Weapon Special Qualities

Some weapons have special features in addition to those noted in their descriptions.  

Bleed

A bleed weapon deals bleed damage in addition to its normal damage. The amount of bleed caused is shown in the description of these weapons.  

Blocking

When you use this weapon to fight defensively, you gain a +1 Shield Bonus to AC.  

Brace

If you use a readied action to set a brace weapon against a Charge, you deal double damage on a successful hit against a charging creature.  

Deadly

When you use this weapon to deliver a Coup de Grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the Coup de Grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.  

Disarm

When you use a disarm weapon, you get a +2 bonus on your Combat Maneuver Check to Disarm an enemy.
 

Distracting

You gain a +2 bonus on Bluff skill checks to Feint in combat while wielding this weapon.  

Double

You can use a double weapon to fight 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. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.  

Fragile

Weapons and armor with the fragile quality cannot take the beating that sturdier weapons can. A fragile weapon gains the Broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already Broken, the roll of a natural 1 destroys it instead. Masterwork and magical fragile weapons and armor lack these flaws unless otherwise noted in the item description or the special material description (see Special Materials). If a weapon gains the Broken condition in this way, that weapon is considered to have taken damage equal to half its hit points +1. This damage is repaired by the repair methods described in the Broken condition.  

Grapple

On a successful critical hit with a weapon of this type, you can attempt a Combat Maneuver Check to Grapple the target of the attack as a free action. This grapple attempt does not provoke an Attack of Opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered Grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon’s reach, you end the grapple with that action.  

Improvised

Some of the weapons listed are not made to be wielded as such, or suffer other limitations in their design that makes them a less effective weapon. These weapons confer a -2 penalty to attack rolls. More details on improvised weapons can be found in the Improvised Weapon article.  

Monk

A monk weapon can be used by a Monk, Astoran to perform a flurry of blows.  

Nonlethal

These weapons deal nonlethal damage (see Injury and Death.  

Performance

When wielding this weapon, if an attack or Combat Maneuver made with this weapon prompts a Performance Combat check, you gain a +2 bonus on that check.  

Reach

You can use a reach weapon to strike opponents 10 feet away, but you can’t use it against an adjacent foe.  

Strength (#)

This feature is usually only applied to ranged weapons (such as composite bows). Some weapons function better in the hands of stronger users. All such weapons are made with a particular Strength rating (that is, each requires a minimum Strength modifier to use with proficiency and this number is included in parenthesis). If your Strength bonus is less than the strength rating of the weapon, you can’t effectively use it, so you take a –2 penalty on attacks with it. For example, the default (lowest form of) composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A weapon with the Strength feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow.  

Sunder

When you use a sunder weapon, you get a +2 bonus on your Combat Maneuver Check for Sunder attempts.  

Tool

Some tools make for effective weapons, and some weapons make for effective tools. A weapon with this property makes for a ready substitute for one or more tools, as stated in their description.  

Trip

You can use a trip weapon to make Trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

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