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Fax Celestis
2010-06-26, 04:45 PM
A few starting notes: critical ranges and multipliers are gone. A critical with a weapon now merely maximizes all damage excluding bonus damage from precision attacks or weapon properties (not enchantments, properties).

Weapon weights and prices are pretty much straight from the SRD. I want to tinker with those a little to make them a bit more realistic, and I am amenable to shuffling properties around to make the weapons themselves make more sense.

Weapons that have been omitted have been omitted intentionally.

[hr]

Simple Weapons

{table=head] Light Melee Weapons | Cost | Damage (S) | Damage (M) | Weight | Type | Properties | Range Increment
Dagger | 2gp | 1d3 | 1d4 | 1 | Slashing/Piercing | Concealable, Finesse, High Critical, Throwing | 10'
Dagger, Punching | 2gp | 1d3 | 1d4 | 1 | Piercing | Finesse, Heavy Critical | -
Dagger, Main Gauche | 5gp | 1 | 1d2 | 1 | Piercing | Disarming, Defending, Finesse, Off-Hand | -
Gauntlet | 2gp | 1d2 | 1d3 | 1 | Bludgeoning | Off-Hand | -
Gauntlet, Clawed | 5gp | 1d3 | 1d4 | 1 | Slashing | Off-Hand | -
Gauntlet, Spiked | 5gp | 1d3 | 1d4 | 1 | Piercing | Off-Hand | -
Mace, Light | 5gp | 1d4 | 1d6 | 4 | Bludgeoning | Finesse, Impacting | -
Sickle | 6gp | 1d4 | 1d6 | 2 | Slashing | Finesse, Heavy Critical, Tripping | -[/table]

{table=head] One-Handed Melee Weapons | Cost | Damage (S) | Damage (M) | Weight | Type | Properties | Range Increment
Club | 5sp | 1d4 | 1d6 | 3 | Bludgeoning | Throwing | 10'
Mace, Heavy | 12gp | 1d6 | 1d8 | 8 | Bludgeoning | Impacting | -
Morningstar | 8gp | 1d6 | 1d8 | 6 | Bludgeoning/Piercing | Brutal 1 | -
Shortspear | 2gp | 1d4 | 1d6 | 3 | Piercing | Bracing, Throwing | 20'
[/table]

{table=head]Two-Handed Melee Weapons | Cost | Damage (S) | Damage (M) | Weight | Type | Properties | Range Increment
Longspear | 5gp | 1d6/1d4 | 1d8/1d6 | 9 | Piercing or Bludgeoning | Bracing, Double Weapon, Heavy Critical, Reach | -
Quarterstaff | 5sp | 1d4/1d4 | 1d6/1d6 | 4 | Bludgeoning | Disarming, Double Weapon, Focus | -
Spear | 2gp | 1d6 | 1d8 | 6 | Piercing | Bracing, Heavy Critical, Throwing | 20'
[/table]

{table=head]Ranged Weapons | Cost | Damage (S) | Damage (M) | Weight | Type | Properties | Range Increment
Crossbow, Heavy | 50gp | - | - | 8 | - | Bolt Ammunition, High Critical, Slow Loading | 120'
Crossbow, Light | 35gp | - | - | 4 | - | Bolt Ammunition, High Critical, Slow Loading | 80'
Dart | 5sp | 1d3 | 1d4 | .5 | Piercing | Concealable, Throwing | 20'
Javelin | 1gp | 1d4 | 1d6 | 2 | Piercing | Throwing | 30'
Sling | 5sp | - | - | .1 | - | Bullet Ammunition, Concealable, Forceful, Quick Loading | 50'
[/table]

{table=head]Ammunition | Cost | Damage (S) | Damage (M) | Weight | Type | Properties | Range Increment
Bolts, Heavy Crossbow (10) | 1gp | 1d8 | 1d10 | 1 | Piercing | - | -
Bolts, Light Crossbow (10) | 1gp | 1d6 | 1d8 | 1 | Piercing | - | -
Bullets, Sling (10) | 1sp | 1d3 | 1d4 | 5 | Bludgeoning | - | -
Bullets, Sling, Improvised | - | 1d2 | 1d3 | - | Bludgeoning | - | -[/table]



Martial Weapons

{table=head]Light Melee Weapons | Cost | Damage (S) | Damage (M) | Weight | Type | Properties | Range Increment
Axe, Hand | 6gp | 1d4 | 1d6 | 2 | Slashing | Finesse, Heavy Critical, Throwing | 10'
Hammer, Light | 1gp | 1d3 | 1d4 | 2 | Bludgeoning | Finesse, Impacting, Throwing | 10'
Kama | 2gp | 1d4 | 1d6 | 2 | Slashing | Finesse, Focus, Tripping | -
Kukri | 8gp | 1d3 | 1d4 | 2 | Slashing | Bleeding, Finesse, High Critical | -
Nunchaku | 2gp | 1d4 | 1d6 | 2 | Bludgeoning | Disarming, Finesse, Focus | -
Pick, Light | 4gp | 1d4 | 1d6 | 2 | Piercing | Finesse, Heavy Critical, Tripping | -
Sap | 1gp | 1d4 | 1d6 | 1 | Bludgeoning | Concealable, High Critical, Knockout | -
Shield, Light | As shield | 1d2 | 1d3 | As shield | Bludgeoning | Off-Hand | -
Shield, Light Spiked | As shield | 1d4 | 1d6 | As shield | Piercing | Off-Hand | -
Sai | 1gp | 1d3 | 1d4 | 1 | Piercing | Finesse, Disarming, Off-Hand, Throwing | 10'
Sword, Short | 10gp | 1d4 | 1d6 | 2 | Piercing/Slashing | Finesse, High Critical | -
Wakizashi | 3gp | 1d4 | 1d6 | 3 | Slashing | Finesse, High Critical, Off-Hand | -
[/table]

