Melee Weapons
Melee weapons make Attack rolls to hit their target with 1d12+Might, unless otherwise noted. If a weapon is thrown, instead roll 1d12+Precision.
If a weapon requires a Training Perk you do not have, you make attacks with that weapon with a -4 penalty.
If a weapon requires a Training Perk you do not have, you make attacks with that weapon with a -4 penalty.
Small Weapons
Small weapons can be dual-wielded without penalty (either with 2 small weapons, or a small weapon in the off-hand).
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Medium Weapons
If wielding a one-handed Medium weapon in your off-hand, roll 1d10 instead of 1d12 when making Attacks. Two-handed weapons cannot be dual wielded.
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Large Weapons
- Lance. Cost: 17 GP | Reach: 10ft. | Damage: (1d10) | Piercing | Two Hands (includes pikes, spontoons, and other large thrusting weapons)
Requires Large Weapons Training.
Critical Effect: Drive Back. Inflict 1d10 Impale Counters. Then, if you choose, you and the target move 10ft. straight ahead as a free action. This movement triggers the Impale Counters just inflicted.
- Maul. Cost: 25 GP | Reach: 5ft. | Damage: (1d10) | Bludgeoning | Two Hands
Requires Large Weapons Training.
Critical Effect: Crushing++. Deal an additional 5 Bludgeoning Damage. If the target is no more than one size larger than you, you may push it back 5ft, or inflict Knocked Down.
Destructive. Deals maximum damage to objects or structures. - Polearm. Cost: 20 GP | Reach: 10ft. | Damage: (1d8) | Piercing/Slashing | Two Hands (halbred, poleaxe, voulge, bills, ji, guandao, fauchard, guisarme, naginata, bardiche, woldo, ngao, many more)
Requires Large Weapons Training.
Critical Effect: Lacerate-Penetrate. Inflict Bleeding for 1d4 Rounds and 1d4 Impale Counters.
Adaptive. Choose whether to deal Slashing or Piercing damage before you roll an attack. - Spear, Long. Cost: 15 GP | Reach: 10ft./Throw 60ft. | Damage: (1d8) | Piercing | Two Hands
Requires Large Weapons Training.
Critical Effect: Penetrate++. Inflict 1d8 Impaled Counters on the target. If the attack was a Throw, instead inflict 8 Impaled Counters.
Feint+. Once per round, when you attack with this weapon and miss, you may immediately try again with a -2 penalty to hit.
Seaworthy. This weapon suffers no penalty to underwater melee attacks.
Giant Weapons
- Greataxe. Cost: 50 GP | Reach: 5ft. | Damage: (1d10) | Slashing/Bludgeoning | Two Hands
Requires Giant Weapons Training.
Critical Effect: Sunder++. Reduce the target's Armor Class by 3. Maximum cumulative penalty from this effect (from all sources) is -4.
Cleaving. When you kill an enemy with this weapon, any leftover damage is immediately applied to an adjacent enemy, so long as the attack roll would have beat its Armor Class as well.
Adaptive. Choose whether to deal Slashing or Bludgeoning damage before you roll an attack.
- Greatclub. Cost: 35 GP | Reach: 5ft. | Damage: (1d12) | Bludgeoning | Two Hands
Requires Giant Weapons Training.
Critical Effect: Batter. Choose up to 3 targets within reach in addition to the one you attacked. Divide 12 Bludgeoning Damage evenly between them. They must make a Fortitude Check, contested by a Might Check from you. Any that fail are Knocked Down.
- Greatsword. Cost: 70 GP | Reach: 5ft. | Damage: (1d12) | Slashing | Two Hands (claymore, flamberge/zweihänder, similar)
Requires Giant Weapons Training.
Critical Effect: Swath. When dealing damage for this attack, roll an additional damage die. Then, you may choose another creature within reach, and deal it half of the total damage dealt. Then, you may choose a third, dealing half again, and a fourth, dealing half again. This process repeats until there are no more eligible creatures, or the damage would be less than 1.
