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View Full Version : [d20r] Weapons and Proficiencies, v2.0



Fax Celestis
2010-07-24, 03:43 PM
Weapons
{table=head]Weapons | Proficiency | Cost | Damage (S) | Damage (M) | Weight | Type | Handedness | Properties | Range Increment
Bastard Sword | Swords | 35gp | 1d8 | 1d10 | 4 | S | One or Two | High Critical | -
Battleaxe | Axes | 10gp | 1d6 | 1d8 | 3 | S | One or Two | Heavy Critical | -
Bayonet, Hand Crossbow | Knives | 15gp | 1d2 | 1d3 | 1 | P | One | High Critical | -
Bayonet, Heavy Crossbow | Knives | 40gp | 1d4 | 1d6 | 1 | P | Two | High Critical | -
Bayonet, Light Crossbow | Knives | 30gp | 1d3 | 1d4 | 1 | P | Two | High Critical | -
Blade Talons | Claws | 15gp | 1d4 | 1d6 | 1 | S | One (O) | Disarming, Finesse | -
Bladed Boomerang | Throwing | 15gp | 1d3 | 1d4 | 3 | S | One | Bleeding, Returning, Throwing | 10'
Bladed Cestus | Claws | 4gp | 1d4 | 1d6 | 1 | BSP | One (O) | Heavy Critical, Finesse | -
Blowgun | Simple | 1gp | - | - | 1 | - | Two | Concealable, Needle Ammunition, Quick Reloading | 10'
Bolas | Throwing | 5gp | 1d3 | 1d4 | 2 | B | One | Throwing, Tripping | 10'
Boomerang | Throwing | 5gp | 1d3 | 1d4 | 2 | B | One | Returning, Throwing, Tripping | 20'
Club | Simple | 5sp | 1d4 | 1d6 | 3 | B | One or Two | Impacting | 10'
Dagger | Simple, Knives | 2gp | 1d3 | 1d4 | 1 | S/P | One (O) | Concealable, Finesse, High Critical, Throwing | 10'
Dagger, Main Gauche | Knives | 5gp | 1 | 1d2 | 1 | P | One (O) | Defending | -
Dagger, Punching | Knives, Claws | 2gp | 1d3 | 1d4 | 1 | P | One (O) | Finesse, Heavy Critical | -
Dart | Knives, Throwing | 5sp | 1d3 | 1d4 | 0.5 | P | One | Concealable, Throwing | 20'
Dwarven Urgrosh | Axes, Spears | 50gp | 1d6/1d4 | 1d8/1d6 | 6 | S or P | One or Two | Bracing or Heavy Critical, Double Weapon | -
Dwarven Waraxe | Axes | 30gp | 1d8 | 1d10 | 4 | S | One or Two | Heavy Critical | -
Falchion | Swords | 75gp | 1d6 | 2d4 | 4 | S | Two | High Critical | -
Flail | Flails | 8gp | 1d6 | 1d8 | 3 | B | One (O) | Disarming, Impacting | -
Gauntlet | Simple | 2gp | 1d2 | 1d3 | 1 | B | One | Finesse | -
Gauntlet, Clawed | Simple | 5gp | 1d3 | 1d4 | 1 | S | One | Finesse | -
Gauntlet, Spiked | Simple | 5gp | 1d3 | 1d4 | 1 | P | One | Finesse | -
Glaive | Polearms | 8gp | 1d8 | 1d10 | 5 | S | Two | Reach, Tripping | -
Gnome Hooked Hammer | Hammers | 20gp | 1d6/1d4 | 1d8/1d6 | 4 | B or P | One or Two | Double Weapon, Impacting or Tripping | -
Godendag | Polearms | 5gp | 1d6 | 1d8 | 3 | B or P | Two | Bracing, Heavy Critical | -
Greataxe | Axes | 20gp | 1d10 | 1d12 | 6 | S | Two | Heavy Critical | -
Greatclub | Hammers | 5gp | 1d8 | 1d10 | 4 | B | Two | Impacting | -
Greater Talons | Claws | 25gp | 1d6 | 1d8 | 1 | S | One | Vicious 1, Finesse | -
Greatsword | Swords | 50gp | 1d10 | 2d6 | 4 | S | Two | High Critical | -
Guisarme | Polearms | 9gp | 1d6 | 2d4 | 6 | S | Two | Heavy Critical, Reach | -
Halberd | Polearms | 10gp | 1d8 | 1d10 | 6 | P or S | Two | Bracing, Reach | -
Hand Crossbow | Crossbows | 100gp | - | - | 2 | - | One | Bolt Ammunition, High Critical, Slow Loading | 30'
Handaxe | Axes | 6gp | 1d4 | 1d6 | 1 | S | One (O) | Finesse, Heavy Critical, Throwing | 10'
Heavy Crossbow | Crossbows | 50gp | - | - | 6 | - | Two | Bolt Ammunition, High Critical, Slow Loading | 120'
Heavy Crossbow, Repeating | Crossbows | 400gp | - | - | 10 | - | Two | Bolt Ammunition, High Critical, Slow Loading | 120'
Heavy Flail | Flails | 15gp | 1d8 | 1d10 | 5 | B | Two | Disarming, Impacting | -
Heavy Mace | Hammers | 12gp | 1d6 | 1d8 | 5 | B | Two | Impacting | -
Heavy Pick | Hammers | 8gp | 1d4 | 1d6 | 4 | P | Two | Heavy Critical | -
Javelin | Throwing | 1gp | 1d4 | 1d6 | 1 | P | One | Throwing | 30'
Kama | Axes | 2gp | 1d4 | 1d6 | 1 | S | One (O) | Disarming, Finesse | -
Katana | Swords | 100gp | 1d8 | 1d10 | 3 | S | One or Two | Finesse | -
Khopesh | Swords | 25gp | 1d6 | 1d8 | 6 | S | Two | Tripping | -
