Enchanted Realms Rulebook
Weapons
Characters will use a variety of weapons. Each weapon will have a series of properties. These different properties can make a difference in the effectiveness and benefits of using a selected weapons. Many weapons will carry multiple properties, which means they may be very advantageous over others. Likewise, certain properties which are typically applied alone can offer powerful value as well. It is a balancing process of risks, rewards and circumstances for which a character must choose when selecting his or her weapon of choice.
What are these properties? The first place to start would likely be the weight of the weapon. An armament being used in melee will be either classified as either light, medium or heavy. This determines the additional damage inflicted from a successful melee attack. Range weapons or when using a melee weapon for a range attack, this property is not considered. The default weight bonus for all ranged weapons or their ammo is zero (0). However, there are pros and cons for the size chosen.
Light | 0 | A light weapon is small and easy to handle. Only light weapons can be used in conjunction with a shield without special skills. They do not gain any bonus on damage for weight; however, light weapons often have faster weapon speeds. In fact, because they have more exact strikes and deeper wounds, light weapon tend to inflict more Pain. Further, there are two unique benefits of using light weapons. First, any reaction used in self-preservation (avoiding a drive attack, resisting being disarmed, attempting to dodge or deflect a physical attack), the rolls made for that reaction are at advantage. The second benefit involves sneak attacks. When making a sneak attack, the victim’s second Awareness to apply the sneak die will be made at disadvantage if the attacker is wielding nothing but light weapons. |
Medium | 1 | This property covers the sizes of weapons between the two extremes. When making an attack that successfully delivers damage to an opponent with a medium weapon, the total attack will gain an additional +1 point of damage of the weapon’s damage type. |
Heavy | 2 | Weapons with the heavy property always require two hands to wield. Beings who are in the small size category lack the structural physique to balance and wield such accoutrements. Obviously a heavy weapon does not leave an off-hand ![]() |
The next distinction of a weapon to discuss is its usage design. While this may seem just fluff for creative descriptions of the battle, the truth here is it is a strategic method, as a weapon’s design will determine what combat skills can be used with it. As you may recall, the more skills that can be applied when wielding a weapon, the more d20s to be rolled against the enemy for an attack. Depending on the design and the skills employed, the weapon may deliver a different damage type.
Think back to those Receptions as part of a style of armor. They determine how defiant or how susceptible that armor is to different damage types. Thus, a veteran with many fighting styles, might use a different weapon against distinct opponents based solely on how they are battle-garbed. Not necessarily though. Some weapons have more than one
Melee | Varies | Any weapon having melee as a property is used to attack a target within 5 feet of the wielder, which is one hex a Roll20 battle map. By default, the weapon remains in possession of the wielder when using it with its melee property. Unskilled persons are able to use melee weapons, but the base skill combat training: melee would be optimal. |
Range | Varies | Weapons with the range property are those hurled or which launch projectiles at an opponent. Such weapons or their ammo leave the possession of the wielder when used. These weapons will also have a note of range, measured in feet with two numbers. The first is the furthest distance to use normally. Beyond that distance up to the second number, attacks will be made with disadvantage. More details about this later, but when using a range weapon with a melee combatant engaged, then all attacks are also at disadvantage. |
Bludgeon | Blunt | This property refers to weapons that can be used with the style: bludgeoning skill to gain the extra d20 on attacks. These weapons almost always deliver blunt damage; however, the bastard sword is an exception. |
Cleaver | Blunt Edged | This denotation means the weapon is a cleaver or axe that must be used with the style: cleaving skill to gain an extra d20 when attacking. These instruments are edged weapons delivering with the force associated with bludgeoning weapons. Due to the nature of fighting with a cleaver, it will deliver either blunt or edged damage, based on which defense is easier to hit. It will not deliver both types or inflict extra damage, but if the target is resisted or immune against one damage type, the other would still deliver; skeletons suffer normal damage from cleavers for example despite being resistant to edged damage because they are not resistant to blunt. Finally, the Pain potential from cleavers is a little higher than other weapons. |
