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wiki:weapons [2016/01/31 02:47] caleymccready |
wiki:weapons [2019/02/25 21:00] (current) caleymccready [Short ranged weapons] |
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| =======Weapons======= | =======Weapons======= | ||
| + | ===[rules]=== | ||
| + | ~~TOC~~ | ||
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| While most elementalists do not use weapons, most other warriors do. An elementalist may also wish to carry a weapon for various reasons. Below is the information on weapon types within the game. | While most elementalists do not use weapons, most other warriors do. An elementalist may also wish to carry a weapon for various reasons. Below is the information on weapon types within the game. | ||
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| **Range**: This is the minimum and/or maximum range that you can hit with the weapon, in terms of 5 foot hexes. Long range weapons have [[combat#range increments]], short ranged weapons and melee weapons do not | **Range**: This is the minimum and/or maximum range that you can hit with the weapon, in terms of 5 foot hexes. Long range weapons have [[combat#range increments]], short ranged weapons and melee weapons do not | ||
| - | **Durability**: How many [[hit points]] the weapon has | + | **Durability**: How many [[damage#hit points]] the weapon has |
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| ====Special weapons==== | ====Special weapons==== | ||
| - | The weapons listed in the [[weapons#weapon table]] below are of average quality. They are sturdy and will not break unless put under abnormal duress. Their quality makes them usable but does not confer any special benefit. Weapons made by master weapon-smiths have a much higher level of quality, making the weapon feel light in the hand which gives the user an advantage when using them. Weapons crafted by masters of the trade, or "Master Quality Weapons", confer a bonus to the damage formula | + | The weapons listed in the [[weapons#weapon table]] below are of average quality. Weapons made by master weapon-smiths have a much higher level of quality, making the weapon feel light in the hand which gives the user an advantage when using them. Weapons crafted by masters of the trade, or "Master Quality Weapons", confer a bonus to the damage formula |
| Weapons can also be made with rare and expensive materials that are well suited to making weapons, which confers a bonus to the damage formula. Examples would be a sword made with rare metals, an axe made from meteorite, a quarterstaff made from a rare wood, or a bow stringed with eltu hair | Weapons can also be made with rare and expensive materials that are well suited to making weapons, which confers a bonus to the damage formula. Examples would be a sword made with rare metals, an axe made from meteorite, a quarterstaff made from a rare wood, or a bow stringed with eltu hair | ||
| - | Weapons that stand the test of time without ever letting down their heroic wielders can become the objects of legend, gaining a spirit of their own, a commanding presence on the battlefield. This confers a bonus to the damage formulas, and the weapon is considered unbreakable. Legendary weapons are by default master quality weapons | + | Weapons that stand the test of time can become the objects of legend, gaining a spirit of their own, a commanding presence on the battlefield. They often have artistic embellishments lending the weapon a unique style |
| - | Weapons with special qualities are also more durable than their ordinary counterparts. These weapons gain a bonus to their item hit points, which makes them harder to break when they are targeted by attacks, such as the [[combat maneuvers#Sunder]] maneuver, or if they are subjected to large forces by other means, such as being crushed by a falling boulder | + | \\ |
| - | + | ^Weapon Property^Additional Damage^Additional Cost^ | |
| - | ^Weapon Property^Damage^[[item durability|Durability]]^Additional Cost^ | + | |Master quality|+1|Add 100 gold to the base price of the weapon| |
| - | |Master Quality|+1|+5|Add 100 gold to the base price of the weapon| | + | |Rare materials|+2|Add 250 gold to the base price of the weapon| |
| - | |Rare and Expensive materials|+1|+10|Add 200 gold to the base price of the weapon| | + | |Legendary Weapon|+1d6|If available for sale, cost varies| |
| - | |Master Quality and Rare Materials|+1d6|+10|Add 450 gold to the base price of the weapon| | + | |
| - | |Legendary Weapon|+2d6|-|If available for sale, cost varies| | + | |
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| ==== Elemental weapons ==== | ==== Elemental weapons ==== | ||
| - | Elementalists may wish to wield a weapon made of their element instead of a normal weapon. Elemental weapons can take the form of any melee or short ranged weapon from the table above, except that they are made an element to which the user can bind their ki, including air. You may levitate the weapon and manipulate it as you would your element. In order to do this the binder must invest points in the talent below. This talent is available to any character that has at least one level in an elemental class. The weapon requires a swift action to create and requires that you have enough element on hand | + | Elementalists may wish to wield a weapon made of their element instead of a normal weapon. Elemental weapons can take the form of any melee or short ranged weapon from the tables above, except that they are made an element to which the user can bind their ki, including air. You may levitate the weapon and manipulate it as you would your element. In order to do this the binder must invest points in the talent below. This talent is available to any character that has at least one level in an elemental class. The weapon requires a swift action to create and requires that you have enough element on hand |
