1-Hand Melee Weapons: Difference between revisions

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==Exotic Weapons==
==Exotic Weapons==
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Revision as of 22:07, 23 May 2020

Magic Weapons

Rules for the creation, cost and effects of magic weapons can be found on the following pages:

Simple Weapons


Club 1-Hand / Simple [edit]
Club
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
2 sp 1d4 1d6 1d10 x2 10 ft 3 lbs Bludgeoning (physical, common)
Weapon Qualities: Concealable, Melee Capable, Primitive Availability, Stout
A club is a heavy blunt object, usually two to four feet long. Clubs are often made of bone or wood, and rarely have much in the way of work applied to them. A handy branch with a knot at one end makes a dandy club. Despite their sturdy simplicity clubs are not bad weapons. They do appreciable damage and can be thrown to reasonable distances, especially considering the price. The Club belongs to the "Hammers" and "Thrown" weapon groups.

Heavy Mace 1-Hand / Simple [edit]
Heavy Mace
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
8 gp 1d6 1d8 2d6 x2 - 8 lbs Bludgeoning (physical, common)
Weapon Qualities: Battering, Stout
A heavy mace is a club with a nice tuxedo on, usually made of stone or steel. A heavy mace is about three feet long with a mighty striking head, usually equipped with some painful flanges and other tenderizers. Despite the expense and hard-hitting nature of the thing, there's really nothing in the way of finesse in a mace. It's got a nice suit on, but it's still a simple weapon. A heavy mace is seriously heavy, too, it's a real handful to use with one hand, and for that reason a heavy mace cannot be thrown with any measure of adroitness. The Heavy Mace belongs to the "Hammers" weapon group.

Morningstar 1-Hand / Simple [edit]
Morningstar
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
12 gp 1d6 1d8 2d6 x2 - 6 lbs Bludgeoning (physical, common) or Piercing (physical, common)
Weapon Qualities: Battering, Deadly
A morningstar is like a heavy mace with a slightly smaller head. To make up for the lost damage due to the lower weight, the morningstar has a LOT of sharp spikes all over that head. Getting hit with one... hurts. A lot. The Morningstar belongs to the "Hammers" weapon group.

Short Spear 1-Hand / Simple [edit]
Short Spear
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
1 gp 1d4 1d6 1d10 x3 20 ft 4 lbs Piercing (physical, common)
Weapon Qualities: Finesse, Melee Capable, Primitive Availability
A short spear is a bit of an odd duck. Many of them are made out of daggers and ruined swords. Take an appreciable bit of a knife blade, maybe six inches to a foot or more, and pop it onto a nice, handy three foot long stick. You now have a surprisingly useful gadget! You can throw it a good long way with reasonable accuracy. You also can use the long grip to stick frogs and nasty neighbors, and the extra length gives you enough leverage to do some serious damage. The short spear belongs to the "Spears" and "Thrown" weapon groups.

Whip 1-Hand / Simple [edit]
Whip
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
4 gp 1d2 1d3 1d4 x2 - 2 lbs Slashing (physical, common)
Weapon Qualities: Finesse, Inclusive Reach, Subduing
This is the traditional animal whip used to handle herds, draft teams, and the like. It deals very little damage, as the tip is deliberately made light so as to leave the herded animals unharmed (most draft animals have a point or two of DR). As a result, it is rarely used in serious fights. The Whip belongs to the "Flails", weapon group.


Martial Weapons


Battleaxe 1-Hand / Martial [edit]
Battleaxe
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
10 gp 1d6 1d8 2d6 x3 - 5 lbs Hacking (physical, uncommon)
Weapon Qualities: Battering, Stout
Few weapons are so plainly suited for their work as the battleaxe. Roughly three feet long, they come in a myriad of head types, one and two edged, in almost every conceivable shape. They are all solid, no-nonsense martial weapons. Their top-heavy blades demand some skill to use well. The Battleaxe belongs to the "Axes" weapon group, and is treated as a slashing weapon for the application of Weapon Properties, Feats, Dweomermetals and all other effects.

Flail 1-Hand / Martial [edit]
Flail
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
8 gp 1d6 1d8 2d6 x2 - 5 lbs Bludgeoning (physical, common)
Weapon Qualities: Disarm, Intimidating, Trip
Start with a morning star and break the spiked head off. Lose half of the handle and attach what's left to a sturdy length of thick chain. Weld the cruelly spiked head to the end of the chain and you wind up with the flail, a nasty piece of work if you've ever seen one. Flails can bend and curve around objects, and for that reason flails give a hefty bonus to your disarm and trip combat maneuvers. The Flail belongs to the "Flails" weapon group.

