Equipment/Weapon Qualities

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Main > Equipment > Weapons > Weapon Qualities

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.