Talk:D20r:Weapons

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(Weapon Properties)
 
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{{GitP|157813}}
==Simple Weapons==
==Simple Weapons==
{|border=1px
{|border=1px
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|colspan="8"|'''<center>Light Melee Weapons</center>'''
|colspan="8"|'''<center>Light Melee Weapons</center>'''
|-
|-
-
|Dagger || 2gp || 1d3 || 1d4 || 1 || Slashing/Piercing || Finesse, High Critical, Throwing || 10'
+
|Dagger || 2gp || 1d3 || 1d4 || 1 || Slashing/Piercing || Concealable, Finesse, High Critical, Throwing || 10'
|-
|-
|Dagger, Punching || 2gp || 1d3 || 1d4 || 1 || Piercing || Finesse, Heavy Critical || -
|Dagger, Punching || 2gp || 1d3 || 1d4 || 1 || Piercing || Finesse, Heavy Critical || -
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|Crossbow, Light || 35gp || - || - || 4 || - ||  Bolt Ammunition, High Critical, Slow Loading || 80'
|Crossbow, Light || 35gp || - || - || 4 || - ||  Bolt Ammunition, High Critical, Slow Loading || 80'
|-
|-
-
|Dart || 5sp || 1d3 || 1d4 || .5 || Piercing || Throwing || 20'
+
|Dart || 5sp || 1d3 || 1d4 || .5 || Piercing || Concealable, Throwing || 20'
|-
|-
|Javelin || 1gp || 1d4 || 1d6 || 2 || Piercing || Throwing || 30'
|Javelin || 1gp || 1d4 || 1d6 || 2 || Piercing || Throwing || 30'
|-
|-
-
|Sling || 5sp || - || - || .1 || - || Bullet Ammunition, Forceful, Quick Loading || 50'
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|Sling || 5sp || - || - || .1 || - || Bullet Ammunition, Concealable, Forceful, Quick Loading || 50'
|-
|-
|colspan="8"|'''<center>Ammunition</center>'''
|colspan="8"|'''<center>Ammunition</center>'''
|-
|-
-
|Bolts, Heavy (10) || 1gp || 1d8 || 1d10 || 1 || Piercing || - || -
+
|Bolts, Heavy Crossbow (10) || 1gp || 1d8 || 1d10 || 1 || Piercing || - || -
|-
|-
-
|Bolts, Light (10) || 1gp || 1d6 || 1d8 || 1 || Piercing || - || -
+
|Bolts, Light Crossbow (10) || 1gp || 1d6 || 1d8 || 1 || Piercing || - || -
|-
|-
|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 || - || -
|}
|}
==Martial Weapons==
==Martial Weapons==
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|-
|-
|Hammer, Light || 1gp || 1d3 || 1d4 || 2 || Bludgeoning || Finesse, Impacting, Throwing || 10'
|Hammer, Light || 1gp || 1d3 || 1d4 || 2 || Bludgeoning || Finesse, Impacting, Throwing || 10'
 +
|-
 +
|Kama || 2gp || 1d4 || 1d6 || 2 || Slashing || Finesse, Focus, Tripping || -
|-
|-
|Kukri || 8gp || 1d3 || 1d4 || 2 || Slashing || Bleeding, Finesse, High Critical || -
|Kukri || 8gp || 1d3 || 1d4 || 2 || Slashing || Bleeding, Finesse, High Critical || -
 +
|-
 +
|Nunchaku || 2gp || 1d4 || 1d6 || 2 || Bludgeoning || Disarming, Finesse, Focus || -
|-
|-
|Pick, Light || 4gp || 1d4 || 1d6 || 2 || Piercing || Finesse, Heavy Critical, Tripping || -
|Pick, Light || 4gp || 1d4 || 1d6 || 2 || Piercing || Finesse, Heavy Critical, Tripping || -
|-
|-
-
|Sap || 1gp || 1d4 || 1d6 || 1 || Bludgeoning || High Critical, Knockout || -
+
|Sap || 1gp || 1d4 || 1d6 || 1 || Bludgeoning || Concealable, High Critical, Knockout || -
|-
|-
|Shield, Light || As shield || 1d2 || 1d3 || As shield || Bludgeoning || Off-Hand || -
|Shield, Light || As shield || 1d2 || 1d3 || As shield || Bludgeoning || Off-Hand || -
|-
|-
|Shield, Light Spiked || As shield || 1d4 || 1d6 || As shield || Piercing || Off-Hand || -
|Shield, Light Spiked || As shield || 1d4 || 1d6 || As shield || Piercing || Off-Hand || -
 +
|-
 +
|Sai || 1gp || 1d3 || 1d4 || 1 || Piercing || Finesse, Disarming, Off-Hand, Throwing || 10'
|-
|-
|Sword, Short || 10gp || 1d4 || 1d6 || 2 || Piercing/Slashing || Finesse, High Critical || -
|Sword, Short || 10gp || 1d4 || 1d6 || 2 || Piercing/Slashing || Finesse, High Critical || -
 +
|-
 +
|Wakizashi || 3gp || 1d4 || 1d6 || 3 || Slashing || Finesse, High Critical, Off-Hand || -
|-
|-
|colspan="8"|'''<center>One-Handed Melee Weapons</center>'''
|colspan="8"|'''<center>One-Handed Melee Weapons</center>'''
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|-
|-
|colspan="8"|'''<center>Two-Handed Melee Weapons</center>'''
|colspan="8"|'''<center>Two-Handed Melee Weapons</center>'''
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|-
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|Axe, Dwarven War || 30gp || 1d8 || 1d10 || 8 || Slashing || Heavy Critical, Impacting || -
 +
|-
 +
|Axe, Great || 20gp || 1d10 || 1d12 || 12 || Slashing || Brutal 1, Heavy Critical || -
|-
|-
|Falchion || 75gp || 1d6 || 2d4 || 8 || Slashing || Bleeding, High Critical || -
|Falchion || 75gp || 1d6 || 2d4 || 8 || Slashing || Bleeding, High Critical || -
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|-
|-
|Godendag || 5gp || 1d6 || 1d8 || 4 || Bludgeoning or Piercing || Bracing, Heavy Critical || -
|Godendag || 5gp || 1d6 || 1d8 || 4 || Bludgeoning or Piercing || Bracing, Heavy Critical || -
-
|-
 
