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| equipment:weapons:weapontraits [2023/12/15 01:54] – vondor | equipment:weapons:weapontraits [2026/03/13 18:50] (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. |
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| ===== Advanced Firearm ===== | ==== Agile ==== |
| | Agile weapons may use DEX rather than strength on damage rolls |
| 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). | ==== Armor Piercing (Rating) ==== |
| | Armor piercing weapons inflict extra damage to Armor Points, Barrier and Shell equal to rating. This damage is applied first for maximum effect against Armor Points, Barrier or Shell. |
| ===== Agile ===== | ==== 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. |
| 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. | ==== Chain ==== |
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| ===== Armor ===== | |
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| 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. | |
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| ===== Axe ===== | |
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| A weapon with the Axe trait is extremely lethal. When critically striking an opponent, the wielder can instead target a limb (not the head or body) and deal damage directly to [[game_systems:health|Wounds]] at that location. Damage from the attack is treated as a critical hit, with the critical multiplier reduced by one step (x4 would become x3, and x3 would become x2, with a minimum multiplier of x1). When using the Coup de Grâce action, an axe's critical multiplier remains the same, instead of being reduced (this effect can be applied to any limb, including body and head). | |
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| In addition, axes provide their wielder with a +2 equipment bonus on sunder checks, but also apply a -2 to the wielder's CMD against Sunder and Disarm attempts. | |
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| ===== Blade ===== | |
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| 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's [[game_systems:health|Wounds]] equal to the critical multiplier of the weapon every round. This Bleed effect can be stopped by an adequate [[priority:skills:heal|Heal]] check, or with magical Healing from a [[priority:magic:spells:tier1:cure_light_wounds|Cure]] spell (non-Cure healing effects, such as Lay on Hands, heal damage but do not stop the bleeding effect). This Bleed effect is cumulative with bleed effects also inflicted by Blade weapons. Additionally, Blade weapons grant their wielder an additional +2 equipment bonus to their CMD against sunder and disarm attempts. | |
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| ===== Brace ===== | |
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| 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's movement stops. If the movement of a creature is stopped outside of their reach, their attack against you fails entirely. | |
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| ===== Chain ===== | |
| When a chain weapon is parried by a shield or weapon successfully, the wielder of the chain weapon may immediately attempt a disarm check against the shield or weapon without provoking an attack of opportunity. | When a chain weapon is parried by a shield or weapon successfully, the wielder of the chain weapon may immediately attempt a disarm check against the shield or weapon without provoking an attack of opportunity. |
| | ==== Concealable ==== |
| ===== Club ===== | Weapons with this trait gain a +4 to any check to hide the weapon. |
| | ==== Dangerous ==== |
| A weapon with this trait is often best for straight-forward attacks or debilitating a foe, rather than just causing injury. When attacking with a Club, a character can forgo the damage of the attack and instead opt to inflict a status effect on their target. The damage will still be rolled as normal, but the damage rolled will determine the DC of the Fortitude save, instead of dealing HP or Wound damage to the target. | This weapon can be dangerous to its wielder, on a natural 1 the user is instead hit by the attack themselves. |
| | ==== Disarming ==== |
| ==== Table: Club Status Effects ==== | 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 |
| <WRAP tablewidth 30%> | ==== Felling (Rating) ==== |
| {{tablelayout?rowsHeaderSource=Auto}} | Weapon deals extra damage (equal to rating) when dealing Wounds. |
| ^ Status Effect ^ Save DC ^ | ==== Flexible ==== |
| | Dazed | 10 + Damage roll | | 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. |
| | Staggered | 5 + Damage roll | | ==== Fragile ==== |
| | Stunned | Damage roll | | Weapon gains the Broken condition on a roll of a natural 1. |
| </WRAP> | ==== Gallant ==== |
| | When mounted and making a charge, the weapon deals weapon double damage |
| Additionally, Clubs provide their wielder with a +2 equipment bonus to CMD against disarm attempts, and a +2 equipment bonus to the wielder's CMB when used to sunder. | ==== Longshot ==== |
| | This weapon can fire up to 20 range increments rather than only 10. |
| ===== Concealed ===== | ==== Nonlethal ==== |
| | A [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]] weapon does not take the normal -4 penalty on attacks for dealing [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]]. However, the wielder instead suffers a -4 penalty on attacks when attempting to inflict lethal damage with the weapon. |
| Weapons with this trait are far easier to hide than the standard weapon. This is often limited to light weapons, but exceptions apply. A concealed weapon provides a further +4 to sleight of hand to hide it in addition to nullifying size penalties, but adding to size bonuses. A concealed weapon also allows the user to use [[priority:skills:sleight_of_hand|]] untrained for this purpose. | ==== Precise ==== |
| | Making called shots with this weapon takes half the penalty. |