{table=head]One-Handed Melee Weapons | Cost | Damage (S) | Damage (M) | Weight | Type | Properties | Range Increment
Axe, Battle | 10gp | 1d6 | 1d8 | 6 | Slashing | Heavy Critical, Tripping | -
Flail | 8gp | 1d6 | 1d8 | 5 | Bludgeoning | Disarming, Mounted, Tripping | -
Longsword | 15gp | 1d6 | 1d8 | 4 | Slashing | Brutal 1, High Critical, Mounted | -
Pick, Heavy | 8gp | 1d4 | 1d6 | 6 | Piercing | Heavy Critical, Impacting, Tripping | -
Rapier | 20gp | 1d4 | 1d6 | 2 | Piercing | Disarming, Finesse, High Critical | -
Scimitar | 15gp | 1d4 | 1d6 | 4 | Slashing | High Critical, Tripping | -
Shield, Heavy | As shield | 1d3 | 1d4 | As shield | Bludgeoning | Off-Hand | -
Shield, Heavy Spiked | As shield | 1d6 | 1d8 | As shield | Piercing | Off-Hand | -
Trident | 15gp | 1d6 | 1d8 | 4 | Piercing | Bracing, Disarming, Reach, Throwing | 10'
Warhammer | 12gp | 1d6 | 1d8 | 5 | Bludgeoning | Brutal 1, Heavy Critical, Impacting | -
[/table]

{table=head]Two-Handed Melee Weapons | Cost | Damage (S) | Damage (M) | Weight | Type | Properties | Range Increment
Axe, Dwarven War | 30gp | 1d8 | 1d10 | 8 | Slashing | Heavy Critical, Impacting | -
Axe, Great | 20gp | 1d10 | 1d12 | 12 | Slashing | Brutal 1, Heavy Critical | -
Falchion | 75gp | 1d6 | 2d4 | 8 | Slashing | Bleeding, High Critical | -
Flail, Heavy | 15gp | 1d8 | 1d10 | 10 | Bludgeoning | Disarming, Tripping, High Critical | -
Glaive | 8gp | 1d8 | 1d10 | 10 | Slashing | Heavy Critical, Reach, Tripping | -
Godendag | 5gp | 1d6 | 1d8 | 4 | Bludgeoning or Piercing | Bracing, Heavy Critical | -
Greatclub | 5gp | 1d8 | 1d10 | 8 | Bludgeoning | Brutal 2, Impacting | -
Greatsword | 50gp | 1d10 | 2d6 | 8 | Slashing | Heavy Critical, High Critical | -
Guisarme | 9gp | 1d6 | 2d4 | 12 | Slashing | Heavy Critical, Reach, Tripping | -
Halberd | 10gp | 1d8 | 1d10 | 12 | Piercing or Slashing | Bracing, Heavy Critical, Tripping | -
Katana | 100gp | 1d8 | 1d10 | 6 | Slashing | Finesse, High Critical | -
Lance | 10gp | 1d6 | 1d8 | 10 | Piercing | Charging, Mounted, Heavy Critical, Reach | -
Ranseur | 10gp | 1d6 | 2d4 | 12 | Piercing | Disarming, Heavy Critical, Reach | -
Scythe | 18gp | 1d6 | 2d4 | 10 | Piercing or Slashing | Bleeding, Heavy Critical, Tripping | -
Sword, Bastard | 35gp | 1d8 | 1d10 | 6 | Slashing | Mounted, High Critical | -
[/table]

{table=head]Ranged Weapons | Cost | Damage (S) | Damage (M) | Weight | Type | Properties | Range Increment
Boomerang | 5gp | 1d3 | 1d4 | 2 | Bludgeoning | Returning, Tripping, Throwing | 20'
Crossbow, Hand | 100gp | - | - | 2 | - | Bolt Ammunition, Concealable, High Critical, Quick Loading | 30'
Longbow | 75gp | - | - | 3 | - | Arrow Ammunition, Heavy Critical, Quick Loading | 100'
Longbow, Composite | 100gp | - | - | 3 | - | Arrow Ammunition, Forceful, Heavy Critical, Quick Loading | 110'
Shortbow | 30gp | - | - | 2 | - | Arrrow Ammunition, Heavy Critical, Quick Loading | 60'
Shortbow, Composite | 75gp | - | - | 2 | - | Arrow Ammunition, Forceful, Heavy Critical, Quick Loading | 700'
[/table]

