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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 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.

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 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).

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.

Blade

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 Wounds equal to the critical multiplier of the weapon every round. This Bleed effect can be stopped by an adequate Heal check, or with magical Healing from a 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.

Brace

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.

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.

Club

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.

Table: Club Status Effects

Status Effect Save DC
Dazed 10 + Damage roll
Staggered 5 + Damage roll
Stunned Damage roll

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.

Concealed

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 Sleight of Hand (DEX) untrained for this purpose.

To spot a concealed weapon, your Sleight of Hand check is rolled against an opposed 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 Appraise (INT), Knowledge (Engineering) (INT), or Sense Motive (WIS).

A light, concealed, weapon would provide a +8 bonus to Sleight of Hand (DEX) 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.

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

A weapon with this Trait offers a +2 equipment bonus to your CMB when used to disarm.

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 rolls with that weapon.

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.

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.

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.

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.

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

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.)

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. Escape Artist (DEX) 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 Dimension Door or Freedom of Movement.

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.

Table: Polearm Escape DCs

Check Type DC
Strength Check 10 + Damage rolled
Escape Artist 20 + Damage rolled
Caster Level 10 + Damage rolled

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 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:

  • 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.

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

A thrown weapon can be used as a ranged weapon with a range increment listed under the weapon's description.

Trip

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.