15 Specific Weapons
Transcription
15 Specific Weapons
15 Specific Weapons Volume I file Credits ple Original Concept by Marc Rødskov Jensen Sa m Authors: Ken Burnside, K. Axel Carlsson, Mark Gedak and Jonathan Palmer Artist: Marc Rødskov Jensen Graphic Design: Rene Walk Layout: K. Axel Carlsson Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark ofPaizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks ofPaizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibil ity for more information on the compatibility license. OPEN CONTENT: All mechanics are considered OPEN GAME CONTENT. PRODUCT IDENTITY: All other material proper names, settings, characters, story hooks and author's notes - are considered PRODUCT IDENTITY. 15 Specific Weapons, Vol 1 (c) 2011 HEADLESS HYDRA GAMES. All Rights Reserved. Introduction M Sa THE FIRST VOLUME m ple file agical weapons are a necessity ofmost roleplaying games, yet the core rulebook ofPathfinder presents so few ofthem. Magical weapons are loved by players and game masters alike, yet there are almost none to choose from. There is nothing like a memorable magical weapon to help define a character throughout a campaign, just think about your favorite fictional heroes of fantasy and the weapons that they carry! It is certainly possible to purchase a magical warhammer such as the DWARVEN THROWER or a magical longsword like the NINE LIVES STEALER, but most weapons are not represented at all. For example, where are the magical falchions, flails, kukris, morningstars, spears, hand crossbows and whips? Sure, a creative player can take a look at the special abilities and come up with a concept ofhis own, but it will be a very limited concept, limited to the twenty-nine special abilities ofthe core rulebook. The Advanced Player's Guide makes this selection slightly bigger, yet, most weapons are still not represented among the specific magical weapons selection. This series ofshort pdfs hope to bring new weapons and concepts to your game! To kickoffthis new series ofunusual and specific magical weapons, we have decided to start with 15 weapons that can be found in the core rulebook and which are not represented among the specific magical weapons (with the exception ofthe greataxe and scimitar). Within these pages, you'll find concepts for the following weapons; blowgun, chakram, club, elven curve blade, falchion, gauntlet, greataxe, greatclub, hand crossbow, kukri, punching dagger, scimitar, shortspear and spiked light shield. Furthermore, you'll also find a new spell, BOIL SKIN, and a new magical weapon special ability, VENOMOUS. UPCOMING VOLUMES! Upcoming volumes will feature weapons from other sources, such as the Advanced Player's Guide, but also extremely unusual weapons like the dogslicer, ogre hook, battle ladder and even a magical pillow! 3 TAKING THE WAL-MART OUT OF YOUR ITEMS Magic Items and Characters Different Perspectives has to serve two masters when it comes to producing magic items: it has to make sure that they’re balanced, with the metric for effectiveness being how much they cost. It’s this costequivalency balancing that makes for the Swords From Wal-Mart Effect. If any weapon can be had for list price in a city of sufficient size, then players, who know the way weapons are priced, will buy the weapons that are most effective for their characters. The way to break the Swords From Wal-Mart Effect is to try to make as many weapons as you can thematic. A thematic weapon doesn’t have to be more powerful than a generic weapon does. It just has to both be more interesting, and fit into what your player’s character’s ongoing story looks like. In some ways, this is what the trait Heirloom Weapon tries to do - and even before its downgrade in July of 2011, it only partially succeeded. In your ideal world, each character will have a few NPCs that are related to them - not necessarily blood relatives, but NPCs that care about the well being of that character specifically. These are NPCs that deliver specific plot hooks, and NPCs that the character in question feels some sort of duty and obligation to. They also provide a useful way to introduce character-appropriate thematic weapons, without having to explain why a group of bugbears have a +1 flaming temple sword for the party monk to use. To make a thematic weapon, remember the following rules: The Pathfinder Roleplaying Game By Ken Burnside Sa m ple file In game mechanical terms, magic items come in two broad categories: Those that add capabilities to your character, and those that add static die roll modifiers. Unfortunately, in terms ofgame mechanics, adding static die roll modifiers -- especially to binary “pass/fail” rolls like To-Hit for weapons, armor class bonuses, and saving throw bonuses -- is more effective than adding capabilities. They are, in fact, enough more effective that most characters spend somewhere between 40% and 70% of their career earnings upgrading the Big Six Items. WHAT ARE THE BIG SIX ITEMS? The primary magic weapon your character uses (static bonus to to-hit and damage), the primary armor your character wears (static bonus to armor class), amulet of natural armor (static bonus to armor class), ring of protection (static bonus to armor class), cloak of resistance (static bonus to saving throws), and an ability boosting item or two (static bonus to your core attribute). All of these provide easily quantified bonuses that make your character better. The Big Six Items are also the most boring items in the game. They look like they could be picked up at a Wal-Mart with a good sporting goods department. They also highlight some of the flaws of magic items in the Pathfinder Roleplaying Game. 4 Someone made the thematic weapon: They either made it for someone they knew, or they made it because it was a commission. Who made it, and why did they make it? What use did they think the item would have? The additional abilities have to have some utility: For example, the thunderstroke falchion in this pdf, though its backstory isn’t defined, has the thundering special ability, and has it on a weapon with a wide critical is healed by magical healing, it’s of limited use for the traditional dungeon delve where doors are kicked in, monsters are killed and their bodies looted. Another category of items