Rapier
Type | Classification | Damage Type |
---|---|---|
Martial | One-handed melee | Piercing |
Damage | Critical | Range |
1d8 | 18-20/x2 | 5ft |
Description | ||
A rapier is a single-edged blade, sort of a cross between a scimitar and a longsword. |
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Type | Classification | Damage Type |
---|---|---|
Martial | One-handed melee | Piercing |
Damage | Critical | Range |
1d8 | 18-20/x2 | 5ft |
Description | ||
A rapier is a single-edged blade, sort of a cross between a scimitar and a longsword. |
Last edited by Kestrana on August 25th 2013, 18:05; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Martial | One-handed melee | Slashing |
Damage | Critical | Range |
1d8 | 18-20/x2 | 5ft |
Description | ||
The curve of this blade gives it the effect of a keener edge. |
Last edited by Kestrana on August 25th 2013, 18:05; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Martial | One-handed melee | Piercing |
Damage | Critical | Range |
2d6 | x2 | 10ft |
Description | ||
This three-tined piercing weapon can be thrown just as a spear or shortspear can be, but its range increment is shorter because it's not as aerodynamic as those weapons. If you use a ready action to set the trident against a charge, you deal double damage on a successful hit against a charging character. |
Last edited by Kestrana on August 25th 2013, 18:06; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Martial | One-handed melee | Bludgeoning |
Damage | Critical | Range |
2d6 | x3 | 5ft |
Description | ||
This weapon is a one-handed sledge or maul with a large, heavy head. |
Last edited by Kestrana on August 25th 2013, 18:06; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Martial | Two-handed melee | Slashing |
Damage | Critical | Range |
2d6 | 18-20/x2 | 5ft |
Description | ||
This sword, which is essentially a two-handed scimitar, has a curved blade that gives it the effect of a keener edge. |
Last edited by Kestrana on August 25th 2013, 18:06; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Martial | Two-handed melee | Slashing |
Damage | Critical | Range |
2d8 | x3 | 10ft |
Description | ||
A glaive looks like a vegetable knife stuck on the end of a spear. It has reach, so you can attack an opponent 10 feet away with it, but it cannot be used against an adjacent enemy. |
Last edited by Kestrana on August 25th 2013, 18:07; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Martial | Two-handed melee | Slashing |
Damage | Critical | Range |
3d6 | x3 | 5ft |
Description | ||
This big, heavy axe is a favorite of barbarians and anyone else who wants the capability to deal out incredible damage. |
Last edited by Kestrana on August 25th 2013, 18:07; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Martial | Two-handed melee | Bludgeoning |
Damage | Critical | Range |
2d8 | x2 | 5ft |
Description | ||
A greatclub is a two-handed version of a regular club. It is often studded with nails or spikes, or ringed by bands of iron. |
Last edited by Kestrana on August 25th 2013, 18:08; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Martial | Two-handed melee | Bludgeoning |
Damage | Critical | Range |
2d8 | 19-20/x2 | 5ft |
Description | ||
A flail resembles a morningstar where the head is attached to the haft by a chain. You get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails). You can also use a flail to make trip attacks; if you are tripped during your own trip attempt, you can drop the flail to avoid being tripped. |
Last edited by Kestrana on August 25th 2013, 18:08; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Martial | Two-handed melee | Slashing |
Damage | Critical | Range |
3d6 | 19-20/x2 | 5ft |
Description | ||
Adventurers recognize the greatsword as one of the best melee weapons available. It's reliable and powerful. |
Last edited by Kestrana on August 25th 2013, 18:41; edited 2 times in total
Type | Classification | Damage Type |
---|---|---|
Martial | Two-handed melee | Slashing |
Damage | Critical | Range |
2d6 | x2 | 10ft |
Description | ||
A guisarme has reach, you can strike opponents 10 feet away. It cannot be used against adjacent opponents because of its length. Because of its curved blade, the guisarme can be used in trip attacks. If you are tripped during your own trip attack, you can drop the guisarme to avoid being tripped. |
Last edited by Kestrana on August 25th 2013, 18:09; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Martial | Two-handed melee | Piercing OR slashing |
Damage | Critical | Range |
2d8 | x3 | 5ft |
Description | ||
Normally, you strike with a halberd's axe head, but the spike on the end is useful against charging opponents. If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character. You can use the hook on the back of the halberd to make trip attacks. If you are tripped during your own trip attack, you can drop the halberd to avoid being tripped. |
Last edited by Kestrana on August 25th 2013, 18:10; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Martial | Two-handed melee | Piercing |
Damage | Critical | Range |
2d6 | x3 | 10ft |
Description | ||
A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but it cannot be used against an adjacent foe. While mounted, a lance can be used one-handed. |
Last edited by Kestrana on August 25th 2013, 18:11; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Martial | Two-handed melee | Piercing |
Damage | Critical | Range |
2d6 | x3 | 10ft |
Description | ||
A ranceur has reach, so you can strike opponents 10 feet away with it, but it cannot be used against an adjacent foe. You get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails). |