| To spot a concealed weapon, your [[priority:skills:sleight_of_hand|Sleight of Hand]] check is rolled against an opposed [[priority:skills:perception|Perception]] check. If the result of the Perception check is greater than the Sleight of Hand check, the concealed weapon is spotted. If the Perception is lower, the weapon remains undetected (though a perfectly even check may lead to suspicion with the perceiver). Physically patting down the concealer of a weapon grants up to a +8 bonus on the check. In some cases, the investigating character may opt to roll a more appropriate skill than Perception, such as [[priority:skills:appraise|]], [[priority:skills:knowledge|Knowledge (Engineering) (INT)]], or [[priority:skills:sense_motive|]]. | ==== Reach (Rating) ==== |
| | Has 5ft of additional Reach per rating |
| <WRAP center round tip 60%> | ==== Reaving ==== |
| 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. | Found on Axes Normally, or anything meant to remove limbs. When a reaving weapon inflicts wound damage to a limb from a critical hit, they may select which limb (besides the head) they hit rather than defaulting to the body. |
| </WRAP> | ==== Reliable ==== |
| | 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. |
| ===== Crossbow ===== | ==== Savage (Rating) ==== |
| | This weapon is designed to inflict damage to soft targets. Against HP it adds its rating as extra damage |
| 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. | ==== Scatter ==== |
| | This ranged weapon is more deadly at close range, gaining +4 to hit and damage within 10ft of the target |
| ===== Disarm ===== | ==== Secured ==== |
| | Attempts to disarm this weapon take a -4 penalty |
| A weapon with this Trait offers a +2 equipment bonus to your CMB when used to disarm. | ==== Thrown ==== |
| | A thrown weapon can be used as a ranged weapon with a range increment listed under the weapon's description. In addition STR may be used instead of DEX for the attack. |
| ===== Dwarven ===== | ==== Tripping ==== |
| | This weapon is designed to trip an enemy. Users may make a Trip check as a Swift action once per round |
| Any weapon with this trait is a part of the Dwarven weapon group. When wielding a Dwarven weapon, you may use your CON bonus in place of your STR bonus on damage rolls with that weapon. | |
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| ===== Elven ===== | |
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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. | |
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| ===== Firearm ===== | |
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| 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) | |
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| ===== Flexible ===== | |
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| 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. | |
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| ===== Longbow ===== | |
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| 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. | |
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| ===== Nonlethal ===== | |
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| 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. | |
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| ===== Orcish ===== | |
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| 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. | |
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| ===== Polearm ===== | |
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| 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.) | |
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| 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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| Additionally, Polearms provide the wielder with a +2 equipment bonus on CMB when used to Trip. However, the wielder also suffers a -2 equipment penalty to CMD against sunder attempts. | |
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| ==== Table: Polearm Escape DCs ==== | |
| {{tablelayout?rowsHeaderSource=Auto}} | |
| ^ Check Type ^ DC ^ | |
| | Strength Check | 10 + Damage rolled | | |
| | Escape Artist | 20 + Damage rolled | | |
| | Caster Level | 10 + Damage rolled | | |
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| <WRAP center round info 60%> | |
| If a polearm only deals Bludgeoning damage, it may opt to inflict a Club weapon status effect instead. | |
| </WRAP> | |
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| ===== Primitive ===== | |
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| A Primitive weapon is often something that can be made from stone age technology, making them readily available in even the harshest environments. It does not have to be made from archaic materials to qualify. | |
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| ===== Reach ===== | |
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| A weapon with the reach trait allows a wielder to threaten from a further range while still being treated as a melee weapon. Reach comes in three tiers, of increasing range: | |
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| * **Reach 1** - 10ft | |
| * **Reach 2** - 15ft | |
| * **Reach 3** - 20ft | |
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| ===== Recondite ===== | |
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| 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 of proficiency and Talents, and may be unavailable for use depending on the setting - consult with your GM prior to purchasing or gaining proficiency with these weapons. | |
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| ===== Reliable ===== | |
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| When the wielder of a Reliable weapon rolls a natural 1, the penalty to the check is reduced from -5 to -2. | |
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| ===== Shortbow ===== | |
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| 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. | |
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| ===== Thrown ===== | |
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| A thrown weapon can be used as a ranged weapon with a range increment listed under the weapon's description. | |
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| ===== Trip ===== | |
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| Weapons with this trait may be used to more easily trip foes. It provides a +2 equipment bonus to your CMB when used to trip. | |
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