Adventuring Gear: Difference between revisions

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Armor spikes deal 1 extra point of piercing damage when you deal damage during a grapple. The spikes count as a martial weapon. If you are not proficient with them, you take a -4 penalty on grapple checks if choose to apply this extra damage. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon and a close weapon in this case. (You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) An enhancement bonus to a suit of armor does not improve the spikes' effectiveness, but the spikes can be enchanted as a magic weapon in their own right.
Armor spikes deal 1 extra point of piercing damage when you deal damage during a grapple. The spikes count as a martial weapon. If you are not proficient with them, you take a -4 penalty on grapple checks if choose to apply this extra damage. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon and a close weapon in this case. (You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) An enhancement bonus to a suit of armor does not improve the spikes' effectiveness, but the spikes can be enchanted as a magic weapon in their own right.


'''Note:''' Properties and bonuses can never stack. Getting armor spikes of defending seems like a great idea, but the defensive bonus from the armor spikes will not stack with the armor bonus of the armor. Additionally, properties that grant bonuses when wielded only count during rounds in which the armor spikes are actually being used as a weapon or in a grapple, not simply while the armor is worn.  
'''Note:''' Magic properties and bonuses can never stack. Getting armor spikes of defending seems like a great idea, but the defensive bonus from the armor spikes will not stack with the armor bonus of the armor. Additionally, properties that grant bonuses when wielded only count during rounds in which the armor spikes are actually being used as a weapon or in a grapple, not simply while the armor is worn.  


===Backpack, Common===
===Backpack, Common===
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** '''Check DC:''' 5
** '''Check DC:''' 5


A crowbar is a simple iron bar bent to offer a levering hook on one end.  A crowbar has the [[Weapon Properties#Sunder|Sunder weapon property]] allowing it to be used to perform the Sunder combat maneuver on the seams, joints or hinges of a sized-large or smaller object made from any material.  If the object has no seams, joints or hinges, a crowbar provides no benefit.  Note that the Sunder weapon property also increases the wielder's CMB by +2 for purposes of Sunder combat maneuvers.  A crowbar cannot be enchanted magically unless it is masterwork, and even then, it is treated as an improvised weapon if used in combat.
A crowbar is a simple iron bar bent to offer a levering hook on one end.  A crowbar has the [[Weapon Qualities#Sunder|Sunder weapon quality]] allowing it to be used to perform the Sunder combat maneuver on the seams, joints or hinges of a sized-large or smaller object made from any material.  If the object has no seams, joints or hinges, a crowbar provides no benefit.  Note that the Sunder weapon quality also increases the wielder's CMB by +2 for purposes of Sunder combat maneuvers.  A crowbar cannot be enchanted magically unless it is masterwork, and even then, it is treated as an improvised weapon if used in combat.


===Cup===
===Cup===
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Shield spikes deal 1 extra point of piercing damage when you deal damage with a shield bash attack. As with a shield used for bashing, the spikes count as a martial weapon which can be used to make close attacks (such as when swallowed). Heavy shields, war shields and tower shields count as 1-handed weapons, while light shields and bucklers count as light weapons, when used to bash.  If you are not proficient with them, you take a -4 penalty on attack rolls if choose to apply this extra damage. An enhancement bonus to a shield does not improve the spikes' effectiveness, but the spikes can be enchanted as a magic weapon in their own right.
Shield spikes deal 1 extra point of piercing damage when you deal damage with a shield bash attack. As with a shield used for bashing, the spikes count as a martial weapon which can be used to make close attacks (such as when swallowed). Heavy shields, war shields and tower shields count as 1-handed weapons, while light shields and bucklers count as light weapons, when used to bash.  If you are not proficient with them, you take a -4 penalty on attack rolls if choose to apply this extra damage. An enhancement bonus to a shield does not improve the spikes' effectiveness, but the spikes can be enchanted as a magic weapon in their own right.


'''Note:''' Properties and bonuses can never stack. Getting shield spikes of defending seems like a great idea, but the defensive bonus from the shield spikes will not stack with the armor bonus of the armor. Additionally, properties that grant bonuses when wielded only count during rounds in which the shield spikes are actually being used to attack, not simply while the shield is worn.
'''Note:''' Magic properties and bonuses can never stack. Getting shield spikes of defending seems like a great idea, but the defensive bonus from the shield spikes will not stack with the armor bonus of the armor. Additionally, properties that grant bonuses when wielded only count during rounds in which the shield spikes are actually being used to attack, not simply while the shield is worn.


===Shoes, Sturdy===
===Shoes, Sturdy===

Revision as of 14:39, 26 May 2016