{table=head]Ammunition | Cost | Damage (S) | Damage (M) | Weight | Type | Properties | Range Increment
Arrows, Longbow (20) | 1gp | 1d6 | 1d8 | 3 | Piercing | - | -
Arrows, Shortbow (20) | 1gp | 1d4 | 1d6 | 3 | Piercing | - | -
Bolts, Hand Crossbow (10) | 1gp | 1d3 | 1d4 | 1 | Piercing | - | -[/table]



Exotic Weapons

{table=head]Light Melee Weapons | Cost | Damage (S) | Damage (M) | Weight | Type | Properties | Range Increment
Bayonet, Hand Crossbow | 15gp | 1d2 | 1d3 | 1 | Piercing | Heavy Critical | -
Bayonet, Heavy Crossbow | 40gp | 1d4 | 1d6 | 1 | Piercing | Heavy Critical | -
Bayonet, Light Crossbow | 30gp | 1d3 | 1d4 | 1 | Piercing | Heavy Critical | -
Blade Talons | 15gp | 1d4 | 1d6 | 1 | Slashing | Finesse, Disarming, Heavy Critical, Off-Hand | -
Bladed Cestus | 4gp | 1d4 | 1d6 | 1 | Bludgeoning/Piercing/Slashing | Concealable, Finesse, High Critical, Off-Hand | -
Knife, Trench | 10gp | 1d4 | 1d6 | 1 | Slashing | Concealable, Finesse, High Critical, Off-Hand | -
Kusari-Gama | 10gp | 1d4 | 1d6 | 3 | Slashing | Continuous Reach, Disarming, Finesse, Tripping | -
Siangham | 3gp | 1d4 | 1d6 | 1 | Piercing | Bleeding, Finesse, Focus, High Critical, Throwing | 10'
War Fan | 15gp | 1d4 | 1d6 | 1 | Bludgeoning/Slashing | Defending, Disarming, Finesse, Focus, Throwing | 10'
[/table]

{table=head]One-Handed Melee Weapons | Cost | Damage (S) | Damage (M) | Weight | Type | Properties | Range Increment
Axe, Dwarven War | 30gp | 1d8 | 1d10 | 8 | Slashing | Brutal 2, Heavy Critical, Impacting | -
Greater Talons | 25gp | 1d6 | 1d8 | 2 | Slashing | Finesse, Disarming, Heavy Critical, High Critical, Off-Hand | -
Katana | 100gp | 1d8 | 1d10 | 6 | Slashing | Finesse, High Critical | -
Khopesh | 25gp | 1d6 | 1d8 | 12 | Slashing | Heavy Critical, High Critical, Tripping | -
Librum | 50gp | 1d4 | 1d6 | 3 | Bludgeoning | Special, Tripping | -
Sword, Bastard | 35gp | 1d8 | 1d10 | 6 | Slashing | Brutal 1, Mounted, High Critical | -
Whip | 1gp | 1d2 | 1d3 | 2 | Slashing | Continuous Reach, Disarming, Finesse, Knockout, Tripping | -
[/table]

{table=head]Two-Handed Melee Weapons | Cost | Damage (S) | Damage (M) | Weight | Type | Properties | Range Increment
Axe, Orc Double | 60gp | 1d6/1d6 | 1d8/1d8 | 15 | Slashing | Double Weapon, Heavy Critical, Impacting, Off-Hand | -
Chain, Spiked | 25gp | 1d4/1d4 | 1d6/1d6 | 10 | Slashing/Piercing | Continuous Reach, Disarming, Double Weapon, Finesse, Tripping | -
Hammer, Gnome Hooked | 20gp | 1d6/1d4 | 1d8/1d6 | 6 | Bludgeoning or Piercing | Brutal 1, Heavy Critical, Double Weapon, Special, Tripping | -
Staff, Three-Sectioned | 90gp | 1d6/1d6 | 1d8/1d8 | 10 | Bludgeoning | Defending, Disarming, Double Weapon, Focus, Off-Hand | -
Sword, Two-Bladed | 100gp | 1d6/1d6 | 1d8/1d8 | 10 | Slashing | Defending, Double Weapon, High Critical, Off-Hand | -
Urgrosh, Dwarven | 50gp | 1d6/1d4 | 1d8/1d6 | 12 | Slashing or Piercing | Bracing, Double Weapon, Heavy Critical, Off-Hand | -
[/table]

{table=head]Ranged Weapons | Cost | Damage (S) | Damage (M) | Weight | Type | Properties | Range Increment
Blowgun | 1gp | - | - | 2 | - | Concealable, High Critical, Needle Ammunition, Quick Reloading | 10'
Bolas | 5gp | 1d3 | 1d4 | 2 | Bludgeoning | Disarming, Knockout, Tripping, Throwing | 10'
Boomerang, Bladed | 15gp | 1d3 | 1d4 | 3 | Slashing | Bleeding, Returning, Throwing | 10'
Crossbow, Heavy Repeating | 400gp | - | - | 12 | - | High Critical, Slow Reloading, Special | 120'
Crossbow, Light Repeating | 250gp | - | - | 6 | - | High Critical, Slow Reloading, Special | 80'
Net | 20gp | - | - | 6 | - | Special, Touch, Throwing | 10'
Shuriken (5) | 1gp | 1 | 1d2 | .5 | Piercing | Concealable, High Critical, Throwing, Volley | 10'
[/table]

