2-Hand Melee Weapons

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Simple Two-Hand Melee Weapons

Longspear

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Longspear 5gp 1d4 1d6 1d8 2d6 x3 - 9 lbs Piercing
Weapon Properties: Brace, reach
A long spear is exactly what it sounds like: A longer spear. The extra two to three feet of length makes them more clumsy to throw than their shorter cousins, but grants them reach.

Quarterstaff

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Quarterstaff 0gp 1d3 1d4 1d6 1d8 x2 - 4 lbs Bludgeoning
Weapon Properties: double, monk
Ah, the quarterstaff. Never has a device so simple had such power. Despite the extremely basic design and low, low cost of 'free', a person with a quarterstaff is actually very well armed indeed. A quarterstaff can be used with no skill exactly as it's shorter cousin, the club. But in the hands of a skillful user, the quarterstaff is a double weapon, attacking as two clubs, and the more skill the user has, the more dangerous that simple stick gets. And as if that wasn't bad enough, the quarterstaff can also be used by monks, who can show you how to really use a six foot long hunk of wood.

Spear

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Spear 2gp 1d4 1d6 1d8 2d6 x3 20ft 6 lbs Piercing
Weapon Properties: Brace
Take a hefty five foot long stick, put a nice sharp blade on the end and you have a spear. Spears are simple, economical, and for the investment, about the best weapons ever invented. If you need to arm thousands of troops really fast? You use spears. They hit extremely hard, they can be thrown for good distances, and they can brace to repel charging opponents. Just excellent.

Spear, Boar

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Spear, Boar 5gp 1d4 1d6 1d8 2d6 x2 - 8 lbs Piercing
Weapon Properties: Brace, charge defense
Take a regular spear and add some extra strength. Use a bigger head, and a thicker shaft. Add a set of crossbars below the head, too, to stop creatures from charging down the shaft. You wind up with the boar spear, which is surprisingly a little less likely than a regular spear to hit for critical damage due to the extra weight, but is much safer if you hit a charging foe. When set to receive a charge, if you hit, you receive an extra +2 un-typed bonus to your AC against that foe only until the end of your next turn.


Martial Two-Hand Melee Weapons

Bardiche

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Bardiche 13gp 1d6 1d8 1d10 2d8 19-20x2 - 12 lbs Slashing
Weapon Properties: Brace, Reach, hard to sunder
A bardiche has a huge curving blade which attaches to its sturdy haft in two places. They are useful polearms, with the added advantage of being extremely durable due to their solid and redundant construction techniques. A bardiche adds a +2 bonus to the users CMD to resist sunder attempts

Bill

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Bill 8gp 1d8 1d10 1d12 3d6 x3 - 10 lbs Slashing
Weapon Properties: Reach
A bill is a hefty forward hooked blade sharpened on the inner curve only. They are simple and sturdy devices, granting the user reach, and they hit really hard, even for polearms. Bills are surprisingly common as tools and farm implements, where they are called brush hooks or pruning hooks. In the hands of a user with martial weapons skill, the lowly farm implement becomes an extremely lethal, if unsophisticated, weapon.

Falchion

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Falchion 30gp 1d4 1d6 2d4 2d6 18-20x2 - 8 lbs Slashing
Weapon Properties:
The falchion is the smallest and least sophisticated of the heavy two-handed swords. But this does not mean the falchion is a poor weapon! The compact dimensions and solid construction make the falchion surprisingly fast to maneuver, and as a result a falchion can score many dangerous critical hits.

Flail, Heavy

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Flail, Heavy 15gp 1d6 1d8 1d10 2d8 19-20x2 - 10 lbs Bludgeoning
Weapon Properties: disarm, trip
A heavy flail has a handle quite similar to a flail, except with more space for gripping and stronger hardware. The chain is much heftier than a standard flail as well. The big difference is in the striking head. On a heavy flail, the striking head is twice as large and cylinder shaped, not to mention still liberally equipped with spikes. The heavy flail is still a flexible weapon, and gives bonuses to trip and disarm attempts.

Glaive

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Glaive 11gp 1d4 1d6 1d8 2d6 x3 - 11 lbs Slashing
Weapon Properties: brace, disarm, reach, full defense bonus, bonus vs mounted
The blade of this polearm is a curved chopping blade with a spiked projection on the back of the blade. The spike is commonly used to block and parry. Despite the fairly simple design, the glaive is remarkably handy in combat. When fighting defensively or with full defense, this weapon gives you a +1 shield bonus to AC. A mounted opponent hit by a glaive takes a –1 penalty on his Ride checks to stay mounted. Sadly, a glaive does not hit as hard as some other polearms.

