Light Melee Weapons: Difference between revisions
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| Description = The Light Shield is meant to be defensive item, but when needs must, it serves adequately as a martial weapon. You must have proficiency with Martial Weapons to use it well as a weapon. If you do not attack with a hand wielding a Light Shield you retain the shield bonus to your AC. When you attack with that hand you lose the shield bonus until the beginning of your next turn, though you do not lose its enhancement bonus, if any. Enhancement bonuses on shields do not affect attack or damage rolls when the shield is used as a weapon (although shield spikes, if added, can be enhanced as a weapon, separately from the shield). The Light Shield belongs to the "Close" weapon group. | | Description = The Light Shield is meant to be defensive item, but when needs must, it serves adequately as a martial weapon. You must have proficiency with Martial Weapons to use it well as a weapon. If you do not attack with a hand wielding a Light Shield you retain the shield bonus to your AC. When you attack with that hand you lose the shield bonus until the beginning of your next turn, though you do not lose its enhancement bonus, if any. Enhancement bonuses on shields do not affect attack or damage rolls when the shield is used as a weapon (although shield spikes, if added, can be enhanced as a weapon, separately from the shield). The Light Shield belongs to the "Close" weapon group. | ||
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=== Shield Spikes === | |||
{{Template:MartialWeapon | |||
| Name = Shield Spikes | |||
| Image = Spiked_Shield_1.png | |||
| FlavorText = | |||
| Type = Light | |||
| Cost = 50 gp | |||
| TinyDmg = 1d3 | |||
| SmallDmg = 1d4 | |||
| MedDmg = 1d6 | |||
| LgDmg = 1d10 | |||
| Crit = x2 | |||
| Range = - | |||
| Weight = 10 lbs | |||
| DamageType = Slashing/Piercing | |||
| Quality1 = Special | |||
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| Description = Shield spikes are an addition to any light, heavy or war shield, but may not be attached to bucklers or tower shields. The considerable weight and expense are due to the extensive reinforcement required. Heavier shields need much less reinforcement, but typically employ larger spikes. All shield spikes do the same damage, weigh, and cost the same, regardless of the kind of shield they are attached to. Shield spikes are employed in combat with a shield bash attack, allowing the wielder to deal any of bludgeoning, slashing or piercing damage with the attack. Shield spikes require both the correct Shield proficiency and martial Weapon proficiency to use with skill. Shield Spikes are usable in grapples, while swallowed, and the like, and you may use either a wielded 1-handed weapon or shield spikes for each attack. As with any shield bash, you lose your shield bonus to AC when attacking with shield spikes. Shield Spikes may be enchanted as weapons, separately from your shield's enchantments. Any magical properties placed on shield spikes are only applied when making shield bash attacks. Shield spikes may be made of a different dweomermetal than your shield, but you only gain the benefit of any special material bonuses when they are being used in combat. In no cases do effects or abilities on shield spikes 'stack up' with effects or abilities of your shield: You may gain only one set of bonuses at any given time. Shield spikes belong to the "Close" weapon group. | |||
}} | }} | ||
=== Shortsword === | === Shortsword === | ||
{| | {{Template:MartialWeapon | ||
| | | Name = Shortsword | ||
| | | Image = Short sword 1.png | ||
| | |||
| | | FlavorText = | ||
| | | Type = Light | ||
| Cost = 10 gp | |||
| TinyDmg = 1d3 | |||
| SmallDmg = 1d4 | |||
| MedDmg = 1d6 | |||
| LgDmg = 1d10 | |||
| Crit = 19-20 x2 | |||
| Range = - | |||
| Weight = 2 lbs | |||
| DamageType = Slashing | |||
| Quality1 = | |||
