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| equipment:weapons:weapontraits [2023/06/09 20:38] – created elfinlocks | equipment:weapons:weapontraits [2026/08/19 16:52] (current) – [Disarming] vondor | ||
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| All weapons in Pathrunner possess one or more Weapon Traits, which are the qualities that make a weapon unique, and define what a weapon is capable of. Below is a list of all the weapon traits, and what effects they have. | All weapons in Pathrunner possess one or more Weapon Traits, which are the qualities that make a weapon unique, and define what a weapon is capable of. Below is a list of all the weapon traits, and what effects they have. | ||
| - | ===== Agile ===== | + | ==== Agile ==== |
| + | Agile weapons may use DEX rather than strength on damage rolls | ||
| + | ==== Armor Piercing (Rating) | ||
| + | Armor piercing weapons inflict extra damage to Armor Points, Barrier and Shell equal to rating. | ||
| - | Agile weapons allow the wielder to use their DEX bonus instead of their STR bonus on damage rolls. Any damage limitations towards damage output imposed to STR are imposed to DEX in this manner. | + | ==== Ballistic Rating ==== |
| - | ===== Armor ===== | + | This rating determines how effective ammo is with the firearm. The rating must always |
| - | + | ||
| - | A weapon with this trait is primarily used for defense, but can be used for offense in many cases. It counts as its own weapon group for the purpose of proficiency and Talents. | + | |
| - | + | ||
| - | ===== Axe ===== | + | |
| - | + | ||
| - | A weapon | + | |
| - | + | ||
| - | In addition, axes provide their wielder with a +2 equipment bonus on sunder checks, but also apply a -2 to the wielder' | + | |
| - | + | ||
| - | ===== Blade ===== | + | |
| - | + | ||
| - | Bladed weapons are amongst the most common of weapons encountered. Mastering these weapons allows great versatility for the wielder. When critically striking a foe you may forgo the damage to inflict Bleed damage to the target' | + | |
| - | + | ||
| - | ===== Brace ===== | + | |
| - | + | ||
| - | As a Standard Action, this weapon can be braced. While braced, if an opponent charges you, you may take an immediate action and attempt an attack vs the target. If the attack hits, the weapon’s base damage is doubled, and the target' | + | |
| - | + | ||
| - | ===== Chain ===== | + | |
| + | ==== Brace ==== | ||
| + | A Braced weapon may be Braced as a Half action. While braced if an opponent charges the braced character they may make an attack as an immediate action against the charger. This stops the chargers movement as well. If the attack hits it inflicts double base damage (this is not a critical hit). If the movement stop would result in the charges attack being out of range,they lose their attack as well. | ||
| + | ==== Chain ==== | ||
| When a chain weapon is parried by a shield or weapon successfully, | When a chain weapon is parried by a shield or weapon successfully, | ||
| + | ==== Concealable ==== | ||
| + | Weapons with this trait gain a +4 to any check to hide the weapon. | ||
| + | ==== Dangerous ==== | ||
| + | This weapon can be dangerous to its wielder, on a natural 1 the user is instead hit by the attack themselves. | ||
| + | ==== Disarming ==== | ||
| + | This weapon is designed to pull a weapon from another’s grip. Users may make a disarm check as a Swift action once per round | ||
| - | ===== Club ===== | + | ==== Duelist |
| - | + | This weapon | |
| - | A weapon | + | ==== Felling (Rating) |
| - | + | Weapon deals extra damage (equal | |
| - | ==== Table: Club Status Effects | + | ==== Flexible |
| - | <WRAP tablewidth 30%> | + | A flexible |
| - | {{tablelayout? | + | ==== Fragile |
| - | ^ Status Effect | + | Weapon gains the Broken condition on a roll of a natural 1. |
| - | | Dazed | 10 + Damage roll | | + | ==== Gallant |
| - | | Staggered | + | When mounted and making |
| - | | Stunned | + | ==== Longshot |
| - | </ | + | This weapon |
| - | + | ==== Nonlethal ==== | |
| - | Additionally, | + | A [[game_systems: |
