NEW WEAPONS
I am compiling a list of new, converted and/or revised weapons for use in Conan. Please critique them and feel free to add your own; I will incorporate the best of them into this main post for ease of reference.
NEW WEAPONS (REVISED)
This incorporates "Speaker To Dreamworlds" invaluable input and adds the Net to Exotic Ranged Weapons. I made a couple small tweaks to his work, but the only ones I remember was lowering the cost of the light morning star and making the heavy morningstar two-handed.
SIMPLE WEAPONS
Light Melee Weapons
Sap: 1 sp, Dmg 2d10 subdual, Crit 20/x3, AP 0, Rng 0, Hard 0, HP 1, Wt 2 lb., Type Bludgeoning
Special: A sap only deals subdual damage. It is only useful if the target's head can be struck with a sneak or surprise attack. A helm reduces the sap's damage to 1 point of subdual (+ Strength modifier). Any target whose unhelmeted head is struck must make a Fortitide save (DC 10 + damage dealt) or be rendered unconscious for 1d4 minutes.
One-Handed Melee Weapons
Morningstar, Light - 2 sp - 1d8 - x3 - AP0 - 0' - Hrd7 - HP3 - 2.5 lb – B/P
Sickle: This is a farmer's weapon. Because of the weapon's shape, you can use it to make trip attacks. If you are tripped during your your own trip attempt, you can drop the sickle to avoid being tripped.
Cost 6 sp, Dmg 1d6, Crit 20/x2, AP 1, Rng 0, Hard 7, HP 3, Wt 2 lb., Type Slashing
Two-Handed Melee Weapons
Morningstar, Heavy - 3 sp - 1d10 - x3 - AP2 - Hrd7 - HP5 - 4 lb – B/P
Scythe: This is the standard farm implement that focuses tremendous force on the sharp point, allowing devastating slashes. Because of the weapon's shape, you can use it to make trip attacks. If you are tripped during your your own trip attempt, you can drop the scythe to avoid being tripped.
18 sp, Dmg 2d4, Crit 20/x4, AP 2, Rng 0, Hard 7, HP 10, Wt 10 lb., Type Slashing
MARTIAL WEAPONS
Light Melee Weapons
Kama - 4 sp - 1d6 - x4 – AP 3 - 0' - Hrd7 - HP3 - 2 lb - P
This weapon may be used to make Trip attacks. The wielder may drop the weapon to avoid being tripped in return.
One-Handed Melee Weapons
Knife, Ilbarsi: This long curved knife, common among the hillmen of the Ilbars Mountains, is similar to the Zhaibar knife.
25 sp, Dmg 1d10, Crit 19-20/x2, AP 1, Rng 0, Hard 8, HP 5, Wt 2 lb., Type Slashing.
Rapier - 200 sp - 1d8 - 18-20(x2) – AP 4 - 0' - Hrd10 - HP5 - 3 lb - S or P - Finesseable
Two-Handed Melee Weapons
Bec-de-corbin - 10 sp - 1d8 - x3 – AP 11 - 0' - Hrd7 - HP8 - 6 lb. - B or P
Estoc (Two-Handed Rapier) - 200 sp - 2d8 - 18-20(x2) - AP6 - 0' - Hrd10 - HP8 - 4 lb - P - Finesseable
War Maul - 8sp - 2d6 - x3 – AP 6 - 0' - Hrd 7 - HP 8 - 8 lb - B
An eight pound hammerhead on a stick. Adapted for war from implements used to pound in stakes, split firewood and crush rocks.
War Maul, Heavy - 10sp - 2d8 - x3 – AP 9 - 0' - Hrd 7 - HP 8 - 10 lb - B
A ten pound hammerhead on a stick. Adapted for war from implements used to pound in stakes, split firewood and crush rocks.
EXOTIC WEAPONS
One-Handed Melee Weapons
Cat-O-Nine Tails or Scourge: A cat-o'-nine-tails (nine tailed light whip) or scourge (three tailed barbed light whip) can be used to torture captives; doing so adds a +2 bonus to all Profession (Torturer) checks. Neither of these lighter versions of the whip can damage anyone with DR 1 or better.