{table=head]Ammunition | Cost | Damage (S) | Damage (M) | Weight | Type | Properties | Range Increment
Bolts, Heavy Repeating (5) | 1gp | 1d8 | 1d10 | 1 | Piercing | Special | -
Bolts, Light Repeating (5) | 1gp | 1d6 | 1d8 | 1 | Piercing | Special | -
Needles, Blowgun (20) | 1gp | 1 | 1 | 1 | Piercing | Special | -[/table]



Weapon Properties
Arrow Ammunition: A weapon with the arrow ammunition property uses arrows that match its type. See the 'ammunition' section following the weapon itself.

Bleeding: A weapon with the bleeding property deals damage on the round following an attack equal to its numeric enhancement bonus. For example, a flaming kukri +3, despite being a +4 weapon, will only deal 3 bleeding damage on the following round. Multiple sources of bleeding damage stack, so a creature struck four times by a flaming kukri +3 will take 12 damage on the following round. Bleeding damage uses the same damage type as the weapon that inflicted the bleeding for the purposes of damage reduction.

Bolt Ammunition: A weapon with the bolt ammunition property uses bolts that match its type. See the 'ammunition' section following the weapon itself.

Bracing: If you use a ready action to set a weapon with the bracing property against a charge, you deal double damage on a successful hit against a charging character.

Brutal: When rolling damage for a weapon with the brutal property, if the damage on the die is equal to or less than the brutal value, reroll the die.

Bullet Ammunition: A weapon with the bullet ammunition property uses bullets that match its type. See the 'ammunition' section following the weapon itself.

Charging: A weapon with the charging deals double damage when used from the back of a charging mount.

Concealable: You get a +2 bonus on Legerdemain checks made to conceal a weapon with the concealable property on your body (see the Legerdemain skill).

Continuous Reach: A weapon with the continuous reach property has reach, so you can strike opponents 10 feet away with it (if you are Small or Medium; actual reach varies according to your size). In addition, unlike most other weapons with reach, it can be used against an adjacent foe.

Defending: A weapon with the defending property adds a shield bonus to the wielder's Armor Class equal to the numeric enhancement bonus of the weapon. For example, a flaming main gauche +3, despite being a +4 weapon, will only provide a +3 shield bonus to the wielder's AC.

Disarming: When using a weapon with the disarming property, 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). In addition, you ignore any penalty to disarming that stems from the weapon's handedness.

Double Weapon: A double weapon is a weapon where both ends of the weapon are capable of striking an enemy for relevant damage. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.

The character can also choose to use a double weapon two handed, attacking with only one end of it. A creature wielding a double weapon in one hand can't use it as a double weapon--only one end of the weapon can be used in any given round.

Finesse: A weapon with the finesse property is usable with the Weapon Finesse feat and may also confer special benefits to a fencer who wields the weapon.

Focus: A monk's class features occasionally refer to "special monk weapons": all weapons with the focus property are considered such.

Forceful: A weapon with the forceful property allows you to apply your Strength modifier to damage with ranged attacks. Only missile weapons have the forceful property: thrown weapons add the wielder's Strength modifier to damage automatically.

Heavy Critical: A weapon with the heavy critical property adds damage on a critical hit, 1d6 per point of numeric enhancement bonus of the weapon. For example, a flaming punching dagger +3, despite being a +4 weapon, will only provide an extra 3d6 points of damage on a critical hit. This damage is not maximized on a critical hit.

High Critical: A weapon with the high critical property makes a critical hit on a 19 or 20, not just a 20.

Impacting: When using a weapon with the impacting property, you get a +2 bonus on opposed attack rolls made to sunder an object. In addition, you ignore any penalty to sundering that stems from the weapon's handedness.

Knockout: A weapon with the knockout property deals nonlethal damage instead of lethal damage, and does so without penalty.

Mounted: A weapon with the mounted property gains a +1 circumstance bonus to hit and to damage when used from the back of a mount.

Needle Ammunition: A weapon with the needle ammunition property uses needles that match its type. See the 'ammunition' section following the weapon itself.

Off-Hand: When a weapon with the off-hand property is wielded as the off-hand weapon while utilizing the Two-Weapon Fighting feat, the penalty for fighting with two weapons is decreased by 1.

Quick Loading: A weapon with the quick loading property takes no action to load and can therefore be fired for as many times as your Base Attack Bonus allows.

Reach: A weapon with the reach property has reach, so you can strike opponents 10 feet away with it (if you are Small or Medium; actual reach varies according to your size).

Returning: A returning weapon with at least a +1 bonus flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn).

Slow Loading: Loading a weapon with the slow loading property is a move action that provokes attacks of opportunity.

Special: The weapon has one or more unique properties. See the Special Properties section for details.

Throwing: A weapon with the throwing property may be used as a thrown weapon at no penalty.

Touch: A touch weapon targets a creature's touch Armor Class, rather than its full Armor Class.