Pole | Piercing | Pole weapons are pole-arms and therefore can be used with the fighting skill style: pole-arms to gain the benefits from that style. Rather than adding an additional die, the trained style of fighting will grant the ability to use the reach property of the weapon instead; however, there are some exceptions which will be stated in the weapons’ descriptions. If having reach, and properly skilled, then the impalement reaction can be used -- unless such is explicitly denied in the description. Further, these pole-arms usually deliver piercing damage; however, if there is no blade on the end, blunt would be inflicted instead. Additionally, pole weapons that also have reach offer the wielder special reactions in trade of fewer d20s for attacks compared to other weapons. Whenever successfully striking an opponent as 10-feet or further, the wielder may choose to use an available reaction for one of the following endeavors: knockback, knockdown or sting. •Knockback forces the opponent to make a Strength save (TM:12) or be pushed back 5 feet. Victims must be medium-sized or smaller. •Knockdown is similar but it forces a tripping competition (d12) against Agility with the the attacker’s score of the roll being a static 4 plus the Strength modifier. •Sting strikes a key nerve point to inflict d4 points of Pain if the victim fails a Resilience save TM:10). This is typically only effective against humanoid creatures. |
Shooter | By Ammo | This property applies to range weapons that fire projectiles such as bows and crossbows. Such weapons can be used with the style: archery skill to gain the extra d20. These weapons may be placed at disadvantage due to the design of the armor the shooter wears. Also, by default, when a shooter begins his or her combat turn when a recently attacked by a melee combatant from an adjacent hex, then using a shooter will be at disadvantage. More details about this later. |
Slicer | Edged | This property refers to most slashing weapons with a cutting edge, such as daggers and swords. These weapons deliver edged damage and can be used with the style: slashing skill to gain an extra d20 on attacks. |
Thrown | Varies | A weapon marked as thrown is permitted to be hurled at an opponent, meaning it can be used with the style: hurling skill. Often these weapons can be used in both melee and range attacks, like a dagger for example. There will be more details about special cases using these in the combat section. Similar to the shooter, one would be at disadvantage when hurling a weapon amid close melee; however, see the flung property below. |
Special | Varies | Weapons with this property refer to the need for special training where additional details will be needed and often a skill called style: specialty that is specific to the weapon to improve the attacks. |
The remaining properties are a mix of different features. These are listed below:
Ammo-Use | Weapons that use ammo inflict damage from the ammo rather than the weapon itself. Due to the need to use both hands for employing and loading ammo into such a weapon, shields cannot be used while using such a weapon. |
Clout | These medium weapons are normally used as a one-handed weapon; however, they are able to be wielded with two hands, if desired. When using two-hands, the additional damage from weight is increased to +2 rather than +1. Further, when used two-handed, they gain a special occurrence similar to a heavy weapon. Unlike a true heavy weapon, a weapon of clout can only occur when successfully hitting the opponent (and of course used two-handed); further, the weapon description will designate the raw score needed to initiate the special occurrence. The heavy blow skill cannot by applied with a clout weapon. Weapons of clout often suffer penalties to initiative due to weapon speed. For creatures of small sizes, refer to the race for restrictions. |
Flung | Normally when a melee combatant is engaged and attacking, range attacks from the target are at disadvantage. However, weapons with a flung property have been designed to be thrown at any target and remove that melee-engaged reason for being disadvantaged. This weapon property does not remove disadvantage for other reasons, such as being poisoned, etc. |
Mechanical | Mechanical weapons are those which must be loaded with ammo of a specific size. Therefore, firing one cannot split dice against multiple targets with skills like targeting nor do initiative dice become adjusted from Agility modifiers or skills. Further, the creation of a strength bow design cannot be added to weapon of mechanical design. However, mechanical weapons do gain a +1 to each d20 attack die used. |
Parry | The parry property indicates the weapon significant weight, speed or shaft strength to be used to block incoming blows. This is applied whenever such a weapon is the primary weapon and the wielder has acquired the parry combat skill. If fighting dual-weaponed and both weapons have parry, the effect does not stack; thus, the penalty to the attacker remains only -1 on each attack die. |
Reach | Any melee weapons with the reach property allow targets to be attacked in melee This extension is only granted to the wielder if style: pole-arms has been obtained as a skill -- or the weapon description overrides this general rule. Further, the “engaged in melee” disadvantage penalty against an opponent using a range weapon is also extended to this the new distance, assuming also the style skill has been learned. Many weapons of reach offer several special attacks and reactions, especially with more advanced skills. Most such weapons require two hands to employ; however, there are exceptions. Unless stated differently, reach weapons deliver piercing damage. |