1 sp, Dmg 1 point lethal + 1d4 subdual on unarmoured opponents, Crit 20/x2, AP 0, Rng 0, Hard 2, HP 0, Wt 1 lb, Type Slashing
Flail, light - 1d8 - x3 – AP 3 - 0' - Hrd7 - HP4 - 2.5 lb - B – Special: Spinning Attack - 1d10 - x3 - AP4
Flail, Heavy - 1d10 - x3 – AP 5 - 0' - Hrd7 - HP5 - 4 lb - B – Special: Spinning Attack - 1d12 - x3 - AP6
Two-Handed Melee Weapons
Flail, Great - 2d10 - x3 – AP 6 - 0' - Hrd7 - HP10 - 7 lb - B – Special: Spinning Attack - 2d12 - x3 - AP7
Ranged Weapons
Bamula Hunting Bow: This heavy composite bow is used by warriors of the Bamula tribe to hunt dangerous game such as lions.
20 sp, Dmg 1d10, Crit 19-20/x2, AP 2*, Hard 5, HP 3, Rng 70 ft., Wt 3 lb., Type Piercing
Blowgun: This weapon requires two hands to use. Loading a blowgun is a move equivalent action that provokes attacks of opportunity. The blowgun has a maximum range of five range increments. Blowguns are common in Antillia but unknown elsewhere.
20 sp, Dmg 1, Crit 20/x2, AP 0*, Hard 5, HP 3, Rng 10, Wt 2 lb., Type Piercing. Blowgun Darts (10): 1 sp, Wt .5 lb.
Bolas: A set of bolas consists of two or three heavy wooden spheres connected by lengths of cord. Bolas only deal subdual damage. Because the bolas can wrap around to grapple an enemy's leg, wrist, or neck, you can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your trip attempt when using a set of bolas.
5 sp, Dmg 1d6 subdual, Crit 20/x2, AP 0*, Hard 0, HP 1, Rng 10 ft., Wt 2 lb., Type Bludgeoning
Bolas, Barbed: The barbed bolas is similar to a normal bolas, except that its weighted balls are studded with hooked barbs. The barbed bolas function identically to the bolas except that its damage is not subdual damage. In addition, on any failed attempt to break or wriggle free, the grappled character takes an additional 1d4 points of damage.
10 sp, Dmg 1d6, Crit 20/x2, AP 0*, Hard 0, HP 1, Rng 10 ft., Wt 2 lb., Type Bludgeoning and Slashing
Net – 20 sp – n/a – n/a – n/a – 10 ft. – Hard 2 – HP 5 – 6 lb., Type: n/a. See 3.5 PHB for special rules.
FLAIL RULES:
1 – Flails suffer a -2 penalty to initiative.
2 - Characters with only a Flail who attempt to Parry, and characters who try to Parry an attack by a Flail, suffer a -4 penalty to their Parry DV.
3 - Despite other rules allowing all weapons to use a Finesse Attack, a Flail may never do so.
4 - In the case where the wielder of a flail suffers a Critical Failure, (should such rules be in use) the result is always that the Flail wielder hits himself with his own weapon.
5 - As a Standard Action, a character may use a Flail to make a special Spinning Attack.
NOTES:
Bec-de-corbins may be set to receive a charge.
Lances double their AP value when used in a mounted charge or when set to receive a charge.
Pikes double their AP value when set to receive a charge.
Spears double their AP when used in a charge on foot or when set to receive a charge.
Swords all grant their wielder a +1 bonus to Parry.
Swords may be created with basket hilts that prevent them from being disarmed for an extra 25 sp to cost.
NEW FEATS
MASTER OF FLAILS (General, Soldier)
Prerequisite: Proficiency with any Flail-type weapon. Weapon Focus with any Flail-type weapon. BAB+6
Benefit: The Character may make a Spinning Attack with any Flail for which he has Weapon Focus as an Attack Action.
Normal: Making a Spinning Attack with a Flail-type weapon is a Standard Action.
[EDIT] Added Barbed Bolas, Blowgun, Cat-O-Nine-Tails/Scourge. Revised War Maul damage and AP. Incorporated other poster's weapons: Bamula Hunting Bow, Rapier. Revised Flail and Heavy Flail hardness & hit points, added shield DV reduction, Initiative penalty, and made them Exotic.
[EDIT] Added revised versions of lances and pike (from other thread).
[EDIT] Added Ilbarsi Knife (similar to the Zhaibar Knife).
[EDIT] Upped critical multiplier on the morningstar per suggestion. Revised how the sap works (added Fort save). Altered weight of war maul from 30 lb. to 9 lb. per suggestion.
[EDIT] Incorporated input from Speaker To Dreamworlds (from page 2), including many revisions or total rewrites of blowgun, flail, morningstar, sickle, scythe, war maul. Added Bec-de-Corbin, Estoc, Net. Removed Thorgrim's Hammer as being too unworkable and unrealistic (replaced with heavy war maul).
[EDIT] Changed rapier damage to 1d8, Crit 18-20/x2.
[EDIT] Revised mistakes in both war maul listings.