Tripping: You can use a weapon with the tripping property to make trip attacks. If the weapon is a melee weapon and you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped. If the weapon is a ranged weapon, you cannot be counter-tripped.

Volley: A weapon with the volley property allows its wielder to throw up to 3 as one attack in a full-attack routine. All three projectiles use the same attack roll, and precision damage only applies once. In addition, weapons with the volley property 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.


Special Weapon Descriptions
Arrows: An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size. Arrows come in a leather quiver that holds 20 arrows.

Bolts: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size. Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow).

Crossbow, Repeating: A repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts follows the standard rules for the slow loading property.

You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.

Gauntlet: Gauntlets come with medium and heavy armors for free (except breastplate), though they must be enchanted separately. Your opponent cannot use a disarm action to disarm you of gauntlets.

Hammer, Gnome Hooked: A gnome hooked hammer is a double weapon. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of damage and carries the brutal 1 property. Its hook is a piercing weapon that deals 1d4 points of damage and carries the tripping property. You can use either head as the primary weapon and the other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can't use it as a double weapon--only one end of the weapon can be used in any given round.

Javelin: Since it is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.

Librum: A librum is an iron- or steel-shod book attached to a long chain. Many people liken a librum to a flail, but the similarities stop with their appearance. In actuality, the book on the end of a librum is actually a collection of scrolls (up to 20 of them, in fact), bound together, shod, and then chained.

A librum does not maximize damage on a critical hit; instead, it attempts to activate one of the scrolls within it (selected randomly by rolling 1d20). This attempt acts as a caster level check, using the caster level of the item. A non-magical librum has an effective caster level of 0 but may still attempt to activate the scroll--it just does so with no bonus. A librum treats no spells as being on a class spell list even if the wielder has that spell on its spell list. Despite this, a librum does not need to make Use Magic Device checks to activate a scroll.

A scroll activated by the librum inflicts that scroll's spell upon the creature struck. If the spell has an area effect, the effect is centered on the creature struck and has its usual results in its area. If the spell affects multiple targets, it affects the creature struck and the closest creatures to it, which may include the wielder of the librum and any allies thereof. If the spell affects its caster even when the caster is not the target of the spell, the wielder of the librum is considered the caster for the purpose of those effects. Spells that have a direction (such as a cone- or line-shaped spell) start from the creature struck and continue directly away from the wielder of the librum.

Like a regular attempt to activate a scroll, if the attempt fails, the librum suffers a mishap. Since most librums are not intelligent items, they automatically fail the DC 5 Wisdom check to avoid a mishap. Intelligent librums may attempt the Wisdom check as normal.

Scrolls activated by the librum become blank, as usual for used scrolls. If the randomly determined scroll is blank or missing, nothing happens.

Most found librums are empty, though they occasionally have scrolls from their previous wielders in them. Purchased librums are always empty.

Longbow: You need at least two hands to use a longbow, regardless of its size. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow, but not a regular longbow.

Longspear: A longspear is a double weapon. The spearhead is a piercing weapon that deals 1d8 points of damage and carries the heavy critical property. Its haft is a bludgeoning weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a longspear in one hand can't use it as a double weapon—only one end of the weapon can be used in any given round.

Net: A creature struck by a net is entangled. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Shortbow: You need at least two hands to use a shortbow, regardless of its size. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow, but not a regular shortbow.

Urgrosh, Dwarven: A dwarven urgrosh is a double weapon. The urgrosh's axe head is a slashing weapon that deals 1d8 points of damage and carries the heavy critical property. Its spear head is a piercing weapon that deals 1d6 points of damage and carries the bracing property. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can't use it as a double weapon—only one end of the weapon can be used in any given round.

Fax Celestis
2010-06-26, 05:02 PM
A few things: I'd like to remove Heavy Critical from the greatsword, but I'm not sure what to replace it with. The siangham is a weird weapon I know nothing about, so I sort of went with whatever. I don't particularly like the Mounted property on the longsword, but I want to have it have something.

Morty
2010-06-26, 05:09 PM
I have a question: the Bastard Sword and Dwarven Waraxe are still exotic weapons that can be wielded as one-handed with the proficiency and as two-handed without it. Are the properties meant to make taking the feat worthwhile or is there something else?

Fax Celestis
2010-06-26, 05:15 PM
That's it for them, actually, but I could see about beefing up the one-handed versions with an extra property for being 'extra trained', as it were.

Morty
2010-06-26, 05:22 PM
Well, otherwise they have the same problem as in D&D 3.5, in that it's not worth it to spend a feat for 2 potential points of damage, I think.

Fax Celestis
2010-06-26, 05:29 PM
Let's give them the Brutal property (or increase it by 1 in the waraxe's case).

Siosilvar
2010-06-26, 07:40 PM
I don't particularly like the Mounted property on the longsword, but I want to have it have something.

Longsword has Brutal, which already makes it that much better than a battleaxe.


...does Heavy Critical intentionally not do anything for nonmagical weapons? Bleeding and Defending, also.

Fax Celestis
2010-06-26, 07:41 PM
Yes. Those properties do nothing for a nonmagical weapon.

