2-Hand Melee Weapons

From Epic Path
Revision as of 21:18, 8 February 2014 by Tbolling (talk | contribs) (→‎Pickaxe)
Jump to navigation Jump to search

Go back to Reese's Campaign page.


Simple Two-Hand Melee Weapons

Longspear

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

Quarterstaff

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

Spear

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

Spear, Boar

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


Martial Two-Hand Melee Weapons

Bardiche

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

Bill

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

Falchion

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

Flail, Heavy

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

Glaive

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

Greataxe

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

Greatclub

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

Greatsword

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

Halberd

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

Hammer, Great

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

Lance

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

Ogre Hook

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

Pickaxe

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

Scythe

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

Sword, Bastard

x
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.


Exotic Two-Hand Melee Weapons

Boarding Gaff

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

Cruciate Maul

x
Name Cost Sm Dmg Med Dmg Crit Range Wt Type
Cruciate Maul 30gp 1d10 1d12 19-20 x2 - 15 lbs Piercing/Bludgeoning
Weapon Properties: Brutal
The Cruciate Maul is a solid metal (or similar material) bludgeoning weapon of tremendous weight and size. It is forged into an “X” cross section keeping it barely light enough to wield. The business end is liberally equipped with small sawteeth so the damage type can be either piercing or bludgeoning at the choice of the user. The small teeth mean that the weapon does some extra damage on a critical, and the weight and narrow aspect of the weapon allow it to deal significant damage consistently. Any damage dice rolled for hits by this weapon that show a 1 or 2 result may be re-rolled until something other than a 1 or 2 is rolled. The unusual shape and balance of the Cruciate Maul make it an exotic weapon. The Cruciate Maul belongs to the "Blades, Light" and "Hammers", weapon groups.

Dorn Dergar

x
Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Dorn Dergar 0gp 1 1d1 1d1 1d1 x2 - - Bludgeoning
Weapon Properties: adaptive reach
This exotic weapon is a 10-foot-long, heavy metal chain weighted at the end by a round ball of solid iron about the size of a large fist. Though fallen into disuse over the spanning centuries, the dwarven dorn dergar is still sometimes employed by dwarves who cling to the old ways.

Dread Maul

x
Name Cost Sm Dmg Med Dmg Crit Range Wt Type
Dread Maul 80gp 2d6 2d8 x3 - 35 lbs Bludgeoning
Weapon Properties: Massive
While the Cruciate weapons are marvels of the weapon-makers art, the dread maul is a paragon of simplicity. Take a mass of metal the size of a small child, attach a sturdy stick to it, and then smash things with it. Despite the simplicity of the design, the dread maul requires a minimum Strength score of 18 and an exotic weapon proficiency to wield effectively. It is said that any fool can swing a Dread Maul, but it can take a lifetime to learn to use it well. The Dread Maul belongs to the "Hammers", weapon group.

Fauchard

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

Flail, Dire

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

Flambard

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

Flickerspike

x
Name Cost Sm Dmg Med Dmg Crit Range Wt Type
Flickerspike 150gp 1d6 1d8 18-20 x3 - 4 lbs Piercing
Weapon Properties: Finesse, Adaptive Reach, Blocking
The Flickerspike, sometimes called the Four-handed Sword or the Doubled-Hilted Sword, is the Needlesword's much larger and deadlier cousin. The Flickerspike has a blade about the same size as a bastard sword but has a very long, light hilt, usually at least twenty inches long, to provide increased leverage to the blade. The Flickerspike is a masterpiece of the swordmakers art, a two-handed weapon of unsurpassed lightness and speed. A Flickerspike is so light and finely made, it can even be used with the Weapon Finesse Feat. Due to the extreme length of the Flickerspike, it can be used to attack foes ten feet away with a swift action by adjusting your grip. When used this way, the Flickerspike threatens squares ten feet away, but does not threaten adjacent squares. Another swift action can be used to return to the regular grip, losing the reach but threatening adjacent squares. If used while fighting defensively, the Flickerspike's length, leverage, and speed adds a +1 shield bonus to AC during the maneuver. A Flickerspike does not do huge amounts of damage for a two-handed weapon, but it makes up for this with many dangerous critical attacks. The unusual size, weight, and balance of the Flickerspike makes it an exotic weapon. The Flickerspike belongs to the "Blades, Light" and "Polearms", weapon groups.