I am compiling a list of new, converted and/or revised weapons for use in Conan. Please critique them and feel free to add your own; I will incorporate the best of them into this main post for ease of reference.
NEW WEAPONS (REVISED)
This incorporates "Speaker To Dreamworlds" invaluable input and adds the Net to Exotic Ranged Weapons. I made a couple small tweaks to his work, but the only ones I remember was lowering the cost of the light morning star and making the heavy morningstar two-handed.
SIMPLE WEAPONS
Light Melee Weapons
Sap: 1 sp, Dmg 2d10 subdual, Crit 20/x3, AP 0, Rng 0, Hard 0, HP 1, Wt 2 lb., Type Bludgeoning
Special: A sap only deals subdual damage. It is only useful if the target's head can be struck with a sneak or surprise attack. A helm reduces the sap's damage to 1 point of subdual (+ Strength modifier). Any target whose unhelmeted head is struck must make a Fortitide save (DC 10 + damage dealt) or be rendered unconscious for 1d4 minutes.
One-Handed Melee Weapons
Morningstar, Light - 2 sp - 1d8 - x3 - AP0 - 0' - Hrd7 - HP3 - 2.5 lb – B/P
Sickle: This is a farmer's weapon. Because of the weapon's shape, you can use it to make trip attacks. If you are tripped during your your own trip attempt, you can drop the sickle to avoid being tripped.
Cost 6 sp, Dmg 1d6, Crit 20/x2, AP 1, Rng 0, Hard 7, HP 3, Wt 2 lb., Type Slashing
Two-Handed Melee Weapons
Morningstar, Heavy - 3 sp - 1d10 - x3 - AP2 - Hrd7 - HP5 - 4 lb – B/P
Scythe: This is the standard farm implement that focuses tremendous force on the sharp point, allowing devastating slashes. Because of the weapon's shape, you can use it to make trip attacks. If you are tripped during your your own trip attempt, you can drop the scythe to avoid being tripped.
18 sp, Dmg 2d4, Crit 20/x4, AP 2, Rng 0, Hard 7, HP 10, Wt 10 lb., Type Slashing
MARTIAL WEAPONS
Light Melee Weapons
Kama - 4 sp - 1d6 - x4 – AP 3 - 0' - Hrd7 - HP3 - 2 lb - P
This weapon may be used to make Trip attacks. The wielder may drop the weapon to avoid being tripped in return.
One-Handed Melee Weapons
Knife, Ilbarsi: This long curved knife, common among the hillmen of the Ilbars Mountains, is similar to the Zhaibar knife.
25 sp, Dmg 1d10, Crit 19-20/x2, AP 1, Rng 0, Hard 8, HP 5, Wt 2 lb., Type Slashing.
Rapier - 200 sp - 1d8 - 18-20(x2) – AP 4 - 0' - Hrd10 - HP5 - 3 lb - S or P - Finesseable
Two-Handed Melee Weapons
Bec-de-corbin - 10 sp - 1d8 - x3 – AP 11 - 0' - Hrd7 - HP8 - 6 lb. - B or P
Estoc (Two-Handed Rapier) - 200 sp - 2d8 - 18-20(x2) - AP6 - 0' - Hrd10 - HP8 - 4 lb - P - Finesseable
War Maul - 8sp - 2d6 - x3 – AP 6 - 0' - Hrd 7 - HP 8 - 8 lb - B
An eight pound hammerhead on a stick. Adapted for war from implements used to pound in stakes, split firewood and crush rocks.
War Maul, Heavy - 10sp - 2d8 - x3 – AP 9 - 0' - Hrd 7 - HP 8 - 10 lb - B
A ten pound hammerhead on a stick. Adapted for war from implements used to pound in stakes, split firewood and crush rocks.
EXOTIC WEAPONS
One-Handed Melee Weapons
Cat-O-Nine Tails or Scourge: A cat-o'-nine-tails (nine tailed light whip) or scourge (three tailed barbed light whip) can be used to torture captives; doing so adds a +2 bonus to all Profession (Torturer) checks. Neither of these lighter versions of the whip can damage anyone with DR 1 or better.
1 sp, Dmg 1 point lethal + 1d4 subdual on unarmoured opponents, Crit 20/x2, AP 0, Rng 0, Hard 2, HP 0, Wt 1 lb, Type Slashing
Flail, light - 1d8 - x3 – AP 3 - 0' - Hrd7 - HP4 - 2.5 lb - B – Special: Spinning Attack - 1d10 - x3 - AP4
Flail, Heavy - 1d10 - x3 – AP 5 - 0' - Hrd7 - HP5 - 4 lb - B – Special: Spinning Attack - 1d12 - x3 - AP6
Two-Handed Melee Weapons
Flail, Great - 2d10 - x3 – AP 6 - 0' - Hrd7 - HP10 - 7 lb - B – Special: Spinning Attack - 2d12 - x3 - AP7
Ranged Weapons
Bamula Hunting Bow: This heavy composite bow is used by warriors of the Bamula tribe to hunt dangerous game such as lions.