Kukri | Knives | 8gp | 1d3 | 1d4 | 2 | S | One (O) | Bleeding, Finesse | -
Kusari-Gama | Flails | 10gp | 1d4 | 1d6 | 2 | S | One | Finesse, Tripping | -
Lance | Polearms | 10gp | 1d6 | 1d8 | 5 | P | One or Two | Charging, Mounted | -
Librum | Flails | 50gp | 1d4 | 1d6 | 3 | B | One | Special | -
Light Crossbow | Crossbows | 35gp | - | - | 4 | - | Two | Bolt Ammunition, High Critical, Slow Loading | 80'
Light Crossbow, Repeating | Crossbows | 250gp | - | - | 6 | - | Two | Bolt Ammunition, High Critical, Slow Loading | 80'
Light Hammer | Hammers, Simple | 1gp | 1d3 | 1d4 | 2 | B | One | Finesse, Impacting, Throwing | 10'
Light Mace | Hammers | 5gp | 1d4 | 1d6 | 3 | B | One or Two | Finesse, Impacting | -
Light Pick | Hammers, Simple | 4gp | 1d4 | 1d6 | 2 | P | One | Finesse, Heavy Critical | -
Longbow | Bows | 75gp | - | - | 3 | - | Two | Arrow Ammunition, Heavy Critical, Quick Loading | 100'
Longbow, Composite | Bows | 100gp | - | - | 3 | - | Two | Arrow Ammunition, Forceful, Heavy Critical, Quick Loading | 110'
Longspear | Spears | 5gp | 1d6 | 1d8 | 5 | P | Two | Bracing, Reach | -
Longsword | Swords | 15gp | 1d6 | 1d8 | 3 | S | One or Two | High Critical | -
Morningstar | Hammers | 8gp | 1d6 | 1d8 | 5 | B/P | One or Two | Impacting | -
Net | Throwing | 20gp | - | - | 3 | - | One (O) | Special, Throwing, Touch | 10'
Nunchaku | Flails | 2gp | 1d4 | 1d6 | 2 | B | One (O) | Disarming, Finesse | -
Orc Double Axe | Axes | 60gp | 1d6/1d6 | 1d8/1d8 | 8 | S | Two | Double Weapon, Heavy Critical | -
Quarterstaff | Simple | 5sp | 1d4/1d4 | 1d6/1d6 | 3 | B | Two | Defending, Double Weapon | -
Ranseur | Polearms | 10gp | 1d6 | 2d4 | 6 | P | Two | Disarming, Reach | -
Rapier | Swords | 20gp | 1d4 | 1d6 | 2 | P | One | Finesse, High Critical | -
Sai | Knives | 1gp | 1d3 | 1d4 | 1 | P | One (O) | Disarming, Finesse, Throwing | 10'
Sap | Hammers | 1gp | 1d4 | 1d6 | 2 | B | One | Finesse, Knockout | -
Scimitar | Swords | 15gp | 1d4 | 1d6 | 3 | S | One or Two | Bleeding | -
Scythe | Polearms | 18gp | 1d6 | 2d4 | 5 | P or S | Two | Heavy Critical | -
Shield, Heavy | Shields | As shield | 1d3 | 1d4 | As shield | B | One (O) | | -
Shield, Heavy Spiked | Shields | As shield | 1d6 | 1d8 | As shield | P | One (O) | | -
Shield, Light | Shields | As shield | 1d2 | 1d3 | As shield | B | One (O) | | -
Shield, Light Spiked | Shields | As shield | 1d4 | 1d6 | As shield | P | One (O) | | -
Shortbow | Bows | 30gp | - | - | 2 | - | Two | Arrow Ammunition, Heavy Critical, Quick Loading | 60'
Shortbow, Composite | Bows | 75gp | - | - | 2 | - | Two | Arrow Ammunition, Forceful, Heavy Critical, Quick Loading | 70'
Shortspear | Spears, Simple | 2gp | 1d4 | 1d6 | 3 | P | One or Two | Finesse, Throwing | 20'
Shortsword | Swords | 10gp | 1d4 | 1d6 | 2 | P/S | One or Two | Finesse, High Critical | -
Shuriken (5) | Throwing | 1gp | 1 | 1d2 | 0.1 | P | One | Volley | 10'
Sickle | Simple | 6gp | 1d4 | 1d6 | 2 | S | One | Tripping | -
Sling | Simple | 5sp | - | - | 0.1 | - | One | Bullet Ammunition, Concealable, Forceful, Quick Loading | 50'
Spear | Spears | 2gp | 1d6 | 1d8 | 3 | P | Two | Bracing, Throwing | 20'
Spiked Chain | Flails | 25gp | 1d4/1d4 | 1d6/1d6 | 10 | S/P | Two | Continuous Reach, Double Weapon, Finesse, Tripping | -
Three-Section Staff | Flails | 90gp | 1d6/1d6 | 1d8/1d8 | 5 | B | Two | Disarming, Double Weapon | -
Trench Knife | Knives, Claws | 10gp | 1d4 | 1d6 | 0.5 | S | One (O) | Concealable, Finesse | -
Trident | Spears | 15gp | 1d6 | 1d8 | 2 | P | Two | Bracing, Disarming | 10'
Two-Bladed Sword | Swords | 100gp | 1d6/1d6 | 1d8/1d8 | 5 | S | Two | Double Weapon, High Critical | -
Wakizashi | Knives | 3gp | 1d4 | 1d6 | 1 | S | One (O) | Finesse, High Critical | -
War Fan | Throwing | 15gp | 1d4 | 1d6 | 1 | B/S | One | Defending, Disarming, Finesse | 10'
Warhammer | Hammers | 12gp | 1d6 | 1d8 | 3 | B | One or Two | Impacting | -
Whip | Flails | 1gp | 1d2 | 1d3 | 2 | S | One | Continuous Reach, Disarming, Knockout, Touch, Tripping | -[/table]


