Revision as of 19:49, 6 February 2014 by Reese(talk | contribs)(Created page with 'Category:Reese's Campaign ''Go back to Reese's Campaign page.'' == Simple Two-Hand Melee Weapons == === Longspear === {| border="1" cellpadding="5" style="text-align…')
The Cruciate Maul is a solid metal (or similar material) bludgeoning weapon of tremendous weight and size. It is forged into an “X” cross section keeping it barely light enough to wield. The business end is liberally equipped with small sawteeth so the damage type can be either piercing or bludgeoning at the choice of the user. The small teeth mean that the weapon does some extra damage on a critical, and the weight and narrow aspect of the weapon allow it to deal significant damage consistently. Any damage dice rolled for hits by this weapon that show a 1 or 2 result may be re-rolled until something other than a 1 or 2 is rolled. The unusual shape and balance of the Cruciate Maul make it an exotic weapon. The Cruciate Maul belongs to the "Blades, Light" and "Hammers", weapon groups.
While the Cruciate weapons are marvels of the weapon-makers art, the dread maul is a paragon of simplicity. Take a mass of metal the size of a small child, attach a sturdy stick to it, and then smash things with it. Despite the simplicity of the design, the dread maul requires a minimum Strength score of 18 and an exotic weapon proficiency to wield effectively. It is said that any fool can swing a Dread Maul, but it can take a lifetime to learn to use it well. The Dread Maul belongs to the "Hammers", weapon group.
The Flickerspike, sometimes called the Four-handed Sword or the Doubled-Hilted Sword, is the Needlesword's much larger and deadlier cousin. The Flickerspike has a blade about the same size as a bastard sword but has a very long, light hilt, usually at least twenty inches long, to provide increased leverage to the blade. The Flickerspike is a masterpiece of the swordmakers art, a two-handed weapon of unsurpassed lightness and speed. A Flickerspike is so light and finely made, it can even be used with the Weapon Finesse Feat. Due to the extreme length of the Flickerspike, it can be used to attack foes ten feet away with a swift action by adjusting your grip. When used this way, the Flickerspike threatens squares ten feet away, but does not threaten adjacent squares. Another swift action can be used to return to the regular grip, losing the reach but threatening adjacent squares. If used while fighting defensively, the Flickerspike's length, leverage, and speed adds a +1 shield bonus to AC during the maneuver. A Flickerspike does not do huge amounts of damage for a two-handed weapon, but it makes up for this with many dangerous critical attacks. The unusual size, weight, and balance of the Flickerspike makes it an exotic weapon. The Flickerspike belongs to the "Blades, Light" and "Polearms", weapon groups.
Godsword, as in "Good Gods, that's a big sword!", except easier to say quickly. Massive, sturdy, over six feet long and re-enforced for its entire length, the godsword is the ultimate embodiment of power that the sword-master can create. Somebody using a godsword is not interested in subtlety, finesse, or negotiations. Using a Godsword is as much a declaration of philosophy as a weapon choice. The Godsword has the massive property, requires a minimum Strength score of 18 and an exotic weapon proficiency to wield effectively. The Godsword belongs to the "Blades, Heavy", weapon group.
The greatpick is a heavy two-handed weapon, whose rarity and extremely top-heavy balance make it an exotic weapon. The damage it does is not large for a two handed weapon, but with every swing it has the chance to do massive critical damage on a lucky strike. If a Greatpick is used to perform a Sunder, the wielder gains +2 to their combat maneuver checks, and against unattended objects, it can ignore up to 5 points of hardness, though the object's hardness may not be reduced below 5 in this manner. The Greatpick belongs to the "Axes" and "Blades, Heavy", weapon groups.
The Hafted War Axe has a square chopping axe blade on one side and a sturdy beak on the other, enabling the wielder to choose between slashing and piercing damage with each swing. In addition, the beak is sturdy enough to use as a prybar, granting the wielder +2 on combat maneuver checks when making sunder attempts, and ignoring up to 5 points of hardness when smashing unattended objects. The hardness of an item so targeted cannot be reduced below 5 by this effect. Last, the Hafted War Axe uses an overlong handle made of lightweight, magically treated wood. With a swift action, the wielder may shift his grip to use the weapon as if it has a reach of ten feet, and while being used this way the Hafted War Axe threatens squares ten feet away but does not threaten adjacent squares. The wielder may return to the regular (non-reach) grip with another swift action. The Hafted War Axe belongs to the "Axe","Blades, Heavy" and "Polearms", weapon groups.
The Imperial Axe features an axe head roughly twice as large as a Greataxe, and the haft only adds another two feet to the length. The extreme size and unusual balance of the Imperial Axe make it an exotic weapon, requiring an exotic weapon proficiency to use. The Imperial Axe is designed for close-in bloodwork, and as a result, is so unwieldy out of combat that using an Imperial Axe is a testament to the owners approach to combat. Namely, they like it. Approach with care. The Imperial Axe belongs to the "Axes" and "Blades, Heavy", weapon groups.
The Spiked Chain does not have a traditional handle, and is instead looped and wrapped and manipulated using the entire body. The Spiked Chain belongs to the "Flails", weapon group.
The Greatwhip deals lethal damage and has a 15 foot reach. A Greatwhip takes considerable space to wield freely, if any adjacent square is blocked the user suffers -4 to hit. A Greatwhip cannot attack or threaten adjacent squares, but otherwise threatens all squares it can reach.
The largest and by far the most dangerous of the whips, the mighty Greatwhip has a sturdy handle three feet long, with a complex woven leather and wire braid as thick as a strong man's wrist attached to it. The braid is usually nine feet long, and has a sharp blade tip as well as secondary blades woven into the leather and wire braid for the last five or six feet. The Greatwhip is surprisingly wieldy for its size, and a skilled user can use the enormous reach and power to devastating effect. A Great Whip takes quite a bit of space to use effectively, but much less than many would assume given its size. The Greatwhip belongs to the "Blades, Heavy" and "Flails", weapon groups.