Greataxe

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Greataxe 20gp 1d8 1d10 1d12 3d6 x3 - 12 lbs Slashing
Weapon Properties:
A greataxe is a larger, meaner, two-handed version of the battle axe, and a perennial favorite of barbarians everywhere. There's nothing that says 'barbaric' like a big honkin' axe.

Greatclub

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Greatclub 5gp 1d6 1d8 1d10 2d8 x2 - 8 lbs Bludgeoning
Weapon Properties:
A greatclub is the huger and two-handed version of the old reliable club. A greatclub is shorter and much heavier than a quarterstaff, and is almost always worked over by a craftsman to improve its performance in combat. A greatclub is nothing fancy, but it will certainly get the job done and can be bought or made almost anywhere out of almost anything.

Greatsword

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Greatsword 50gp 1d8 1d10 2d6 3d6 19-20x2 - 8 lbs Slashing
Weapon Properties:
To many, the greatsword is the king of the large martial swords. It is longer and more sophisticated than the falchion, and quicker and more refined than the massive godsword. In the eyes of many warriors, the greatsword is the best no-nonsense, no-frills, get the job done weapon out there.

Halberd

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Halberd 10gp 1d6 1d8 1d10 2d8 x3 - 12 lbs Piercing and Slashing
Weapon Properties: trip, brace
The halberd is the weapon of choice for professional military's everywhere. It can be used in general melee, is good against the charge, and can put opponents on the ground, all at a very reasonable price and while doing solid damage. There are other weapons that do some things better, but for all around utility, the halberd is hard to beat.

Hammer, Great

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Hammer, Great 40gp 1d8 1d10 2d6 3d6 x3 - 14 Bludgeoning
Weapon Properties:
The Great Hammer is the big brother of the Light Mace and Heavy Mace. It's not a sophisticated weapon by any stretch, having a simple head of hard, heavy material and a sturdy handle. But what it lacks in sophistication it makes up in simple rugged utility. Indeed, great hammers are very commonly seen being used as tools to break stone, drive spikes, split wood with wedges, and otherwise getting work done. In the hands of a user with skill in martial weapons, however, having a greathammer means you're always going to effective in a fight.

Lance

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Lance 10gp 1d4 1d6 1d8 2d6 x3 - 10 lbs Piercing
Weapon Properties: reach, mounted, one-handed, double charge damage
The lance is a real oddball among two-handed weapons. The balance of the lance is very strongly shifted back to the grip, since even as a two-handed weapon, it is meant to be used while seated, riding a mount, and in one hand. The other hand is handling a shield and holding the reins of the mount. The very light tip makes using the lance not only possible but extremely deadly. When couched properly and used in a charge, a lance does double damage or more. Compared to other two-handed weapons, the lance does not do a lot of damage, but when used in it's specialized niche, there is nothing deadlier.

Pickaxe

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Pickaxe 14gp 1d4 1d6 1d8 2d6 x4 - 12 lbs Piercing
Weapon Properties:
The Pickaxe is the martial, two-handed iteration of the light pick and heavy pick weapons. Pickaxes are actually quite common, although they are usually used as heavy earth and stone breaking tools. In the hands of someone skilled with martial weapons, however, the lowly tool becomes one of the most fearsome weapons available. The pickaxe does not do severe damage in good old cut-and-thrust combat, but when it lands a lucky strike, the damage is horrendous.

Scythe

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Scythe 18gp 1d4 1d6 2d4 2d6 x4 - 10 lbs Piercing and Slashing
Weapon Properties: Trip
The scythe is a farming implement commonly seen nearly everywhere there are unruly plants that need to be given a good thrashing. But in the hands of a user skilled with martial weapons, the weird-shaped scythe becomes a deadly weapon, more than able to hold its own against dedicated weapons such as the halberd or the greatsword

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.


Exotic Two-Hand Melee Weapons

Cruciate Maul

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Cruciate Maul 30gp 1d8 1d10 1d12 3d6 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

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Dorn Dergar 50gp 1d6 1d8 1d10 2d8 x2 - 15 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. Despite it's current rarity, the Dorn Dergar is a capable weapon if you have the skill to use it to it's potential.

Dread Maul

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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


Ogre Hook

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Ogre Hook 40gp 1d6 1d8 1d10 2d8 19-20x3 - - Piercing
Weapon Properties:
The Ogre Hook was inspired by the crude stone and iron hooks of the ogre clans, but has developed into a deadly and sophisticated weapon. It is hard to use properly, but is hard-hitting indeed if you have the ability to pull it off. Note that genuine Ogre Hooks, made by Ogres, are usually fragile and always size Large.


Spiked Chain

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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

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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

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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

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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.