Ammunition
{table=head]Name | Price | Damage (S) | Damage (M) | Weight | Type | Properties | Range Increment
Blowgun Needles (20) | 1gp | 1 | 1 | 1 | P | Special | -
Hand Crossbow Bolts (10) | 1gp | 1d3 | 1d4 | 1 | P | - | -
Heavy Crossbow Bolts (10) | 1gp | 1d8 | 1d10 | 1 | P | - | -
Heavy Repeating Crossbow Bolts (5) | 1gp | 1d8 | 1d10 | 1 | P | Special | -
Light Crossbow Bolts (10) | 1gp | 1d6 | 1d8 | 1 | P | - | -
Light Repeating Crossbow Bolts (5) | 1gp | 1d6 | 1d8 | 1 | P | Special | -
Longbow Arrow, Moss (1) | 50gp | 1d3 | 1d4 | 0.1 | P | Special | -
Longbow Arrow, Noisemaker (1) | 30gp | 1 | 1 | 0.1 | P | Special | -
Longbow Arrow, Rope (1) | 1gp | 1d3 | 1d4 | 0.1 | P | Special | -
Longbow Arrow, Water (10) | 1gp | - | - | 0.1 | - | Special | -
Longbow Arrows (20) | 1gp | 1d6 | 1d8 | 3 | P | - | -
Longbow Arrows, Dragonsbreath (20) | 500gp | 1d6 piercing + 1d6 fire | 1d8 piercing + 1d6 fire | 3 | Special | Special | -
Shortbow Arrows (20) | 1gp | 1d4 | 1d6 | 3 | P | - | -
Shortbow Arrows, Dragonsbreath (20) | 500gp | 1d4 piercing + 1d6 fire | 1d6 piercing + 1d6 fire | 3 | Special | Special | -
Sling Bullets (20) | 1sp | 1d3 | 1d4 | 5 | B | - | -
Sling Bullets, Improvised | - | 1d2 | 1d3 | - | B | - | -[/table]


