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Weapons

The amount of Weapon Type proficiency for characters is determined by their starting Class.  Players choose their Weapon Types at level 1, granting Weapon Level 1 and Proficiency with Level 1 Weapons with those chosen Weapon Types, along with a Fighting Style for each chosen Weapon Type. Determining and using your weapon are broken down by the following;

  • Proficiency. Weapon proficiency grants the wielder their Ability modifier to hit when using a weapon from the Weapon Type they’re Proficient in.
  • Weapon Type. Axes, Blunt Weapons, Flexible Weapons, Knives/Daggers, Long Blades, Pole-arms, Ranged Weapons, Sidearms, and Unarmed.
  • Damage Types. There are three different damage types for each weapon. Bludgeoning (B), Piercing (P), and Slashing (S). Some weapons may be multi-functional in their damage type and therefore must be called before damage is rolled.
  • Weapon Level. Players gain a weapon level depending on their Character’s Class. Some weapons require at least 2 weapon levels in order to wield with proficiency, otherwise they may use the weapon without gaining the Proficiency bonus and cannot use it’s Properties such as Versatile properties, or Combat Maneuvers.
  • Fighting Styles. Fighting Styles are important in taking full advantage of a weapon, when you gain a weapon level, including level 1, you may choose one of the Fighting Styles of any proficient Weapon Type to learn. Weapon Styles are not considered Combat Maneuvers unless otherwise stated.
  • Two-Weapon Fighting. The art of fighting with two weapons is a skill that needs to be fine tuned with proper training as well, and may only be used after learning a Fighting Style that allows such. Attacking with an off-hand weapon is a Minor Action and those who do not have Two-Weapon Fighting roll to hit without Proficiency regardless if they’re Proficient with the weapon, and roll damage with no ability modifier upon hit.
  • Combat Maneuvers. Combat Maneuvers are actions performed in melee or range such as Cleaving, Disarming, Dismounting, Dizzying, Grappling, Rending and Tripping. In order to make a Combat Maneuver the player must be Proficient with the weapon and call the Maneuver before rolling to hit. Upon being hit the target takes half of the damage roll and suffers the Condition of the Combat Maneuver, otherwise the attack is simply a miss.

Weapon Properties and Combat Maneuvers

  • Cleaving (Combat Maneuver). Targets Armor Class. The weapon is able to continue its attack through adjacent squares within range equal to the user’s Strength or Dexterity modifier, whichever the weapon uses, damaging additional enemies that the original roll would hit within range of the weapon attack for half the damage of the original hit. The wielder must land the original blow in order to Cleave.
  • Dizzying (Combat Maneuver). Targets Fortitude. The weapon is able to cause its target to be Dizzied upon being hit.
  • Disarming (Combat Maneuver). Targets Fortitude. The weapon is able to maneuver in a manner to disarm your oppenent of one of it’s weapons. The disarmed target’s weapon is dropped and flung up to 10ft in a random direction. 
  • Dismounting (Combat Maneuver). Targets Armor Class. The user is able to maneuver the weapon to sweep riders off their mounts. Using their Reaction when a mounted opponent enters or leaves their weapon range to make an attack on the rider. Upon a hit, the rider is knocked off its mount and Prone.
  • Exotic. The weapon requires the Exotic Fighting Style to wield.
  • Grappling (Combat Maneuver). Targets Fortitude. The weapon may be used to Grapple the opponent. Upon hit, the target is Grappled by the wielder. 
  • Lacerating. The weapon is able to Lacerate the enemy. Upon hitting the enemy the target is Lacerated, taking Bleeding damage at the beginning of their turn equal to the average die roll of the Bleeding source.
  • Light. The weapon is light and may be used for Two-Weapon Fighting.
  • Loading. The ranged weapon is one that takes some time loading and requires the user’s Move action to load for additional attacks.
  • Heavy. The weapon requires two hands to wield and uses Strength for the damage bonus regardless of its Ability to hit.
  • Martial. The weapon is one that requires the proper weapon level to wield proficiently.
  • Range. How far a ranged weapon can attack. There are three different ranges; Close, Mid, and Long. Each weapon has its optimal range that is labeled in green, granting their Proficiency in that range, while one range yields no Proficiency, and a third range labeled in red that yields Disadvantage. Ex. (30/60/90), whereas the range of 10ft – 30 ft provides no Proficiency bonus, 35 ft – 60 ft provides the Proficiency bonus to the attack, and 65 ft up to the max range of 90 ft yields Disadvantage.
  • Reach. The weapon is long and may be used to make a melee attack up to 10 ft away from the user.
  • Rending (Combat Maneuver). Targets Armor Class. Upon a hit the attack will leave the opponent’s armor Rended.
  • Returning. The weapon returns to the wielder after it is thrown. Returning weapons may be used for multiple attacks per turn.
  • Throwing. The weapon is able to be Thrown for a range covered by the weapon’s Property.
  • Tripping (Combat Maneuver). Targets Fortitude. The weapon may be used to Trip the opponent. Upon being hit the target is knocked Prone.
  • Versatile. The weapon was made for more than just combat, or perhaps enchanted with magic, gaining an exclusive bonus labeled in parentheses.

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