Light Melee Weapons: Difference between revisions

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=== Hammer, Light ===
=== Hammer, Light ===
{| border="1" cellpadding="5" style="text-align:center" width="95%"
{{Template:MartialWeapon
! rowspan="4" width="200" height="200" | [[Image:Light hammer 1.png|200x200px|center|x]] || width="250" style="{{linear-gradient|top|#696969, #F5FFFA}}; Color:#000;" | Martial/Light || width="75" style="{{linear-gradient|top|#696969, #F5FFFA}}}; Color:#000;" | Cost || width="75" style="{{linear-gradient|top|#696969, #F5FFFA}}}; Color:#000;" | Tiny Dmg || width="75" style="{{linear-gradient|top|#696969, #F5FFFA}}}; Color:#000;" | Sm Dmg || width="75" style="{{linear-gradient|top|#696969, #F5FFFA}}}; Color:#000;" | Med Dmg || width="75" style="{{linear-gradient|top|#696969, #F5FFFA}}}; Color:#000;" | Large Dmg || width="75" style="{{linear-gradient|top|#696969, #F5FFFA}}}; Color:#000;" | Crit || width="75" style="{{linear-gradient|top|#696969, #F5FFFA}}}; Color:#000;"| Range || style="{{linear-gradient|top|#696969, #F5FFFA}}}; Color:#000;" | Wt || style="{{linear-gradient|top|#696969, #F5FFFA}}}; Color:#000;" | Type
 
|-
| Name = Hammer, Light
! align="left" | Hammer, Light
 
| 2 gp || 1d3 || 1d4 || 1d6 || 1d10 || x2 || 30 || 3 lbs || align="left" | Bludgeoning
| Image = Light hammer 1.png
|-
 
| colspan="10" align="left" | '''Weapon Qualities: ''' [[Weapon Qualities#Poor Melee|Poor Melee]]
| FlavorText =
|-
 
| colspan="10" align="left" | This is a sturdy combat hammer with a fairly long, lightweight handle.  It can be used as a melee weapon with a -2 to-hit, or, due to the long, light handle, thrown to considerable distances with lethal effect.  This is a true martial weapon and requires skill with martial weapons to use.  The Light Hammer belongs to the "Hammers"  and "Thrown" weapon groups.
| Type = Light
|}
 
| Cost = 2 gp
 
| TinyDmg = 1d3
 
| SmallDmg = 1d4
 
| MedDmg = 1d6
 
| LgDmg = 1d10
 
| Crit = x2
 
| Range = 30
 
| Weight = 3 lbs
 
| DamageType = Bludgeoning
 
| Quality1 = Poor Melee
| Quality2 =
| Quality3 =
| Quality4 =
| Quality5 =  
| Quality6 =  
| Quality7 =  
| Quality8 =
| Quality9 =  
 
| Description = This is a sturdy combat hammer with a fairly long, lightweight handle.  It can be used as a melee weapon with a -2 to-hit, or, due to the long, light handle, thrown to considerable distances with lethal effect.  This is a true martial weapon and requires skill with martial weapons to use.  The Light Hammer belongs to the "Hammers"  and "Thrown" weapon groups.
 
}}


=== Handaxe ===
=== Handaxe ===

Revision as of 14:21, 11 August 2016

Epic Path \ Weapons \ Light Melee Weapons


Simple Unarmed and Light Melee Weapons

Brass Knuckles

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Cestus

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Dagger

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Gauntlet

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Mace, Light

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Sickle

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Stake

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Unarmed Strike

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Martial Unarmed and Light Melee Weapons

Armor Spikes

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Axe, Throwing

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Hammer, Light

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Handaxe

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Martial/Light Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Handaxe 6 gp 1d3 1d4 1d6 1d10 x3 - 2 lbs Slashing
Weapon Qualities:
This is a hatchet with either one or two blades and a stout wooden handle ranging from 12 to 18 inches in length. A handaxe is sturdily made with melee combat as the only focus. The balance is too poor for use as a thrown weapon. The Handaxe belongs to the "Axes" weapon group.

Kukri

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Martial/Light Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Kukri 8 gp 1d2 1d3 1d4 1d6 18-20/x2 - 2 lbs Slashing
Weapon Qualities:
A kukri is a heavy curved knife about a foot and a half long, sharpened along the inner curve of the blade and with a useful point. A kukri does about the same damage as a dagger, but is much easier to land a severe blow with. The Kukri belongs to the "Blades, Light" weapon group.