Weapon Descriptions
Proficiency: This column lists the weapon group proficiency necessary to wield this weapon without a penalty. If a weapon has multiple proficiencies, only one is necessary to utilize the weapon, but any effects that you may have from investing prowess in any associated proficiency feat apply to the weapon.

Cost: This column lists the cost of the weapon in gold pieces.

Damage: These two columns list the damage for a weapon of this type for a Small creature (S) or a Medium creature (M). Larger or smaller creatures deal damage according to the typical damage die scalar.

Weight: This column lists the weight of a typical weapon of that type in pounds. Weapons made of special materials may weigh more or less than this amount.

Type: This column lists the damage type of the weapon: bludgeoning (B), piercing (P), and/or slashing (S). A weapon that has multiple damage types divided with a slash (like the war fan) deals both kinds of damage simultaneously for the purposes of overcoming damage reduction. A weapon that has multiple damage types divided with an 'or' deals one kind or the other, as determined by the wielder.

Handedness: This is how many hands are required to properly wield the weapon. A weapon with 'one or two' can be wielded with either one or two hands (wielder's option); wielding one-handed may allow the use of a second weapon or shield, while two-handed wielding may provide more damage. If the weapon has an (O), that means that the weapon is especially suitable for use in an off-hand while fighting with two weapons. When a weapon with this 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.

Properties: Weapons have different properties intrinsic to their makeup. They are as follows:
Arrow Ammunition: A weapon with the arrow ammunition property uses arrows that match its type. See the 'ammunition' section.
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.
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.
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 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.
Vicious: When rolling damage for a weapon with the vicious property, if the damage on the die is equal to or less than the vicious value, reroll the die. For weapons that roll multiple dice, the value applies to each die of the weapon's damage.
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.

Range Increment: Weapons with range increments listed are capable of being thrown easily. Generally, they have the Throwing property or use ammunition. Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.


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.

Arrow, Dragonsbreath: Dragonsbreath arrows explode upon striking a target, much like a vial of alchemist's fire. In addition, a creature or flammable object struck by a dragonsbreath arrow must make a Reflex save (DC 13) or light on fire.

Arrow, Moss: A moss arrow affects its target as if it had been hit successfully by a tanglefoot bag.

Arrow, Noisemaker: A noisemaker arrow affects its target and the surrounding area as if it had been hit successfully by a thunderstone.

Arrow, Rope: A rope arrow trails a 20' rope behind it, suitable for climbing. Generally, rope arrows are not used for combat but instead for climbing. However, shooting an opponent within 20' with a rope arrow allows you to attempt to prevent an opponent from moving away. If you do so, make a contested Strength check with the target if they attempt to move further than 20' away from you: success means they cannot move outside of that range, and failure means they break free.

