Talk:D20r:Weapons

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|Bullets, Sling (10) || 1sp || 1d3 || 1d4 || 5 || Bludgeoning || - || -
|Bullets, Sling (10) || 1sp || 1d3 || 1d4 || 5 || Bludgeoning || - || -
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|Bullets, Sling, Improvised || - || 1d2 || 1d3 || - || Bludgeoning || - || -
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==Martial Weapons==
==Martial Weapons==
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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.
'''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.
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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. In addition, weapons with the volley property are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.
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==Special Weapon Descriptions==
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'''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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'''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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'''Crossbow, Repeating:''' A repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts follows the standard rules for the slow loading property.
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You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.
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'''Gauntlet:''' Gauntlets come with medium and heavy armors for free (except breastplate), though they must be enchanted separately. Your opponent cannot use a disarm action to disarm you of gauntlets.
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'''Hammer, Gnome Hooked:''' A gnome hooked hammer is a double weapon. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of damage and carries the brutal 1 property. Its hook is a piercing weapon that deals 1d4 points of damage and carries the tripping property. You can use either head as the primary weapon and the other head is the offhand weapon. A creature wielding a gnome hooked hammer 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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'''Javelin:''' Since it is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.
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'''Librum:''' A librum is an iron- or steel-shod book attached to a long chain. Many people liken a librum to a flail, but the similarities stop with their appearance. In actuality, the book on the end of a librum is actually a collection of scrolls (up to 20 of them, in fact), bound together, shod, and then chained.
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A librum does not maximize damage on a critical hit; instead, it attempts to activate one of the scrolls within it (selected randomly by rolling 1d20). This attempt acts as a caster level check, using the caster level of the item. A non-magical librum has an effective caster level of 0 but may still attempt to activate the scroll--it just does so with no bonus. A librum treats no spells as being on a class spell list even if the wielder has that spell on its spell list. Despite this, a librum does not need to make Use Magic Device checks to activate a scroll.
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A scroll activated by the librum inflicts that scroll's spell upon the creature struck. If the spell has an area effect, the effect is centered on the creature struck and has its usual results in its area. If the spell affects multiple targets, it affects the creature struck and the closest creatures to it, which may include the wielder of the librum and any allies thereof. If the spell affects its caster even when the caster is not the target of the spell, the wielder of the librum is considered the caster for the purpose of those effects. Spells that have a direction (such as a cone- or line-shaped spell) start from the creature struck and continue directly away from the wielder of the librum.
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Like a regular attempt to activate a scroll, if the attempt fails, the librum suffers a mishap. Since most librums are not intelligent items, they automatically fail the DC 5 Wisdom check to avoid a mishap. Intelligent librums may attempt the Wisdom check as normal.
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Scrolls activated by the librum become blank, as usual for used scrolls. If the randomly determined scroll is blank or missing, nothing happens.
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Most found librums are empty, though they occasionally have scrolls from their previous wielders in them. Purchased librums are always empty.
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'''Longbow:''' You need at least two hands to use a longbow, regardless of its size. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow, but not a regular longbow.
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'''Net: ''' A creature struck by a net is entangled. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
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A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
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'''Shortbow:''' You need at least two hands to use a shortbow, regardless of its size. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow, but not a regular shortbow.  
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==Exotic Weapon Descriptions==
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'''Urgrosh, Dwarven:''' A dwarven urgrosh is a double weapon. The urgrosh's axe head is a slashing weapon that deals 1d8 points of damage and carries the heavy critical property. Its spear head is a piercing weapon that deals 1d6 points of damage and carries the bracing property. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can't use it as a double weapon—only one end of the weapon can be used in any given round.

Revision as of 21:31, 26 June 2010

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