-
|Greataxe || 20gp || 1d10 || 1d12 || 12 || Slashing || Brutal 1, Heavy Critical || -
 
|-
|-
|Greatclub || 5gp || 1d8 || 1d10 || 8 || Bludgeoning || Brutal 2, Impacting || -
|Greatclub || 5gp || 1d8 || 1d10 || 8 || Bludgeoning || Brutal 2, Impacting || -
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|-
|-
|Halberd || 10gp || 1d8 || 1d10 || 12 || Piercing or Slashing || Bracing, Heavy Critical, Tripping || -
|Halberd || 10gp || 1d8 || 1d10 || 12 || Piercing or Slashing || Bracing, Heavy Critical, Tripping || -
 +
|-
 +
|Katana || 100gp || 1d8 || 1d10 || 6 || Slashing || Finesse, High Critical || -
|-
|-
|Lance || 10gp || 1d6 || 1d8 || 10 || Piercing || Charging, Mounted, Heavy Critical, Reach || -
|Lance || 10gp || 1d6 || 1d8 || 10 || Piercing || Charging, Mounted, Heavy Critical, Reach || -
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|-
|-
|Scythe || 18gp || 1d6 || 2d4 || 10 || Piercing or Slashing || Bleeding, Heavy Critical, Tripping || -
|Scythe || 18gp || 1d6 || 2d4 || 10 || Piercing or Slashing || Bleeding, Heavy Critical, Tripping || -
 +
|-
 +
|Sword, Bastard || 35gp || 1d8 || 1d10 || 6 || Slashing || Mounted, High Critical || -
|-
|-
|colspan="8"|'''<center>Ranged Weapons</center>'''
|colspan="8"|'''<center>Ranged Weapons</center>'''
 +
|-
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|Crossbow, Hand || 100gp || - || - || 2 || - || Bolt Ammunition, Concealable, High Critical, Quick Loading || 30'
|-
|-
|Longbow || 75gp || - || - || 3 || - || Arrow Ammunition, Heavy Critical, Quick Loading || 100'
|Longbow || 75gp || - || - || 3 || - || Arrow Ammunition, Heavy Critical, Quick Loading || 100'
|-
|-
-
|Longbow, Composite || 100gp || - || - || 3 || Arrow Ammunition, Forceful, Heavy Critical, Quick Loading || 110'
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|Longbow, Composite || 100gp || - || - || 3 || - || Arrow Ammunition, Forceful, Heavy Critical, Quick Loading || 110'
|-
|-
|Shortbow || 30gp || - || - || 2 || - || Arrrow Ammunition, Heavy Critical, Quick Loading || 60'
|Shortbow || 30gp || - || - || 2 || - || Arrrow Ammunition, Heavy Critical, Quick Loading || 60'
|-
|-
-
|Shortbow, Composite || 75gp || - || - || 2 || Arrow Ammunition, Forceful, Heavy Critical, Quick Loading || 700'
+
|Shortbow, Composite || 75gp || - || - || 2 || - || Arrow Ammunition, Forceful, Heavy Critical, Quick Loading || 700'
|-
|-
|colspan="8"|'''<center>Ammunition</center>'''
|colspan="8"|'''<center>Ammunition</center>'''
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|-
|-
|Arrows, Shortbow (20) || 1gp || 1d4 || 1d6 || 3 || Piercing || - || -
|Arrows, Shortbow (20) || 1gp || 1d4 || 1d6 || 3 || Piercing || - || -
 +
|-
 +
|Bolts, Hand Crossbow (10) || 1gp || 1d3 || 1d4 || 1 || Piercing || - || -
|}
|}
 +
==Exotic Weapons==
==Exotic Weapons==
{|border=1px
{|border=1px
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|-
|-
|colspan="8"|'''<center>Light Melee Weapons</center>'''
|colspan="8"|'''<center>Light Melee Weapons</center>'''
 +
|-
 +
|Bayonet, Hand Crossbow || 15gp || 1d2 || 1d3 || 1 || Piercing || Heavy Critical || -
 +
|-
 +
|Bayonet, Heavy Crossbow || 40gp || 1d4 || 1d6 || 1 || Piercing || Heavy Critical || -
 +
|-
 +
|Bayonet, Light Crossbow || 30gp || 1d3 || 1d4 || 1 || Piercing || Heavy Critical || -
 +
|-
 +
|Blade Talons || 15gp || 1d4 || 1d6 || 1 || Slashing || Finesse, Disarming, Heavy Critical, Off-Hand || -
 +
|-
 +
|Bladed Cestus || 4gp || 1d4 || 1d6 || 1 || Bludgeoning/Piercing/Slashing || Concealable, Finesse, High Critical, Off-Hand || -
 +
|-
 +