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| Description = A short sword is a compact, easy to carry blade. It is easy to maintain the straight, double edged design, and it has a well-developed point. In the hands of a skilled user the point is preferred, and a short sword can inflict deadly wounds very quickly. Short swords are often seen in professional military hands, so they must be doing something right. The Short Sword belongs to the "Blades, Light" weapon group. | |||
}} | |||
== Exotic Light Melee Weapons == | == Exotic Light Melee Weapons == |
Revision as of 15:29, 11 August 2016
Epic Path \ Weapons \ Light Melee Weapons
Simple Unarmed and Light Melee Weapons
Brass Knuckles
Cestus
Dagger
Gauntlet
Mace, Light
Sickle
Stake
Unarmed Strike
Martial Unarmed and Light Melee Weapons
Armor Spikes
Axe, Throwing
Hammer, Light
Handaxe
Kukri
Pick, Light
Sap
Shield, Light
Shield Spikes
Shortsword
Exotic Light Melee Weapons
Aklys
Exotic/Light | Cost | Tiny Dmg | Sm Dmg | Med Dmg | Large Dmg | Crit | Range | Wt | Type | |
---|---|---|---|---|---|---|---|---|---|---|
Aklys | 20 gp | 1d3 | 1d4 | 1d6 | 1d10 | x2 | 20 ft* | 2 lbs | Bludgeoning | |
Weapon Qualities: Range, Trip, Fragile | ||||||||||
The deceptively simple aklys looks like a curved stick with a hook on one end, tied to a five foot piece of strong cord. The Aklys is designed to do the maximum damage possible while still functioning as a light weapon, and as such its construction is not as durable as most weapons. In the hands of a specialist the humble aklys is deadly. When used with an exotic weapons proficiency, the aklys is counted as a light weapon, and can be thrown up to twenty feet. The string on the aklys is too short to tether it to the wielder. Instead, it can be thrown by a skilled user in such a way that the string wraps around the ankles and allows the wielder to perform a trip maneuver up to twenty feet away. Afterward, unless magic is employed, the aklys must be retrieved from the square upon which it was targeted and made ready for the next time it is needed. If the wielder does not have the exotic weapons proficiency, the Aklys may still be used in combat. In this case it is counted as a 1-handed martial melee weapon that does not have an entry in the range column. The Aklys belongs to the "Hammers" and "Thrown" weapon groups regardless of whether the wielder is skilled enough to throw it or not.
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Dagger, Swordbreaker
Exotic/Light | Cost | Tiny Dmg | Sm Dmg | Med Dmg | Large Dmg | Crit | Range | Wt | Type | |
---|---|---|---|---|---|---|---|---|---|---|
Dagger, Swordbreaker | 10 gp | 1d2 | 1d3 | 1d4 | 1d6 | 18-20/x2 | - | 3 lbs | Slashing | |
Weapon Qualities: Disarm Blades, Sunder Blades | ||||||||||
A Swordbreaker Dagger looks superficially like a large dagger with a slot in the design. It is heavier than it looks due to the strong design, and the slot makes the balance peculiar. A skilled user can use the slot to catch bladed weapons and then use the heavy, strong dagger as a lever to disarm or sunder the weapon. This weapon gives +4 bonuses to disarm and sunder attempts against bladed weapons only. The Swordbreaker Dagger belongs to the "Blades, Light" weapon group. |
Kama
Exotic/Light | Cost | Tiny Dmg | Sm Dmg | Med Dmg | Large Dmg | Crit | Range | Wt | Type | |
---|---|---|---|---|---|---|---|---|---|---|
Kama | 2 gp | 1d3 | 1d4 | 1d6 | 1d10 | x2 | - | 2 lbs | Slashing | |
Weapon Qualities: Monk, Trip, Stout | ||||||||||
A kama is a sturdy stick with a strong slicing blade mounted at a ninety degree angle at one end. They may be used by monks in their blinding fast attacks, and any skilled wielder can use the hooked shape to improve their trip maneuvers. The Kama belongs to the "Blades, Light" and "Monk" weapon groups. |
Nunchaku
Exotic/Light | Cost | Tiny Dmg | Sm Dmg | Med Dmg | Large Dmg | Crit | Range | Wt | Type | |
---|---|---|---|---|---|---|---|---|---|---|
Nunchaku | 2 gp | 1d3 | 1d4 | 1d6 | 1d10 | x2 | - | 2 lbs | Bludgeoning | |
Weapon Qualities: Disarm, Hard-hitting, Monk | ||||||||||