Unique | Whenever a unique property is applied to a weapon, it will have special rules governing its use. The details of the weapon itself should be consulted. |
Below is a detailed listing of several weapons to be used in combat. In the list, several details beyond just the properties will also be included.
Weapon | Properties | Damage Type | Weapon Speed | Damage Bonus | Hands | Wgt | Market | Maint |
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Axe | Light; Melee; Range (15/40); Flung; Cleaver; Thrown | Blunt/Edged | -1 | 0 | 1 | 2 lbs | 75 | 2 |
Bastard Sword | Heavy; Melee; Parry; Bludgeon | Edged | -3 | 2 | 2 | 6 lbs | 150 | 6 |
Battle Axe | Medium; Melee; Clout; Cleaver | Blunt/Edged | -3 | 1 (2) | 1 | 4 lbs | 110 | 4 |
Blackjack (sap) | Light; Melee; Special; Unique | Blunt | +3 | 0 | 1 | 1 lb | n/a | n/a |
Bolas | Range (15/40); Thrown; Unique | None | +3 | 0 | 1 | 1 lb | 25 | 1 |
Bullet-Bow | Range (60/90); Ammo-Use; Mechanical; Shooter | By Ammo | +4 | 0 | 2 | 10 lb | 200 | 10 |
Lead Bullets, Bore-10 (6) | — | Blunt | n/a | 0 | n/a | 1½ lb | 4 | n/a |
Crossbow | Range (80/120); Ammo-Use; Mechanical; Shooter | By Ammo | +3 | 0 | 2 | 9 lbs | 175 | 8 |
Bolts (12) | — | Piercing | 0 | 0 | n/a | 1½ lb | 8 | 1 |
Dagger | Light; Melee; Range (20/50); Thrown; Slicer | Varies | +3 | 0 | 1 | 1 lb | 60 | 1 |
Flail | Medium; Melee; Clout; Parry; Bludgeon | Blunt | 0 | 1 (2) | 1 | 3 lbs | 100 | 3 |
Garrote | Light; Melee; Unique | Asphyxiation | +2 | n/a | 2 | 1 oz | 25* | n/a |
Glaive | Heavy; Melee; Parry; Reach; Pole | Piercing | 0 | 2 | 2 | 6 lbs | 90 | 4 |
Gladius | Medium; Melee; Parry; Slicer | Edged | 0 | 1 | 1 | 3 lbs | 90 | 2 |
Great Axe | Heavy; Melee; Parry; Cleaver | Blunt/Edged | -4 | 2 | 2 | 7 lbs | 125 | 6 |
Halberd | Heavy; Melee; Parry; Reach; Pole; Unique | Piercing | 0 | 2 | 2 | 6 lbs | 105 | 7 |
Hammer | Light; Melee; Range (20/60); Flung; Bludgeon; Thrown | Blunt | +2 | 0 | 1 | 2 lbs | 75 | 1 |
Hand Crossbow | Range (50/80); Ammo-Use; Mechanical; Shooter | By Ammo | +3 | 0 | 1 | 3 lbs | 200 | 8 |
Bolts (12) | — | Piercing | 0 | 0 | n/a | 1½ lb | 8 | 1 |
Jossal | Range (15); Flung; Thrown; Unique | Blunt/Edged | 0 | Varies | 2 | 3 lbs | 175 | 12 |
Knuckledusters | Melee; Unique | Blunt | +2 | +2 | 1 | 4 oz | 35 | n/a |
Long/Short Bow | Range (120/300); Ammo-Use; Shooter; | By Ammo | +5 | — | 2 | 2 lbs | 120 | 6 |
Arrows (12) | — | Piercing | 0 | 0 | n/a | ¾ lb | 6 | 1 |
Longsword | Medium; Melee; Clout; Parry; Slicer | Edged | -1 | 1 (2) | 1 | 4 lbs | 110 | 3 |
Mace | Light; Melee; Bludgeon | Blunt | +3 | 0 | 1 | 3 lbs | 70 | 1 |
Net | Light; Melee; Flung; Unique | None | +2 | n/a | 1 | ½ lb | 15 | n/a |
Puncture Glove | Light; Melee; Unique | Piercing | +2 | 0 | 1 | 8 oz | 40 | n/a |
Ranseur | Medium; Melee; Parry; Reach; Pole; Unique | Piercing | +2 | 1 | 2 | 5 lbs | 95 | 3 |
Sai | Light; Melee; Special; Unique | Piercing | +2 | 0 | 1 | 1 lb | 60 | 1 |
Shuriken | Range (25/75); Light; Thrown | Edged | +4 | 0 | 1 | ¼ lb | 10 | n/a |
Sling | Melee; Range (30/90); Ammo-Use; Thrown; Unique | By Ammo | +2 | 0 | 2 | 2 oz | 10 | n/a |
Lead Bullets, Bore-10 (6) | — | Blunt | 0 | 0 | n/a | 1½ lb | 4 | n/a |
Stone Bullets (6) | — | Blunt | 0 | 0 | n/a | 1 lb | 1 | n/a |
Spear, Long | Medium; Melee; Parry; Reach; Pole; Unique | Piercing | +2 | 2 | 2 | 8 lbs | 75 | 3 |
Spear, Short | Medium; Melee; Range (20/80); Parry; Reach; Thrown; Pole | Piercing | +1 | 1 | 1 | 3 lbs | 60 | 1 |
Spiked Chain | Medium; Melee; Special; Unique | Varies | 0 | 1 | 1 | 3½ lbs | 30 | 2 |
Staff, Full | Medium; Melee; Parry; Reach; Pole | Blunt | +1 | 1 | 2 | 5 lbs | 30 | n/a |
Staff, Quarter | Medium; Melee; Parry; Bludgeon | Blunt | 0 | 1 | 2 | 3 lbs | 20 | n/a |
Tiger Claws | Light; Melee; Unique | Piercing | +2 | 0 | 2 | 1 lb | 50 | n/a |
Trident | Medium; Melee; Parry; Pole; Unique | Piercing | 0 | 1 | 1 | 4 lbs | 90 | 1 |
Ula | Medium; Melee; Range (20/60); Thrown; Pole | Blunt | 0 | 1 | 1 | 3 lbs | 25 | 1 |
Vidonoir | Medium; Melee; Cleaver; Slicer; Unique | Varies | -1 | 1 | 1 | 3½ lbs | 90 | 3 |
War Maul | Heavy; Melee; Parry; Bludgeon | Blunt | -3 | 2 | 2 | 10 lbs | 125 | n/a |
Whip | Light; Melee; Unique | None | +3 | 0 | 1 | 2 lbs | 10 | n/a |
Axe: | An axe is a wedge fashioned to the end of a handle. The wedge may be either double or single-bladed. It is also small enough to be wielded one-handed with style: cleaving, and with the style: hurling skill, it can be hurled up to 15 feet and beyond that up to 40 feet at disadvantage. Further, a thrown axe does not suffer from the wielder being at disadvantage even when engaged directly in melee because of its flung property. As a cleaver weapon, it strikes the easier of blunt or edged defense when used in melee. When hurled, it inflicts piercing damage, but also new ones must be grabbed from the stash when more than four are thrown. Also, cleavers do suffer from speed, and as such, an axe lowers one’s initiative by 1.
