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| equipment:weapons:weapontraits [2023/12/18 22:48] – [Dwarven] elfinlocks | 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. | ||
| - | ===== Advanced Firearm ===== | + | ==== Agile ==== |
| - | + | Agile weapons | |
| - | 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 |
| - | + | Armor piercing | |
| - | ===== Agile ===== | + | ==== Brace ==== |
| - | + | A Braced | |
| - | Agile weapons | + | ==== Chain ==== |
| - | + | ||
| - | ===== Armor ===== | + | |
| - | + | ||
| - | 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 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: | + | |
| - | + | ||
| - | In addition, axes provide their wielder with a +2 equipment bonus on sunder checks, but also apply a -2 to the wielder' | + | |
| - | + | ||
| - | ===== Blade ===== | + | |
| - | + | ||
| - | Bladed | + | |
| - | + | ||
| - | ===== Brace ===== | + | |
| - | + | ||
| - | As a Standard Action, this weapon | + | |
| - | + | ||
| - | ===== 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 | |
| - | ===== Club ===== | + | Weapons |
| - | + | ==== Dangerous | |
| - | A weapon | + | This weapon |
| - | + | ==== Disarming | |
| - | ==== Table: Club Status Effects ==== | + | This weapon |
| - | <WRAP tablewidth 30%> | + | ==== Felling (Rating) |
| - | {{tablelayout? | + | Weapon deals extra damage (equal to rating) when dealing Wounds. |
| - | ^ Status Effect | + | ==== Flexible ==== |
| - | | Dazed | 10 + Damage roll | | + | A flexible weapon may treat any square in the weapon' |
| - | | Staggered | + | ==== Fragile |
| - | | Stunned | + | Weapon gains the Broken condition on a roll of a natural 1. |
| - | </ | + | ==== Gallant |
| - | + | When mounted and making | |
| - | Additionally, | + | ==== Longshot ==== |
| - | + | This weapon can fire up to 20 range increments rather than only 10. | |
| - | ===== Concealed ===== | + | ==== Nonlethal ==== |
| - | + | A [[game_systems: | |
| - | Weapons with this trait are far easier to hide than the standard | + | ==== Precise |
| - | + | Making called shots with this weapon | |
| - | To spot a concealed weapon, your [[priority: | + | ==== 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: | + | Found on Axes Normally, or anything meant to remove limbs. When a reaving |
| - | </ | + | ==== 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 | |
| - | This trait is currently only a weapon | + | ==== Scatter ==== |
| - | + | This ranged | |
| - | ===== Disarm ===== | + | ==== Secured |
| - | + | Attempts to disarm this weapon | |
| - | A weapon with this Trait offers | + | ==== Thrown ==== |
| - | + | A thrown weapon can be used as a ranged weapon with a range increment listed under the weapon' | |
| - | ===== Double ===== | + | ==== Tripping |
| - | + | This weapon is designed | |
| - | You can use a double weapon to fight as if fighting with [[chargen: | + | |
| - | + | ||
| - | ===== Dwarven ===== | + | |
| - | + | ||
| - | 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 | + | |
| - | + | ||
| - | ===== Elven ===== | + | |
| - | + | ||
| - | 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 | + | |
| - | + | ||
| - | ===== Flexible ===== | + | |
| - | + | ||
| - | A flexible weapon may treat any square in the weapon' | + | |
| - | + | ||
| - | ===== 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 | + | |
| - | + | ||
| - | ===== 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 | + | |
| - | + | ||
| - | ===== Nonlethal | + | |
| - | + | ||
| - | A nonlethal | + | |
| - | + | ||
| - | ===== 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 | + | |
| - | + | ||
| - | ===== Polearm ===== | + | |
| - | + | ||
| - | 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: | + | |
| - | + | ||
| - | 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 a Club weapon status effect instead. | + | |
| - | </ | + | |
| - | + | ||
| - | ===== Primitive ===== | + | |
| - | + | ||
| - | 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. | + | |
| - | + | ||
| - | ===== 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 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. | + | |
| - | + | ||
| - | ===== Reliable | + | |
| - | + | ||
| - | 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 | + | |
| - | + | ||
| - | ===== Shortbow ===== | + | |
| - | + | ||
| - | Compact and effective, shortbows are the weapon | + | |
| - | + | ||
| - | ===== 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 | + | |
| - | + | ||
| - | + | ||
| - | + | ||