that should exist are items that are specifically designed to benefit the opposition. This flouts conventional wisdom in the GMing section of the Pathfinder Core Rulebook, which makes a case that all items that aren’t immediately useful to the players will just be converted into cash and used to buy items the players find useful. A counter argument is the soulcleaver. It’s a very peculiar sort of compliment, but having an The abilities have to be coherent: NPC show up trying to kill a While there’s nothing preventing player character’s paladin with that you from making a thundering weapon (and at 7d6+ 1 damage per weapon that could provide cold successful hit, it will be noticed!) is a fine resistance, it isn’t nearly as thematic way to remind your high-level party that as one that provides electrical they have entered the big leagues, a realm resistance. Plus, by making it convert Gauntlet of Growth where outsiders know of them by name and a stored spell, you’re giving the player a feel they are worth taking a personal interest choice to make, and that’s always a good in. The fact that it grants a wish to any wielder thing, provided the number of options on the choice is who kills a lawful good character of sufficient power fairly small, and all are interesting. (and its penchant for teleporting if it isn’t used) make it too dangerous to sell, and too risky to hold on to. There has to be a reason for the item to exist: Much like the One Ring in Tolkien’s Middle-Earth, it Especially for the more powerful ones. While the represents a plot device that the characters will have to Pathfinder Roleplaying Game item creation rules are deal with and care about. remarkably fast (1 day per 1,000 gp of the item to make), and there’s really no limitation on what items And now... onwards to the weapons! can be made by which person, the reality is that players will cherish magic items that were made for them and were made for a specific purpose. Sa m ple file threat range, making it more useful. What does thunder usually come with? Lightning...at which point the idea of a thundering falchion that could protect the wielder from electricity effects came to mind. Now, the easy way to do this would’ve been to combine the effect of a ring of energy resistance, but adding 18,000 gp to the cost would’ve taken it right past the limit for what the GM had in mind. And the GM didn’t want to render the wielder immune to electricity attacks, but to provide an option. At that point, the idea of a spell storing falchion that could convert a stored spell into electricity resistance came into being. Just because an item has a reason to exist doesn’t mean that that reason has to correspond to what he player characters want to do. Two examples are in this pdf the drunkard’s bane greatclub is a wonderful weapon for the obligatory “former adventurer turned bartender” to have if he caters to other adventurers, and their penchant for having bar brawls. It allows the bar brawl to be resolved quickly, without killing anyone. On the other hand, given how easily non-lethal damage 5 15 SPECIFIC WEAPONS CONSTRUCTION Requirements Craft Magic Arms and Armor, bleed, false life or vampiric touch; Cost 19,937 gp and 5 sp AXE XE OF OFTHE THENNORTH ORTH DRUNKARD RUNKARD' S' SBBANE ANE Aura strong evocation; CL 14th Slot none; Price 70,820 gp; Weight 18 lbs. Aura moderate conjuration; CL 9th Slot none; Price 15,301 gp; Weight 8 lbs. DESCRIPTION Sa m ple file This +4 thundering greataxe offrost is a massive weapon DESCRIPTION This +1 merciful bane greatclub is of godly power. The face of the Frost King Axe of pearlescent white, and beautifully is etched into both sides of the ice-coated the North balanced. It can only do nonlethal blade, with his beard running down the damage; even the bane damage is handle. There is a Strength nonlethal, and any additional damage requirement of 18 to wield the greataxe from precision damage is likewise and to everyone else, the axe of the nonlethal. When used against a bane north weighs 50 lbs; making it near target that is drunk, inebriated or impossible to wield in battle. In addition, sickened, the merciful and bane effects do the weather within 30 feet of the axe is d10 damage rather than d6 damage. On a critical always considered cold with a temperature hit against a valid bane target, the target must make between -10 and + 10 degree Fahrenheit. a Will save (DC 11) to avoid being dazed for 2 BACKSTORY: Some say that this magical axe was a rounds. gift from the God of War, to the Frost King of the Typically, the bane will be set at the most Northern Reaches. The god hid the axe deep in the common species found in the area. This weapon, belly of an ancient white dragon and commanded while not commonly found, is sometimes used for the king to find it. It is well known that whoever crowd control in affluent societies, and many a wields the axe ofthe north, is also the rightful ruler former adventurer turned bartender has made a of the north. habit of having one under the counter of their bar CONSTRUCTION for dealing with unruly customers. Requirements Craft Magic Arms and Armor, CONSTRUCTION blindness/deafness, chill metal or ice storm; Cost Requirements Craft Magic Arms and Armor, cure 35,410 gp light wounds, daze, summon monster I; Cost 10,152 BLOOD R EAVER gp and 5 sp LOOD REAVER Aura moderate necromancy; CL 10th ETERNAL TERNALDDARKNESS ARKNESS Slot none; Price 39,875 gp; Weight 8 lbs. Aura faint evocation; CL 5th DESCRIPTION This old and rusty blade is actually a +2 wounding Slot none; Price 6,400 gp; Weight 2 lbs. falchion with the ability to suck the life from its DESCRIPTION victims. Whenever a living creature is killed with the Deep within the bowels of the world, the cruel drow blood reaver, the wielder instantly gains 1d10+ 5 toil for their demonic masters. The master weaponmakers of the drow have fashioned many tools temporary hit points that lasts for an hour. The blood reaver must deliver the final attack to gain in their efforts to enslave other species. One of the the hit points and can only have the temporary hit most versatile is the eternal darkness. This +1 hand crossbow is jet black laced with symbols and runes of points from one victim at a time. the Demon Lord of Poisons. Three times per day, the 6