Pathfinder repeating hand crossbow1/25/2024 The character can also choose to use a double weapon two-handed, attacking with only one end of it. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.ĭouble Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and two-bladed swords are double weapons. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, and whips are reach weapons. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee. Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls. All characters are proficient with unarmed strikes and any natural weapons possessed by their race. Characters of other classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Simple, Martial, and Exotic Weapons: Anybody but a druid, monk, or wizard is proficient with all simple weapons. These categories pertain to what training is needed to become proficient in a weapon's use (simple, martial, or exotic), the weapon's usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large). Weapons are grouped into several interlocking sets of categories. If this second attack roll is equal or greater than the target's AC, the hit becomes a critical hit, dealing additional damage. If a critical threat is scored, another attack roll is made, using the same modifiers as the original attack roll. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). This damage is subtracted from the current hit points of any creature struck by the weapon. Weaponsįrom the common longsword to the exotic dwarven urgrosh, weapons come in a wide variety of shapes and sizes.Īll weapons deal hit point damage. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself. Trade goods are the exception to the half-price rule. This also includes character-created items. In general, a character can sell something for half its listed price, including weapons, armor, gear, and magic items. One pound of saffron or cloves, or one ox One pound of ginger or pepper, or one sheep As a means of comparison, some trade goods are detailed on Table: Trade Goods. Merchants commonly exchange trade goods without using currency. The standard coin weighs about a third of an ounce (50 to the pound). In addition to copper, silver, and gold coins, there are also platinum pieces (pp), which are each worth 10 gp. Each silver piece is worth 10 copper pieces (cp). A gold piece is worth 10 silver pieces (sp). The most common coin is the gold piece (gp). For characters above 1st level, see Table: Character Wealth by Level. In addition, each character begins play with an outfit worth 10 gp or less. Table: Starting Character Wealth lists the starting gold piece values by class. As a character adventures, he accumulates more wealth that can be spent on better gear and magic items. Each character begins play with a number of gold pieces that he can spend on weapons, armor, and other equipment.
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