2-Hand Melee Weapons: Difference between revisions

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| colspan="10" align="left" |  A garrote is a vicious weapon that requires a clear shot at a vulnerable point.  In order for you to use a garrote, your opponent must be helpless or unaware of you. You must make a grapple check (though you avoid the -4 penalty for not having two hands free) to successfully begin garroting your opponent.  Despite being a two-handed weapon (and granting 1.5 times your Str to its damage) the garrote is treated as a light weapon and may be used to make attacks during a grapple.  Precision damage may not be added to a garrote's damage (though Rogues still do half their sneak attack damage, because they cheat).  Enemies with concealment may still be targeted with a garrote attack.
| colspan="10" align="left" |  A garrote is a vicious weapon that requires a clear shot at a vulnerable point.  In order for you to use a garrote, your opponent must be helpless or unaware of you. You must make a grapple check (though you avoid the -4 penalty for not having two hands free) to successfully begin garroting your opponent.  Despite being a two-handed weapon (and granting 1.5 times your Str to its damage) the garrote is treated as a light weapon and may be used to make attacks during a grapple.  Precision damage may not be added to a garrote's damage (though Rogues still do half their sneak attack damage, because they cheat).  Enemies with concealment may still be targeted with a garrote attack.


Each round you control the grapple, instead of the damage action, you choke your opponent, cutting off your target's air supply so he has to hold his breath (see [http://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Drowning drowning] for additional information). Any round you do not maintain the choke, your opponent can take a breath and restarts when he has to begin making Constitution checks.  You may continue to grapple while using a garrote until your foe dies, falls unconscious or wins control of the grapple.  If you lose control of a grapple while using a garrote, the garrote is considered broken and may not be used again until repaired.  
Each round you control the grapple, instead of the damage action, you choke your opponent, cutting off your target's air supply so he has to hold his breath (see [[Environmental_Effects#Suffocation|Suffocation]] for additional information). Any round you do not maintain the choke, your opponent can take a breath and restarts when he has to begin making Constitution checks.  You may continue to grapple while using a garrote until your foe dies, falls unconscious or wins control of the grapple.  If you lose control of a grapple while using a garrote, the garrote is considered broken and may not be used again until repaired.  


Your garroted opponent must make a concentration check (DC: your CMB + level of the spell he's casting) to cast a spell with a verbal component, use a command word item, or use any ability requiring speech.  A garroted opponent may not make any sound with his mouth, assuming the garrote is around the neck.
Your garroted opponent must make a concentration check (DC: your CMB + level of the spell he's casting) to cast a spell with a verbal component, use a command word item, or use any ability requiring speech.  A garroted opponent may not make any sound with his mouth, assuming the garrote is around the neck.
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Any attack which inflicts damage to the foe (hits their AC and overcomes any DR) means the harpoon has stuck to the foe.  The enemy gains the [[Entangled]] condition.  Even worse, the harpoon inflicts a [[Bleed]] condition equal to one point per round which cannot be ended unless the harpoon is removed first.  To remove a harpoon requires higher than animal intelligence and takes a standard action by either the creature struck or another creature adjacent to the creature struck.  Removing a harpoon ends the [[Entangled]] condition and allows a heal check or healing to end the [[Bleed]] condition as well.  
Any attack which inflicts damage to the foe (hits their AC and overcomes any DR) means the harpoon has stuck to the foe.  The enemy gains the [[Entangled]] condition.  Even worse, the harpoon inflicts a [[Bleed]] condition equal to one point per round which cannot be ended unless the harpoon is removed first.  To remove a harpoon requires higher than animal intelligence and takes a standard action by either the creature struck or another creature adjacent to the creature struck.  Removing a harpoon ends the [[Entangled]] condition and allows a heal check or healing to end the [[Bleed]] condition as well.  


As long as a creature is [[Entangled]] by a harpoon with rope attached, the wielder of that harpoon may expend a move action to retrieve the [[Entangled]] foe.  Retrieving is a type of [http://www.d20pfsrd.com/gamemastering/combat#TOC-Reposition Reposition] maneuver, requiring an opposed CMB check against the victim's CMD.  If successful, you may move a harpooned foe only into squares closer to you than the square the foe started in.  The Harpoon belongs to the "Spears" and "Thrown" weapon groups.
As long as a creature is [[Entangled]] by a harpoon with rope attached, the wielder of that harpoon may expend a move action to retrieve the [[Entangled]] foe.  Retrieving is a type of [[Combat_Maneuvers#Reposition|Reposition]] maneuver, requiring an opposed CMB check against the victim's CMD.  If successful, you may move a harpooned foe only into squares closer to you than the square the foe started in.  The Harpoon belongs to the "Spears" and "Thrown" weapon groups.
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Revision as of 14:14, 9 March 2016