Garrote

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

Godsword

x
Name Cost Sm Dmg Med Dmg Crit Range Wt Type
Godsword 100gp 2d6 2d8 19-20x2 - 21 lbs Slashing
Weapon Properties: Massive
Godsword, as in "Good Gods, that's a big sword!", except easier to say quickly. Massive, sturdy, over six feet long and re-enforced for its entire length, the godsword is the ultimate embodiment of power that the sword-master can create. Somebody using a godsword is not interested in subtlety, finesse, or negotiations. Using a Godsword is as much a declaration of philosophy as a weapon choice. The Godsword has the massive property, requires a minimum Strength score of 18 and an exotic weapon proficiency to wield effectively. The Godsword belongs to the "Blades, Heavy", weapon group.

Greatpick

x
Name Cost Sm Dmg Med Dmg Crit Range Wt Type
Greatpick 40gp 1d8 1d10 19-20 x4 - 9 lbs Piercing
Weapon Properties: Sunder
The greatpick is a heavy two-handed weapon, whose rarity and extremely top-heavy balance make it an exotic weapon. The damage it does is not large for a two handed weapon, but with every swing it has the chance to do massive critical damage on a lucky strike. If a Greatpick is used to perform a Sunder, the wielder gains +2 to their combat maneuver checks, and against unattended objects, it can ignore up to 5 points of hardness, though the object's hardness may not be reduced below 5 in this manner. The Greatpick belongs to the "Axes" and "Blades, Heavy", weapon groups.

Hafted War Axe

x
Name Cost Sm Dmg Med Dmg Crit Range Wt Type
Hafted War Axe 80gp 1d10 1d12 x3 - 12 lbs Slashing/Piercing
Weapon Properties: Sunder, Adaptive Reach
The Hafted War Axe has a square chopping axe blade on one side and a sturdy beak on the other, enabling the wielder to choose between slashing and piercing damage with each swing. In addition, the beak is sturdy enough to use as a prybar, granting the wielder +2 on combat maneuver checks when making sunder attempts, and ignoring up to 5 points of hardness when smashing unattended objects. The hardness of an item so targeted cannot be reduced below 5 by this effect. Last, the Hafted War Axe uses an overlong handle made of lightweight, magically treated wood. With a swift action, the wielder may shift his grip to use the weapon as if it has a reach of ten feet, and while being used this way the Hafted War Axe threatens squares ten feet away but does not threaten adjacent squares. The wielder may return to the regular (non-reach) grip with another swift action. The Hafted War Axe belongs to the "Axe","Blades, Heavy" and "Polearms", weapon groups.

Harpoon

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

Imperial Axe

x
Name Cost Sm Dmg Med Dmg Crit Range Wt Type
Imperial Axe 75gp 2d6 2d8 x3 - 30 lbs Slashing
Weapon Properties: Massive
The Imperial Axe features an axe head roughly twice as large as a Greataxe, and the haft only adds another two feet to the length. The extreme size and unusual balance of the Imperial Axe make it an exotic weapon, requiring an exotic weapon proficiency to use. The Imperial Axe is designed for close-in bloodwork, and as a result, is so unwieldy out of combat that using an Imperial Axe is a testament to the owners approach to combat. Namely, they like it. Approach with care. The Imperial Axe belongs to the "Axes" and "Blades, Heavy", weapon groups.

Mancatcher

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

Spiked Chain

x
Name Cost Sm Dmg Med Dmg Crit Range Wt Type
Spiked Chain 25gp 1d6 2d4 x2 - 10 lbs Piercing
Weapon Properties: Trip, Finesse, Inclusive Reach 10', Disarm
The Spiked Chain does not have a traditional handle, and is instead looped and wrapped and manipulated using the entire body. The Spiked Chain belongs to the "Flails", weapon group.

Sword, Two-Bladed

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

Urgrosh, Dwarven

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

Whip, Great

x
Name Cost Sm Dmg Med Dmg Crit Range Wt Type
Whip, Great 125gp 1d10 2d6 19-20 x2 - 12 lbs Slashing/Piercing
Weapon Properties: Reach 15', Cumbersome
The Greatwhip deals lethal damage and has a 15 foot reach. A Greatwhip takes considerable space to wield freely, if any adjacent square is blocked the user suffers -4 to hit. A Greatwhip cannot attack or threaten adjacent squares, but otherwise threatens all squares it can reach.

The largest and by far the most dangerous of the whips, the mighty Greatwhip has a sturdy handle three feet long, with a complex woven leather and wire braid as thick as a strong man's wrist attached to it. The braid is usually nine feet long, and has a sharp blade tip as well as secondary blades woven into the leather and wire braid for the last five or six feet. The Greatwhip is surprisingly wieldy for its size, and a skilled user can use the enormous reach and power to devastating effect. A Great Whip takes quite a bit of space to use effectively, but much less than many would assume given its size. The Greatwhip belongs to the "Blades, Heavy" and "Flails", weapon groups.