Improvised Weapons
The GM determines the appropriate size and damage type of an Improvised Weapon. The to-hit penalty can be removed by taking the Improvised Weapon Fighting Perk.
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Weapon Modifiers
Weapon Modifiers add properties to any weapon, and a multiplier to its cost. If a weapon has multiple modifiers, the multipliers stack.
Extremely "expensive" items are unlikely to be for sale at a shop anywhere, but serve as a way of gaging their rarity (see sidebar) and roughly what character level it makes sense for players to run across them. Examples: A Mace costs 5GP, making it a Mundane rarity. A Deadly Mace would cost 50GP (5GP x 10), still Mundane. A Deadly Accurate Mace would cost 500GP (5GP x 10 x 10), putting it at the high end of Unusual and the low end of Rare. This makes it appropriate for characters around level 5. A Maul costs 25Gp. Pricey, but a Mundane item. A Silvered Mace costs 750GP (25GP x 30), a Rare item suitable for players level 6-9. A Consecrated(+) Silvered Maul costs 262,500GP (25GP x 30 x 350), a Legendary item suitable for players level 13+. A Greatsword costs 70GP. A Hellforged(+) Greatsword costs 23,100GP (70GP x 330), a Very Rare item suitable for players level 10 or higher. However: A Hellforged(++) Greatsword costs 46,200GP (70GP x 660), still a Very Rare item, but toward the high end of the bracket, so GMs may consider waiting a level or two, or saving it for a very special reward. Modifiers with a "+/++/+++" have multiple variants, increasing in power (and cost). It is intentionally left to the GM to decide if a "+" or "++" version might be upgraded to a higher tier, and what it would take to do so. |
Item RarityGeneral guideline for how accessible things should be and when they'd be encountered by players, based on their cost. Note this is written with an eye toward equipment, not consumables.
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Minimum Cost Modifier
The Modifiers below may be applied to any melee weapon.
However, if the weapon's base cost is less than 5GP, instead treat it as 5GP for the purposes of applying cost multipliers.
(Meaning the cheapest possible modified weapon, Accurate or Deadly, should be at least 50GP).
Negative modifiers are unaffected.
However, if the weapon's base cost is less than 5GP, instead treat it as 5GP for the purposes of applying cost multipliers.
(Meaning the cheapest possible modified weapon, Accurate or Deadly, should be at least 50GP).
Negative modifiers are unaffected.
Intrinsic Modifiers.
These are not consider magical effects for the purposes of Endmage auras or anti-magic effects.
These are not consider magical effects for the purposes of Endmage auras or anti-magic effects.
Accurate. Cost x10. Add an additional +1 to Attack Rolls made with this weapon.
Deadly. Cost x10. Add an additional +1 to Damage Rolls made with this weapon.
Exquisite. Cost x200. Add +1 to Attack and Damage Rolls made with this weapon.
Mastercrafted. Cost x400. Add +2 to Attack and Damage Rolls made with this weapon.
Relic. Cost x500. Add +1d4 to Damage Rolls made with this weapon.
Cold Iron. Cost x15. When you strike a Fey creature with this weapon, it deals an additional +1 Ether Damage, or +1d4 on a Critical Hit.
Silvered. Cost x30. When you strike a Shapeshifter with this weapon, it deals an additional +1 Poison Damage, or +1d6 on a Critical Hit.
Meteoric Metal. Cost x40. When you strike an Outsider with this weapon, it takes +1 Explosive Damage. On a Critical Hit, this damage is dealt to all creatures within 5ft. of the target.
Lodestone. Cost x25. This weapon deals an additional 2 Damage to Furies and Elementals.
Deadly. Cost x10. Add an additional +1 to Damage Rolls made with this weapon.
Exquisite. Cost x200. Add +1 to Attack and Damage Rolls made with this weapon.
Mastercrafted. Cost x400. Add +2 to Attack and Damage Rolls made with this weapon.
