Light Melee Weapons: Difference between revisions
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=== Nunchaku === | === Nunchaku === | ||
{| | {{Template:ExoticWeapon | ||
|- | | Name = Nunchaku | ||
| | | Image = nunchaku.jpg | ||
| | |||
| | | FlavorText = | ||
| | | Type = Light | ||
| Cost = 2 gp | |||
| TinyDmg = 1d3 | |||
| SmallDmg = 1d4 | |||
| MedDmg = 1d6 | |||
| LgDmg = 1d10 | |||
| Crit = x2 | |||
| Range = - | |||
| Weight = 3 lbs | |||
| DamageType = Bludgeoning | |||
| Quality1 = Disarm | |||
| Quality2 = Hard-Hitting | |||
| Quality3 = Monk-Usable | |||
| Quality4 = | |||
| Quality5 = | |||
| Quality6 = | |||
| Quality7 = | |||
| Quality8 = | |||
| Quality9 = | |||
| Description = 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 === | === Quickpick === |
Revision as of 15:45, 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
Dagger, Swordbreaker
Kama
Nunchaku
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. |