New Weaponry

Magical Enhancements

Holy
Price: +2 bonus; Aura moderate evocation; CL 7th
A holy weapon counts as good-aligned. A weapon with the holy enchantment inflicts +1d6 damage to any opponent with the evil alignment. In addition to the extra damage from the holy ability, a holy weapon deals an additional 1d10 points of damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 damage, if x4, add 3d10, and so on.
Craft Magic Arms and Armor, holy smite, creator must be good

Morphic
Price: +10,000 gp; Aura moderate transmutaion; CL 7th
Morphic can only be applied to hafted, two handed weapons like polearms and axes. As a swift action, the user can force the weapon's haft to reshape itself. If the weapon has reach, it loses reach. If the weapon does not have reach, it gains reach. The change lasts until the wielder commands otherwise.
Craft Magic Arms and Armor, long arm

New Weapons

Arcuballista (Gearbow)


Forged in the furnaces of Blackrock Depths by the Warsmith during the initial decade of Arcadian expansion, the arcuballista has undergone numerous revisions and improvements to the base design. The repeating crossbow incorporates a high-tensile mithril-adamantine alloy in its internal springs and a powerfully geared winching system, the effect being a crossbow that is capable of firing a bolt, rotating the ammunition belt, slotting the next bolt into position, and redrawing the bow to ready another shot.
Arcuballistae are treated as repeating crossbows. Instead of a clip, the light and heavy versions are fed by a cyclical ammunition belt holding twenty bolts, and magical belts holding much more ammunition are in widespread use. Hand-sized arcuballistae utilize vertical clips, holding a maximum of ten bolts.

Arcadian National Weapon: Within the lands of Arcadia, part of the mandatory militia training focuses on use of the arcuballista. Arcadians from this region treat the light arcuballista as a Simple Weapon rather than Exotic, allowing even non combat classes to become proficient.

 Ranged Price
 Damage
 Critical Range Weight Type
 Arcuballista, light
 300 1d8 19-20 90 7 P
 Arcuballista, heavy
 500 1d10 19-20 120 14 P
 Arcuballista, siege
 1000 2d8 19-20 120 28 P
 Arcuballista, hand
 900 1d6 19-20 30 4 P

Complex: Whenever a 1 is rolled on an attack roll, the firing mechanism of the arcuballista has fouled, and gains the broken condition. This condition can be removed by clearing the gears with a Move action.
Rapid Firing: An arcuballista can fire nearly as fast as the trigger can be pulled. The Rapid Fire feat can be used with an arcuballista, and reloading is considered a Free Action.
Siege: as oversized crossbow (-2 penalty to hit due to size, increase damage category).
Brace: As a standard action, the siege crossbow may be braced, negating the -2 penalty to attack due to its awkward size. If the wielder moves, the brace ends, and the weapon must be re-braced with another Standard Action before the penalty is again negated.

Ammunition: bolts cost 10 for 1 gp, or 5 for 1 gp for siege or hand versions. Arcuballista bolts must be crafted to standard measurements, and are only available for purchase within Arcadia, although many citizens have taken to crafting their own as a matter of civic pride. Constructing the bolts requires a Craft (Fletcher) DC 16 skill check.

Capacity: light and heavy arcuballista are belt-fed, holding 20 rounds of ammunition, Siege and hand crossbow versions operate with vertical clips, holding 10 bolts each. Reloading a belt is a Full Round Action, reloading a clip is a Standard Action.

Endless Belt. Extradimensional Belts are capable of holding 50 or 100 shots. A small drum, enchanted in a similar way to an efficient quiver, holds the majority of the belt. An Endless Belt costs 600 gp for the 50 round version, and 1200 gp for the 100. Not available for the Hand and Siege varieties.


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