|Knife, Trench || 10gp || 1d4 || 1d6 || 1 || Slashing || Concealable, Finesse, High Critical, Off-Hand || -
 +
|-
 +
|Kusari-Gama || 10gp || 1d4 || 1d6 || 3 || Slashing || Continuous Reach, Disarming, Finesse, Tripping || -
 +
|-
 +
|Siangham || 3gp || 1d4 || 1d6 || 1 || Piercing || Bleeding, Finesse, Focus, High Critical, Throwing || 10'
 +
|-
 +
|War Fan || 15gp || 1d4 || 1d6 || 1 || Bludgeoning/Slashing || Defending, Disarming, Finesse, Focus, Throwing || 10'
|-
|-
|colspan="8"|'''<center>One-Handed Melee Weapons</center>'''
|colspan="8"|'''<center>One-Handed Melee Weapons</center>'''
 +
|-
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|Axe, Dwarven War || 30gp || 1d8 || 1d10 || 8 || Slashing || Brutal 1, Heavy Critical, Impacting || -
 +
|-
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|Greater Talons || 25gp || 1d6 || 1d8 || 2 || Slashing || Finesse, Disarming, Heavy Critical, High Critical, Off-Hand || -
 +
|-
 +
|Katana || 100gp || 1d8 || 1d10 || 6 || Slashing || Finesse, High Critical || -
 +
|-
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|Khopesh || 25gp || 1d6 || 1d8 || 12 || Slashing || Heavy Critical, High Critical, Tripping || -
 +
|-
 +
|Librum || 50gp || 1d4 || 1d6 || 3 || Bludgeoning || Special, Tripping || -
 +
|-
 +
|Sword, Bastard || 35gp || 1d8 || 1d10 || 6 || Slashing || Mounted, High Critical || -
 +
|-
 +
|Whip || 1gp || 1d2 || 1d3 || 2 || Slashing || Continuous Reach, Disarming, Finesse, Knockout, Tripping || -
|-
|-
|colspan="8"|'''<center>Two-Handed Melee Weapons</center>'''
|colspan="8"|'''<center>Two-Handed Melee Weapons</center>'''
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|-
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|Axe, Orc Double || 60gp || 1d6/1d6 || 1d8/1d8 || 15 || Slashing || Double Weapon, Heavy Critical, Impacting, Off-Hand || -
 +
|-
 +
|Chain, Spiked || 25gp || 1d4/1d4 || 1d6/1d6 || 10 || Slashing/Piercing || Continuous Reach, Disarming, Double Weapon, Finesse, Tripping || -
 +
|-
 +
|Hammer, Gnome Hooked || 20gp || 1d6/1d4 || 1d8/1d6 || 6 || Bludgeoning or Piercing || Brutal 1, Heavy Critical, Double Weapon, Special, Tripping || -
 +
|-
 +
|Staff, Three-Sectioned || 90gp || 1d6/1d6 || 1d8/1d8 || 10 || Bludgeoning || Defending, Disarming, Double Weapon, Off-Hand || -
 +
|-
 +
|Sword, Two-Bladed || 100gp || 1d6/1d6 || 1d8/1d8 || 10 || Slashing || Defending, Double Weapon, High Critical, Off-Hand || -
 +
|-
 +
|Urgrosh, Dwarven || 50gp || 1d6/1d4 || 1d8/1d6 || 12 || Slashing or Piercing || Bracing, Double Weapon, Heavy Critical, Off-Hand || -
|-
|-
|colspan="8"|'''<center>Ranged Weapons</center>'''
|colspan="8"|'''<center>Ranged Weapons</center>'''
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|-
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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'
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|-
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|Boomerang || 5gp || 1d3 || 1d4 || 2 || Bludgeoning || Returning, Tripping, Throwing || 20'
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|-
 +
|Boomerang, Bladed || 15gp || 1d3 || 1d4 || 3 || Slashing || Bleeding, Returning, Throwing || 10'
 +
|-
 +
|Crossbow, Heavy Repeating || 400gp || - || - || 12 || - || High Critical, Slow Reloading, Special || 120'
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|-
 +
|Crossbow, Light Repeating || 250gp || - || - || 6 || - || High Critical, Slow Reloading, Special || 80'
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|-
 +
|Net || 20gp || - || - || 6 || - || Special, Touch, Throwing || 10'
