D20r:Weapons

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(Weapons)
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|Whip  || Flails || 1gp  || 1d2  || 1d3  || 2 || S  || One || Continuous Reach, Disarming, Knockout, Touch, Tripping || -
|Whip  || Flails || 1gp  || 1d2  || 1d3  || 2 || S  || One || Continuous Reach, Disarming, Knockout, Touch, Tripping || -
|}
|}
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==Ammunition==
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{|border=1px
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!Name !!Price !!Damage (S) !!Damage (M) !! Type !! Properties !! Range Increment
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|-
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|Blowgun Needles (20) || 1gp  || 1 || 1 || 1 || P  || Special  || -
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|-
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|Hand Crossbow Bolts (10) || 1gp  || 1d3  || 1d4  || 1 || P  || -  || -
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|-
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|Heavy Crossbow Bolts (10) || 1gp  || 1d8  || 1d10  || 1 || P  || -  || -
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|-
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|Heavy Repeating Crossbow Bolts (5) || 1gp  || 1d8  || 1d10  || 1 || P  || Special  || -
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|-
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|Light Crossbow Bolts (10) || 1gp  || 1d6  || 1d8  || 1 || P  || -  || -
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|-
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|Light Repeating Crossbow Bolts (5) || 1gp  || 1d6  || 1d8  || 1 || P  || Special  || -
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|-
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|Longbow Arrow, Moss (1) || 50gp || 1d3 || 1d4 || 0.1 || P || Special  || -
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|-
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|Longbow Arrow, Noisemaker (1) || 30gp || 1 || 1 || 0.1 || P || Special  || -
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|-
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|Longbow Arrow, Rope (1) || 1gp || 1d3 || 1d4 || 0.1 || P || Special  || -
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|-
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|Longbow Arrow, Water (10) || 1gp || - || - || 0.1 || - || Special  || -
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|-
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|Longbow Arrows (20) || 1gp  || 1d6  || 1d8  || 3 || P  || -  || -
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|-
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|Longbow Arrows, Dragonsbreath (20) || 500gp || 1d6 + 1d6 fire || 1d8 + 1d6 fire || 3 || Special || Special  || -
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|-
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|Shortbow Arrows (20) || 1gp  || 1d4  || 1d6  || 3 || P  || -  || -
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|-
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|Shortbow Arrows, Dragonsbreath (20) || 500gp || 1d4 + 1d6 fire || 1d6 + 1d6 fire || 3 || Special || Special  || -
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|-
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|Sling Bullets (20) || 1sp  || 1d3  || 1d4  || 5 || B  || -  || -
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|-
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|Sling Bullets, Improvised || -  || 1d2  || 1d3  || -  || B  || -  || -
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|}
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==Weapon Descriptions==
==Weapon Descriptions==
'''Proficiency:''' This column lists the weapon group proficiency necessary to wield this weapon without a penalty. If a weapon has multiple proficiencies, only one is necessary to utilize the weapon, but any effects that you may have from investing prowess in any associated proficiency feat apply to the weapon.
'''Proficiency:''' This column lists the weapon group proficiency necessary to wield this weapon without a penalty. If a weapon has multiple proficiencies, only one is necessary to utilize the weapon, but any effects that you may have from investing prowess in any associated proficiency feat apply to the weapon.
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==Special Weapon Descriptions==
==Special Weapon Descriptions==
'''Arrows:''' An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size. Arrows come in a leather quiver that holds 20 arrows.
'''Arrows:''' An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size. Arrows come in a leather quiver that holds 20 arrows.
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'''Arrow, Dragonsbreath:''' Dragonsbreath arrows explode upon striking a target, much like a vial of alchemist's fire. In addition, a creature or flammable object struck by a dragonsbreath arrow must make a Reflex save (DC 13) or light on fire.
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'''Arrow, Moss:''' A moss arrow affects its target as if it had been hit successfully by a tanglefoot bag.
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'''Arrow, Noisemaker:''' A noisemaker arrow affects its target and the surrounding area as if it had been hit successfully by a thunderstone.
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'''Arrow, Rope:''' A rope arrow trails a 20' rope behind it, suitable for climbing. Generally, rope arrows are not used for combat but instead for climbing. However, shooting an opponent within 20' with a rope arrow allows you to attempt to prevent an opponent from moving away. If you do so, make a contested Strength check with the target if they attempt to move further than 20' away from you: success means they cannot move outside of that range, and failure means they break free.
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'''Arrow, Water:''' Water arrows inflict no damage upon striking a target, but instead put out torches and small fires. Clerics occasionally cast ''bless water'' on a sheaf of water arrows before going into battle against undead: if this is done, water arrows instead act like holy water when they strike a target.
'''Bolts:''' A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size. Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow).
'''Bolts:''' A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size. Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow).

Revision as of 20:38, 24 July 2010

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