Arrow, Water: Water arrows inflict no damage upon striking a target, but instead put out torches and small fires. Clerics occasionally cast ''bless water'' on a sheaf of water arrows before going into battle against undead: if this is done, water arrows instead act like holy water when they strike a target.

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 impacting 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.

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.

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.


Weapon Group Proficiencies
Characters obtain weapon group proficiency feats from their classes or from their regular feat selection. Each feat allows a character to use a small number of similar weapons without penalty and also provides a benefit dependent upon prowess investiture.

For ease of use, classes that have already been created are listed here.
{table=head]Class | Proficiencies
Bard | Simple weapons, plus any other two
Cleric | Simple weapons, plus any other one
Dreadnaught | Simple weapons, plus any other four
Druid | Simple weapons, plus any other two
Fencer | Simple weapons, plus any other three
Hunter | Simple weapons and bows, plus any other one
Luckthief | Simple weapons, plus any other two
Medium | Simple weapons, plus any other one
Monk | Simple weapons, plus any other one
Paladin | Simple weapons, plus any other three
Ranger | Simple weapons, plus any other three
Rogue | Simple weapons, plus any other two
Warlord | Simple weapons, plus any other three[/table]


Weapon Proficiency Feats
Weapon Group (Axes) [Investing]
Benefit: You make attack rolls with the following weapons normally: battleaxe, dwarven waraxe, greataxe, handaxe, kama, orc double axe, and dwarven urgrosh.

Investing: When wielding an axe (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat.

If you have at least eight points of prowess invested in this feat, axes you wield also have the Bleeding property.

If you have at least thirteen points of prowess invested in this feat, axes you wield also have the High Critical property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Bows) [Investing]
Benefit: You make attack rolls with the following weapons normally: composite longbow, composite shortbow, longbow, and shortbow.

Investing: When wielding a bow (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to half the prowess you have invested in this feat.

If you have at least ten points of prowess invested in this feat, bows you wield also have the Forceful property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Claws) [Investing]
Benefit: You make attack rolls with the following weapons normally: blade talons, bladed cestus, greater talons, punching dagger, and trench knife.

Investing: When wielding a claw (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-third the prowess you have invested in this feat.

If you have at least five points of prowess invested in this feat, claws you wield also have the Bleeding property.

If you have at least eight points of prowess invested in this feat, claws you wield also have the Defending property.

If you have at least ten points of prowess invested in this feat, claws you wield also have the Vicious 1 property.

If you have at least thirteen points of prowess invested in this feat, claws you wield also have the Disarming property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Crossbows) [Investing]
Benefit: You make attack rolls with the following weapons normally: hand crossbow, heavy crossbow, repeating heavy crossbow, light crossbow, and repeating light crossbow.

Investing: When wielding a crossbow (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-third the prowess you have invested in this feat and a competence bonus on damage rolls equal to one-quarter the prowess you have invested in this feat.

If you have at least fifteen points of prowess invested in this feat, crossbows you wield also have the Forceful property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Flails) [Investing]
Benefit: You make attack rolls with the following weapons normally: flail, heavy flail, kusari-gama, librum, nunchaku, spiked chain, three-section staff, and whip.

Investing: When wielding a flail (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-third the prowess you have invested in this feat.

If you have at least eight points of prowess invested in this feat, flails you wield also have the Disarming property.

If you have at least ten points of prowess invested in this feat, flails you wield also have the Mounted property.

If you have at least thirteen points of prowess invested in this feat, flails you wield also have the Tripping property.

If you have at least eighteen points of prowess invested in this feat, flails you wield also have the Charging property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Hammers) [Investing]
Benefit: You make attack rolls with the following weapons normally: gnome hooked hammer, greatclub, heavy mace, heavy pick, light mace, morningstar, sap, warhammer, light hammer, and light pick.

Investing: When wielding a hammer (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-quarter the prowess you have invested in this feat.

If you have at least five points of prowess invested in this feat, hammers you wield also have the Impacting property.