Siosilvar
2010-06-26, 08:21 PM
Interesting design, as it makes a magic weapon that much more necessary if you take one of those weapons. That's something I always wanted to fix but was afraid to rule zero. :smallwink:


With that, I'd take Brutal off of the longsword, maybe give it to the battleaxe (though I'd probably have to run the math to see) and remove Mounted from the flail.

EDIT: Ran the math, brutal 1 is slightly stronger than high crit, but not much.

Fax Celestis
2010-06-26, 08:30 PM
Actually, I'm considering making the numeric enhancement effects only count permanent bonuses, not temporaries.

Siosilvar
2010-06-26, 08:32 PM
Actually, I'm considering making the numeric enhancement effects only count permanent bonuses, not temporaries.

Well, that makes sense, given it's an inherent quality of the weapon (including the enchantments woven into it), not whatever GMW sheath you may have put around it.


Or at least, that reply makes sense if you said what I thought you said. I'm not really sure. :smallconfused:

Milskidasith
2010-06-26, 10:39 PM
Well, that makes sense, given it's an inherent quality of the weapon (including the enchantments woven into it), not whatever GMW sheath you may have put around it.


Or at least, that reply makes sense if you said what I thought you said. I'm not really sure. :smallconfused:

As much as anything involving magic can make sense, anyway, and purely dependent on how you fluff Greater Magic Weapon; if it just magically makes your weapon move more accurately, then extra bleeding damage is less justifiable than if GMW just makes the weapon really sharp and well balanced by... whatever process makes normal magic weapons really sharp and well balanced, just temporary.

EDIT: Of course, up to 5 extra damage, or 5d6 one time in twenty, is not particularly relevant anyway, even in d20r, so the bleeding and heavy critical properties aren't particularly important anyway.

Fax Celestis
2010-06-26, 11:47 PM
Of course, up to 5 extra damage

Bleeding is x damage per hit, stacking. If you TWF a pair of +5 kukris and hit eight times, that's 40 more damage next round.

Milskidasith
2010-06-27, 12:38 AM
Bleeding is x damage per hit, stacking. If you TWF a pair of +5 kukris and hit eight times, that's 40 more damage next round.

40 damage is certainly more relevant, although by the time you're hitting eight times with two +5 kukris, it's probably a one or two shot kill on enemies no matter what so the extra damage is still not all that effective, though the same could be said of all extra damage. Still, at that point you're probably hitting for quite a huge amount anyway; assuming you're sneak attacking as a rogue who just got his/her third attack at level 15 but doesn't yet have his/her third off hand attack, you'd be sneak attacking for 40d6 damage, and assuming you're power attacking as a fighter, you're adding 4xattack sacrificed per attack. At the level you're getting eight hits off (only level 20), forty damage is, while certainly not trivial, rarely going to make the difference between killing the monster in the second round and killing it in the third round; if it isn't dead by the second round, it probably isn't going to go down to being straight up attacked anyway.

ForzaFiori
2010-06-27, 12:49 AM
I would personally make the three-section staff a focus weapon. It is used in many martial arts, which is where many of the monk's focus weapons come from. I would also do the same with the shuriken for the same reason, and to give the monk some sort of ranged weapon for focus.

Fax Celestis
2010-06-27, 12:54 AM
I would personally make the three-section staff a focus weapon. It is used in many martial arts, which is where many of the monk's focus weapons come from. I would also do the same with the shuriken for the same reason, and to give the monk some sort of ranged weapon for focus.

Three-Section Staff I can see. Shuriken, no dice. I'm not letting people use monk strikes on volley weapons at range.

Xuc Xac
2010-06-27, 06:37 AM
Three-Section Staff I can see.

Is there any reason they can't use a normal One-section staff?

lesser_minion
2010-06-27, 08:08 AM
While the 4e-style critical hits are an improvement, there is at least one disappointment here.

For a start, you've kept the non-equivalency rule, which really, absolutely, categorically, needs to die in a fire.

The mechanical properties of a D&D longsword come from the fact that it's a blade somewhere around 110 cm in length. Not from being strictly comparable to a 'traditional' European longsword.

A 110 cm blade made by a giant is going to deal d8 points of slashing damage. It shouldn't arbitrarily turn into a piercing weapon.

It would be 'fitted' for a different-sized creature, but that should be dealt with by requiring (and allowing) the weapon to be 'fitted' to its new wielder. Not with an arbitrary penalty that never goes away because of a flawed assumption by the 3.5 designers.


I approve of the decision to switch to qualities heaped on top of 'basic' weapons, but I'd recommend going further and actually using generic weapons which can be filled out with their own qualities.

You can still provide examples, but handling things in generic form makes them a lot easier to balance, understand, work with, and extend for basically everyone.

And it also allows the DM to express a difference between, say, an elven war sabre and an orcish brute's knife, where in vanilla 3.5 they'd probably both be longswords.

Allowing characters to train separately in weapon qualities and in weapon types could be pretty interesting as well.

Fax Celestis
2010-06-27, 11:11 AM
A 110 cm blade made by a giant is going to deal d8 points of slashing damage. It shouldn't arbitrarily turn into a piercing weapon.