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Bastard Sword: | Any large sword with a blade 48 inches or longer is classified as a bastard sword. It requires two hands to wield, meaning no shields can be employed while using one. However, an edged weapon of this size is essentially a bludgeoning weapon with a slashing edge for delivering damage. Thus, this is actually a bludgeon weapon; it is just its damage type is not blunt. The parry skill can also be used with the bastard sword. While it is a heavy weapon and able to put opponents at disadvantage, it is a slower weapon to wield and inflicts -3 to one’s initiative score. Moreover, on any raw 18 or higher, the victim must make an Agility save or suffer the loss of 10 feet of movement as a maim restriction.
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Battle Axe: | This is a Cleaver weapon larger than a throwable axe. It may have one blade or have double-sided edges, being between 24 and 36 inches in total length. To employ with a shield, the wielder must have shield-use. However, as a clout the weapon, it can be swung two-handed to gain properties similar to heavy. Due to the battle axe being a bit cumbersome, it cannot be used to parry or to rebuff. Also, this weapon suffers a -4 penalty to initiative.
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Blackjack: | This is sometimes referred to as a sap. It is a small, concealable and weighted weapon, usually filled with lead powder, molded lead clay or lead shot. When fighting with it in conventional melee, it is not very effective, as it is an exception for allowing Strength bonus to add to the dice of damage. However, it is slightly beneficial as it will ignore the reductions from the defender’s parry skill; however, a shield gains all its defensive value. It is most effective when it can be used as a sneak attack. If the sneak attack is successful (or the attacker has backstab) then in addition to the damage, it produces a stunning effect. If successfully landing even one die attack, then the victim must make a Resilience save (Comp base 14 plus the attacker’s Strength modifier) or become stunned until the end of the victim’s next turn, effectively losing that action. All the time prior, attacks against the victim are made at advantage. If acquiring the style: specialty skill for this weapon, then an extra d20 is gained on attack, but a blackjack can never be part of a two-handed technique. One final bonus of this weapon is it gains a +3 to initiative.
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Bolas: | Bolas are a type of throwing weapon made of weights on the ends of interconnected cords, used to capture others by entangling their legs. Attacking with bola is performed by rolling the appropriate d20s against the Defense of the opponent. Agility modifiers add to the change to hit, but the weapons themselves do not inflict damage. However, if any die in the attack successfully hits, then an Agility competition occurs between the hurler and the victim with the the bolas granting +1 to the attacker. If the victim wins, the bolas struck the target but not effectively enough to wrap it up; however, if the attacker wins the competition, then the victim is under a restrained restriction until spending an action to unravel the bolas. During the turn to unravel them, movement is not permitted even after freeing oneself; however, if another used an action to free the victim, then the victim would have movement and an action on the next turn. Only three bolas can be carried on a person at a time.
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Bullet-Bow: | The bullet-bow uses a 10-bore caliber sling bullet. Size is critical due to the loading process. Sling stones will not work with this projectile gun. The weapon is a mechanical machine with a trigger and a cocking reload mechanism. Similar to the crossbow, bullets can only be fired in a liner trajectory. Shots up to 60 feet are rolled normally; however, above that up to 90 feet, attacks are at disadvantage. Beyond 90 feet, the bullet-bow becomes ineffective. Due to its specialized mechanics, the maintenance is an expensive 10 bits per month; however, it does gain +1 to hit. The mechanical device is also not able to take advantage of increased initiative bonuses. It cannot be “pre-cocked” and thus no initiative bonus is allowed for the first shot. Further, it holds six bullets in its top-load magazine, which can be fired each round. However, to reload another set of six bullets requires an action. Due to its delicate mechanism, should it require a survival check, the weapon acts as paper. Unlike other archery-based weapons, this will not cause an immured effect.
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Crossbow: | The crossbow is a mechanical bow with a trigger. The bolts can only be fired in a liner trajectory. Shots up to 80 feet are rolled normally; however, above that up to 120 feet, attacks are at disadvantage. Beyond 120 feet, the crossbow becomes ineffective. Due to its mechanics, the maintenance cost of a crossbow is greater; however, it does gain +1 to hit on all attack dice. The mechanical device is also not able to take advantage of increased sub-attribute bonuses for initiative. Lastly, only 12 bolts can be carried in an encounter before needing to retrieve more from a cache.
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Dagger: | Any blade under eighteen inches is a dagger and is a light weapon. Knives, dirks and poignards are all classified as daggers. These arms are some of the most versatile weapons one can wield. One can be used in melee, typically using the style: slashing method of fighting; however, there are other melee options explained below. A combatant can also choose to use it at range, hurling it to strike a target within 20 feet; between 20 and 50 feet the throw is at disadvantage. As a slicer weapon, the dagger can increase its d20 dice in attacks by picking up compatible skills, which will inflict edged damage. However, if using it as a range weapon, it inflicts piercing damage. Further, a hurled dagger gains a +1 bonus to hit as it is one of the most accurate weapons. for When hurling daggers, six is the limit before needing to retrieve more from an off-body supply. One other method of attack with the dagger is the hilt-bash. This strikes with the bottom of the dagger, similar to a blackjack, to inflict blunt damage. However, it cannot be used with style: bludgeoning to gain extra d20s on the attack, but sneak attacks and backstab do. That said, on a successful low-d20 strike the hilt-bash will stun the victim until the start of its next turn if failing a Resilience save TM:7). If stunned, all attacks against the victim are at advantage. Also, if employed underwater, the dagger suffers no penalties for use as a slicer weapon; however, like many range weapons, it cannot be hurled underwater. Additionally, a dagger does not have enough bulk and is not designed in a way that it can effectively be used with rebuff; however, riposte may be able to be employed with a dagger, as explained in the riposte skill. Lastly, if used as a melee weapon, a dagger grants a +3 bonus to initiative for its weapon speed.
