Shotput (Weapon): Difference between revisions
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| LgDmg = 3d6 | | LgDmg = 3d6 | ||
| Crit = 19- | | Crit = 19-20 x3 | ||
| Range = 20 ft | | Range = 20 ft |
Latest revision as of 15:50, 28 August 2022
Shotput | 2-Hand Thrown / Exotic | [edit] | |||||||
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Cost | Sm Dmg | Med Dmg | Large Dmg | Crit | Range | Wt | Type | ||
15 gp | 1d10 | 2d6 | 3d6 | 19-20 x3 | 20 ft | 12 lbs | Bludgeoning (physical, common) | ||
Weapon Qualities: Ponderous, Poor Melee, Powerful, Strength-Based | |||||||||
Despite appearances, these simple, heavy, spheres are very lethal ranged weapons. They have been known by many names, such as dreadstones, skullsmashers, and thunderballs. They are two-handed exotic throwing weapons, requiring a huge amount of training to use properly, despite being quite a bit simpler than careens or skiprocks. They are larger and heavier than orc shotputs, and the two-handed techniques used to throw them are far more controlled. As a result, they are much more accurate, but they have much less chance of inflicting massive damage. This trade-off is little remarked, though, as their damage potential is second to none. Unlike most thrown weapons, shotputs allow the wielder to apply his Strength bonuses to both to-hit and damage rolls, and even better, the Strength Damage bonus x1.5 is applied, since the weapon is used with two hands. A shotput can even make use of Power Attack (Feat) as though it were a 2-handed melee weapon. Shotputs can also be used in melee, albeit at a -2 penalty on attack rolls. As such, they threaten adjacent squares, and allow the wielder to make opportunity attacks and provide flanks. The Shotput belongs to the "Thrown", weapon group. |