1-Hand Melee Weapons

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One-Hand Melee Weapons

Simple One-Hand Melee Weapons

Club

Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Club 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:

Mace, Heavy

Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Mace, Heavy 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:

Morningstar

Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Morningstar 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:

Shortspear

Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Shortspear 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:


Martial One-Hand Melee Weapons

Battleaxe

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Battleaxe 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:

Flail

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Flail 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:

Longsword

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Longsword 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:

Pick, Heavy

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Pick, Heavy 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:

Rapier

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Rapier 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:

Scimitar

Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Scimitar 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:

Scizore

Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Scizore 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:

Sword Cane

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Sword Cane 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:

Trident

Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Trident 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:

Warhammer

Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Warhammer 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:


Exotic One-Handed Melee Weapons

Axe, Hooked

Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Axe, Hooked 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:

Cruciate Mace

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Cruciate Mace 20gp 1d6 1d8 1d10 2d8 x2 - 8 lbs Bludgeon/Pierce
Weapon Properties: 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. Any damage dice rolled with a result of a 1 or 2 may be re-rolled until a result other than 1 or 2 is achieved. The Cruciate Mace belongs to the "Hammers", weapon group.

Falcata

Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Falcata 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:

Khopesh

Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Khopesh 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties:

Saber

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Saber 60gp 1d8 1d10 1d12 3d6 19-20x2 - 7 lbs Slashing
Weapon Properties: Deadly
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, but it rarely cuts deeply, so the chance for critical damage is low. 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

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Sword, Bastard 35gp 1d6 1d8 1d10 2d8 19-20 x2 - 6 lbs Slashing/Piercing
Weapon Properties: -
A bastard sword can be used with a martial weapons proficiency feat as a two-handed weapon, or it can be used as a one-handed weapon with an Exotic Weapon Proficiency feat. Even better, if used with an exotic weapon proficiency feat, the wielder is skilled in using the point as well as the edge. This allows the weapon to do either piercing or slashing damage at the user’s discretion. Even when being used with the Exotic Weapon Proficiency Feat, a Bastard Sword can be wielded with two hands and inflicts the users Strength bonus times 1.5. The Bastard Sword belongs to the "Blades, Light" and "Blades Heavy", weapon groups.

War Axe

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
War Axe 30gp 1d6 1d8 1d10 2d8 x3 - 8 lbs Slashing
Weapon Properties: Defensive, Blocking
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, she receives 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.

War Flail

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
War Flail 40gp 1d6 1d8 1d10 2d8 x2 - 6 lbs Bludgeoning
Weapon Properties: Disarm, 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. If you are tripped in return, drop the weapon to avoid. The War Flail belongs to the "Flails", weapon group.

War Pick

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
War Pick 25gp 1d4 1d6 1d8 2d6 19-20 x4 - 6 lbs Piercing
Weapon Properties: Sunder
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 and can reduce the hardness of unattended objects by up to five, to a minimum hardness of five. The extremely top-heavy balance and rarity make this an exotic weapon. The War Pick belongs to the "Axes", weapon group.

Whip

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Whip 1gp 1 1d2 1d3 1d6 x2 - 2 lbs Slashing
Weapon Properties: Finesse, Trip, Disarm, Inclusive Reach 15', Nonlethal, Non-Threatening, Provocative
This is the traditional animal whip used to handle herds, draft teams, and the like. It deals non-lethal damage and does not threaten squares, as the tip is deliberately made light, so as to leave the herded animals unharmed. Rarely used in serious fights, not least because using it provokes attacks of opportunity from people nearby. If you have the exotic weapon proficiency with this weapon, it threatens squares with its reach, and does not automatically provoke attacks of opportunity when used to attack. This weapon is included here for reference, not because it's worth taking. The Whip belongs to the "Flails", weapon group.

Whip, Cavalry

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Whip, Cavalry 30gp 1d3 1d4 1d6 2d4 x2 - 6 lbs Slashing
Weapon Properties: Trip, Reach 20'(cannot attack adjacent or 10' away), Unwieldy
The Cavalry Whip is a Long Whip designed for mounted use. The Cavalry Whip can perform trip attacks. The Cavalry Whip deals lethal damage and has an enormous 20 foot reach. The Cavalry Whip cannot attack any squares within ten feet 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.

Whip, Heavy

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Whip, Heavy 10gp 1d3 1d4 1d6 2d4 x2 - 4 lbs Slashing
Weapon Properties: Trip, Disarm, Inclusive Reach 10'
The Heavy Whip is a serious one-handed fighting-whip. It can be used to perform trip attacks, and if you are tripped in return, dropping the weapon negates the trip. It grants +2 on all Disarm rolls. The Weapon Finesse Feat is not usable with a Heavy Whip. The Heavy Whip deals lethal damage. 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. Using a Heavy Whip does not provoke attacks of opportunity.

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.

Whip, Long

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Whip, Long 20gp 1d3 1d4 1d6 2d4 x2 - 5 lbs Slashing
Weapon Properties: Trip, Reach 20', Provocative, Unwieldy
This weapon can be used to perform trips, and if you are tripped in return, you can drop the weapon to avoid the trip. It is not usable with Weapon Finesse, and deals lethal damage. The Long Whip has a 20 foot reach but cannot threaten adjacent squares. A Long Whip takes a great deal of space to use properly. 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. On top of all that, using a Long Whip provokes attacks of opportunity from foes threatening you. 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.

Whip, War

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Whip, War 40gp 1d4 1d6 1d8 2d6 19-20 x2 - 6 lbs Slashing
Weapon Properties: Inclusive Reach 10'
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 deals lethal damage, has a 10 foot reach, and can 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 with this weapon, meaning it also does not provoke attacks of opportunity from those adjacent to you. 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.