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Flail: | Many of the cudgels are very much the same. What is the difference between a hammer, a mace and a flail? For a flail, the main distinction is that it has more mass and is not considered a light weapon. Typically there is a chain, strap (or multitude thereof) that joins the handle to the balled-weapon. This could be spiked or Bludgeoning cube. A cat-on-nine-tails would be considered a flail. Further, a flail can be used two-handed as a heavy weapon under the rules of the clout properties, it suffers a -1 penalty to initiative. Finally, on a “natural 20” (whether crit or not) it may stun an opponent. When struck so, the victim must make a successful Resilience save TM:10) or be stunned until the start of its next turn, during which time all attacks upon the victim are made at advantage. Of course, some monsters may be protected against being stunned.
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Glaive: | The category of glaive is basically any pole-arm longer than seven feet, but is it also classified as a heavy weapon and requires two hands. These weapons cannot be hurled as spears can. However, as a melee weapon and used with style: pole-arms, its reach can strike an opponent two hexes away (10 feet); this can be accomplished even with another occupant (friend or foe) in the hex in between. When wielding this weapon with an active reach due to styled fighting, the impalement reaction becomes available. As all glaives are heavy, shields are not an option by default. This weapon allows the knockback, knockdown and sting reactions but only if striking an opponent two hexes away. Despite being a heavy weapon, a glaives suffers no penalties to initiative for weapon speed because of their reach.
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Garrote: | The garrote can only be used on someone of equal or smaller Size Category - and only while the victim is under one of the following restrictions: blind, frightened (if fear source is in sight), incapacitated, paralyzed, prone (without ground-fighting), stunned or unconscious. The only other time a garrote can be used is whenever a sneak attack is possible. Further, the wielder cannot be untrained; there is no attacking with a garrote from disadvantage. To apply the garrote, the attacker rolls a single d20, as nothing more than melee fighting can be used. There is no advancement, even by the style: specialty skill. However, if performed with a sneak attack, the extra d20s are rolled to determine a successful hit. If any attack roll strikes the the necessary Defense, then the garrote is applied, the victim is restrained and grappled without a competition, and is immediately in a state of asphyxiation, suffering 1 point of Body damage at the end of each of the victim’s combat turn. If the victim is able to free itself on its first action, then no damage is inflicted. However, if still garroted after that point, then the victim also suffers a degree of exhaustion from the experience. If surviving, exhaustion recovers at a rate of one degree for each ten minutes that pass.
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Gladius: | Gladius: This is a shorter sword being roughly 24 to 30 inches in length. This edged weapon carries enough weight to be a medium-sized weapon for damage purposes, as it is neither light nor heavy. Further, it can be employed with parry and rebuff, but it does not have the size or hilt length to be wielded two-handed, yet its hilt is too long to be used for bashing. Even if it is not a crit, when rolling a “natural 20” on an attack with a gladius, there is a chance to maim the opponent, who must roll an Agility save (TM:7) or suffer the loss of 5 feet of movement as a maim restriction until healed. No matter how many “20s” are rolled, the victim only has to roll the single save. Subsequent “natural 20s” can inflict cumulative movement penalties.
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Great Axe: | Great Axe: Another heavy weapon, the great axe is a larger form of the axe; therefore, it cannot be hurled. As a heavy weapon, it requires two hands to employ, which means no shield can be paired with it. It is a cumbersome weapon, suffering a -4 penalty for initiative. However, since it is a cleaver weapon, it strikes the easier to harm between blunt and edged defenses.
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Halberd: | This is a variant of the glaive; thus, two hands are required and it has all the properties of a heavy weapon. However, due to its design, the halberd is designed to strike only targets 10 feet away. This means it is mostly an inoperable weapon until the wielder has the style: pole-arms skill to activate the reach property. Adjacent targets (5-feet away) can be attacked but at disadvantage. Further, the halberd cannot be used for an impalement reaction due to its weighted design. However, it does have a different benefit. On any successful hit against an opponent, there is a chance to drag that opponent to the ground as prone. To clarify, multiple successful d20s only yield a single chance to knock the opponent prone. This becomes a Strength competition between the two with the weapon-wielder gaining a +2 on the competition roll (d12). This weapon feature happens without a reaction, but if it is unsuccessful, the attacker can still choose to use a reaction for knockback, knockdown or sting. Because this weapon is heavy, rolling 18 or higher on the attack dice can force an opponent into disadvantage; if then in addition the opponent is knocked prone and uses a reaction to stand-up, the original disadvantage effect still remains. Finally, the weapon speed of the halberd, similar to the glaive, has no initiative penalty due to its reach.
