOX AND SIMPLIFY THE PROCESS!


xkcd. It Rocks.

Tick, tock, Tick, tock...

FYI: I lose a couple years off my life anytime I see I have a PM.

Quote
We're ALL rules lawyers here. The BEST at what we do, too. It's like a Tom Grisham novel in which everybody at the top law firm is a dirty crook, but they all know the rules so well that TECHNICALLY speaking, they aren't breaking them...

bhu
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« Reply #36 on: June 05, 2008, 05:02:17 AM »

QUick Post to let you know I havent forgotten you.  Work has been a nightmare this week and I havent had much time to get things done online.
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« Reply #37 on: June 05, 2008, 02:15:43 PM »

I figured this is an appropriate place for fixes, so I hope I'm right with my assumption.

Fellow board members, it is brutally obvious that 3.5 has several gears in the wrong places. The system looks fine, but as CO has proven there are serious power differences between the classes. We know that a Wizard, Druid, or Cleric can do every job in the planes with ease. We know that Candles of Invocation are broken out the wazoo. We also know that there are several things wrong with every class that exists.

But in order to fix things, we must start with the most basic pieces of it, and work our way up.

Pathfinder is supposed to be a fix for 3.5. Truthfully, I cannot confirm this for myself. As much as I would love to keep supporting WotC's changes, somethings have to be fixed by the players more than by the producers. So I bring you my proposal.

Let's fix 3.5 the way CO would do it. Let's make changes to the system that we can agree with.

Those of you who know me would know that I am a very flexible person, and fully capable writer (if a little rusty in the grammar department). And as we all know, very few people support outside sources meant to fix systems, while at the same time implementing their own house rules to try and achieve balance.

We know what this system is capable of. We know how powerful a character can be. We are CO. We are the ones who bring the power to the table. We are the ones who make this system bend over backwards for even the lowest of Fighters.

Just as I have proposed the CODMs for the future of the game's existence, I will propose a change to the very past itself.

Fellow board members, let's fix the past the right way.

...

Brilliant  Clap You have my services sir. I'll look at the books I own tonight and start posting on one thats not taken yet.
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bhu
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« Reply #38 on: June 13, 2008, 06:06:29 AM »

Were not doing the Specific weapons are we?
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Sinfire Titan
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« Reply #39 on: June 16, 2008, 12:08:25 PM »

Were not doing the Specific weapons are we?

Not unless you feel they need fixing.
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