Pick, Light

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Martial/Light Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Pick, Light 4 gp 1d2 1d3 1d4 1d6 x4 - 3 lbs Piercing
Weapon Qualities: Sunder
A light pick is a type of war hammer in which the striking head is formed into a long, sharp, curved spike on one side. It does modest damage in the hands of a skilled user, but the long, thin spike means that occasionally it will slip through a chink in the victim's protection and inflict very severe injuries. The Light Pick belongs to the "Axes" weapon group.

Sap

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Martial/Light Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Sap 1 gp 1d3 1d4 1d6 1d10 x2 - 2 lbs Bludgeoning
Weapon Qualities: Concealable, Nonlethal, Primitive Availability
A sap is a striking weapon, usually quite flexible, which is made of soft materials around a heavily weighted head. A sap requires skill to use well, and in the hands of a skilled user strikes surprisingly hard. A sap inflicts nonlethal damage due to the soft materials of which it is made. The Sap belongs to the "Close" weapon group.

Shield, Light

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Martial/Light Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Light Shield As Shield 1d2 1d3 1d4 1d6 x2 - As Shield Bludgeoning
Weapon Qualities: Protective, Attached, Uncomfortable
The Light Shield is meant to be defensive item, but when needs must, it serves adequately as a martial weapon. You must have proficiency with Martial Weapons to use it well as a weapon. If you do not attack with a hand wielding a Light Shield you retain the shield bonus to your AC. When you attack with that hand you lose the shield bonus until the beginning of your next turn, though you do not lose its enhancement bonus, if any. Enhancement bonuses on shields do not affect attack or damage rolls when the shield is used as a weapon (although shield spikes, if added, can be enhanced as a weapon, separately from the shield). The Light Shield belongs to the "Close" weapon group.

Shortsword

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Martial/Light Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Shortsword 10 gp 1d3 1d4 1d6 1d10 19-20/x2 - 2 lbs Piercing
Weapon Qualities:
A short sword is a compact, easy to carry blade. It is easy to maintain the straight, double edged design, and it has a well-developed point. In the hands of a skilled user the point is preferred, and a short sword can inflict deadly wounds very quickly. Short swords are often seen in professional military hands, so they must be doing something right. The Short Sword belongs to the "Blades, Light" weapon group.

Exotic Light Melee Weapons

Aklys

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Exotic/Light Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Aklys 20 gp 1d3 1d4 1d6 1d10 x2 20 ft* 2 lbs Bludgeoning
Weapon Qualities: Range, Trip, Fragile
The deceptively simple aklys looks like a curved stick with a hook on one end, tied to a five foot piece of strong cord. The Aklys is designed to do the maximum damage possible while still functioning as a light weapon, and as such its construction is not as durable as most weapons. In the hands of a specialist the humble aklys is deadly. When used with an exotic weapons proficiency, the aklys is counted as a light weapon, and can be thrown up to twenty feet. The string on the aklys is too short to tether it to the wielder. Instead, it can be thrown by a skilled user in such a way that the string wraps around the ankles and allows the wielder to perform a trip maneuver up to twenty feet away. Afterward, unless magic is employed, the aklys must be retrieved from the square upon which it was targeted and made ready for the next time it is needed. If the wielder does not have the exotic weapons proficiency, the Aklys may still be used in combat. In this case it is counted as a 1-handed martial melee weapon that does not have an entry in the range column. The Aklys belongs to the "Hammers" and "Thrown" weapon groups regardless of whether the wielder is skilled enough to throw it or not.
  • *This range is not an increment, it is the maximum distance the aklys may be thrown. This attack does not suffer range penalties.

Dagger, Swordbreaker

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Exotic/Light Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Dagger, Swordbreaker 10 gp 1d2 1d3 1d4 1d6 18-20/x2 - 3 lbs Slashing
Weapon Qualities: Disarm Blades, Sunder Blades
A Swordbreaker Dagger looks superficially like a large dagger with a slot in the design. It is heavier than it looks due to the strong design, and the slot makes the balance peculiar. A skilled user can use the slot to catch bladed weapons and then use the heavy, strong dagger as a lever to disarm or sunder the weapon. This weapon gives +4 bonuses to disarm and sunder attempts against bladed weapons only. The Swordbreaker Dagger belongs to the "Blades, Light" weapon group.

