Talk:D20r:Weapons

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(Weapon Properties)
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|colspan="8"|'''<center>Ranged Weapons</center>'''
|colspan="8"|'''<center>Ranged Weapons</center>'''
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|Blowgun || 1gp || - || - || 2 || - || Concealable, High Critical, Quick Reloading || 10'
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|Blowgun || 1gp || - || - || 2 || - || Concealable, High Critical, Needle Ammunition, Quick Reloading || 10'
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|Bolas || 5gp || 1d3 || 1d4 || 2 || Bludgeoning || Disarming, Knockout, Tripping, Throwing || 10'
|Bolas || 5gp || 1d3 || 1d4 || 2 || Bludgeoning || Disarming, Knockout, Tripping, Throwing || 10'
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'''Bullet Ammunition:''' A weapon with the bullet ammunition property uses bullets that match its type. See the 'ammunition' section following the weapon itself.
'''Bullet Ammunition:''' A weapon with the bullet ammunition property uses bullets that match its type. See the 'ammunition' section following the weapon itself.
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Charging: deals double damage on a mounted charge
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'''Charging:'''  A weapon with the charging deals double damage when used from the back of a charging mount.
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Concealable: may be hidden on person easily
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'''Concealable:''' You get a +2 bonus on Legerdemain checks made to conceal a weapon with the concealable property on your body (see the Legerdemain skill).
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Continuous Reach: threatens all squares within reach
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'''Continuous Reach:''' A weapon with the continuous reach property has reach, so you can strike opponents 10 feet away with it (if you are Small or Medium; actual reach varies according to your size). In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
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Defending: get shield bonus to ac = numeric enhancement bonus of weapon
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'''Defending:''' A weapon with the defending property adds a shield bonus to the wielder's Armor Class equal to the numeric enhancement bonus of the weapon. For example, a ''flaming main gauche +3'', despite being a +4 weapon, will only provide a +3 shield bonus to the wielder's AC.
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Disarming: +4 bonus when disarming, ignore size/handedness of weapon when disarming
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'''Disarming:''' When using a weapon with the disarming property, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails). In addition, you ignore any penalty to disarming that stems from the weapon's handedness.
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Double Weapon: double weapon
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'''Double Weapon:'''  A double weapon is a weapon where both ends of the weapon are capable of striking an enemy for relevant damage. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.
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Finesse: usable with Weapon Finesse
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The character can also choose to use a double weapon two handed, attacking with only one end of it. A creature wielding a double weapon in one hand can't use it as a double weapon--only one end of the weapon can be used in any given round.
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Focus: usable as a monk weapon
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'''Finesse:''' A weapon with the finesse property is usable with the Weapon Finesse feat and may also confer special benefits to a fencer who wields the weapon.
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Forceful: apply str mod to ranged
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'''Focus:''' A monk's class features occasionally refer to "special monk weapons": all weapons with the focus property are considered such.
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Heavy Critical: deal xd6 extra damage when crit, x = numeric enhancement bonus of weapon
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'''Forceful:''' A weapon with the forceful property allows you to apply your Strength modifier to damage with ranged attacks. Only missile weapons have the forceful property: thrown weapons add the wielder's Strength modifier to damage automatically.
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High Critical: crits on 19+
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'''Heavy Critical:''' A weapon with the heavy critical property adds damage on a critical hit, 1d6 per point of numeric enhancement bonus of the weapon. For example, a ''flaming punching dagger +3'', despite being a +4 weapon, will only provide an extra 3d6 points of damage on a critical hit. This damage is not maximized on a critical hit.
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Impacting: +4 bonus when sundering, ignore size/handedness of weapon when sundering
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'''High Critical:''' A weapon with the high critical property makes a critical hit on a 19 or 20, not just a 20.
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Knockout: deals nonlethal damage instead of lethal damage
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'''Impacting:''' When using a weapon with the impacting property, you get a +2 bonus on opposed attack rolls made to sunder an object. In addition, you ignore any penalty to sundering that stems from the weapon's handedness.
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Mounted: gains a +1 bonus to hit and damage from horseback
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'''Knockout:''' A weapon with the knockout property deals nonlethal damage instead of lethal damage, and does so without penalty.
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Off-Hand: TWF penalty is 1 less
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'''Mounted:''' A weapon with the mounted property gains a +1 circumstance bonus to hit and to damage when used from the back of a mount.
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Quick Loading: no action to load
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'''Needle Ammunition:''' A weapon with the needle ammunition property uses needles that match its type. See the 'ammunition' section following the weapon itself.
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Reach: may target squares as reach weapon
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'''Off-Hand:''' When a weapon with the off-hand property is wielded as the off-hand weapon while utilizing the Two-Weapon Fighting feat, the penalty for fighting with two weapons is decreased by 1.
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Returning: returns to target after being thrown
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'''Quick Loading:''' A weapon with the quick loading property takes no action to load and can therefore be fired for as many times as your Base Attack Bonus allows.
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Slow Loading: loads as a standard action
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'''Reach:''' A weapon with the reach property has reach, so you can strike opponents 10 feet away with it (if you are Small or Medium; actual reach varies according to your size).
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Special: see Special section
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'''Returning:''' A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn).
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Throwing: may be thrown at no penalty
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'''Slow Loading:''' Loading a weapon with the slow loading property is a move action that provokes attacks of opportunity.
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Touch: targets touch AC
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'''Special:''' The weapon has one or more unique properties. See the Special Properties section for details.
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Tripping: +4 bonus when tripping, ignore size/handedness of weapon when tripping
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'''Throwing:''' A weapon with the throwing property may be used as a thrown weapon at no penalty.
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Volley: may throw up to 3 as one attack
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'''Touch:''' A touch weapon targets a creature's touch Armor Class, rather than its full Armor Class.
 +
 
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'''Tripping:''' You can use a weapon with the tripping property to make trip attacks. If the weapon is a melee weapon and you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped. If the weapon is a ranged weapon, you cannot be counter-tripped.
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'''Volley:''' A weapon with the volley property allows its wielder to throw up to 3 as one attack in a full-attack routine. All three projectiles use the same attack roll, and precision damage only applies once.
==Exotic Weapon Descriptions==
==Exotic Weapon Descriptions==

Revision as of 21:15, 26 June 2010

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