Relic. Cost x500. Add +1d4 to Damage Rolls made with this weapon.
Cold Iron. Cost x15. When you strike a Fey creature with this weapon, it deals an additional +1 Ether Damage, or +1d4 on a Critical Hit.
Silvered. Cost x30. When you strike a Shapeshifter with this weapon, it deals an additional +1 Poison Damage, or +1d6 on a Critical Hit.
Meteoric Metal. Cost x40. When you strike an Outsider with this weapon, it takes +1 Explosive Damage. On a Critical Hit, this damage is dealt to all creatures within 5ft. of the target.
Lodestone. Cost x25. This weapon deals an additional 2 Damage to Furies and Elementals.
Magical Modifiers.
These effects do not function in an Endmage aura or anti-magic field. The weapon becomes a mundane version of itself while under that influence.
These effects do not function in an Endmage aura or anti-magic field. The weapon becomes a mundane version of itself while under that influence.
Imbued (Fire/Ice/Lightning/Acid). Cost x300. Changes the weapon's damage type to Burning/Freezing/Shocking/Acidic.
Hellforged (+/++/+++). Cost x330/660/990. This weapon deals an additional +1 Infernal damage on a hit, or +1d4 Infernal damage to Celestials.
When you hit a creature with this weapon, you may opt to take 1/2/3 Infernal Damage. If you do, inflict 2/4/6 Fire Damage to your target.
Etherwrought (+/++/+++). Cost x100/200/300. This weapon deals an additional +1/+2/+3 Ether Damage on a hit. If subjected to an Endmage aura or similar effect, the creature holding this weapon must drop it or take 1d4/1d6/1d8 Ether Damage per round they hold onto it.
Blighted. (+/++/+++). Cost x250/x350x500. This weapon inflicts an additional 1/2/3 Eldritch Damage upon a hit.
Hellforged (+/++/+++). Cost x330/660/990. This weapon deals an additional +1 Infernal damage on a hit, or +1d4 Infernal damage to Celestials.
When you hit a creature with this weapon, you may opt to take 1/2/3 Infernal Damage. If you do, inflict 2/4/6 Fire Damage to your target.
Etherwrought (+/++/+++). Cost x100/200/300. This weapon deals an additional +1/+2/+3 Ether Damage on a hit. If subjected to an Endmage aura or similar effect, the creature holding this weapon must drop it or take 1d4/1d6/1d8 Ether Damage per round they hold onto it.
Blighted. (+/++/+++). Cost x250/x350x500. This weapon inflicts an additional 1/2/3 Eldritch Damage upon a hit.
- ++ and +++ versions: when you make a Critical Hit with this weapon, the target suffers 1d4 Eldritch + 1d4 Ether Damage.
- ++ and +++ versions: Once per day, the wielder may activate this weapon, forcing all hostile creatures who see it to make a Fortitude Check (++target= 8 || +++target= 10), or become Blinded for 1d4 Rounds.
Negative Modifiers.
Need to know what the stats are for an old axe that's been moldering in a dank tomb for 200 years? Welp.
Need to know what the stats are for an old axe that's been moldering in a dank tomb for 200 years? Welp.
Worn (Negative Modifier). Cost /2. Subtract 1 from Damage Rolls made with this weapon.
Corroded (Negative Modifier). Cost /3. Subtract 2 from Damage Rolls made with this weapon.
Decrepit (Negative Modifier). Cost /4. Subtract 3 from Damage Rolls made with this weapon.
Brittle (Negative Modifier). Cost /3. When using this weapon, if you roll a natural 1 to hit on two consecutive attacks, the weapon shatters and is destroyed.
Corroded (Negative Modifier). Cost /3. Subtract 2 from Damage Rolls made with this weapon.
Decrepit (Negative Modifier). Cost /4. Subtract 3 from Damage Rolls made with this weapon.
Brittle (Negative Modifier). Cost /3. When using this weapon, if you roll a natural 1 to hit on two consecutive attacks, the weapon shatters and is destroyed.