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|-
 +
|Shuriken (5) || 1gp || 1 || 1d2 || .5 || Piercing || Concealable, High Critical, Throwing, Volley || 10'
|-
|-
|colspan="8"|'''<center>Ammunition</center>'''
|colspan="8"|'''<center>Ammunition</center>'''
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|-
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|Bolts, Heavy Repeating (5) || 1gp || 1d8 || 1d10 || 1 || Piercing || Special || -
 +
|-
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|Bolts, Light Repeating (5) || 1gp || 1d6 || 1d8 || 1 || Piercing || Special || -
 +
|-
 +
|Needles, Blowgun (20) || 1gp || 1 || 1 || 1 || Piercing || Special || -
|}
|}
 +
==Weapon Properties==
==Weapon Properties==
-
Arrow Ammunition: uses arrows
+
'''Arrow Ammunition:''' A weapon with the arrow ammunition property uses arrows that match its type. See the 'ammunition' section following the weapon itself.
-
Bleeding: deals x damage on the round following an attack, x = numeric enhancement bonus of weapon
+
'''Bleeding:''' A weapon with the bleeding property deals damage on the round following an attack equal to its numeric enhancement bonus. For example, a ''flaming kukri +3'', despite being a +4 weapon, will only deal 3 bleeding damage on the following round. Multiple sources of bleeding damage stack, so a creature struck four times by a ''flaming kukri +3'' will take 12 damage on the following round. Bleeding damage uses the same damage type as the weapon that inflicted the bleeding for the purposes of damage reduction.
-
Bolt Ammunition: uses bolts
+
'''Bolt Ammunition:''' A weapon with the bolt ammunition property uses bolts that match its type. See the 'ammunition' section following the weapon itself.
-
Bracing: set against charge
+
'''Bracing:''' If you use a ready action to set a weapon with the bracing property against a charge, you deal double damage on a successful hit against a charging character.
-
Brutal: if damage die <= x, reroll die
+
'''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: uses bullets
+
'''Charging:'''  A weapon with the charging deals double damage when used from the back of a charging mount.
-
Charging: deals double damage on a mounted charge
+
'''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).
-
Defending: get shield bonus to ac = numeric enhancement bonus of weapon
+
'''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.
-
Disarming: +4 bonus when disarming, ignore size/handedness of weapon when disarming
+
'''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.
-
Double Weapon: double weapon
+
'''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.
-
Finesse: usable with Weapon Finesse
+
'''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.
-
Forceful: apply str mod to ranged
+
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.
-
Heavy Critical: deal xd6 extra damage when crit, x = numeric enhancement bonus of weapon
+
'''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.
-
High Critical: crits on 19+
+
'''Focus:''' A monk's class features occasionally refer to "special monk weapons": all weapons with the focus property are considered such.
-
Impacting: +4 bonus when sundering, ignore size/handedness of weapon when sundering
+
'''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.
-
Knockout: deals nonlethal damage instead of lethal damage
+
'''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.
-
Mounted: gains a +1 bonus to hit and damage from horseback
+
'''High Critical:''' A weapon with the high critical property makes a critical hit on a 19 or 20, not just a 20.
 +
 