Longsword 1-Hand / Martial [edit]
Longsword
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
15 gp 1d6 1d8 2d6 19-20 x3 - 4 lbs Slashing (physical, common)
Weapon Qualities: Hewing
The longsword is much more than a stretched out short sword. The extra length of a longsword makes it a serious martial weapon, able to inflict heavy damage at all times and hit for deadly effect pretty often. The combination of deadly damage combined with a fairly small, light, and handy size makes the longsword a serious favorite of all adventurers. There are literally dozens upon dozens of variations of the long, straight one-handed sword blade, and for our purposes, they're all longswords. The Longsword belongs to the "Blades, Heavy" weapon group.

Heavy Pick 1-Hand / Martial [edit]
Heavy Pick
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
8 gp 1d4 1d6 1d10 x4 - 6 lbs Piercing (physical, common)
Weapon Qualities: Sunder, Pilfering
A larger hooked hammer, the heavy pick does solid damage at all times, but the long razor-sharp spike is a serious threat to the health of your enemies, occasionally landing wicked blows of terrible consequence. The Heavy Pick belongs to the "Axes" weapon group.

Rapier 1-Hand / Martial [edit]
Rapier
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
20 gp 1d4 1d6 1d10 18-20 x2 - 2 lbs Piercing (physical, common)
Weapon Qualities: Finesse, One-Handed Only
The rapier is lightly built and designed for speed, speed, speed. The damage is a bit less than a longsword at most times, but the rapier is quick enough that it can get a lot of dangerous strikes through an enemy's defenses. The downside is that it's so lightly built that you can't use both arms to power down a foe via brute strength. The Rapier belongs to the "Blades, Light" weapon group.

Scimitar 1-Hand / Martial [edit]
Scimitar
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
15 gp 1d4 1d6 1d10 18-20 x2 - 4 lbs Slashing (physical, common)
Weapon Qualities: Hewing, Intimidating
The scimitar is a strongly curved blade a bit under three feet long with a pronounced 'clipped' point. It is sharpened along the outside curve for the full length of the blade and sharpened along the backside of the clip point as well. The curved shape and heavy tip give it plenty of power in a swing, and when it lands true it hits really hard. In regular cut-and-thrust combat it's a bit less lethal than a longsword, although still plenty dangerous. The Scimitar belongs to the "Blades, Heavy" weapon group.

Scizore 1-Hand / Martial [edit]
Scizore
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
20 gp 1d8 1d10 2d8 x2 - 3 lbs Piercing (physical, common) or Slashing (physical, common)
Weapon Qualities: Attached, Protective, Restrictive, Uncomfortable
The scizore is a powerful but miserable weapon. A hollow pipe, sealed on the end, covers the grip and sheaths the forearm, locking the wrist. A nasty double-hook tips this beastly thing. The large rigid shape means the scizore protects the wielder and can generate awesome power in strikes, but the drawbacks are severe. Because the scizore locks your wrist, all attacks are made at a -1 to-hit penalty. A scizore does grant a +10 bonus to your Maneuver Defense to prevent you being disarmed of the miserable thing, but squeezing your hand into it means that donning or removing a scizore is a full round action. While wearing a scizore, that hand can do nothing else. If you do not attack with a hand wielding a scizore you gain a +1 shield bonus to your AC. When you attack with that hand you lose the shield bonus until the beginning of your next turn. The Scizore belongs to the "Blades, Light" and "Close" weapon groups.

Sword Cane 1-Hand / Martial [edit]
Sword Cane
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
45 gp 1d4 1d6 1d10 x2 - 4 lbs Piercing (physical, common)
Weapon Qualities: Handy, Pilfering, Stealthy
A sword cane is the ultimate in discrete weaponry. The scabbard is disguised as a walking stick at all times. A sword cane is usually carried in-hand rather than on the belt, to lend credence to the disguise, and as a result you can draw the blade as a swift action (or a free action if you also have Quick Draw (Feat)). Anyone examining the owner must make a Perception check to realize the true nature of the sword cane. The DC of this check is a Sleight of Hand check made by the wielder, made with a +4 weapon bonus. The examiner gains a +10 circumstance bonus to his perception check if he is able to pick up and examine the sword cane. The sword cane belongs to the "Blades, Light" weapon group.

