Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). īolts: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). This penalty is cumulative with the penalty for one-handed firing. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons (see Table 8–10: Two-Weapon Fighting Penalties, page 160). However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. Normally, operating a light crossbow requires two hands. Loading a light crossbow is a move action that provokes attacks of opportunity. Ĭrossbow, Light: You draw a light crossbow back by pulling a lever. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons (see Table 8–10: Two-Weapon Fighting Penalties, page 160). However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. Normally, operating a heavy crossbow requires two hands. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity. Ĭrossbow, Heavy: You draw a heavy crossbow back by turning a small winch. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character. Spear: One of the simplest weapons in existence. A creature wielding a quarterstaff in one hand can’t use it as a double weapon-only one end of the weapon can be used in any given round. You can also strike with either end singly, a fact that allows you to take full advantage of openings in your opponent’s defenses. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon (see Two-Weapon Fighting, page 160). Quarterstaff: The quarterstaff is the favourite weapon of many characters, from travelers, peasants, and merchants to monks, rangers, and wizards. If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. Shortspear: A shortspear is small enough to wield one-handed. Morning Star: A morningstar does both piercing and bludgeoning damage, the wielder does not actually have to choose which damage type to deal. Ĭlub: A wooden club is so easy to find and fashion that it has no cost. Hammer, Light: This is a small sledge light enough to throw. Handaxe: Dwarves favor these axes as off-hand weapons. Mace, Heavy or Light: A mace is made of metal, even the haft, which makes it quite heavy and very hard to break. You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill, page 81). ĭagger: The dagger is a common secondary weapon. Therefore, you can use the Weapon Finesse feat (page 102) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.Ī critical hit always deals lethal damage, if the wielder wants it or not. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.Īn unarmed strike is always considered a light weapon. Any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at her option. Strike, Unarmed: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike, which may be a punch, kick, head butt, or other type of attack. There are used for hunting, by militia and guards, by untrained peasants and armies, by nearly every race and people.Ģ The Weapon deals nonlethal damage rather than lethal damage Simple weapons are weapons everyone knows how to use, that require no to little training and that are very common throughout every part of society. Some very unusual weapons (mainly exotic weapons) do not belong to any weapon group and therefore are a weapon group of their own.Īny feat that requires a specific weapon to apply the feat’s benefit to (such as Improved Critical, Weapon Focus, or Weapon Specialization) can instead be applied to a weapon group. Instead of Simple, Martial and Exotic, weapons are grouped together by similarity. Weapon Proficiencies deviate from basic 3.5 rules.
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