| - | + | ==== Precise | |
| - | ===== Concealed ===== | + | Making called shots with this weapon |
| - | + | ==== Reach (Rating) ==== | |
| - | Weapons with this trait are far easier to hide than the standard weapon. This is often limited to light weapons, but exceptions apply. | + | Has 5ft of additional Reach per rating |
| - | + | ==== Reaving ==== | |
| - | To spot a concealed | + | Found on Axes Normally, or anything meant to remove limbs. When a reaving |
| - | + | ==== Reliable | |
| - | <WRAP center round tip 60%> | + | When a Reliable weapon rolls a natural 1, instead of a -5 penalty, they only take a -2. In addition any Broken or Ruined conditions only have half the normal penalty. |
| - | A light, concealed, weapon would provide a +8 bonus to [[priority: | + | ==== Savage (Rating) |
| - | </ | + | This weapon is designed |
| - | + | ==== Scatter | |
| - | ===== Disarm ===== | + | This ranged |
| - | + | ==== Secured | |
| - | A weapon with this Trait offers | + | Attempts to disarm this weapon |
| - | + | ==== Thrown ==== | |
| - | ===== Dwarven ===== | + | A thrown weapon can be used as a ranged weapon with a range increment listed under the weapon' |
| - | + | ==== Tripping | |
| - | Any weapon with this trait is a part of the Dwarven weapon group. | + | This weapon is designed |
| - | + | ||
| - | ===== Elven ===== | + | |
| - | + | ||
| - | Any weapon with this trait is a part of the Elven weapon | + | |
| - | + | ||
| - | ===== Flexible ===== | + | |
| - | + | ||
| - | A flexible | + | |
| - | + | ||
| - | ===== Nonlethal | + | |
| - | + | ||
| - | A nonlethal | + | |
| - | + | ||
| - | ===== Polearm ===== | + | |
| - | + | ||
| - | A polearm that deals Piercing or Slashing damage can, on a successful critical hit, forgo damage to instead prevent the target from leaving the square they were struck on (if the target is airborne, they will be attached to the square directly below them; they will suffer no falling damage unless ruled otherwise by the GM, IE if something doesn’t have a fly speed when struck in mid air. A climbing target will be attached to the surface they are currently on. This ability functions differently under water or in planes | + | |
| - | + | ||
| - | Once the decision has been made to replace damage with this effect, the damage will still be rolled, but instead is used to calculate the DC to escape. As a free action (or immediate action if taken as part of an AoO) the attacker must release the weapon to maintain the effect. As a move action (or free action if the character possess the Quick Draw Talent, or the user possess Weapon Training in Polearms), they may draw the weapon | + | |
| - | + | ||
| - | Additionally, | + | |
| - | + | ||
| - | ==== Table: Polearm Escape DCs ==== | + | |
| - | {{tablelayout? | + | |
| - | ^ Check Type ^ DC ^ | + | |
| - | | Strength Check | 10 + Damage rolled | + | |
| - | | Escape Artist | + | |
| - | | Caster Level | 10 + Damage rolled | + | |
| - | + | ||
| - | <WRAP center round info 60%> | + | |
| - | If a polearm only deals Bludgeoning damage, it may opt to inflict | + | |
| - | </ | + | |
| - | + | ||
| - | ===== Primitive ===== | + | |
| - | + | ||
| - | A Primitive | + | |
| - | + | ||
| - | ===== Reach ===== | + | |
| - | + | ||
| - | A weapon | + | |
| - | + | ||
| - | * **Reach 1** - 10ft | + | |
| - | * **Reach 2** - 15ft | + | |
| - | * **Reach 3** - 20ft | + | |
| - | + | ||
| - | ===== Recondite ===== | + | |
| - | + | ||
| - | Weapons with this trait are often from a foreign land compared to the more standard European themed fantasy setting. It is treated as an independent weapon group for the purpose | + | |
| - | + | ||
| - | ===== Reliable ===== | + | |
| - | + | ||
| - | When the wielder of a Reliable | + | |
| - | + | ||
| - | ===== Thrown ===== | + | |
| - | + | ||
| - | A thrown weapon can be used as a ranged weapon with a range increment listed under the weapon' | + | |
| - | + | ||
| - | ===== Trip ===== | + | |
| - | + | ||
| - | Weapons with this trait may be used to more easily | + | |
| - | + | ||
| - | + | ||
| - | + | ||
