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equipment:weapons:weapontraits [2023/06/09 20:38] – created elfinlocksequipment:weapons:weapontraits [2024/01/24 19:51] (current) elfinlocks
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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.
 +
 +===== Advanced Firearm =====
 +
 +This sophisticated weapon is not available in all settings and traditionally represents a rifled firearm that has much longer range then earlier firearms. This weapon makes touch attacks on its first 5 range increments. Advanced firearms can fire when wet but do not function underwater. Reloading an advanced firearm takes a Standard Action and uses a Shot (black powder and a bullet).   
  
 ===== Agile ===== ===== Agile =====
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 A light, concealed, weapon would provide a +8 bonus to [[priority:skills:sleight_of_hand|]] checks to conceal it. By default, a One-Handed weapon provides a -4 penalty, and a two-handed a -8. Both penalties would be removed and replaced with a +4, if the weapon had the concealed trait. A light, concealed, weapon would provide a +8 bonus to [[priority:skills:sleight_of_hand|]] checks to conceal it. By default, a One-Handed weapon provides a -4 penalty, and a two-handed a -8. Both penalties would be removed and replaced with a +4, if the weapon had the concealed trait.
 </WRAP> </WRAP>
 +
 +===== Crossbow =====
 +
 +This trait is currently only a weapon category - crossbow flesh-out and rework is WIP. Crossbows are the only bows that may be used whilst prone.
  
 ===== Disarm ===== ===== Disarm =====
  
 A weapon with this Trait offers a +2 equipment bonus to your CMB when used to disarm. A weapon with this Trait offers a +2 equipment bonus to your CMB when used to disarm.
 +
 +===== Double =====
 +
 +You can use a double weapon to fight as if fighting with [[chargen:universal_talents#two_weapon_fighting|two weapons]], but if you do, you incur all the normal attack penalties associated with fighting with two weapons. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way; only one end of the weapon can be used in any given round.
 +
 +===== Duelist =====
 +
 +A weapon with the Duelist Trait is only possible through a character with the special training provided by the [[paths:duelist_path|Path of the Duelist]]. When wielding a weapon with the Duelist Trait, the weapon loses any previously held classification, and may only be used with one hand. You may use Strength or Dexterity for Attack rolls with the weapon.
  
 ===== Dwarven ===== ===== Dwarven =====
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 Any weapon with this trait is a part of the Elven weapon group. When wielding an Elven weapon, you may use your INT bonus is place of your STR bonus on damage rolls with that weapon. Any weapon with this trait is a part of the Elven weapon group. When wielding an Elven weapon, you may use your INT bonus is place of your STR bonus on damage rolls with that weapon.
 +
 +===== Firearm =====
 +
 +A firearm uses black powder and a metal ball or bullet that is loaded into the weapon. These weapons make touch attacks within its first range increment. If the weapon gets wet there is a 50% chance the weapon does not fire. Firearms do not work underwater. Reloading a firearm is a Standard action and requires a dose of black powder and a bullet (this combined is referred to as a Shot)
  
 ===== Flexible ===== ===== Flexible =====
  
 A flexible weapon may treat any square in the weapon's reach as the point of origin for the attack, meaning that the chosen square is treated as your location. You must still possess line of sight to the desired location. A flexible weapon may treat any square in the weapon's reach as the point of origin for the attack, meaning that the chosen square is treated as your location. You must still possess line of sight to the desired location.
 +
 +===== Longbow =====
 +
 +These bows are known for being as tall as a man and heavily dangerous in the right hands. Typically made out of a very tough wood or bone, such bows require great strength to use effectively. A character may apply their Strength modifier to damage rolls with a Longbow, provided that they have a positive modifier. A character with a negative Strength modifier is not capable of drawing and otherwise using a Longbow. A Longbow may not be used whilst mounted or prone.
 +
 +===== Misfire =====
 +
 +A weapon with Misfire gains the Broken condition when the number in parentheses is rolled on an attack. If a Broken weapon misfires then the weapon is destroyed in an explosion and the wielder of the weapon takes the weapons damage as if they were hit by the attack.
  
 ===== Nonlethal ===== ===== Nonlethal =====
  
 A nonlethal weapon does not take the normal -4 penalty on attacks for dealing nonlethal damage. However, the wielder instead suffers a -4 penalty on attacks when attempting to inflict lethal damage with the weapon. A nonlethal weapon does not take the normal -4 penalty on attacks for dealing nonlethal damage. However, the wielder instead suffers a -4 penalty on attacks when attempting to inflict lethal damage with the weapon.
 +
 +===== Orcish =====
 +
 +An Orcish weapon is part of the Orcish weapon group. Orcish weapons are typically brutal in design - large blades and heavy construction ensure that the wielder makes the most use out of their natural strength. When making any ranged attack with an Orcish weapon, you may always use your Strength modifier in place of your Dexterity modifier for the attack roll.
  
 ===== Polearm ===== ===== 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 with different gravity. It will attach the target to a solid surface within reach of the weapon or adjacent to the target, whichever is closer.) +A polearm that deals Piercing or Slashing damage can, on a successful critical hit, forgo damage to **impale the target**, preventing 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 with different gravity. It will attach the target to a solid surface within reach of the weapon or adjacent to the target, whichever is closer.) 
  
 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 from the square, ending the effect automatically. [[priority:skills:escape_artist|]] or a successful Strength check can be used to escape. While attached to the polearm, the target cannot move from the location via mundane or magical means, though spellcasters may attempt a Caster Level check to cast effects such as [[priority:magic:spells:tier4:dimension_door|]] or [[priority:magic:spells:tier4:freedom_of_movement|]]. 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 from the square, ending the effect automatically. [[priority:skills:escape_artist|]] or a successful Strength check can be used to escape. While attached to the polearm, the target cannot move from the location via mundane or magical means, though spellcasters may attempt a Caster Level check to cast effects such as [[priority:magic:spells:tier4:dimension_door|]] or [[priority:magic:spells:tier4:freedom_of_movement|]].
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 ===== Reliable ===== ===== Reliable =====
  
-When the wielder of a Reliable weapon rolls a natural 1, the penalty to the check is reduced from -5 to -2. +When the wielder of a Reliable weapon rolls a natural 1, the penalty to the check is reduced from -5 to -2
 + 
 +===== Revolver ===== 
 + 
 +This weapon (traditionally a firearm) hold six shots with a revolving cylinder. This allows the weapon to be fired six times without needing to reload it. However in order to attack with the weapon more then once a round, the wielder needs a free hand to turn the cylinder to the next shot ("fanning" the hammer). 
 + 
 +===== Shortbow ===== 
 + 
 +Compact and effective, shortbows are the weapon of choice in locales where obtaining a crossbow is not feasible. Shortbows may be used whilst mounted, but not whilst prone. Their limited draw doesn't make them as destructive as Longbows, but they are easier to use and to obtain.
  
 ===== Thrown ===== ===== Thrown =====