Types of Weapons
There are four broad classifications of weapons, each having some sub types as well; Manufactured Weapons, Rays, Melee touch Attacks and Natural Weapons. All weapons regardless of type can be parried by shields unless explicit mentioned.
Rays
Rays are traditionally magical effects that exist briefly and once the attack roll is resolved end, regardless of the effect. They are ranged attacks that resolve against a targets Touch AC rather then normal AC. They follow all rules that standard Ranged Attacks do including Concealment and Cover. The 'projectiles' created in a ray do not have any substance and can not be damaged,but physical barriers still stop them.
Melee Touch Attacks
These are similar to rays, but require a Melee attack instead of a Ranged attack roll. They may be considered a Light weapon if the attacker wishes to Use dexterity for the attack bonus rather then Strength. They inflict no extra damage from Strength or Dexterity unlike standard Melee attacks. These attacks resolve against Touch AC rather then standard AC. If the attack roll results in a miss, whatever spell or effect is not discharged. The effect is “held” in the hand for a number of rounds equal to CL.
Melee touch attacks may not be Sundered or Disarmed, however they can be parried by shields or other Parry effects. They also count as touching a target for the purpose of Contact effects.
Natural Weapons
Natural weapons are weapons that are part of a character or creature. They are treated as standard Melee Attacks, but count as making direct contact for any Contact based effects. Natural weapons can not be Sundered or Disarmed. Natural Weapons can be enchanted just as manufactured weapons can be. Normally if weapon is held in a hand that has a natural weapon as well, you can not use the natural weapon. All natural weapons are classified the same as manufactured weapons with Light, One Handed or Two handed, however they do not require hands to wield. The classification determines damage bonus
The following are common natural weapons
Unarmed
Light or One Handed
An Unarmed attack is what happens when a character or creature makes an attack that lacks a Natural Weapon. This attack provokes an attack of opportunity, but is treated as a normal natural weapon in all other respects. It inflicts Bludgeoning damage
Claws
Light or One Handed
Claws are a common natural weapon that inflict Slashing damage. Often both hands will have claws on them meaning either hand can be used when attacking.
Bite
One Handed
Bites are a common natural weapon that inflict Piercing damage.
Tail Whip
Two Handed
Tail whips are an uncommon natural weapon that inflicts Bludgeoning damage and often has additional reach
Wings
Light
Wings are are an uncommon natural weapon that inflicts Bludgeoning. Can not be used if in flight
Manufactured Weapons
Manufactured weapons include any weapon that is wielded, from Longswords to broken bottles. They can be used to make Melee attacks or ranged attacks. They may be Sundered or Disarmed.
Breaking Weapons
Manufactured weapons can break when Sundered or if exposed to some damaging effects. All weapons have two pools of Health, HP and Frame. HP restores at the end of each combat and is based on the wielders BaB. Weapons have HP equal to twice the wielders BaB. Once the HP is depleted the weapon takes Frame damage which must be repaired with goods and the use of magic or Skills. Each 10 points of Frame restored requires a Crafting Good to be expended, if the weapon is Magical then Magic goods may be used instead.
Weapon hardness reduces both HP and frame damage the weapon takes. The design of the weapon dictates its Hardness and Frame. Most weapons fall into one of three categories: Wooden, Hybrid or Metal. A club is an example of a wooden weapon, a Mace is an example of a Hybrid weapon and a Longsword is an example of a metal weapon
These rules also extend to Armor, but HP is based on twice HD instead.
| Weapon Type | Hardness | Frame |
|---|---|---|
| Light Wooden Weapon | 5 | 8 |
| Light Hybrid Weapon | 7 | 12 |
| Light Metal Weapon | 10 | 16 |
| One Handed Wooden Weapon | 5 | 12 |
| One Handed Hybrid Weapon | 7 | 16 |
| One Handed Metal Weapon | 10 | 20 |
| Two Handed Wooden Weapon | 5 | 16 |
| Two Handed Hybrid Weapon | 7 | 20 |
| Two Handed Metal Weapon | 10 | 24 |
| Armor Type | Hardness | Frame |
|---|---|---|
| Any Cloth armor | 0 | 10 |
| Leather Armors | 3 | 14 |
| Light Metal Armor | 10 | 20 |
| Medium Non-Metal Armor | 5 | 25 |
| Medium Metal Armor | 10 | 30 |
| Heavy Non-Metal armor | 5 | 35 |
| Heavy Metal Armor | 10 | 40 |
Broken Weapons
Once a weapon is reduced to half its frame, it gains the Broken condition. This gives a -2 on attacks and damage with the weapon. Broken Armor gives a -2 to its AC bonus
Once a weapon is reduced to 0 frame it gains the Ruined condition, this gives a -4 on attacks and damage with the weapon with the weapon. Ruined Armor gives a -4 to its AC bonus and if it takes any further damage it is destroyed and no longer provides a bonus
After reaching negative frame equal to maximum frame, the weapon is Destroyed and can no longer be used in combat until it is repaired.
Magic Weapons
A weapon with any magical enchantment on it provides additional HP and hardness. For each +1 tier the weapon has, it has 1 additional HP per Bab and gains 1 more hardness. For example a Flaming Called Longsword who's wielder has 6 Bab would have 24 Hp and a hardness of 12 as well as 20 Frame
Magical Armor follows the same rules.