Terbutje 1-Hand / Martial [edit]
Terbutje
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
5 gp 1d6 1d8 2d6 19-20 x2 - 3 lbs Hacking (physical, uncommon)
Weapon Qualities: Fragile, Intimidating, Primitive Availability
A classic example of a primitive weapon, a terbutje looks crude but is utterly terrifying when swung at your face. Unlike most primitive available weapons, the wood and stone construction of the terbutje is always fragile in combat...unless enchanted. Then a terbutje becomes every bit as capable as any 'more advanced' weaponry. The Terbutje belongs to the "Blades, Heavy" weapon group, and is treated as a slashing weapon for the application of Weapon Properties, Feats, Dweomermetals and all other effects.

Trident 1-Hand / Martial [edit]
Trident
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
15 gp 1d6 1d8 2d6 x2 20 ft 4 lbs Piercing (physical, common)
Weapon Qualities: Brace, Intimidating, Melee Capable, Pilfering
A trident is a combat version of a farmers pitchfork, despite the common association with aquatic creatures. Given its humble beginnings, the trident is a remarkably effective weapon. Used in one hand it's as good at cut and thrust as a longsword, although less likely to do devastating damage. The real joy, though, is the fact that the broad spread of the three sharp tips allows the wielder to effectively brace the weapon against charges using only one hand! This is a real unpleasant surprise to those aggressive sorts looking to run you down. The Trident belongs to the "Spears" and "Thrown" weapon groups.

Warhammer 1-Hand / Martial [edit]
Warhammer
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
12 gp 1d6 1d8 2d6 x3 - 5 lbs Bludgeoning (physical, common)
Weapon Qualities: Battering, Stout
The warhammer is a lighter, better designed heavy mace. The head is considerably smaller, but cleverly designed to maximize the impact of the reduced weight. As the weapon is more wieldy, the damage done by a well-aimed swing is very severe even though the weight is considerably less. The warhammer belongs to the "Hammers" weapon group.

Heavy Whip 1-Hand / Martial [edit]
Heavy Whip
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
10 gp 1d4 1d6 1d10 x2 - 4 lbs Slashing (physical, common)
Weapon Qualities: Disarm, Inclusive Reach, Trip
The Heavy Whip is a serious one-handed fighting-whip that can also be used to perform trip attacks. It grants a +2 weapon bonus on all Disarm maneuvers. The Weapon Finesse Feat is not usable with a Heavy Whip. The Heavy Whip has a 10 foot reach, and unlike most reach weapons, can attack opponents in adjacent squares. The Heavy Whip threatens all squares it can reach.

This weapon is the Slight Whip's bigger cousin. The Heavy Whip is the first serious effort to make a whip into a real combat weapon. After thousands of years of refinement by a small but dedicated following, the Heavy Whip has evolved into a solid yet very flexible weapon. It is not the most damaging whip, but it is the best mix of abilities and reasonable damage available. A Heavy Whip has a sturdy handle about a foot long, and a thick yet flexible braid that's about 6 feet long with a wire-reinforced tip. A Heavy Whip in the hands of a strong and skilled user can kill a man quickly, and is a serious threat to any foe on the battlefield. The Heavy Whip belongs to the "Blades, Light" and "Flails", weapon groups.


Exotic Weapons


Hooked Axe 1-Hand / Exotic [edit]
Hooked Axe
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
20 gp 1d6 1d8 2d6 x3 - 7 lbs Hacking (physical, uncommon)
Weapon Qualities: Disarm, Pilfering, Trip
Like many exotic weapons, the hooked axe looks deceptively simple. It's just a battleaxe with a funny blade, right? Indeed, a character with martial weapons skill can use a hooked axe just fine, and it acts exactly as a battleaxe when so used. In the hands of a skilled user, however, the hooked axe is revealed as a grappling hook of deadly ability. The hooked axe can catch a wrist to disarm a foe, or catch an ankle to trip, and it looks darn good doing it, too. The Hooked Axe belongs to the "Axes" weapon group, and is treated as a slashing weapon for the application of Weapon Properties, Feats, Dweomermetals and all other effects.

War Axe 1-Hand / Exotic [edit]
War Axe
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
30 gp 1d8 1d10 2d8 x3 - 8 lbs Slashing (physical, common)
Weapon Qualities: Blocking, Defensive
The War Axe is a hefty axe designed only for battle. It can be used with both hands and a Martial Weapons Proficiency, or one hand and an Exotic Weapon Proficiency Feat. Dwarves proficient with martial weapons may wield a War Axe with one hand. A War Axe is large enough that a skilled user (with the Exotic Weapon Proficiency feat) can use it to shield against attacks. If a wielder simply wields the War Axe, they receive a +1 weapon bonus to AC and Reflex saves. This bonus does not increase from any magical enhancements the weapon may have, nor may it be stacked with any other weapon bonuses to AC or Reflex. When you use this weapon to fight defensively, you gain a +1 shield bonus to AC. The War Axe belongs to the "Axes", weapon group.