20 sp, Dmg 1d10, Crit 19-20/x2, AP 2*, Hard 5, HP 3, Rng 70 ft., Wt 3 lb., Type Piercing
Blowgun: This weapon requires two hands to use. Loading a blowgun is a move equivalent action that provokes attacks of opportunity. The blowgun has a maximum range of five range increments. Blowguns are common in Antillia but unknown elsewhere.
20 sp, Dmg 1, Crit 20/x2, AP 0*, Hard 5, HP 3, Rng 10, Wt 2 lb., Type Piercing. Blowgun Darts (10): 1 sp, Wt .5 lb.
Bolas: A set of bolas consists of two or three heavy wooden spheres connected by lengths of cord. Bolas only deal subdual damage. Because the bolas can wrap around to grapple an enemy's leg, wrist, or neck, you can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your trip attempt when using a set of bolas.
5 sp, Dmg 1d6 subdual, Crit 20/x2, AP 0*, Hard 0, HP 1, Rng 10 ft., Wt 2 lb., Type Bludgeoning
Bolas, Barbed: The barbed bolas is similar to a normal bolas, except that its weighted balls are studded with hooked barbs. The barbed bolas function identically to the bolas except that its damage is not subdual damage. In addition, on any failed attempt to break or wriggle free, the grappled character takes an additional 1d4 points of damage.
10 sp, Dmg 1d6, Crit 20/x2, AP 0*, Hard 0, HP 1, Rng 10 ft., Wt 2 lb., Type Bludgeoning and Slashing
Net – 20 sp – n/a – n/a – n/a – 10 ft. – Hard 2 – HP 5 – 6 lb., Type: n/a. See 3.5 PHB for special rules.
FLAIL RULES:
1 – Flails suffer a -2 penalty to initiative.
2 - Characters with only a Flail who attempt to Parry, and characters who try to Parry an attack by a Flail, suffer a -4 penalty to their Parry DV.
3 - Despite other rules allowing all weapons to use a Finesse Attack, a Flail may never do so.
4 - In the case where the wielder of a flail suffers a Critical Failure, (should such rules be in use) the result is always that the Flail wielder hits himself with his own weapon.
5 - As a Standard Action, a character may use a Flail to make a special Spinning Attack.
NOTES:
Bec-de-corbins may be set to receive a charge.
Lances double their AP value when used in a mounted charge or when set to receive a charge.
Pikes double their AP value when set to receive a charge.
Spears double their AP when used in a charge on foot or when set to receive a charge.
Swords all grant their wielder a +1 bonus to Parry.
Swords may be created with basket hilts that prevent them from being disarmed for an extra 25 sp to cost.
NEW FEATS
MASTER OF FLAILS (General, Soldier)
Prerequisite: Proficiency with any Flail-type weapon. Weapon Focus with any Flail-type weapon. BAB+6
Benefit: The Character may make a Spinning Attack with any Flail for which he has Weapon Focus as an Attack Action.
Normal: Making a Spinning Attack with a Flail-type weapon is a Standard Action.
[EDIT] Added Barbed Bolas, Blowgun, Cat-O-Nine-Tails/Scourge. Revised War Maul damage and AP. Incorporated other poster's weapons: Bamula Hunting Bow, Rapier. Revised Flail and Heavy Flail hardness & hit points, added shield DV reduction, Initiative penalty, and made them Exotic.
[EDIT] Added revised versions of lances and pike (from other thread).
[EDIT] Added Ilbarsi Knife (similar to the Zhaibar Knife).
[EDIT] Upped critical multiplier on the morningstar per suggestion. Revised how the sap works (added Fort save). Altered weight of war maul from 30 lb. to 9 lb. per suggestion.
[EDIT] Incorporated input from Speaker To Dreamworlds (from page 2), including many revisions or total rewrites of blowgun, flail, morningstar, sickle, scythe, war maul. Added Bec-de-Corbin, Estoc, Net. Removed Thorgrim's Hammer as being too unworkable and unrealistic (replaced with heavy war maul).
[EDIT] Changed rapier damage to 1d8, Crit 18-20/x2.
[EDIT] Revised mistakes in both war maul listings.