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− | 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.
| + | #REDIRECT [[d20 Mechanic: Weapons]] |
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− | ==Simple Weapons==
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− | '''Simple Weapons'''
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− | ''' Damage'''
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− | '''Weapon Cost Sm Med Crit Range Inc Weight Type'''
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− | ''Light Melee''
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− | Baton 5g 1d3 1d4 x2 -- 2 lb. Bludgeoning
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− | ''One-Handed Melee''
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− | Pole 10g 1d4 1d6 x2 -- 6 lb. Bludgeoning
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− | <div id="Baton">
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− | '''Baton'''
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− | : 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''.
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− | </div>
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− | <div id="Pole">
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− | '''Pole'''
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− | : 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''.
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− | </div>
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− | ==Martial Weapons==
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− | '''Martial Weapons'''
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− | ''' Damage'''
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− | '''Weapon Cost Sm Med Crit Range Inc Weight Type'''
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− | ''Light Melee''
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− | Shuko 5g 1d3 1d4 19-20/x2 -- 1 lb. Slashing
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− | ''One-Handed Melee''
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− | Claw 20g 1d4 1d6 19-20/x2 -- 1 lb. Slashing
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− | ''Two-Handed Melee''
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− | Lucerne Hammer<sup>1</sup> 12g 1d6 2d4 x4 -- 10 lb. Piercing
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− |
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− | <sup>1</sup> Reach weapon.
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− | <div id="Claw">
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− | '''Claw'''
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− | : 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''.
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− | </div>
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− | <div id="Lucerne_Hammer">
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− | '''Lucerne Hammer'''
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− | : A lucerne hammer has reach; you can strike opponents 10 feet away with it, but you can't strike adjacent foes.
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− | : This polearm resembles a pick on a pole and is designed to puncture heavy armor.
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− | </div>
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− | <div id="Shuko">
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− | '''Shuko'''
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− | : 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''.
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− | </div>
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− | ==Exotic Weapons==
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− | '''Exotic Weapons'''
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− | ''' Damage'''
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− | '''Weapon Cost Sm Med Crit Range Inc Weight Type'''
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− | ''One-Handed Melee''
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− | Propeller-Blade 20g 1d8 1d10 19-20/x3 -- 5 lb. Slashing
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− | Sash 12g 1d6 1d8 x3 -- 3 lb. Bludgeoning and Piercing
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− | Wrench, Gremlin 40g 1d4 1d6 19-20/x2 -- 2 lb. Bludgeoning
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− | ''Two-Handed Melee''
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− | Greatspear<sup>1</sup> 25g 1d10 2d6 x3 10 ft. 9 lb. Piercing
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− | Katana 325g 1d8 1d10 19-20/x2 -- 8 lb. Slashing
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− | Poleaxe, Heavy<sup>1</sup> 20g 1d10 2d6 x3 -- 15 lb. Piercing or Slashing<sup>2</sup>
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− | Rug 30g 1d10 2d6 19-20/x3 -- 10 lb. Bludgeoning
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− | Sarrash, Halfling<sup>1</sup> 18g 1d8 1d10 19-20/x4 -- 10 lb. Slashing
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− | ''Three-Handed Melee''
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− | Zweihandir 200g 2d8 3d6 19-20/x4 -- 60 lb. Slashing
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− | ''Ranged''
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− | Propellor 32g 1d6 1d8 19-20/x3 30 ft. 8 lb. Slashing
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− |
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− | <sup>1</sup> Reach weapon.
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− | <sup>2</sup> When you make an attack with this weapon, choose which type of damage you deal.
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− | <div id="Greatspear">
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− | '''Greatspear'''
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− | : A greatspear has reach; you can strike opponents 10 feet away with it, but you can't strike adjacent foes.
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− | : This broad-bladed spear has a long, flat blade, and is too heavy to wield properly without proficiency.
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− | </div>
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− | <div id="Gremlin_Wrench">
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− | '''Gremlin Wrench'''
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− | : Much more complicated than a standard spanner, the gremlin wrench is useful both as a tool and as a weapon.
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− | : When using a gremlin wrench, you get a +4 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). If you successfully disarm someone with a gremlin wrench, you can make attack rolls with the weapon at a -4 penalty while wielding the gremlin wrench; if the weapon is a two-handed weapon, you suffer an additional -4 penalty to use it (for a total of -8).
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− | : You can use the gremlin wrench as an additional tool when making ''repair'' checks. A gremlin wrench gives you a +1 equipment bonus on Repair checks. A masterwork gremlin wrench gives you a +2 equipment bonus instead.
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− | <div id="Katana">
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− | '''Katana'''
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− | : 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).
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− | </div>
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− | <div id="Poleaxe_Heavy">
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− | '''Poleaxe, Heavy'''
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− | : A heavy poleaxe has reach; you can strike opponents 10 feet away with it, but you can't strike adjacent foes.
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− | : 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.
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− | </div>
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− | <div id="Propeller">
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− | '''Propeller'''
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− | : Used for aircraft, the propeller also makes for a useful weapon.
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− | : Propellers use the same rules as boomerangs, except they deal lethal slashing damage instead of nonlethal bludgeoning damage.
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− | <div id="Propeller_Blade">
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− | '''Propeller-Blade'''
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− | : A propeller-blade is one of the blades from a propeller, often with a wooden "handle," and a blade that twists slightly.
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− | <div id="Rug">
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− | '''Rug'''
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− | : While the vast majority of actual rugs are constructed of normal cloths, rugs fabricated for combat use are typically made of [[Steelcloth | 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''.
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− | </div>
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− | <div id="Halfling_Sarrash">
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− | '''Sarrash, Halfling'''
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− | : A halfling sarrash has reach; you can strike opponents 10 feet away with it, but you can't strike adjacent foes.
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− | : 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.
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− | : 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.
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− | : [[Halfling|Halflings]] (Highlander and [[Halfling#Lowlander_Halfling|Lowlander]] halflings, but not [[Halfling#Outrider_Halfling|Outrider]] halflings) have weapon familiarity in regards to the halfling sarrash, and thus treat it as a martial weapon.
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− | </div>
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− | <div id="Sash">
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− | '''Sash'''
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− | : Typically constructed of lightweight [[Steelcloth | 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''. | + | |
− | </div>
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− | <div id="Zweihandir">
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− | '''Zweihandir'''
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− | : 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.
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− | </div>
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− | =Firearms=
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− | In addition to standard weaponry, Trinity is home to firearms. A firearm is a relatively complex piece of technological apparatus. Unlike most other weapons, they have nothing to do with physical strength: they draw power from chemical combustion or other form of propulsion.
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− | '''Physical Description:''' Firearms vary wildly in appearance. More basic firearms are typically less ornamented but have complex firing mechanisms; more complex firearms have more technological apparatus, but these parts are usually concealed in the weapon itself.
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− | '''Usage:''' Firearms are used just like normal weapons, though they have some special rules regarding their use.
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− | '''Templates:''' Firearms are incredibly more versatile than most other weapons, lending themselves to modifications much easier. A trained student can make such modifications to firearms he builds. However, adding such modifications requires more resources and more materials. A firearm can have one receiver template and one feed template. Unless other templates have been applied to them, all basic firearms are considered to have the Muzzleloaded feed and Individually-Loaded receiver templates; all advanced firearms are considered to have the Breechloaded feed and Individually-Loaded receiver templates.
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− | [[category:Mechanics]]
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− | [[category:Equipment]]
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