Equipment Ideas
Since I have no toolset access right now but I am not doing anything much modelling or modding on just a laptop, I thought I would put forth a few cool weapon ideas I have. And others can feel free to add some or modify the ones I have.
First, I have an existing weapon from Islander that I really liked. It is based on a scripted weapon, which I try to avoid since they don't port around so well, but more recently I am thinking who cares. They are for my campaign. The name escapes me but we'll call it bard sword +2 for now.
Bard Sword +2
Short Sword 1d6
On hit:
10% healing aloe leaves (large falling leaf graphic) heals the wielder 1d4.
10% chance stun 1 round (prismatic spray graphic)
10% chance to spawn 3 frantic chickens... mildly distracting to the targer (-2 attack for 2 rounds)
On each special attack hit it shows a few poker card graphics spinning and flashing by the wielder rather impressively. It's kind of a blade of chance. I forge the description but it all was pretty cool.
Ok and I came up with this new one today when I was trying to think of a convoluted name on purpose with at least 3 words.
Fractured Blade of Dissonance +2
Bastard Sword 1d10
Sonic damage +2
Will Saves +3
This jagged blade appears to have been split along it's side, the cause unclear. A voiceless howl bursts from the tip of the blade on impact. This unnatural tone is quite jarring, leaving the wielder more likely to shake off magical influences.
I thought of this being a long sword initially but I think it's a little too good to be a standard weapon.
Speaking of that I would like to say, philosophically, I feel like it is the author's duty to ensure that magical 2h weapons should continue to compensate for, and thus justify their exclusion of a shield or offhand weapon. The weapon itself has the extra damage at low level, which justifies things just fine (1d12 vs 1d8... seems reasonable). But this quickly becomes an unfair trade if the author creates both of their magical variants with 1d6 fire, cold, elec damage like the OC. What idiot would give up a shield to gain 1d4 when they have 30 some damage potential as a base either way?
So I believe you make this worth while with your 2 handers much like the infinity games (Carsomyr anyone?). But I extend that rule to exotics... the character spent a feat on exotics, handing them a bastard sword that has only a 1d2 advantage over a long sword and is otherwise unremarkable, is unbalanced. Again at first it's fine, but as 1d2 trivializes, you need to beef up the magical portion as well. I still reserve even more power for a 2h than a simply exotic of course. When in doubt I try to keep the proportion similar in percentage to the base damage dealt out.
Speaking of these 2 handers, I really want to add a kind of 2 hand hammer to my campaign. More like a giant mallet, in terms of the graphic model I will make for it. But it will be like a spiritual 2h war hammer. I noticed there actually are two handed maces, but not war hammers.
What is the cleanest way to go about this without redoing multiple 2das? Is war mace the best fit, and just change to a new custom model for the look? Is there some way to force a warhammer to be wielded with 2 hands? Whats a clean way for this to work?
I am really going to impress the need for switching between blunt and non blunt for different enemies in this campaign, so I want to nail this down as a 2h option for blunt damage. I generally discourage (in the intro room) and balance without weapon focus, specialization etc in my campaigns. I like the player to stay open to switching styles over the campaign. They should not be missing out on a great weapon because he guessed wrong and used feats in weapon skills he or she feels they have to stick with now.