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Weapons

Blunt Weapons

WeaponDamagePropertiesLevel
Club1d4 BMartial (Str), Light, Dizzying1
Mace1d6 BMartial (Str), Versatile (Double Ability modifier damage on armored opponents.)1
Warpick1d6 PMartial (Str), Disarming, Rending1
Warhammer2d6 BMartial (Str) Heavy, Tripping1
Spiked Mace1d6 B/PMartial (Str), Versatile (Attacks count as both B and P damage, favoring the Weakness)2
Quarterstaff1d8 BMartial (Str), Tripping, Disarming2
Maul2d6 BMartial (Str), Heavy, Reach2
Nunchaku1d6 BExotic (Str/Dex), Light, Grappling, Dizzying3
Tonfa1d6 BExotic (Str/Dex), Light, Disarming, Tripping, Versatile (+1 AC when brandished)3

Fighting Styles

  • Dizzying Strike (Combat Maneuver).The user may use their Blunt Weapon leave an opponent Dizzied
  • Exotic Weaponry. The user has trained in an exotic weapon and is able to wield it effectively with the proper Weapon Level.
  • Forceful Strike (Combat Maneuver). The user puts all of their might into a heavy swing, upon being hit the target is Pushed 5 ft back and knocked Prone. (Only the first target of a Cleave attack may be affected.)
  • Heavy Dispatcher (Combat Maneuver). The user has trained extensively in fighting armored opponents, allowing them to apply Rending with any Blunt Weapon.
  • Knee-Shatter Strike (Combat Maneuver). The user may use their Blunt Weapon to leave the target Slowed until the end of it’s next turn.
  • Knockout Hit (Combat Maneuver). The user has trained in using blunt weapons and when landing a critical hit the creature is Stunned for 2 turns.

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