Weapon Qualities: Difference between revisions

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==== Brutal ====  
==== Brutal [[Image:new.jpg|30px]] ====  
A brutal weapon may re-roll any weapon damage die result of a 1 or a 2 until the result is something other than a 1 or 2.
A brutal weapon may re-roll any weapon damage die result of a 1 or a 2 until the result is something other than a 1 or 2.


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==== Cumbersome ====
==== Cumbersome [[Image:new.jpg|30px]] ====
This weapon requires space to maneuver freely.  If any adjacent space is considered blocked, you receive a -4 to hit.  
This weapon requires space to maneuver freely.  If any adjacent space is considered blocked, you receive a -4 to hit.  


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==== Deceptive ====
==== Deceptive [[Image:new.jpg|30px]] ====
The first attack made against each target in an encounter is made against the target's flat-footed AC. This allows the wielder to use abilities requiring that their target be flat-footed (such as sneak attack damage) when determining the attack's outcome. Creatures which cannot be flat-footed, such as those with Uncanny Dodge, are not affected by this weapon property.
The first attack made against each target in an encounter is made against the target's flat-footed AC. This allows the wielder to use abilities requiring that their target be flat-footed (such as sneak attack damage) when determining the attack's outcome. Creatures which cannot be flat-footed, such as those with Uncanny Dodge, are not affected by this weapon property.




==== Defensive ====
==== Defensive [[Image:new.jpg|30px]] ====
A defensive weapon grants a +1 weapon bonus to the wielder's 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.
A defensive weapon grants a +1 weapon bonus to the wielder's 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.


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==== Hard-hitting ====
==== Hard-hitting [[Image:new.jpg|30px]] ====
This weapon hits unusually hard for its size.  Applied to a light weapon, it may be used with both hands to gain STR x1.5 bonus to damage instead of the standard STR x1.
This weapon hits unusually hard for its size.  Applied to a light weapon, it may be used with both hands to gain STR x1.5 bonus to damage instead of the standard STR x1.




==== Inclusive Reach ====
==== Inclusive Reach [[Image:new.jpg|30px]] ====
An inclusive reach weapon has the reach property but can also attack and threaten adjacent squares.
An inclusive reach weapon has the reach property but can also attack and threaten adjacent squares.




==== Massive ====
==== Massive [[Image:new.jpg|30px]] ====
A weapon with the massive property requires a minimum Strength score of 18, and is always a two-handed exotic weapon. It may not be concealed through mundane means, and cannot be sheathed without a full-round action to stow in a suitably-sized pack or roll. If it is stowed in such a way, it requires another full-round action to fish it back out. Massive weapons cannot be drawn as part of a move action, nor do they benefit from the quick draw feat. Magic packs, such as the Handy Haversack still require a full-round action for retrieval, not because the pack fails to offer up the weapon but because a great deal of care must be taken to prevent the weapon from gratuitously removing the wielder's limbs when retrieving it.  For these reasons, massive weapons are nearly always carried in hand, balanced on a shoulder, leaving the wielder with only one free hand outside of combat. Massive weapons may never be wielded one-handed in combat, even if the weapon is one size smaller, or the wielder possesses a feat which would normally allow such a thing.
A weapon with the massive property requires a minimum Strength score of 18, and is always a two-handed exotic weapon. It may not be concealed through mundane means, and cannot be sheathed without a full-round action to stow in a suitably-sized pack or roll. If it is stowed in such a way, it requires another full-round action to fish it back out. Massive weapons cannot be drawn as part of a move action, nor do they benefit from the quick draw feat. Magic packs, such as the Handy Haversack still require a full-round action for retrieval, not because the pack fails to offer up the weapon but because a great deal of care must be taken to prevent the weapon from gratuitously removing the wielder's limbs when retrieving it.  For these reasons, massive weapons are nearly always carried in hand, balanced on a shoulder, leaving the wielder with only one free hand outside of combat. Massive weapons may never be wielded one-handed in combat, even if the weapon is one size smaller, or the wielder possesses a feat which would normally allow such a thing.


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==== Provocative ====
==== Provocative [[Image:new.jpg|30px]] ====
A provocative weapon provokes attacks of opportunity from foes which threaten the wielder when the weapon is used to make an attack.
A provocative weapon provokes attacks of opportunity from foes which threaten the wielder when the weapon is used to make an attack.


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==== Unwieldy ====
==== Unwieldy [[Image:new.jpg|30px]] ====
An unwieldy weapon requires a great deal of space to properly use. 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.
An unwieldy weapon requires a great deal of space to properly use. 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.

Revision as of 23:06, 26 July 2013

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Weapon Properties

Adaptive Reach New.jpg

A weapon which offers different grips, allowing it to be made into a reach weapon as a swift action, and returned to non-reach as another swift action. While using it as a reach weapon, it does not threaten adjacent squares and may not be used to make attacks against targets in adjacent squares, until returned to its non-reach grip.


Alchemical

This weapon may use alchemical creations, flasks, splash weapons, and bombs as ammunition.


Blocking

When you use this weapon to fight defensively, you gain a +1 shield bonus to AC.


Brace

If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature (see Combat).


Brutal New.jpg

A brutal weapon may re-roll any weapon damage die result of a 1 or a 2 until the result is something other than a 1 or 2.


Bullets

This weapon may use bullets and other stone-like ammunition.