Last edited by Kestrana on August 25th 2013, 18:12; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Martial | Two-handed melee | Piercing OR slashing |
Damage | Critical | Range |
2d6 | x4 | 5ft |
Description | ||
While it resembles the standard farm implement of the same name, this scythe is balanced and strengthened for war. The design of the scythe focuses tremendous force on the sharp point, as well as allowing devastating slashes with the blade edge. You can use a scythe to make trip attacks.If you are tripped during your own trip attack, you can drop the halberd to avoid being tripped. |
Last edited by Kestrana on August 25th 2013, 18:41; edited 2 times in total
Type | Classification | Damage Type |
---|---|---|
Martial | Ranged | Piercing |
Damage | Critical | Range |
2d6 | x3 | 100ft |
Description | ||
A longbow is too unwieldy to use while mounted. |
Last edited by Kestrana on August 25th 2013, 19:03; edited 2 times in total
Type | Classification | Damage Type |
---|---|---|
Martial | Ranged | Piercing |
Damage | Critical | Range |
2d6 | x3 | 110ft |
Description | ||
Unlike a regular longbow, you can use a composite longbow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. All composite bows are made with a particular strength rating; if your Str bonus does not match or exceed that rating, you take a -2 penalty on attack rolls. This allows you to apply your Str bonus to damage rolls. Each Str point added to the bow adds a cost of 100gp to the price. |
Last edited by Kestrana on August 25th 2013, 19:03; edited 2 times in total
Type | Classification | Damage Type |
---|---|---|
Martial | Ranged | Piercing |
Damage | Critical | Range |
1d8 | x3 | 60ft |
Description | ||
You can use a shortbow while mounted. |
Last edited by Kestrana on August 25th 2013, 19:03; edited 2 times in total
Type | Classification | Damage Type |
---|---|---|
Martial | Ranged | Piercing |
Damage | Critical | Range |
1d8 | x3 | 70ft |
Description | ||
You can use a composite shortbow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. All composite bows are made with a particular strength rating; if your Str bonus does not match or exceed that rating, you take a -2 penalty on attack rolls. This allows you to apply your Str bonus to damage rolls. Each Str point added to the bow adds a cost of 75gp to the price. |
Last edited by Kestrana on August 25th 2013, 19:03; edited 2 times in total
Type | Classification | Damage Type |
---|---|---|
Exotic | Light melee | Slashing |
Damage | Critical | Range |
1d8 | x2 | 5ft |
Description | ||
The kama is a special monk weapon. A monk wielding one is given special options. Because of a kama's shape, you can use it to make trip attacks. If you are tripped during your own trip attack, you can drop the kama to avoid being tripped. |
Last edited by Kestrana on August 25th 2013, 18:15; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Exotic | Light melee | Bludgeoning |
Damage | Critical | Range |
1d8 | x2 | 5ft |
Description | ||
The nunchaku is a special monk weapon. This designation gives a monk using this weapon special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if your attempt fails). |
Last edited by Kestrana on August 25th 2013, 18:15; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Exotic | Light melee | Bludgeoning |
Damage | Critical | Range |
1d6 | x2 | 10ft |
Description | ||
The sai is a special monk weapon. This designation gives a monk wielding a sai special options. A sai's pronglike extrusions are designed to help catch and disarm opponents' weapons. With a sai, you get a +4 bonus on opposed attack rolls to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). |
Last edited by Kestrana on August 25th 2013, 18:30; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Exotic | Light melee | Piercing |
Damage | Critical | Range |
1d8 | x2 | 5ft |
Description | ||
The siangham is a special monk weapon. This gives a monk wielding this weapon special options. |
Last edited by Kestrana on August 25th 2013, 18:32; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Exotic | One-handed melee | Slashing |
Damage | Critical | Range |
2d8 | 19-20/x2 | 5ft |
Description | ||
Bastard swords are also known as hand-and-a-half swords. A bastard sword is too large to use one-handed without special training; thus it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon. |
Last edited by Kestrana on August 25th 2013, 18:41; edited 2 times in total
Type | Classification | Damage Type |
---|---|---|
Exotic | One-handed melee | Slashing |
Damage | Critical | Range |
2d8 | x3 | 5ft |
Description | ||
A waraxe is too large to use in one hand without special training. A character can use a waraxe two-handed as a martial weapon. |
Last edited by Kestrana on August 25th 2013, 18:33; edited 1 time in total
Type | Classification | Damage Type |
---|---|---|
Exotic | One-handed melee | Slashing |
Damage | Critical | Range |
1d4 (nonlethal) | x2 | 15ft |
Description | ||
A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with a reach of 15 feet. Unlike most weapons with reach, you can use it against foes within the limits of its reach (including adjacent foes). Using a whip provokes an attack of opportunity, just as if using a ranged weapon. Because a whip can be wrapped around an enemy's leg or other limb, it can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped. When using a whip, you get a +2 on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if such an attempt fails). You can use the Weapon Finesse feat to apply your Dex modifier instead of your Str modifier to attack rolls with a whip sized for you. |
Last edited by Kestrana on August 25th 2013, 18:34; edited 1 time in total
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