Falcata 1-Hand / Exotic [edit]
Falcata
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
18 gp 1d6 1d8 2d6 17-20 x2 - 4 lbs Hacking (physical, uncommon)
Weapon Qualities:
The falcata is an odd-looking thing, with that droopy nose and massive hooked hilt. In the hands of a skilled user, the design is shown to be a marvel of deadly intent. It is every bit as good as a longsword in cut-and-thrust combat, but the curved edge, forward balance, and aggressive point combine to inflict extremely severe wounds when a well-aimed strike drives home. The Falcata belongs to the "Blades, Heavy" weapon group, and is treated as a slashing weapon for the application of Weapon Properties, Feats, Dweomermetals and all other effects.

War Flail 1-Hand / Exotic [edit]
War Flail
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
40 gp 1d8 1d10 2d8 x2 - 6 lbs Bludgeoning (physical, common)
Weapon Qualities: Disarm, Intimidating, Trip
The War Flail is a flail made with exotic woods and construction techniques to place the weapon's weight in the very best places to be effective. It grants +2 on Disarm attempts and can be used to Trip. The War Flail belongs to the "Flails", weapon group.

Khopesh 1-Hand / Exotic [edit]
Khopesh
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
20 gp 1d6 1d8 2d6 18-20 x2 - 8 lbs Slashing (physical, common)
Weapon Qualities: Trip, Pilfering
If the falcata is odd, the khopesh is downright weird, with that odd bowl shaped blade and the little jags and barbs all over the blade. And it weighs a ton! But in the hands of a skilled user, the subtle design is clear: The khopesh is at least as effective in cut-and-thrust as a longsword, but it is designed to hook and catch on your opponents armor and clothing at all engagement ranges and hurl him to the ground. A foe on the ground is soon a dead foe, as all serious warriors know. The Khopesh belongs to the "Blades, Heavy" weapon group.

Cruciate Mace 1-Hand / Exotic [edit]
Cruciate Mace
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
20 gp 1d8 1d10 2d8 x2 - 8 lbs Bludgeoning (physical, common) or Piercing (physical, common)
Weapon Qualities: Brutal
A cruciate mace is made of solid metal (or similar substance) which through the blacksmith's art has been forged in an "X" cross section keeping it light enough (barely) to be wielded in one hand. The business end is liberally equipped with jagged sawteeth which allow the weapon to inflict piercing as well as bludgeoning damage with a slight twist of the wrist. Sadly, the small teeth make it unlikely a cruciate mace will do exceptional damage, but it certainly hits hard. The cruciate mace belongs to the "Hammers", weapon group.

Needlesword 1-Hand / Exotic [edit]
Needlesword
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
100 gp 1d4 1d6 1d10 18-20 x2 - 2 lbs Piercing (physical, common)
Weapon Qualities: Deceptive, Distracting, Finesse, One-Handed Only
The Needlesword is the pinnacle of the swordmakers art, the largest yet lightest blade a master weaponsmith with magical skills and tools can produce. A Needlesword is a needle-slender weapon with a guard made of a tracery of thin wire and the barest wisp of leather padding on the thin handle. A Needlesword does no more damage than a rapier, but in the hands of a skilled wielder (using an Exotic Weapon Proficiency) it can do serious damage on a critical strike. The Needlesword's light weight allows Dexterity to be used for attacks, and can even enhance the effect of feints. The Needlesword is favored as a weapon by many nobles for whom a rapier is too "common". A Needlesword cannot be wielded in two hands for extra damage, but it can be used with the Weapon Finesse feat. The Needlesword belongs to the "Blades, Light" weapon group, even though it is large enough that it is actually a one-handed weapon.

War Pick 1-Hand / Exotic [edit]
War Pick
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
25 gp 1d6 1d8 2d6 19-20 x4 - 6 lbs Piercing (physical, common)
Weapon Qualities: Sunder, Pilfering
The War Pick is a better made, more damaging version of the Heavy Pick. Its true danger lies in its chance for massive critical damage on every swing. A War Pick used for a Sunder attempt grants the wielder +2 to their Combat Maneuver checks for that maneuver. The extremely top-heavy balance and rarity make this an exotic weapon. The War Pick belongs to the "Axes", weapon group.