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Hammer: | To the previous question, how is a hammer not like a mace? Visually they are a bit different, but functionally if the cudgel can be used as a range weapon, it is a hammer. Thus, even a club which has been balanced and designed to be hurled is technically a hammer, but a club not balanced for throwing would be a mace. However, one other distinction is a hammer can be wielded one-handed, making the length of its handle less than 24 inches. Hammers have a two item limit when thrown before requiring an action to gather two more from a reserve. Finally, hammers do not have a chance to stun on high rolls as does the mace.
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Hand Crossbow: | The hand crossbow is a smaller version of the crossbow which can be fired with a single hand. Like the larger one, the bolts can only be fired in a liner trajectory. Shots up to 50 feet can be made normally, then up to 80 feet at disadvantage before it becomes ineffective. Besides the limited range, the biggest weakness to this weapon is its reloading, which is cumbersome, requires two hands and a complete round's action to restore ammo. This means it can only be fired every other round and a full action for reloading in future rounds. However, when firing it, a shield may be employed, but not in the interim round. Remember there is a 10-foot movement penalty for dropping and picking up an item. Because of this inconvenience, this weapon is often used as a first-action weapon, then discarded for a different attack. The weapon does gain +1 to hit nonetheless. Like its larger cousin, only 12 bolts can be carried in an encounter before needing to retrieve more from a cache.
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Knuckledusters: | This is an enhancer for the unarmed combat skill. It does not add any damage or bonus to-hit for the strike whether from pure pugilism or disciplined martial arts, but what it does offer is an added chance to stun the victim on a successful hit if the target fails a Resilience save (TM:6). If a fighter with unarmed combat were to wear metal gauntlets or a form of metal cestus, then effect for the chance to stun would be the same.
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Long Bow / | Bows are wonderful weapons. The shooter weapon has a base range of 120 feet outdoors and 60 feet indoors. Shots outdoors above 120 feet up to 300 are at disadvantage, while those indoors between 60 and 120 feet are at disadvantage. Bows also have a view fast weapon speed. Lastly, it has ammo-use, and 24 arrows are the most that can be fired in an encounter before retrieving another quiver.
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Longsword: | This is a sword between 24 and 48 inches. It could be curved or straight, single or double-edged. To employ with a shield, the wielder must have shield-use, but the shield could be dropped and the weapon used as a two-handed one, gaining the properties of as heavy weapon under the clout property. The longsword suffers a -1 penalty to initiative. If any die in an attack are “natural 20s” then there is a chance to maim the opponent. The victim must roll an Agility save (TM:9) or suffer the maim restriction with a penalty of 5 feet of movement. Subsequent “natural 20s” can inflict cumulative movement penalties. Lastly, a longsword can be used with the parry skill regardless how it is held, and it can be used with riposte so long as it is wielded one-handed.
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Mace: | As stated above, the bludgeon weapon of a mace is similar to a hammer except it is lighter and cannot be hurled. When used with the style: bludgeoning skill, it can gain an extra d20 on attack rolls. The weapon requires one hand, but further, it may stun an opponent on a “natural 20” (whether crit or not). In such a case, the victim must make a successful Resilience save (TM:9) or be stunned until the start of its next turn, during which time all attacks upon the victim are made at advantage. It is a quick weapon, gaining +3 on initiative.
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Net: | To wield a net, either melee fighting or ranged fighting can be used; however, no other skills can aid to give extra dice for an attack. A net will effectively place its victim under a restrained restriction on a successful hit. It can be used against Size Categories from small to large, but tiny creatures can escape and those even bigger are effectively immune to nets. Formless and incorporeal creatures are also immune. Something caught by a net can use its action to make a Comp:10 Strength check to free itself, or a non-captured creature can use its action to free a victim on a successful Comp:8 Agility feat check. Dealing any edged damage to the net (treated as Defense 10) will also free the creature without harming it; however, this will destroy the net. Finally, the net can be used defensively when having the cloak defense skill.
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Puncture Glove: | This is a specialized weapon designed for those with martial arts. It is a glove or a handle with an awl puncture the slides up between the closed fingers or over the top of the back of the hand with a reinforced coupling link wrapped around the palm. With a successful strike, it adds a special bonus weight of 1 point and turns all martial damage into piercing; however, the damage modifier when using this must be Strength. Further, there is also a chance to inflict a bleed effect for an extra point of damage against flesh-based creatures. Unlike tiger claws, this is worn only on one hand, leaving the other free.
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Ranseur: | This is a special pole-arm was designed to dismount riders; however, it can also deliver piercing damage to adjacent opponents or those 10 feet away when coupled with the style: pole-arms skill. The dismounting feat cannot be used by just anyone; the wielder must have weapon forte specific to the ranseur to use the dismount action. When doing so, only 1d20 is rolled, but on a successful hit, it will force a rider to make a Strength save (TM:12) to remain in the saddle. Otherwise, the victim is dismounted, sent to the ground and prone. This save is not a reaction but automatically granted to the mounted rider. In all other cases, the ranseur can be used as its properties designate and as a pole-arm, allowing the impalement reaction once the reach property becomes effective. When not being used against a mounted enemy, and successfully striking an opponent two hexes away, the knockback, knockdown and sting reactions are an option. The weapon speed of the ranseur is +2 because of the distance of its strikes.