Kama

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Exotic/Light Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Kama 2 gp 1d3 1d4 1d6 1d10 x2 - 2 lbs Slashing
Weapon Qualities: Monk, Trip, Stout
A kama is a sturdy stick with a strong slicing blade mounted at a ninety degree angle at one end. They may be used by monks in their blinding fast attacks, and any skilled wielder can use the hooked shape to improve their trip maneuvers. The Kama belongs to the "Blades, Light" and "Monk" weapon groups.

Nunchaku

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Exotic/Light Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Nunchaku 2 gp 1d3 1d4 1d6 1d10 x2 - 2 lbs Bludgeoning
Weapon Qualities: Disarm, Hard-hitting, Monk
Nunchaku are a pair of light, symmetrical clubs joined by a short segment of chain, creating a kind of flail that is designed for extremely rapid attacks. A monk can use nunchaku with their 'echoing strike' or 'flurry of blows' abilities, and the scissoring action of the nunchaku's parts adds +2 to disarm attempts made by the wielder. Unlike most light weapons, if wielded in both hands, nunchaku deal 1.5x STR modifier as a damage bonus, instead of only 1x. Nunchaku belong to the "Flails" and "Monk" weapon groups.

Quickpick

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Exotic/Light Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Quickpick 25 gp 1d3 1d4 1d6 1d10 19-20/x3 - 3 lbs Piercing
Weapon Qualities: Hard-hitting, Sunder, Deadly
The Quickpick is an exotic weapon that is a slimmed-down and much lighter version of a heavy pick. The light weight allows a skilled wielder many opportunities to severely wound opponents, it is surprisingly effective at damaging unattended objects, and if used for coup-de-grace maneuvers, it does well at such grisly work. Unlike most light weapons, you may wield a Quickpick in two hands to gain 1.5 times your normal Strength bonus. The Quickpick does not usually do massive damage, but when a skilled wielder slips in an expert strike, the damage is hideous. The Quickpick belongs to the "Axes" and "Blades, Light", weapon groups. The rarity, extreme balance, and slender design of the Quickpick make it an exotic weapon.

Sai

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Exotic/Light Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Sai 5 gp 1d2 1d3 1d4 1d6 x2 - 1 lb Bludgeoning
Weapon Qualities: Disarm, Monk, Sunder
A sai is a short metal rod with a rounded tip, with sturdy prongs curving out like an exaggerated hilt. To the untrained eye it seems a miserable excuse for a weapon, not even sharp. But a trained user gains bonuses to disarm and sunder attempts, as the sturdy rod and prongs can grasp and shatter weaponry with ease. Sais are also light enough and wieldy enough to be used by monks in their blinding-fast attacks. The Sai belongs to the "Monk" weapon group.


Siangham

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Exotic/Light Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Siangham 3 gp 1d2 1d3 1d4 1d6 18-20/x2 10 ft. 1 lb Piercing
Weapon Qualities: Concealable, Monk
A siangham looks roughly like half an arrow made entirely of steel. It is very small, no more than eight inches long and less than an inch wide. It grants +6 to Sleight of Hand rolls to conceal it on your person. The slim haft provides a decent grip and the broad head does surprisingly good damage for such a small weapon. The Siangham belongs to the "Monk" and "Close" weapon group.

Slightwhip

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Exotic/Light Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Slightwhip 5 gp 1d2 1d3 1d4 1d6 x2 - 2 lbs Slashing
Weapon Qualities: Inclusive reach 10', Trip, Disarm, Finesse
The Slightwhip can be used to make trip attacks. The wielder of a slightwhip is granted a +2 bonus on all Disarm rolls. A slightwhip is usable with the Weapon Finesse Feat. A slightwhip deals lethal damage. A slightwhip has a 10 foot reach, and unlike most reach weapons, can attack adjacent squares. A slightwhip threatens all squares it can reach. The Slightwhip belongs to the "Flails", weapon group.

The slightwhip resembles a buggy whip, except that it is made of stronger leathers and the handle is usually magically treated wood or bone for light weight. The handle is usually about 2 feet long, and the whip portion is about 5 more feet. The Slightwhip is favored by courtiers, and nobles. Indeed, many duels among nobles are fought with Slightwhips. While a Slightwhip is lethal, it is not TOO lethal, thus allowing honor to be served without excessive loss of life. Many mages also find the Slightwhip to be very useful, and use it to trip foes and to deliver touch spells from a safer distance.