D20r:Weapons

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(Weapons)
(Weapon Group (Crossbows) [Investing])
 
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{{GitP|161515}}
==Weapons==
==Weapons==
{|border=1px
{|border=1px
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|Dart  || Knives, Throwing || 5sp  || 1d3  || 1d4  || 0.5 || P  || One || Concealable, Throwing || 20'  
|Dart  || Knives, Throwing || 5sp  || 1d3  || 1d4  || 0.5 || P  || One || Concealable, Throwing || 20'  
|-
|-
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|Dwarven Urgrosh || Axes, Spears || 50gp  || 1d6/1d4  || 1d8/1d6  || 6 || S or P  || Two || Bracing, Double Weapon, Heavy Critical || -  
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|Dwarven Urgrosh || Axes, Spears || 50gp  || 1d6/1d4  || 1d8/1d6  || 6 || S or P  || One or Two || Bracing or Heavy Critical, Double Weapon || -  
|-
|-
|Dwarven Waraxe || Axes || 30gp  || 1d8  || 1d10  || 4 || S  || One or Two || Heavy Critical || -  
|Dwarven Waraxe || Axes || 30gp  || 1d8  || 1d10  || 4 || S  || One or Two || Heavy Critical || -  
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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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|}
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==Ammunition==
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{|border=1px
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!Name !!Price !!Damage (S) !!Damage (M) !! Weight !! 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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'''Proficiency:''' This column lists the weapon group proficiency or proficiencies necessary to wield this weapon without a penalty.
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==Weapon Descriptions==
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'''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.
'''Cost:''' This column lists the cost of the weapon in gold pieces.
'''Cost:''' This column lists the cost of the weapon in gold pieces.
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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).
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If you have at least fifteen points of prowess invested in this feat, crossbows you wield also have the Forceful property.
If you have at least fifteen points of prowess invested in this feat, crossbows you wield also have the Forceful property.
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''Normal:'' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
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===Weapon Group (Flails) [Investing]===
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''Benefit:'' You make attack rolls with the following weapons normally: flail, heavy flail, kusari-gama, librum, nunchaku, spiked chain, three-section staff, and whip.
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''Investing:'' When wielding a flail (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-third the prowess you have invested in this feat.
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If you have at least eight points of prowess invested in this feat, knives you wield also have the Disarming property.
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If you have at least ten points of prowess invested in this feat, knives you wield also have the Mounted property.
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If you have at least thirteen points of prowess invested in this feat, knives you wield also have the Tripping property.
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If you have at least eighteen points of prowess invested in this feat, knives you wield also have the Charging property.
''Normal:'' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
''Normal:'' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Current revision as of 19:59, 16 August 2010

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