If you have at least eight points of prowess invested in this feat, hammers you wield also have the Vicious 1 property.

If you have at least thirteen points of prowess invested in this feat, hammers you wield also have the Vicious 2 property.

If you have at least eighteen points of prowess invested in this feat, hammers you wield also have the Vicious 3 property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Knives) [Investing]
Benefit: You make attack rolls with the following weapons normally: dagger, main gauche dagger, dart, hand crossbow bayonet, heavy crossbow bayonet, kukri, light crossbow bayonet, punching dagger, sai, trench knife, and wakizashi.

Investing: When wielding a knife (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-quarter the prowess you have invested in this feat.

If you have at least five points of prowess invested in this feat, knives you wield also have the Finesse property.

If you have at least eight points of prowess invested in this feat, knives you wield also have the Throwing property.

If you have at least ten points of prowess invested in this feat, knives you wield also have the Returning property.

If you have at least thirteen points of prowess invested in this feat, knives you wield also have the Bleeding property.

If you have at least fifteen points of prowess invested in this feat, knives you wield also have the Vicious 1 property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Polearms) [Investing]
Benefit: You make attack rolls with the following weapons normally: glaive, godendag, guisarme, halberd, lance, ranseur, and scythe.

Investing: When wielding a polearm (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-third the prowess you have invested in this feat.

If you have at least eight points of prowess invested in this feat, polearms you wield also have the Bracing property.

If you have at least thirteen points of prowess invested in this feat, polearms you wield also have the Continuous Reach property.

If you have at least fifteen points of prowess invested in this feat, polearms you wield also have the Tripping property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Simple) [Investing]
Benefit: You make attack rolls with the following weapons normally: blowgun, clawed gauntlet, club, dagger, gauntlet, light hammer, light pick, quarterstaff, shortspear, sickle, sling, and spiked gauntlet.

Investing: When wielding a simple weapon (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-quarter the prowess you have invested in this feat.

If you have at least thirteen points of prowess invested in this feat, simple weapons you wield also have the Defending property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Spears) [Investing]
Benefit: You make attack rolls with the following weapons normally: dwarven urgrosh, longspear, shortspear, spear, and trident.

Investing: When wielding a spear (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-third the prowess you have invested in this feat.

If you have at least five points of prowess invested in this feat, spears you wield also have the Bracing property.

If you have at least ten points of prowess invested in this feat, spears you wield also have the Continuous Reach property.

If you have at least fifteen points of prowess invested in this feat, spears you wield also have the Vicious 1 property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Swords) [Investing]
Benefit: You make attack rolls with the following weapons normally: bastard sword, falchion, greatsword, katana, khopesh, longsword, rapier, scimitar, shortsword, and two-bladed sword.

Investing: When wielding a sword (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-quarter the prowess you have invested in this feat.

If you have at least five points of prowess invested in this feat, swords (specifically, a weapon that this feat grants proficiency in) you wield also have the Mounted property.

If you have at least eight points of prowess invested in this feat, swords you wield also have the Vicious 1 property.

If you have at least ten points of prowess invested in this feat, swords you wield also have the Bracing property.

If you have at least thirteen points of prowess invested in this feat, swords you wield also have the Heavy Critical property.

If you have at least fifteen points of prowess invested in this feat, swords you wield also have the Charging property.

If you have at least eighteen points of prowess invested in this feat, swords you wield also have the Vicious 2 property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Throwing) [Investing]
Benefit: You make attack rolls with the following weapons normally: bladed boomerang, bolas, boomerang, dart, javelin, net, shuriken, and war fan.

Investing: When wielding a throwing weapon (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-third the prowess you have invested in this feat.

If you have at least eight points of prowess invested in this feat, throwing weapons you wield also have the Returning property.

If you have at least thirteen points of prowess invested in this feat, throwing weapons you wield also have the Vicious 1 property.

If you have at least eighteen points of prowess invested in this feat, throwing weapons you wield also have the Vicious 2 property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Fax Celestis
2010-07-24, 03:47 PM
For those of you who like spreadsheetery, check this (http://spreadsheets.google.com/ccc?key=0AuqvG3gSGuF7dGtoQUVmOUVrQnBYUjJpZ1NGb2p2T kE&hl=en).