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| **Cooldown**: 3 rounds\\ | **Cooldown**: 3 rounds\\ | ||
| **Special**: You may create that weapon type as a Swift action out of your element. Attacking with a standard action grants one attack which does not invoke the cooldown. Attacking with a full action grants two attacks which can be used in the same segment or separate segments. Attacking with two attacks invokes the cooldown, which only applies to using a full action\\ | **Special**: You may create that weapon type as a Swift action out of your element. Attacking with a standard action grants one attack which does not invoke the cooldown. Attacking with a full action grants two attacks which can be used in the same segment or separate segments. Attacking with two attacks invokes the cooldown, which only applies to using a full action\\ | ||
| + | //When taking this talent, assign it to one of your classes. You may only use talent points from that class to improve this attack//\\ | ||
| **Talent Point Improvements**:\\ | **Talent Point Improvements**:\\ | ||
| □ Increase the [[dice bonus]] of the offensive and defensive formulas by 1d6\\ | □ Increase the [[dice bonus]] of the offensive and defensive formulas by 1d6\\ | ||
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| \\ | \\ | ||
| **Long Ranged Weapons** | **Long Ranged Weapons** | ||
| - | ^Weapon^Cost^Weight^[[damage|Type]]^Range^[[item durability|Durability]]^Notes^ | + | ^Weapon^Cost^Weight^[[damage|Type]]^Range^Hit Points^Notes^ |
| |Longbow|30 gp|5 lbs|P|100 ft|50|-| | |Longbow|30 gp|5 lbs|P|100 ft|50|-| | ||
| |Recurve Bow|35 gp|3 lbs|P|80 ft|70|+1 Damage| | |Recurve Bow|35 gp|3 lbs|P|80 ft|70|+1 Damage| | ||
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| \\ | \\ | ||
| **Short Ranged Weapons** | **Short Ranged Weapons** | ||
| - | ^Weapon^Cost^Weight^[[damage|Type]]^Range^[[item durability|Durability]]^Notes^ | + | ^Weapon^Cost^Weight^[[damage|Type]]^Range^Hit Points^Notes^ |
| - | |Bolas|5 gp|3 lbs|B|30 ft|30|+3d6 Trip, special| | + | |Bolas|5 gp|3 lbs|B|30 ft|30|+2d6 Trip, special| |
| |Boomerang|4 gp|2 lbs|B|40 ft|40|-| | |Boomerang|4 gp|2 lbs|B|40 ft|40|-| | ||
| - | |Chakram|17 gp|3 lbs|B/S/P|5 ft|80|-| | + | |Chakram|17 gp|3 lbs|B/S/P|30 ft|80|-| |
| |Fukiya|2 gp|1 lb|P|40 ft|30|-| | |Fukiya|2 gp|1 lb|P|40 ft|30|-| | ||
| |Marbles|10 sp|1/2 lb|B|30 ft|70|Only deals non-lethal damage| | |Marbles|10 sp|1/2 lb|B|30 ft|70|Only deals non-lethal damage| | ||
| |Sling|1 gp|1 lb|B|40 ft|35|-| | |Sling|1 gp|1 lb|B|40 ft|35|-| | ||
| - | |Throwing Knives|3 gp|2 lbs|P/S|25 ft|80|-| | + | |Throwing Knives|3 gp|2 lbs|P/S|30 ft|80|-| |
| |Wrist Launcher|12 gp|1/2 lb|P|40 ft|45|-| | |Wrist Launcher|12 gp|1/2 lb|P|40 ft|45|-| | ||
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| **One Hand Melee Weapons** | **One Hand Melee Weapons** | ||
| - | ^Weapon^Cost^Weight^[[damage|Type]]^Range^[[item durability|Durability]]^Notes^ | + | ^Weapon^Cost^Weight^[[damage|Type]]^Range^Hit Points^Notes^ |
| |Brass Knuckles|3 gp|1/2 lb|B|5 ft|80|-| | |Brass Knuckles|3 gp|1/2 lb|B|5 ft|80|-| | ||
| |Cane|1 g|3 lbs|B/S|5 feet|80|-| | |Cane|1 g|3 lbs|B/S|5 feet|80|-| | ||
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| **Two Hand Melee Weapons** | **Two Hand Melee Weapons** | ||
| - | ^Weapon^Cost^Weight^[[damage|Type]]^Range^[[item durability|Durability]]^Notes^ | + | ^Weapon^Cost^Weight^[[damage|Type]]^Range^Hit Points^Notes^ |
| |Chained Censer|11 gp|5 lbs|B|15 ft|90|-2 Stealth| | |Chained Censer|11 gp|5 lbs|B|15 ft|90|-2 Stealth| | ||
| |Chigiriki|9 gp|6 lbs|B/P|10 ft|60|+2 Disarm, -2 Stealth| | |Chigiriki|9 gp|6 lbs|B/P|10 ft|60|+2 Disarm, -2 Stealth| | ||
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| |Scythe|5 gp|3 lbs|S/P|10 ft|100|+1d6 Trip Bonus| | |Scythe|5 gp|3 lbs|S/P|10 ft|100|+1d6 Trip Bonus| | ||
| |Silk Band|10 gp|-|B|5 ft|40|+2d6 Maneuver Bonus| | |Silk Band|10 gp|-|B|5 ft|40|+2d6 Maneuver Bonus| | ||
| - | |Stilt|5 gp|3 lbs|B|10 ft|60|+1d6 Jump Bonus| | + | |Stilt|5 gp|3 lbs|B|10 ft|60|+3d6 Jump Bonus| |
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| ===bolas=== | ===bolas=== | ||
| - | Three weights connected by rope. These are used by spinning the bolas and throwing them at the target. Weapon only functions as part of a ranged trip maneuver, gaining a +4 bonus to the attempt. If the attack is successful, the target is wrapped up in the bolas and falls to the ground. A Reflex [[wiki:saves|save]] in the subsequent round, made against the initial attack roll, can determine if the target is still bound up in the bolas. The target may reattempt this save once per round\\ | + | Three weights connected by rope. These are used by spinning the bolas and throwing them at the target. This weapon only functions as part of a ranged trip maneuver, gaining a +2 bonus to the attempt. If the attack is successful, the target is wrapped up in the bolas and falls to the ground. A Dexterity vs Dexterity [[abilities#ability check|Ability Check]] made in the subsequent round, determines if the target is still bound up in the bolas. The target may reattempt this ability check once per round, always against the attacker's first result\\ |
| ===boomerang=== | ===boomerang=== | ||