Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #20 on: May 27, 2008, 04:24:11 PM » |
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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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My workDeviantArtCurrent gamesThe 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.
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Sinfire Titan
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« Reply #21 on: May 27, 2008, 04:58:31 PM » |
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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 » |
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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
Donkey Kong
   
Posts: 561
Super Special Awesome
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« Reply #23 on: May 27, 2008, 05:34:40 PM » |
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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
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« Last Edit: May 27, 2008, 05:42:10 PM by AlterFrom »
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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. 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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AlterFrom
Donkey Kong
   
Posts: 561
Super Special Awesome
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« Reply #24 on: May 27, 2008, 05:43:04 PM » |
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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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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. 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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Sinfire Titan
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« Reply #25 on: May 27, 2008, 05:46:52 PM » |
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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
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #26 on: May 28, 2008, 03:56:19 AM » |
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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 workDeviantArtCurrent gamesThe 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.
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bhu
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« Reply #27 on: May 28, 2008, 04:36:36 AM » |
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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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AfterCrescent
Honorary Moderator
Organ Grinder

Posts: 4220
Here After
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« Reply #28 on: May 28, 2008, 04:37:22 AM » |
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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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Stratovarius
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« Reply #29 on: May 28, 2008, 06:43:32 AM » |
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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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Sinfire Titan
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« Reply #30 on: May 28, 2008, 08:29:38 PM » |
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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 » |
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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 » |
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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
Honorary Moderator
Organ Grinder

Posts: 4220
Here After
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« Reply #33 on: May 31, 2008, 04:39:15 AM » |
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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 
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bhu
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« Reply #34 on: May 31, 2008, 04:51:35 AM » |
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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  True enough. Damn my pain meds why didn't I immediately think of that  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.
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« Last Edit: May 31, 2008, 04:53:14 AM by bhu »
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AlterFrom
Donkey Kong
   
Posts: 561
Super Special Awesome
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« Reply #35 on: May 31, 2008, 01:28:51 PM » |
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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. 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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bhu
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« Reply #36 on: June 05, 2008, 05:02:17 AM » |
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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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Straw_Man
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« Reply #37 on: June 05, 2008, 02:15:43 PM » |
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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  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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"No, no, don't think, Maya." Ritsuko chided. "We will not gattai the Evas or their pilots.
Such thoughts lead inevitably to transformation sequences."
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bhu
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« Reply #38 on: June 13, 2008, 06:06:29 AM » |
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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 » |
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Were not doing the Specific weapons are we?
Not unless you feel they need fixing.
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