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| equipment:weapons [2023/12/18 23:02] – [Table] elfinlocks | equipment:weapons [2025/05/04 16:52] (current) – [Magical Weapons] reon | ||
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| | Martial, One-Handed | | Martial, One-Handed | ||
| | Martial, Two-Handed | | Martial, Two-Handed | ||
| - | | Exotic, Light | 2 | | + | | Exotic, Light | 4 | |
| | Exotic, One-Handed | | Exotic, One-Handed | ||
| | Exotic, Two-Handed | | Exotic, Two-Handed | ||
| Line 31: | Line 31: | ||
| Weapons are separated into several categories, which dictate how they' | Weapons are separated into several categories, which dictate how they' | ||
| + | |||
| + | * **Light Weapons** add half of your Strength modifier to your weapon damage rolls | ||
| + | * **One-Handed Weapons** add your full Strength modifier to weapon damage rolls | ||
| + | * **Two-Handed Weapons** add your Strength modifier x1.5 to weapon damage rolls | ||
| + | |||
| + | With the above example, a character with 20 Strength (and thus a modifier of +5) would inflict +2 damage with a Light weapon, +5 damage with a One-Handed weapon, and +7 damage with a Two-Handed Weapon, as this modifier rounds down. | ||
| + | |||
| + | <WRAP round info 60%> | ||
| + | By default, a melee weapon uses your Strength modifier for the attack **and** damage rolls. Optionally, Light weapons may use Dexterity for the attack rolls instead. In order to use Dexterity for damage as well, the weapon must have the Agile trait. See the [[equipment: | ||
| + | </ | ||
| + | |||
| + | ---- | ||
| </ | </ | ||
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| | Battleaxe | | Battleaxe | ||
| | Flail | 1d6 | 1d8 | x2 | — | 5 lbs. | B | Chain, Club, Disarm, Trip | | | Flail | 1d6 | 1d8 | x2 | — | 5 lbs. | B | Chain, Club, Disarm, Trip | | ||
| + | | Katana | ||
| | Longsword | | Longsword | ||
| | Heavy Pick | 1d4 | 1d6 | x4 | — | 6 lbs. | P | Axe, Dwarven, Trip | | | Heavy Pick | 1d4 | 1d6 | x4 | — | 6 lbs. | P | Axe, Dwarven, Trip | | ||
| Line 84: | Line 97: | ||
| | Greatsword | | Greatsword | ||
| | Guisarme-Glaive | | Guisarme-Glaive | ||
| - | | Halberd | + | | Halberd |
| | Scythe | | Scythe | ||
| | Spear, Elven Branched | | Spear, Elven Branched | ||
| + | | War Pike | 1d6 | 1d8 | x2 | - | 12 lbs. | P | Brace, Polearm, Reach 2* | | ||
| + | *Cannot attack adjacent targets. | ||
| </ | </ | ||
| ===== Table: Ranged Weapons ===== | ===== Table: Ranged Weapons ===== | ||
| Line 94: | Line 109: | ||
| ^ Ranged Weapons | ^ Ranged Weapons | ||
| | Bola* | 1d3 | 1d4 | x2 | 30 ft. | 2 lbs. | B | Nonlethal, Orcish, Primitive, Trip | | | Bola* | 1d3 | 1d4 | x2 | 30 ft. | 2 lbs. | B | Nonlethal, Orcish, Primitive, Trip | | ||
| - | | Bow, Horned* | + | | Bow, Horned* |
| | Bow, Long* | 1d6 | 1d8 | x3 | 100 ft. | 3 lbs. | P | Elven, Longbow | | Bow, Long* | 1d6 | 1d8 | x3 | 100 ft. | 3 lbs. | P | Elven, Longbow | ||
| | Bow, Short | 1d4 | 1d6 | x3 | 60 ft. | 2 lbs. | P | Primitive, Shortbow | | Bow, Short | 1d4 | 1d6 | x3 | 60 ft. | 2 lbs. | P | Primitive, Shortbow | ||
| - | | Crossbow, Heavy | + | | Crossbow, Heavy | 1d10 | 2d6 |
| - | | Crossbow, Light | 1d6 | 1d8 | 19-20/ | + | | Crossbow, Light | 1d6 | 1d8 | 19-20/ |
| | Javelin* | | Javelin* | ||
| | Shuriken* (5) | 1 | 1d2 | x2 | 10 ft. | 0.5 lbs. | P/S | Concealed, Recondite | | Shuriken* (5) | 1 | 1d2 | x2 | 10 ft. | 0.5 lbs. | P/S | Concealed, Recondite | ||
| - | | Pistol | + | | Pistol |
| - | | Musket | + | | Musket |
| - | | Revolver | + | |
| - | | Rifle | 1d8 | 2d6 | x3 | 80 ft | 9 lbs | P/B | Adv. Firearm, Misfire (1) | + | |
| <WRAP center round info 60%> | <WRAP center round info 60%> | ||
| Ranged Weapons marked with an asterisk (*) indicate that you may utilize an Ability Score Modifier for damage rolls with that ranged weapon. Weapons that lack this indicator only inflict the damage dice as shown, not counting the influence of Talents. | Ranged Weapons marked with an asterisk (*) indicate that you may utilize an Ability Score Modifier for damage rolls with that ranged weapon. Weapons that lack this indicator only inflict the damage dice as shown, not counting the influence of Talents. | ||
| </ | </ | ||
| + | |||
| + | ===== Masterwork Weapons ===== | ||
| + | |||
| + | You may Masterwork a Weapon to increase it's effectiveness without resorting to magical means. See the [[equipment: | ||
| ===== Magical Weapons ===== | ===== Magical Weapons ===== | ||
| - | Weapons may also possess magical enchantments, | + | Weapons may also possess magical enchantments, |
| ==== Table: Magic Weapon Costs ==== | ==== Table: Magic Weapon Costs ==== | ||
| - | {{tablelayout? | + | |
| ^ Enchantment Tier ^ TU Value ^ | ^ Enchantment Tier ^ TU Value ^ | ||
| - | | +1 Weapon | + | | +1 Weapon |
| - | | +2 Weapon | + | | +2 Weapon |
| - | | +3 Weapon | + | | +3 Weapon |
| - | | +4 Weapon | + | | +4 Weapon |
| - | | +5 Weapon | + | | +5 Weapon |
| - | | +6 Weapon | + | | +6 Weapon |
| - | | +7 Weapon | + | | +7 Weapon |
| - | | +8 Weapon | + | | +8 Weapon |
| - | | +9 Weapon | + | | +9 Weapon |
| - | | +10 Weapon | + | | +10 Weapon |
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Improvised Weapons ===== | ||
| + | |||
| + | If you attack with something that wasn’t built to be a weapon, such as a chair or a vase, you’re making an attack with an improvised weapon. Improvised weapons are Simple Weapons. You take a –2 penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits that the improvised weapon should have, due to their widely varied nature. Due to this, Improvised Weapons may be light, one-handed, or two-handed, depending upon what the item is. | ||