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Sai: | Sai: A sai is a customized weapon designed for weapon lock. However, none the normal fighting style skills can enhance attacks with it; therefore, it style: specialty is required before one can use it with weapon forte. If acquiring the style: specialty skill for the sai, no extra d20 is granted to the die pool; however, an extra die is granted for weapon forte. Further, despite having the light property, the sai is an exception to the rule and can be used the weapon lock skill to catch an opponent’s weapon. The sai gains a +4 bonus on each d20 used in the attack when declaring an attempt either to lock an opponent’s weapon or to disarm the victim with weapon disarm. Also, if used underwater, the sai suffers no penalties. Finally, the sai is similar to the dagger in that it is not designed in a way to be used with rebuff but can use riposte like a dagger, as explained in the riposte skill.
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Shuriken: | The range weapon, shuriken, is a throwing star with a better range than most hurled weapons. These can be thrown up to 25 feet as a normal attack and over that up to 75 feet at disadvantage. Lastly, up to 12 shuriken can be thrown in an encounter before needing to grab another supply. This is weapon designed to be hurled quickly; thus, it gains +1 to initiative as weapon speed.
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Slings: | These can be used as melee weapons by placing ammo in the pouch and swinging it like a club, giving it a similar attack to a blackjack; however, only melee fighting can be used for calculating the dice for attack, and there is no stun option with the sling. Without a melee fighting skill, the attack is at disadvantage. When striking in melee, it will deliver blunt damage; however, no ammo will be lost, obviously. When used with ammo-use at range, ten stones can be loaded without having to retrieve more from another location.
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Spear: | This weapon comes in two varieties, the long spear and the short spear. Gaining weapon forte in the spear grants extra dice to both forms in melee, but style: hurling would still be required to gain the bonuses when throwing the short spear. The long spear is from eight to twelve feet long and cannot be hurled; it is sometimes called a pike. However, the benefit of the long spear is unique in that while it is not a heavy weapon, it will inflict 2 points of weight damage. Further, its special reach, which can extend not only to 10 feet but also up to 15 feet (or three hexes) away. Due to its extreme length, it cannot be used in an impalement maneuver nor can it strike opponents in adjacent locations; however, unlike the halberd, the long spear can be wielded against opponents 10 feet away even with only the melee fighting skill. But the style skill is required to use a reaction for a knockback, knockdown or sting reaction.
The short spear is a pole from four to seven feet long with a piercing point on it. Spears are fought effectively in melee while the style: pole-arms skill. The distinction for a short spear is that it can be hurled up to 20 feet as a normal attack whether inside or outside; however, a disadvantaged throw can be made up to 80 feet if launched as a linear throw, but outdoors its maximum range is 120 feet. When coupled with the shield-use skill, short spears can be used with a shield, as these weapons have a special exception to the reach property norms. However, the short spear must be wielded two-handed to gain the option to use the special reaction condition for knockback, knockdown or sting. Finally, short spears make a fine thrown weapon, but only four at a time can be carried without the loss of an action to gather more.
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Spiked Chain: | The covers a great number of weapon names: the chainwhip, ball and chain, rope dart, and kusarigama. While each of those is a bit different, they all function as the same type of weapon. These are chains of about three to four feet in length with a heavier instrument at the striking end or perhaps both ends. Based on the type of object on the ends determines the type of damage delivered: blunt, edged or piercing. Further, due to this weapon's exotic design, one must have melee fighting to use it for its feats; otherwise, the untrained user simply uses the chain portions to pummel an adversary with blunt damage. To properly employ the spiked chain, the user whirls it at the side, then strikes with the momentum. Like the sai, none the normal style skills can enhance attacks with it; therefore, it usually only inflicts 1d20 in combat. However, a style: specialty skill can be taken to increase to gain +2 to hit of that single d20 attack. This further allows weapon forte for the spiked chain to deliver 2d20 with the +2 bonus for each die. Also, when wielding it and using the defense action, it adds +2 to the shield-component of the Defense calculation, which is stackable atop using a shield with it. Of course shield-use is required to employ a shield with the spiked chain. It may also be used with rebuff and riposte but only in the interim of turns of the defense action. Lastly, this exotic weapon allows for critical hits on scores of “natural 20s” even when only a single die is rolled.
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Staff: | A staff is a blunt pole that is spun and thrust with two hands to strike an opponent. There are two forms of a staff: a full staff and the quarter-staff. If acquiring weapon forte in the staff, either version can be used to gain the extra die but only if the required style skill for the fighting technique has been acquired. In other words, a character can have melee fighting, style: bludgeoning and weapon forte: staff but not have the style: pole-arms skill. This would mean one would attack with 3d20 using a quarter-staff, but only 1d20 with the long staff. The long staff is one over seven feet in length. It is typically used like a pole-arm but delivers blunt damage instead. This means when combined with the style: pole-arms skill the wielder can strike enemies two hexes away. This also allows the knockback, knockdown and sting reactions to be used if striking an opponent two hexes away. Additionally, if the reach requirements are met, it can be set for charge similar to an impalement reaction; however, such a maneuver inflicts only normal damage but also acts as a chance to knock the charging opponent prone as a tripping competition between the two combatants.
