Difference between revisions of "Weapons"

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(Exotic Weapons)
(Exotic Weapons)
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   Poleaxe, Heavy<sup>1</sup> 20g 1d10 2d6 x3 -- 15 lb. Piercing or Slashing<sup>2</sup>
 
   Poleaxe, Heavy<sup>1</sup> 20g 1d10 2d6 x3 -- 15 lb. Piercing or Slashing<sup>2</sup>
 
   Rug 30g 1d10 2d6 19-20/x3 -- 10 lb. Bludgeoning
 
   Rug 30g 1d10 2d6 19-20/x3 -- 10 lb. Bludgeoning
   Sarrash, Halfling<sup>1</sup> 18g 1d8 1d10 19-20/x2 -- 10 lb. Slashing
+
   Sarrash, Halfling<sup>1</sup> 18g 1d8 1d10 19-20/x4 -- 10 lb. Slashing
 
  ''Three-Handed Melee''
 
  ''Three-Handed Melee''
 
   Zweihandir 200g 2d8 3d6 19-20/x4 -- 60 lb. Slashing
 
   Zweihandir 200g 2d8 3d6 19-20/x4 -- 60 lb. Slashing

Revision as of 20:33, 12 December 2007

Trinity is home to several unique weapons, as well as several weapons of vaguely real-world origin that are used to flesh out various cultures.

Simple Weapons

Simple Weapons
			Damage
Weapon		Cost	Sm	Med	Crit		Range Inc	Weight	Type
Light Melee
  Baton		  5g	1d3	1d4	x2		--		 2 lb.	Bludgeoning
One-Handed Melee
  Pole		 10g	1d4	1d6	x2		--		 6 lb.	Bludgeoning

Baton

A rather short, compact staff. Similar to a club; however, this item is more finely and carefully crafted, allowing it to be used as a martial arts weapon.

Pole

Similar in construction to a staff, but shorter, so as to be usable in one hand. A pole may be used as a martial arts weapon.

Martial Weapons

Martial Weapons
					Damage
Weapon			Cost	Sm	Med	Crit		Range Inc	Weight	Type
Light Melee
  Shuko			  5g	1d3	1d4	19-20/x2	--		1 lb.	Slashing
One-Handed Melee
  Claw			 20g	1d4	1d6	19-20/x2	--		 1 lb.	Slashing
Two-Handed Melee
  Lucerne Hammer1	 12g	1d6	2d4	x4		--		10 lb.	Piercing

1 Reach weapon.

Claw

A tight-fitting glove with three blade extending from the knuckles, the claw is an unwieldy but powerful weapon. A character wielding a claw gets a +4 bonus on rolls against being disarmed, and a +2 bonus on sunder attempts. The claw is a martial arts weapon.

Lucerne Hammer

A lucerne hammer has reach; you can strike opponents 10 feet away with it, but you can't strike adjacent foes.
This polearm resembles a pick on a pole and is designed to puncture heavy armor.

Shuko

A tight-fitting glove with four small blades jutting from the top of the palm, the shuko is more of a utilitarian tool than a weapon, though it serves effectively enough. A character wielding a shuko gets a +4 bonus on rolls against being disarmed, and a +4 bonus on Climb checks. The shuko is a martial arts weapon.

Exotic Weapons

Exotic Weapons
				Damage
Weapon			Cost	Sm	Med	Crit		Range Inc	Weight	Type
One-Handed Melee
  Sash			 12g	1d6	1d8	x3		--		 3 lb.	Bludgeoning and Piercing
Two-Handed Melee
  Greatspear1		 25g	1d10	2d6	x3		10 ft.		 9 lb.	Piercing
  Katana		325g	1d8	1d10	19-20/x2	--		 8 lb.	Slashing
  Poleaxe, Heavy1	 20g	1d10	2d6	x3		--		15 lb.	Piercing or Slashing2
  Rug			 30g	1d10	2d6	19-20/x3	--		10 lb.	Bludgeoning
  Sarrash, Halfling1	 18g	1d8	1d10	19-20/x4	--		10 lb.	Slashing
Three-Handed Melee
  Zweihandir		200g	2d8	3d6	19-20/x4	--		60 lb.	Slashing

1 Reach weapon.
2 When you make an attack with this weapon, choose which type of damage you deal.

Greatspear

A greatspear has reach; you can strike opponents 10 feet away with it, but you can't strike adjacent foes.
This broad-bladed spear has a long, flat blade, and is too heavy to wield properly without proficiency.

Katana

The preferred weapon of the west, the katana is essentially a specialized bastard sword. All katanas are automatically masterwork (this is reflected in the cost, above).

Poleaxe, Heavy

A heavy poleaxe has reach; you can strike opponents 10 feet away with it, but you can't strike adjacent foes.
Normally, you strike with the heavy poleaxe's head, but the spike on the end is useful against charging opponents. If you use a ready action to set a heavy poleaxe against a charge, you deal double damage if you score a hit against a charging creature.

Rug

While the vast majority of actual rugs are constructed of normal cloths, rugs fabricated for combat use are typically made of steelcloth. Characters proficient with a rug may use a normal rug as a weapon, but such a weapon normally only deals nonlethal damage. A character actively defending herself with a rug gains half again as much benefit from doing so (if the character normally gains +4 to AC while fighting defensively, she would instead gain +6 while wielding a rug). In addition, the rug is a reach weapon, allowing the wielder to strike creatures within a 10 foot range; the rug can be used to hit adjacent opponents, as well. The rug is a martial arts weapon.

Sarrash, Halfling

A halfling sarrash has reach; you can strike opponents 10 feet away with it, but you can't strike adjacent foes.
Similar to a scythe, the halfling sarrash developed by the halflings in the age of the Ronkan Empire consists of a sickle-like blade at the end of a long pole.
Because of a sarrash's curved blade, you can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the sarrash to avoid being tripped.
Halflings (Highlander and Lowlander halflings, but not Outrider halflings) have weapon familiarity in regards to the halfling sarrash, and thus treat it as a martial weapon.

Sash

Typically constructed of lightweight steelcloth, the sash is a vicious weapon in the appropriate hands. A character proficient with a sash can use a normal cloth sash as a weapon, but such a weapon normally only deals nonlethal damage. The sash is a martial arts weapon.

Zweihandir

With a long history of use, the zweihandir is the epitome of weaponry designed for front-line fighters. Normal humanoids must use their knee or similar appendage to brace the weapon; as such, actively wielding a zweihandir reduces the wielder's movement speeds by half, to a minimum of 5 feet.