It would be 'fitted' for a different-sized creature, but that should be dealt with by requiring (and allowing) the weapon to be 'fitted' to its new wielder. Not with an arbitrary penalty that never goes away because of a flawed assumption by the 3.5 designers.

Pardon my denseness, but I don't get what you're saying here.

Galloglaich
2010-06-27, 11:28 AM
DnD has so many errors and misconceptions I really don't know where to start.

I never understood why "long" swords or greatswords would only do slashing damage, why couldn't you thrust with them?

Was that list for 3.5 or 4?

G.

lesser_minion
2010-06-27, 11:34 AM
Pardon my denseness, but I don't get what you're saying here.

Sorry. I just absolutely hate the changes 3.5 made to the weapon rules.

A 110 cm blade sized for a huge creature is a 'huge dagger' in 3.5. A 110 cm blade sized for a medium creature is a 'medium longsword' in 3.5.

In 3.0, nine times out of ten, the DM would simply refer to both as a longsword, or, for a more generic term, a 'medium blade'. The tenth time, the weapon would probably be one of the pointier daggers, such as an estoc.

The rationale the 3.5 designers gave for changing it was that they didn't think a longsword was the exact same thing as a dagger scaled up to the same size.

As far as the rules are concerned, all that should be important is the general 'kind' of weapon -- e.g. sword, axe, or hammer -- and the size of the weapon.

Determining the weapon's handedness based on size isn't hard, it avoids weird duplication cases, and the DM is free to make up her own rules if she's so worried about who the weapon was made for.

Xuc Xac
2010-06-27, 11:48 AM
Pardon my denseness, but I don't get what you're saying here.

I think he means a giant with a meter long blade is using a really big dagger that does piercing damage. That exact same blade made by a human would be a long sword that does slashing damage. Apparently, giants can't slash with it and humans can't stab with it.


I never understood why "long" swords or greatswords would only do slashing damage, why couldn't you thrust with them?

What really makes me angry is that you can strike with both ends of a quarterstaff but you can only use the sharp end of a spear. Polearms become useless at close range because you can only strike with the middle of the staff if there's no blade on the end. Why do long swords only do slashing damage? Not only could you effectively stab with them but bashing someone in the skull with the hilt (a bludgeoning attack) was so effective that the technique was called the "murder stroke".

Fax Celestis
2010-06-27, 12:00 PM
Ooooooookay, rather then getting angry, how about telling me how I can fix this?

First off, LM, what you're quoting is a variant sidebar. A giant wielding a Medium longsword is still wielding a Medium longsword, treats it like such, and takes a -4 penalty for a mis-sized weapon.

Spear as double weapon I can see, hold on.

lesser_minion
2010-06-27, 12:07 PM
What really makes me angry is that you can strike with both ends of a quarterstaff but you can only use the sharp end of a spear. Polearms become useless at close range because you can only strike with the middle of the staff if there's no blade on the end. Why do long swords only do slashing damage? Not only could you effectively stab with them but bashing someone in the skull with the hilt (a bludgeoning attack) was so effective that the technique was called the "murder stroke".

Weapon damage types are incredibly abstract -- at best, they represent the 'most common' use of the weapon in an actual fight. You can strike someone with the haft of a spear, and even perform a 'raking' attack.

I imagine that it's assumed that things like a bludgeoning sword strike either put you worse off than before (so aren't used), or are sufficiently less effective than normal that any damage bonus you'd get from using them is basically nullified.

If I understand quarterstaves correctly, they would be wielded in a very similar way to a short spear (or, for that matter, a large club), with the inclusion of both thrusts and swipes.


First off, LM, what you're quoting is a variant sidebar. A giant wielding a Medium longsword is still wielding a Medium longsword, treats it like such, and takes a -4 penalty for a mis-sized weapon.

I've seen the variant, and while it does improve things in some places, it's not really helpful at all.

What I'm saying is that a 110 cm blade made for a giant spontaneously morphs into a piercing weapon. It might be used like that on a giant, but against a medium creature? Really?

The big mistake the 3.5 designers made was to assume that all weapons would exist in all sizes, which is neither true nor sensible. At some point, weapons are going to start becoming very similar simply because it's the only way to make a weapon in a particular size.

The larger the blade, the less variety you have -- adding one size category to a sword, for example, increases its weight eightfold. Even if you're pretty big, that's going to start to get tricky, especially considering that larger creatures are weaker relative to their size (a human-sized human can lift maybe 20 % of its body weight without serious trouble. An ant-sized human could potentially lift double its body weight with the same amount of difficulty).

And what a huge creature uses as a dagger against a huge creature is going to be used very differently against a medium creature.

I'd suggest going for 3.0-style weapon rules, and making the provided weapons more generic.

Fax Celestis
2010-06-27, 12:43 PM
Well, part of the issue stems from the game attempting to be realistic in a game that is really not very realistic.

I'll consider a 'generic' thing, but it really seems, at first glance, too complicated for a core mechanic. However, if you want to take a stab at it (sic) and show me what you come up with, I'll be more than happy to include it if it works out.

lesser_minion
2010-06-27, 12:58 PM
Hmm... I'll see what I can do.

Also, I think boomerangs might enjoy being a martial weapon with a decent range increment and damage.

