FOOTBOW
- RACES OF THE WILD (3.5)
Exotic Ranged Weapon
Cost: 150 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Range: 110 ft
Weight: 3 lb
Type: P
Ammo: Arrow
This exotic weapon resembles a composite long bow but is designed to be used in flight, with the archer holding the bow in her feet and drawing it with one or both hands. Like a composite longbow all footbows are made with a particular strength rating. If a character’s Strength bonus is less than the strength rating of the footbow, she can’t effectively use it, so she takes a –2 penalty on attacks with it. The default footbow requires a Strength bonus of +0 or higher to use with proficiency. A footbow can be made with a high strength rating just as a composite longbow can; each point of Strength bonus granted by the bow adds 100 gp to its cost. The wielder of a footbow can choose to use both hands to draw it back; in this case she may add 1-1/2 her Strength bonus to damage (up to a maximum of 1-1/2 the strength rating of the bow), as long as she is strong enough to use it without penalty. A footbow can be used on the ground, but the archer must be prone to do so and takes a –4 penalty on the attack roll. For raptorans, the footbow is a martial weapon rather than an exotic weapon.
Editor: Now, this one is an odd one. It's an Exotic Composite Longbow that is designed for use while flying; it takes a -4 penalty when used in ground and can only be used prone. It has the same stats as a Composite Longbow, and is a martial weapon for Raptorans. Why would anyone else use it though? One thing: 1½ Str to damage. That is, a Footbow is kept under feet when flying and you can either fire it with one hand as per normal, having your other free for god knows what, or you can fire it Two-Handed and add 1½ Str to damage. This one is very much worth the effort, if a bit weird weapon to use. If I were a flying archer without much regard for stylistic factors, I'd definitely get me one of these, even at the expense of a feat; rarely do you get the chance to double the effect of a stat for just one feat. This also makes Raptoran Archers a very solid prospect.
MOUTHPICK
- LORDS OF MADNESS (3.5)
Price: +1 bonus
Property: Melee
Caster Level: 9th
Aura: Moderate; (DC 19) transmutation
Activation: —
Although most beholders are content with the vast power afforded by their eye rays and antimagic cone, some revel in the act of melee combat and enjoy the sensation of crushing bone and cutting flesh. For these beholders, a mouthpick weapon is a valued treasure indeed. Mouthpick is a weapon quality that can be added to any melee weapon. The weapon must be of a size the beholder would normally use, or it takes a penalty for using an awkwardly sized weapon. Mouthpick weapons are of Large size. Only creatures with a natural bite attack can wield a mouthpick weapon. A mouthpick weapon looks similar to a normal weapon, but when a qualifying creature places the handle of the weapon in its mouth, the handle writhes and transforms into a shape that can be wielded easily in the creature’s jaws. The creature’s natural bite attack is now replaced by the weapon attack; if the creature has a sufficiently high base attack, it can even gain additional attacks with the mouthpick weapon. While wielded in a creature’s mouth, the weapon automatically grants the creature proficiency in its use. Recently, mouthpick weapons have begun to gain favor among other creatures that lack hands but have a natural bite attack. They are particularly useful to druids who wish to continue wielding their favorite weapon while in a wild shape form.
Construction: Craft Magic Arms and Armor, fabricate.
Editor: If you change shape, then you should look into this. Far more forms have teeth then hands and if you like hitting things with your weapon instead of natural attacks, this is very useful. Change to a form with massive strength and the mouthpick pays for itself.
OPPOSABLE (3.0)
- MASTERS OF THE WILD (3.0)
Price: +1 bonus
Property: Any
Caster Level: 6th
Aura: Faint; (DC 17) transmutation
Activation: —
Even a creature that lacks the proper hands for weapon use can wield an opposable weapon. This enchantment creates one or more thumb-like projections on the weapon. These artificial “thumbs” fold around the appropriate limb of the wielder to allow proper use. To wield an opposable weapon, a creature must be corporeal, have limbs, have proficiency with the weapon, and be able to stand without the limb(s) that wield the opposable weapon.
Construction: Craft Magic Arms and Armor, greater magic fang.
Editor (Projectiles): If you are using a crossbow with opposable, you have the problem of loading it, which you cannot. You can manipulate the weapon, no problem, but you cannot load the ammo (or if you can, why do you need opposable?) For a crossbow, you either need to pop for the Quick Loading WA, or your bolts must have opposable so you can manipulate them. For a sling or a bow, you need opposable arrows or sling stones or someone else has to load your weapon before every shot.
Editor (Metamagic Rods): So, it is possible to make a rod into a magic weapon. (see MIC). So, you make your metamagic rods into +1 Opposable Clubs, basically, and then put them on your knees and elbows. It’ll let a wizard hold more metamagic rods while keeping his hands free for other things. As a DM, I would just reflexively say NO, but that’s just me. By RAW, it should work.
Editor: Very useful for shapechangers. I’d go with Sizing Mouthpick, myself, but that’s just me. More alternate forms have mouths instead of free limbs. Snakes for instance. However, I personally think this would work just fine on your head. Oh course, if a DM allows that, only a two-headed creature could wield a two handed sword with his head. (I just typed that, and I suddenly realize how silly that is.)
Okay, if I used either of these two WSA on the footbow, could I use the bow without using my feet, and thus keep the strength x1 1/2 bonus?