Difference between revisions of "Equipment/Weapon Qualities"
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=== Finesse === | === Finesse === | ||
You can use the {{link_feat|Finesse Fighting}} | You can use the {{link_feat|Finesse Fighting}} feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls even though it isn’t a light weapon. | ||
You can’t wield a finesse weapon in two hands in order to apply 1-1/2 times your Strength bonus to damage. | You can’t wield a finesse weapon in two hands in order to apply 1-1/2 times your Strength bonus to damage. | ||
=== Grapple === | |||
On a successful critical hit with a weapon of this type, you can {{link_cm|grapple}} attempt a combat maneuver check to grapple your 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. | |||
=== Improvised === | === Improvised === |
Latest revision as of 03:02, 30 January 2022
Main > Equipment |
Weapon Sizes
The damage given for each weapon are for medium sized creatures. Weapons created for smaller or larger creatures have their size changed as per the following table:
Tiny Weapon Damage |
Small Weapon Damage |
Medium Weapon Damage |
Large Weapon Damage |
Huge Weapon Damage |
---|---|---|---|---|
— | 1 | 1d2 | 1d3 | 1d4 |
1 | 1d2 | 1d3 | 1d4 | 1d6 |
1d2 | 1d3 | 1d4 | 1d6 | 1d8 |
1d3 | 1d4 | 1d6 | 1d8 | 2d6 |
1d4 | 1d6 | 1d8 | 2d6 | 3d6 |
1d6 | 1d8 | 1d10 | 2d8 | 3d8 |
1d8 | 1d10 | 1d12 | 3d6 | 4d6 |
1d4 | 1d6 | 2d4 | 2d6 | 3d6 |
1d8 | 1d10 | 2d6 | 3d6 | 4d6 |
Special
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 .
Composite
All composite bows are made with a particular Strength rating (that is, each requires a minimum Strength modifier to use with proficiency).
The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow.
If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it.
Disarm
When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.
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.
Finesse
You can use the Finesse Fighting feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls even though it isn’t a light weapon.
You can’t wield a finesse weapon in two hands in order to apply 1-1/2 times your Strength bonus to damage.
Grapple
On a successful critical hit with a weapon of this type, you can Grapple attempt a combat maneuver check to grapple your 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.
Improvised
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object.
Monk
A monk weapon can be used by a monk to perform a flurry of blows.
Nonlethal
These weapons deal nonlethal damage.
Reach
You use a reach weapon to strike opponents 10 feet away, but you can’t use it against an adjacent foe.
Sunder
When you use a sunder weapon, you get a +2 bonus on Combat Maneuver Checks to sunder attempts.
Thrown
The weapon may be thrown, or is designed specifically to be thrown. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons).
It is possible to throw a weapon that isn’t designed to be thrown, and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.
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.