Gralamin
2010-07-24, 03:57 PM
Feat problems:
Claws gain finesse, but all of them have it already.
Hammers gain impacting, but only three don't already have it. Bit of a borderline case.
Polearms most just gain abilities of others, and most don't benefit from more then one of the abilities.
Spears one spear doesn't already have Bracing.

Fax Celestis
2010-07-24, 04:00 PM
Claws gain finesse, but all of them have it already.Changed to Bleeding.

Hammers gain impacting, but only three don't already have it. Bit of a borderline case.Think this is okay.

Polearms most just gain abilities of others, and most don't benefit from more then one of the abilities.Yeah, but what happens if I introduce something like the lucerne hammer?

Spears one spear doesn't already have Bracing.Right. This is mostly a placeholder for if I introduce more kinds of spears.

Violet Octopus
2010-07-24, 11:20 PM
Likely typo on the shortbow's range.

I'm not sure if the ammunition table is meant to imply that longbows and shortbows have different sized arrows, or if they use the same arrows, but longbows do more damage because of mechanical benefits. I get that hand crossbows would have a different sized bolt to heavy crossbows, but I have no idea if the same is true for longbows and shortbows.
The special longbow arrows suggest that different bows have different arrow sizes, but I could just as easily take it to mean that only a longbow has the force to propel a jar or water on a stick.

Any reason why flails don't get a feat? Based on those abilities I could see them getting Heavy Critical, Trip, Defending and/or possibly Mounted.

Andion Isurand
2010-07-24, 11:57 PM
Heavy Blades and Light Blades are two seperate groups if you're going along UA weapon group lines... and I'm pretty sure clerics get any two groups beyond simple.

Fax Celestis
2010-07-25, 01:13 AM
Likely typo on the shortbow's range.Good catch.


I'm not sure if the ammunition table is meant to imply that longbows and shortbows have different sized arrows, or if they use the same arrows, but longbows do more damage because of mechanical benefits. I get that hand crossbows would have a different sized bolt to heavy crossbows, but I have no idea if the same is true for longbows and shortbows.They do use different arrows. I just haven't made any special shortbow arrows.


Any reason why flails don't get a feat? Based on those abilities I could see them getting Heavy Critical, Trip, Defending and/or possibly Mounted.Because I totally missed it. I have notes and everything. I'll add it right now.


Heavy Blades and Light Blades are two seperate groups if you're going along UA weapon group lines... and I'm pretty sure clerics get any two groups beyond simple.While I based this off of UA, I changed it a lot. Clerics do not get two groups beyond simple: my clerics resemble the UA cloistered cleric rather than the PHB martial cleric.

Andion Isurand
2010-07-25, 01:15 AM
ah, perhaps you could name them priests since I see a few other alt names

Morty
2010-07-25, 07:22 AM
There are no exotic weapons anymore; I think it's a good thing. Now, however, Bastard Swords and Katanas now use the same proficiency as Longswords but are better. Is the price supposed to be a mitigating factor, or is it something else. Then again, it's the Katana that is different from Longsword, the 2 potential damage in the case of Bastard Sword doesn't make that much difference.

Human Paragon 3
2010-07-25, 11:07 AM
Excellent point about the long sword. Maybe it should give you a bonus if you wield a shield in your off hand. Maybe a bonus to shield bash attacks? Alternatively, give long sword the option if inflicting piercing damage?

Violet Octopus
2010-07-25, 11:24 AM
I do find it a little strange that shortswords are now slightly better than rapiers, albeit in a way that is unlikely to see play (two-handed shortsword?)

Perhaps a minor cull of the near-duplicates would help. If you want your longsword to be a bastard sword just call it one.

Spiryt
2010-07-25, 11:42 AM
Yeah, for D&D system, shortsword indeed looks like mistake...

You could certainly grab something shortswordish in two hands to break large pieces of ice or something, but then you could do the same with light pick or handaxe even more so.

lesser_minion
2010-08-25, 09:43 AM
I've been thinking about the size issue, and I think a simple way out would be to use a variant on how Warhammer handles it -- your base damage is a function of your size category and your strength score, and you add on an amount of bonus damage to that, based on your choice of weapon.