That covers the most common varieties, and if you want 'awesome' returning boomerangs, you can give them the property when they are enchanted (on the grounds that they are 'particularly suited' to it).


As for slings, I'd recommend making them exotic (or at least martial) weapons with decent damage.

The sling and the atlatl were obscenely dangerous when used properly, in an appropriate environment.

Matthew
2010-06-27, 09:57 PM
Are your weights all in lbs? If so, I would say that many of the hafted weapons could do with being lighter. A one-handed battle axe is not any more likely than a sword to be more than 4 lbs, but both lighter and heavier sorts can be found. The MyArmoury Reviews (http://www.myarmoury.com/reviews.html) section might be useful in that regard.

Galloglaich is pretty much right, though, the D20/3e treatment of weapons is so unconcerned with realism that it is hard to know quite what to do about it (though his own Codex Martialis is a rather good alternative). Probably a reasonable guide for weapon weights, though, would be:

Dagger = 1 lb
Light = 2 lbs
Heavy = 3 lbs
Great = 4-5 lbs

...with the understanding that there is a great deal of variation. I would also add that if a dagger is S/P, then so should all swords be.

Knaight
2010-06-27, 10:10 PM
The sling and the atlatl were obscenely dangerous when used properly, in an appropriate environment.

The sling is also obscenely dangerous when used improperly*, in an inappropriate environment**. Its a win-win situation!:smallbiggrin:

Really, the sling and atlatl are the equal of a bow, and all of them had their little tricks on top of things. The sling had the "lets sling obsidian at the rocks near him" option, the bow had various tips for every ocassion, and the atlatl might actually work as an emergency club.

*That is to say, when one can't really control the direction.
**The middle of a city, inside.

Fax Celestis
2010-06-27, 11:10 PM
Returning altered to "at least +1", boomerang moved to martial. Pondering weights still.

Morty
2010-06-28, 08:48 AM
Now I that think about it, I think there ought to be some martial finessable slashing weapon because whether or not someone likes Drizzt, dual-wielding sabers, scimitars and the like definetly has place in fantasy and I think finesse warriors like fencers should also have that option. Not that it's a big deal, mind you, just a suggestion.

Maclav
2010-06-28, 09:10 AM
Having being hit with many trusts, strikes, pommels in rebated steal combat from swords, daggers along with some test cutting I can sum up my experience. This is probably completely un-helpful for putting statistics down, but here you go. When I say in armour, I am talking 14th c transitional harness. Steel plates, over mail, over padding.

Dagger:
Out of armour; its fast and viscous. One moderately well placed, and un-blocked or only half-ass blocked thrust = dead. Cuts don't do much against a few layers of linen. A decent shot to exposed flesh may disable.

In armour; This is surprisingly the most dangerous weapon in armour. The strong, short stabbing easily penetrates the weak mail covered joints. It is small and easy to maneuver into those locations and can be driven though plates under proper circumstances. Cuts do nothing.

Long Sword (D&D bastard sword);
Out of armour; Cutting, thrusting, bashing are all fair game. It takes a surprisingly good cut to penetrate clothing. Anyone who doubts the ability of a pommel strike to deliver needs to have their head rocked with one. Even a light, controlled strike on a mask will send you spinning. Thrusts tend to be follow up attacks from an initial parried cut.

In armour; Cuts do nothing (well, almost nothing). The name of the game is halfswording, thrusting and takedowns. Halfswording turns the sword into a short spear and that can be driven into weak points. The pommel is heavily used for parries and strikes and can hit hard enough to daze or even knock out though a helm. I have seen a murder stroke (two hands on the blade, use the sword more like a poleaxe) knock someone out. It landed square on the top of their head and they fell over like a poleaxed cow. Primarily you will ether thrust or cover a thrust and end up in a bind. From their you will attempt to use your tip or pommel/grip as a leaver to takedown or disarm and/or drive the tip into the armour or strike with the pommel.



In an attempt to bring this back around to the topic, most of your weights are excessive. The bastards sword should top out at ~4lb, with most hovering around 3. The pole weapons would all be well under 10. A pole hammer weights 4.5-6lb. The head is surprisingly small, think framing hammer on a pole with a spear point.

lesser_minion
2010-07-15, 03:07 PM
I'll consider a 'generic' thing, but it really seems, at first glance, too complicated for a core mechanic. However, if you want to take a stab at it (sic) and show me what you come up with, I'll be more than happy to include it if it works out.

Hmm... Looking at it, it seems like you're right -- it's easy to get the basic guidelines written down, but I doubt things will ever run smoothly enough that examples are unnecessary.

Even so, a small number of examples and a framework that can be used to build a massive variety of weapons is still better than a giant list of weapons and no explanation of the underlying framework, imho.

I've added in a couple of new terms to make things easier (a 'quality' is something a weapon just has, an 'affinity' is something the weapon gets provided you enchant it).

I'm also looking at simplifying weapon sizes so that all two-handed weapons are now 'heavy' weapons (i.e. may be used one-handed if you meet certain conditions).

Fax Celestis
2010-07-15, 03:37 PM
There may be a major revision to this shortly: I'm fiddling around with prowess and investing weapon group proficiency feats.