Great Club (Weapon): Difference between revisions
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(Created page with "{{Template:Weapon | Name = Club, Great | Urlname = Club,_Great | Image = Greatclub 1.png | Proficiency = Martial | Type = 2-Hand | Cost = 5 gp | TinyDmg = 1d6 | Small...") |
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| Quality1 = Defensive | | Quality1 = Defensive | ||
| Quality2 = Stout | | Quality2 = Stout | ||
| Quality3 = | | Quality3 = Battering | ||
| Quality4 = | | Quality4 = | ||
| Quality5 = | | Quality5 = |
Revision as of 20:57, 21 August 2016
Club, Great | 2-Hand / Martial | [edit] | |||||||
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Cost | Sm Dmg | Med Dmg | Large Dmg | Crit | Range | Wt | Type | ||
5 gp | 1d8 | 1d10 | 2d8 | x2 | - | 8 lbs | Bludgeoning | ||
Weapon Qualities: Defensive, Stout, Battering | |||||||||
A great club is the larger, two-handed version of the reliable old club. A great club is shorter and much heavier than a quarterstaff, and is almost always worked over by a craftsman to improve its performance in combat. A great club is nothing fancy, but it will certainly get the job done and can be bought or made almost anywhere out of almost anything. The great club belongs to the "Hammers" weapon group. |