Nunchaku are a pair of light, symmetrical clubs joined by a short segment of chain, creating a kind of flail that is designed for extremely rapid attacks. A monk can use nunchaku with their 'echoing strike' or 'flurry of blows' abilities, and the scissoring action of the nunchaku's parts adds +2 to disarm attempts made by the wielder. Unlike most light weapons, if wielded in both hands, nunchaku deal 1.5x STR modifier as a damage bonus, instead of only 1x. Nunchaku belong to the "Flails" and "Monk" weapon groups. |
Quickpick
Exotic/Light | Cost | Tiny Dmg | Sm Dmg | Med Dmg | Large Dmg | Crit | Range | Wt | Type | |
---|---|---|---|---|---|---|---|---|---|---|
Quickpick | 25 gp | 1d3 | 1d4 | 1d6 | 1d10 | 19-20/x3 | - | 3 lbs | Piercing | |
Weapon Qualities: Hard-hitting, Sunder, Deadly | ||||||||||
The Quickpick is an exotic weapon that is a slimmed-down and much lighter version of a heavy pick. The light weight allows a skilled wielder many opportunities to severely wound opponents, it is surprisingly effective at damaging unattended objects, and if used for coup-de-grace maneuvers, it does well at such grisly work. Unlike most light weapons, you may wield a Quickpick in two hands to gain 1.5 times your normal Strength bonus. The Quickpick does not usually do massive damage, but when a skilled wielder slips in an expert strike, the damage is hideous. The Quickpick belongs to the "Axes" and "Blades, Light", weapon groups. The rarity, extreme balance, and slender design of the Quickpick make it an exotic weapon. |
Sai
Exotic/Light | Cost | Tiny Dmg | Sm Dmg | Med Dmg | Large Dmg | Crit | Range | Wt | Type | |
---|---|---|---|---|---|---|---|---|---|---|
Sai | 5 gp | 1d2 | 1d3 | 1d4 | 1d6 | x2 | - | 1 lb | Bludgeoning | |
Weapon Qualities: Disarm, Monk, Sunder | ||||||||||
A sai is a short metal rod with a rounded tip, with sturdy prongs curving out like an exaggerated hilt. To the untrained eye it seems a miserable excuse for a weapon, not even sharp. But a trained user gains bonuses to disarm and sunder attempts, as the sturdy rod and prongs can grasp and shatter weaponry with ease. Sais are also light enough and wieldy enough to be used by monks in their blinding-fast attacks. The Sai belongs to the "Monk" weapon group. |
Siangham
Exotic/Light | Cost | Tiny Dmg | Sm Dmg | Med Dmg | Large Dmg | Crit | Range | Wt | Type | |
---|---|---|---|---|---|---|---|---|---|---|
Siangham | 3 gp | 1d2 | 1d3 | 1d4 | 1d6 | 18-20/x2 | 10 ft. | 1 lb | Piercing | |
Weapon Qualities: Concealable, Monk | ||||||||||
A siangham looks roughly like half an arrow made entirely of steel. It is very small, no more than eight inches long and less than an inch wide. It grants +6 to Sleight of Hand rolls to conceal it on your person. The slim haft provides a decent grip and the broad head does surprisingly good damage for such a small weapon. The Siangham belongs to the "Monk" and "Close" weapon group. |
Slightwhip
Exotic/Light | Cost | Tiny Dmg | Sm Dmg | Med Dmg | Large Dmg | Crit | Range | Wt | Type | |
---|---|---|---|---|---|---|---|---|---|---|
Slightwhip | 5 gp | 1d2 | 1d3 | 1d4 | 1d6 | x2 | - | 2 lbs | Slashing | |
Weapon Qualities: Inclusive reach 10', Trip, Disarm, Finesse | ||||||||||
The Slightwhip can be used to make trip attacks. The wielder of a slightwhip is granted a +2 bonus on all Disarm rolls. A slightwhip is usable with the Weapon Finesse Feat. A slightwhip deals lethal damage. A slightwhip has a 10 foot reach, and unlike most reach weapons, can attack adjacent squares. A slightwhip threatens all squares it can reach. The Slightwhip belongs to the "Flails", weapon group.
The slightwhip resembles a buggy whip, except that it is made of stronger leathers and the handle is usually magically treated wood or bone for light weight. The handle is usually about 2 feet long, and the whip portion is about 5 more feet. The Slightwhip is favored by courtiers, and nobles. Indeed, many duels among nobles are fought with Slightwhips. While a Slightwhip is lethal, it is not TOO lethal, thus allowing honor to be served without excessive loss of life. Many mages also find the Slightwhip to be very useful, and use it to trip foes and to deliver touch spells from a safer distance. |