This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Weapon Traits ====== 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 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. This damage is applied first for maximum effect against Armor Points, Barrier or Shell. ==== 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, the wielder of the chain weapon may immediately attempt a disarm check against the shield or weapon without provoking an attack of opportunity. ==== 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 ==== Felling (Rating) ==== Weapon deals extra damage (equal to rating) when dealing Wounds. ==== 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. ==== Fragile ==== Weapon gains the Broken condition on a roll of a natural 1. ==== Gallant ==== When mounted and making a charge, the weapon deals weapon double damage ==== Longshot ==== This weapon can fire up to 20 range increments rather than only 10. ==== 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. ==== Precise ==== Making called shots with this weapon takes half the penalty. ==== Reach (Rating) ==== Has 5ft of additional Reach per rating ==== Reaving ==== 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. ==== 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. ==== Savage (Rating) ==== This weapon is designed to inflict damage to soft targets. Against HP it adds its rating as extra damage ==== Scatter ==== This ranged weapon is more deadly at close range, gaining +4 to hit and damage within 10ft of the target ==== Secured ==== Attempts to disarm this weapon take a -4 penalty ==== 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. ==== Tripping ==== This weapon is designed to trip an enemy. Users may make a Trip check as a Swift action once per round