Saber 1-Hand / Exotic [edit]
Saber
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
60 gp 1d10 1d12 3d6 19-20 x2 - 7 lbs Slashing (physical, common)
Weapon Qualities:
The largest and most deadly of the one handed swords, the Saber is the long sword's meaner brother. A saber has a very small grip to reduce weight, with a light basket hilt instead of a heavy guard, so that the blade may be made as long and heavy as possible. Even though a saber is only a few inches longer over all than a long sword or bastard sword, the blade is as much as a foot longer than a long swords. To give the blade as much strength as possible it is curved and has only one edge, for lightness. The small grip and long, heavy curved blade makes it optimized for long sweeping cuts. A Saber usually inflicts large, messy wounds, thus the high damage, and the exotic heavy-bladed design allows for heavy cuts, so critical damage is not impacted. The size and unusual fighting style demanded by the curved shape makes it an Exotic Weapon. The Saber belongs to the "Blades, Heavy", weapon group.

Sword, Bastard (Weapon)

Temple Sword 1-Hand / Exotic [edit]
Temple Sword
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
30 gp 1d6 1d8 2d6 19-20 x2 - 4 lbs Slashing (physical, common)
Weapon Qualities: Distracting, Finesse, Monk-Usable, Pilfering
With long, straight, double-edge blades, temple swords are similar to longswords, and indeed, can be used as a longsword with martial skill without penalties. However, the heavy tassel attached to the pommel, when used with exotic weapon skill, grants the temple sword the distracting quality. The Temple Sword belongs to the "Blades, Heavy" and "Monk" weapon groups.

Cavalry Whip 1-Hand / Exotic [edit]
Cavalry Whip
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
30 gp 1d4 1d6 1d10 x2 - 6 lbs Slashing (physical, common)
Weapon Qualities: Reach, Subduing, Unwieldy
The Cavalry Whip is a Long Whip designed for mounted use. The Cavalry Whip has an enormous reach, allowing attack to squares both 15 feet (3 squares) and 20 feet (4 squares) away from the wielder. The Cavalry Whip cannot attack any squares within ten feet (2 squares, or adjacent) of the wielder, nor does it threaten within this range. If any adjacent square is blocked the wielder cannot use the weapon at all, and if any square within ten feet of the wielder is considered blocked you have -4 to hit when the weapon is used. A Cavalry Whip can be used afoot.

This whip is identical to the Long whip except as above, and the handle is three feet long and the braid is "only" 14 feet long. The longer handle and shorter braid makes the weapon usable while mounted. The Cavalry Whip belongs to the "Flails", weapon group.

Long Whip 1-Hand / Exotic [edit]
Long Whip
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
20 gp 1d4 1d6 1d10 x2 - 5 lbs Slashing (physical, common)
Weapon Qualities: Reach, Trip, Unwieldy
The Long Whip has an enormous reach, allowing attacks at 20 feet (4 squares), 15 feet (3 squares) and 10 feet (2 squares) from the wielder, but cannot attack adjacent squares, nor does it threaten within this range. The long whip can be used to perform trips. It is not usable with the Weapon Finesse feat. A Long Whip takes a great deal of space to use skillfully. If any adjacent square is considered blocked you cannot use the weapon, and if any square within ten feet of the wielder is considered blocked you have -4 to hit when the weapon is used. A Long Whip cannot be used while mounted.

This weapon is similar to a Heavy Whip, but much longer. The Long Whip has enormous reach, and in the hands of a strong and skilled user can tip the tide of most battles. A Long Whip has a handle about a foot long, but the braid is much thinner than most whips and about 16 feet long, with a wire-reinforced tip. The Long Whip belongs to the "Flails" weapon group.

War Whip 1-Hand / Exotic [edit]
War Whip
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
40 gp 1d6 1d8 2d6 19-20 x2 - 6 lbs Slashing (physical, common)
Weapon Qualities: Inclusive Reach
The War Whip is the Heavy Whip's sturdier, meaner, bigger brother. The War Whip cannot make trip attacks and is not usable with the Weapon Finesse feat. The War Whip has a 10 foot reach, and can also attack foes in adjacent squares, unlike most reach weapons. The War Whip threatens all squares it can reach.

The War Whip is very popular with battlefield strategists, as it has good long-reaching striking power at the expense of some flexibility. Unlike most rigid reach weapons, the War Whip can attack close-by foes in the press of combat. It is too stiff to trip or get disarm bonuses, but on the positive side, the lack of flex means that much less "body English" must be used to perform attacks with it. A War Whip has a handle about a foot long, and the braid is about as thick as a Heavy Whip's, but the War Whip includes more wire reinforcements in the braid. The most obvious physical difference between the two is the presence of a bladed tip and small spikes along the last two feet of the braid. These additions give the War Whip its serious punch, but make it much less flexible. The War Whip belongs to the "Blades, Heavy" and "Flails" weapon groups.