The quarter-staff is shorter, from four to six feet in length. It also delivers blunt damage; however, when wielding the quarter-staff, it must use the style: bludgeoning to gain any increase in attack dice. Also, the quarter-staff does not have reach and can only strike opponents in adjacent hexes (5 feet away). As a final note, either type of staff is capable of using the parry skill while wielding.
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Tiger Claws: | This is a dual purpose tool, one of which is to enhance the attack of the martial artist. The weapon is designed as a pair of straps or gloves fitted with spikes in the palm. To gain the bonus, one must have martial arts, but if so, these strikers will add an additional d20 to the attack and convert all damage to piercing. The second purpose of this device is to aid in climbing. With any surface climb, these claws will grant +2 to the Agility checks, even when using ropes; however, there is a 1 in 20 chance to weaken the rope by 25% of its total support weight.
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Trident: | This weapon is similar to a short spear only even slightly shorter; moreover, it is made entirely from metal with a different shape of piercing head. Due to these details, it can be used with a shield, assuming shield-use is known. Also, it does not have the reach to be used to gain the extended range in melee from style: pole-arms; however, if taking the style skill, this meets the requirement to learn weapon lock or to advance to weapon forte, which is when the trident gains the extra die for a 2d20 attack. Additionally, it is too bulky to be thrown effectively unless underwater. When used underwater, it suffers no underwater penalties and does act as a thrown weapon with a normal range of 30 feet and maximum range of 60 feet at disadvantage. In either land or water, the trident gains a +2 bonus when used with weapon lock and weapon disarm. This +2 bonus is complementary and counted above the normal dice bonus explained in skill descriptions and weapon negation.
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Ula: | This is shorter polearm designed specifically by nhoblits. As small creatures are unable to use heavy weapons or those with reach, this weapon is considered an improvised weapon for creatures that are not in the small category. However, in all other ways it is used like a pole-arms, but it has a rounded or blocked head to deliver blunt damage rather than piercing. Like a normal spear, it can be hurled up to 20 feet as a normal attack whether inside or outside and thrown at disadvantage up to 60 feet if launched as a linear throw. Outdoors it can be lobbed, making its maximum range 90 feet. When coupled with the shield-use skill, the ula can be used with a shield. While ulas make a fine thrown weapon, only four at a time can be carried without the loss of an action to gather more. Lastly, the impalement reaction can be used once skilled in style: pole-arms; however, it will act in a special manner. First, it inflicts the normal amount of attack damage, but it triggers a tripping competition against the attacker. Next, as it does not have reach, this reaction occurs at five feet rather than ten feet away. This means the timing of the actions is special as well. The attack and the impalement reaction occur simultaneously; neither can be prevented or altered by death, being knocked prone or other special damage that alter the rolling of the action or reaction. Nhoblits’ chance skill would obviously still be permitted. However at the end of both calculations, any changes, damage, restrictions or death would apply. Thus, it the tripping portion of impalement is successful, the penalty for being prone is not calculated into the attack but does occur as a result.
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Vidonoir: |
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War Maul: | The war maul is a heavy form of hammer with a longer handle. It requires two hands to wield. Due to the heavy property, a raw 18 or higher normally places an unshielded opponent at disadvantage, but further for the war maul if that roll successfully strikes the target, then the victim must also roll a Resilience save (Comp base of 9 plus the attacker’s Strength modifier) or become stunned, during which time attacks against the victim are at advantage. The victim recovers from the stun restriction on start of its next turn but still suffers from being at disadvantage until the end of its turn. This works in conjunction with heavy blow, if acquired, to affect even opponents with shields. Its weapon speed suffers -3 to intiative.
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Whip: | The whip is a specialized weapon, which is rarely a lethal weapon, but it offers several special benefits. First, it requires a melee fighting skill to operate; otherwise, it is ineffective when used as an improvised weapon. By its design, it has a natural reach of 10 feet (not requiring a skill to extend) and does inflict edged damage; however, this damage is limited to a single point regardless of dice or attribute modifiers. Further, a whip does not have the tensile strength to penetrate armor; therefore, targeting someone wearing anything that offers an armor base of 13 or higher, no damage occurs. However, the intensity of the whip strike with intense Pain to even armored opponents, inflicting 1 point of Pain for the successful die roll, plus half of the attacker’s Agility modifier. Further, the victim must make a Will save (TM:6) or fall into a frightened restriction until the end of the victim's next turn. As a second attack option, the whip offers a tripping option against an opponent up to ten feet away (2 hexes). This requires a success hit against the target’s Defense and can affect any target regardless of its armor type. The rules of pushing govern tripping, and the whip offers a +3 bonus on the competition. This can be very effective when using a flee-attack reaction especially due to the whip’s natural reach, allowing those who break from 2 hexes away to be subject to such a reaction. A whip can also be used as a make-shift garrote; however, attacking with it as such suffers a -3 to hit on the attack. Finally, with other advanced skills, the whip can perform even more feats, but it would require a style: specialty skill to use such maneuvers as weapon lock. The style: specialty skill does not add an extra d20 and neither does weapon forte. This weapon only ever has 1d20 in its die pool. The whip cannot be used for parry or rebuff.
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