Weapon Qualities

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Weapon Properties

Adaptive Reach

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, unless returned to its non-reach grip.


Alchemical

This weapon may use alchemical weapons and 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

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.


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

The first attack made against each target in an encounter is made against the targets Flat Footed armor class.


Defensive

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 the thrown weapon is 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.


Inclusive Reach

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


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).


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 below for more information.


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.


Provocative

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


Reach

You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.


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.


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).


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 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

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.