 +
'''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.
 +
 
 +
'''Knockout:''' A weapon with the knockout property deals nonlethal damage instead of lethal damage, and does so without penalty.
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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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 +
'''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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 +
'''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.
 +
 
 +
'''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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 +
'''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).
 +
 
 +
'''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).
 +
 
 +
'''Slow Loading:''' Loading a weapon with the slow loading property is a move action that provokes attacks of opportunity.
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 +
'''Special:''' The weapon has one or more unique properties. See the Special Properties section for details.
 +
 
 +
'''Throwing:''' A weapon with the throwing property may be used as a thrown weapon at no penalty.
 +
 
 +
'''Touch:''' A touch weapon targets a creature's touch Armor Class, rather than its full Armor Class.
 +
 
 +
'''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.
 +
 
 +
'''Vicious:''' When rolling damage for a weapon with the brutal property, if the damage on the die is equal to or less than the vicious value, reroll the die. For weapons that roll multiple dice, the value applies to each die of the weapon's damage.
 +
 
 +
'''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.
 +
 
 +
==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.
 +
 
 +
'''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).
 +
 
 +
'''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.
 +
 
 +
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.
 +
 
 +
'''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.
 +
 
 +
'''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.
 +
 
 +
'''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.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
Scrolls activated by the librum become blank, as usual for used scrolls. If the randomly determined scroll is blank or missing, nothing happens.
 +
 
 +
Most found librums are empty, though they occasionally have scrolls from their previous wielders in them. Purchased librums are always empty.
 +
 
 +
'''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.
 +
 
 +
'''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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'''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.
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==Weapon Group Proficiencies==
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Characters obtain weapon group proficiency feats from their classes or from their regular feat selection. Each feat allows a character to use a small number of similar weapons without penalty and also provides a benefit dependent upon prowess investiture.
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For ease of use, classes that have already been created are listed here.
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{|border=1px
 +
!Class !!Proficiencies
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|-
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|[[d20r:Bard]] || Basic weapons, plus any other two
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|-
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|[[d20r:Cleric]] || Basic weapons, plus any other one
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|-
 +
|[[d20r:Dreadnaught]] || Basic weapons, plus any other four
 +
|-
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|[[d20r:Druid]] || Basic weapons, plus any other two
 +
|-
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|[[d20r:Fencer]] || Basic weapons, plus any other three
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|-
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|[[d20r:Hunter]] || Basic weapons and bows, plus any other one
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|-
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|[[d20r:Luckthief]] || Basic weapons, plus any other two
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|-
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|[[d20r:Medium]] || Basic weapons, plus any other one
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|-
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|[[d20r:Monk]] || Basic weapons, plus any other one
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|-
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|[[d20r:Paladin]] || Basic weapons, plus any other three
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|-
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|[[d20r:Ranger]] || Basic weapons, plus any other three
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|-
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|[[d20r:Rogue]] || Basic weapons, plus any other two
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|-
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|[[d20r:Warlord]] || Basic weapons, plus any other three
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|}
-
Off-Hand: TWF penalty is 1 less
+
===Weapon Group (Axes) [Investing]===
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''Prerequisites:''
-
Quick Loading: no action to load
+
''Benefit:'' You make attack rolls with the following weapons normally: hand axe, battle axe, dwarven war axe, great axe.
-
Reach: may target squares as reach weapon
+
''Investing:'' When wielding an axe (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat.
-
Slow Loading: loads as a standard action
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If you have at least eight points of prowess invested in this feat, axes you wield also have the Bleeding property.
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Throwing: may be thrown at no penalty
+
If you have at least eighteen points of prowess invested in this feat, axes you wield also have the High Critical property.
-
Tripping: +4 bonus when tripping, ignore size/handedness of weapon when tripping
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''Normal:'' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Current revision as of 17:49, 23 July 2010

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