You'd have to either reduce the normal weapon damage or increase starting hitpoints to go that route, but you'd end up with something a little easier to work with than either 3.0 or 3.5.

Oversized and undersized weapons would be a little of a mess, but that's unlikely to ever come up, especially considering that you'd still be assigning a penalty for them.

I still don't like the idea of having a separate 'reach' and 'continuous reach' -- when a chain is used against someone at close range, most of the chain doesn't contribute to the damage it does.

If that effect somehow justifies a pole arm being unusable at close range, then it should do the exact same thing for a spiked chain. And if it doesn't for a spiked chain, it shouldn't for a polearm.

Thinker
2010-08-25, 10:41 AM
ah, perhaps you could name them priests since I see a few other alt names
Why? Historically clerics were not holy warriors, but were a general term used to refer to priests.


I've been thinking about the size issue, and I think a simple way out would be to use a variant on how Warhammer handles it -- your base damage is a function of your size category and your strength score, and you add on an amount of bonus damage to that, based on your choice of weapon.

You'd have to either reduce the normal weapon damage or increase starting hitpoints to go that route, but you'd end up with something a little easier to work with than either 3.0 or 3.5.

Oversized and undersized weapons would be a little of a mess, but that's unlikely to ever come up, especially considering that you'd still be assigning a penalty for them.

I still don't like the idea of having a separate 'reach' and 'continuous reach' -- when a chain is used against someone at close range, most of the chain doesn't contribute to the damage it does.

If that effect somehow justifies a pole arm being unusable at close range, then it should do the exact same thing for a spiked chain. And if it doesn't for a spiked chain, it shouldn't for a polearm.

So something like this?

Character Size
{table]Size | Base Damage
Tiny | d4
Small | d6
Medium | d8
Large | 2d6
Huge | 3d6
[/table]

Weapon Type
{table]Weapon | Base Damage
Short Sword | -1
Dagger | -2
Longsword | 0
Greatsword | +1d
[/table]

Or were you talking about something different?

lesser_minion
2010-08-25, 06:26 PM
Why? Historically clerics were not holy warriors, but were a general term used to refer to priests.

Yes, exactly. Fighting is a very minor role of the cleric, and there's certainly no reason for them to be worse at it than a rogue (for whom combat is one of many different things they have experience in).


So something like this?
{snipped}

Or were you talking about something different?

Pretty much, although I'd probably write the weapon damage in terms of dice (e.g. longsword +d6), which is where the comment about increasing hitpoints came from.

I also assumed that the base damage for a character would be an unarmed strike (so that you can have things like feats that double your weapon damage bonus).

erikun
2010-08-25, 07:33 PM
It all looks pretty good, although I do have one question. Khopesh is a two-handed weapon? I assume it is for balance/statistical purposes, but I always took it to be a one-handed weapon.


http://img.photobucket.com/albums/v621/Einrick/Khopesh_5999.jpg

Esser-Z
2010-08-27, 02:56 PM
So, uh. At level 3, a Fencer using a spiked chain can attack everyone within 20' at full BaB, then take a five foot step and attack one more person within 20'.


Wow.

Fax Celestis
2010-08-27, 03:06 PM
So, uh. At level 3, a Fencer using a spiked chain can attack everyone within 20' at full BaB, then take a five foot step and attack one more person within 20'.


Wow.

Chances are, Brave Fencer is going to have its costs increased.

Esser-Z
2010-08-27, 03:07 PM
Well, to be fair, I poured almost every point I have into it, and my damage is only 1d6+1, with another d4 when I use maneuvers.

Though next level I get +3 more from int.:smalltongue:

Morty
2010-08-27, 03:09 PM
As before, I think the list could use some medium-sized one-handed finessable slashing weapon other than a katana - something like a fencing sabre. Of course, as before, it's a really minor issue, since all it takes is to describe a katana as a sabre.
@V Good point... edited for clarity.

Esser-Z
2010-08-27, 03:10 PM
Shortsword!