Cumbersome New.jpg

This weapon requires space to maneuver freely. If any adjacent space is considered blocked, you receive a -4 to hit.


Deadly

When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.


Deceptive New.jpg

The first attack made against each target in an encounter is made against the target's flat-footed AC. This allows the wielder to use abilities requiring that their target be flat-footed (such as sneak attack damage) when determining the attack's outcome. Creatures which cannot be flat-footed, such as those with Uncanny Dodge, are not affected by this weapon property.


Defensive New.jpg

A defensive weapon grants a +1 weapon bonus to the wielder's 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.


Disarm

When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.


Distracting

You gain a +2 bonus on Bluff skill checks to feint in combat while wielding this weapon.


Double

You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.


Expendable

Applied to thrown and ranged weapons, this property means that thrown weapons are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown or fired.


Finesse

A weapon with the finesse property can be used with weapon finesse, to use DEX modifier for to-hit rolls. STR modifier is still applied to damage rolls.


Fragile

Weapons and armor with the fragile quality cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Masterwork and magical fragile weapons and armor lack these flaws unless otherwise noted in the item description or the special material description.

If a weapon gains the broken condition in this way, that weapon is considered to have taken damage equal to half its hit points +1. This damage is repaired either by something that addresses the effect that granted the weapon the broken condition (like quick clear in the case of firearm misfires or the Field Repair feat) or by the repair methods described in the broken condition. When an effect that grants the broken condition is removed, the weapon regains the hit points it lost when the broken condition was applied. Damage done by an attack against a weapon (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition. Source: Ultimate Combat.


Grapple

On a successful critical hit with a weapon of this type, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon’s reach, you end the grapple with that action. Source: Ultimate Combat.


Hard-hitting New.jpg

This weapon hits unusually hard for its size. Applied to a light weapon, it may be used with both hands to gain STR x1.5 bonus to damage instead of the standard STR x1.


Inclusive Reach New.jpg

An inclusive reach weapon has the reach property but can also attack and threaten adjacent squares.


Massive New.jpg

A weapon with the massive property requires a minimum Strength score of 18, and is always a two-handed exotic weapon. It may not be concealed through mundane means, and cannot be sheathed without a full-round action to stow in a suitably-sized pack or roll. If it is stowed in such a way, it requires another full-round action to fish it back out. Massive weapons cannot be drawn as part of a move action, nor do they benefit from the quick draw feat. Magic packs, such as the Handy Haversack still require a full-round action for retrieval, not because the pack fails to offer up the weapon but because a great deal of care must be taken to prevent the weapon from gratuitously removing the wielder's limbs when retrieving it. For these reasons, massive weapons are nearly always carried in hand, balanced on a shoulder, leaving the wielder with only one free hand outside of combat. Massive weapons may never be wielded one-handed in combat, even if the weapon is one size smaller, or the wielder possesses a feat which would normally allow such a thing.


Mighty

Applied to a ranged weapon, allows Str bonuses to be applied to damage rolls if an extra cost is paid of +100 gp per Str damage plus added.


Nonlethal

These weapons deal nonlethal damage (see Combat). They do not incur the -4 to-hit penalty for reducing lethal damage to non-lethal.


Non-Threatening

Weapons with this property do not threaten squares, and thus cannot be used to make attacks of opportunity. Additionally, wielders of such weapons cannot assist with flanks.


Performance

When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a combat performance check, you gain a +2 bonus on that check (see Gladiator Weapons).


Powerful

Applied to ranged or thrown weapons, this property allows the 'Power Attack' feat and similar innate abilities to be used for attacks with this weapon. Note: Power Attack and Deadly Aim never stack.


Provocative New.jpg

A provocative weapon provokes attacks of opportunity from foes which threaten the wielder when the weapon is used to make an attack.


Range

This weapon can make attacks at range without penalty to a distance shown in the Range Increment of the weapon's description. Extra distance beyond the initial range increment suffers a -2 penalty per additional range increment after the first. The maximum distance of thrown weapons is 5 times the listed range increment. The maximum distance of projectile weapons is 10 times the listed range increment.


Reach

Reach weapons are used to strike opponents 10, 15 or even 20 feet away, but cannot be used against an adjacent foe, nor does it threaten adjacent squares.


Ricochet

If you successfully strike your target, select a different foe within 15 feet of your first target and make another attack. Only roll damage once, but each target that was struck takes the full damage. On ranged and thrown weapons, this property is usually conferred by the ammunition chosen. On melee weapons, this property usually requires the fragile and expendable properties.


Size Limited

A wielder must be Medium-size or larger to use the weapon effectively (or take an additional –3 penalty on attack rolls in addition to the standard –4 non-proficiency penalty).


Slow Crank

Applied to ranged weapons, if the user's STR score is too low, reloading takes additional time.


Strength-based

Applied to ranged or thrown weapons, this property means that STR modifiers are used instead of DEX modifiers, both for to-hit and damage purposes.


Sunder

When you use a sunder weapon, you get a +2 bonus on Combat Maneuver Checks to make sunder attempts. A sunder weapon can also ignore 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.


Trip

You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped


Two-Handed

These weapons require two hands to use, and are treated as two-handed melee weapons as regards STR bonuses to damage (if any are allowed) and the effects of any feats which may be used with the weapons.


Unwieldy New.jpg

An unwieldy weapon requires a great deal of space to properly use. 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.