Weapons

Weapons are sorted by their Skill (such as Polearms or One-Handed Melee) and then their base damage (such as 1d4 or 2d6).   All Melee weapons (including Whips and Thrown Weapons) add the user's STR mod to damage. If the user has taken the Unique Attack feat they may use a Stat of their choice. If the weapon is a light weapon (listed in the Other section) they may choose to add DEX to damage.  

Weapon Special Attacks

  Each weapon also has a Special Attack which may used by someone who has the applicable Focused Skill. This attack takes 2 Actions or a Move Action and an Action (attacks normally only use 1 Action), doubles the weapons damage dice, and causes specific Status Effects on the target. These attacks count as Unique Actions for the purposes of the Combo feat. The Special Attacks are as follows.  
 
 
 
 
  All Bows deal Piercing damage  
  All Crossbows deal Piercing damage and all Firearms deal Bludeoning and Piercing damage. Armor Penetration (Armor Pen.) is a flat bonus to damage for those who have Focused Skill (Firearms and Crossbows), but for those that don't Armor Pen. defines the amount the attacker's damage ignores their target's armor.  
 

Siege Engines

Siege Engines deal AoE, and aren't impacted by feats except Rapid Reload, Weapon Focus and Weapon Specialization.

A Siege Engine has a crew
  • 4 lb can have 1-3 (can be carried w/20 STR Stat or Large Size)
  • 8-12 lb can have 1-5
  • 18-36 can have 2-6


Each instance amongst the crew of the Rapid Reload feat lowers the reload time by 1 round.
  • 4 lb can follow normal Rapid Reload feat rules for an individual once it lowers reload time to 2 rounds (after the first instance)
  • 8-12 lb can lower reload time to 2 Actions at absolute best.
  • 18-36 lb can lower reload time to a Full Round Action at absolute best

A siege engine must be aimed. One user of the siege engine chooses a square within range and rolls a Physical Sciences check, DC 10+Distance in ft/100. If they succeed, the effect starts from that square. If they fail, but roll above a 1, roll a d0, grant every square around the chosen sqaure a number, and it lands in that square and the effect starts from there. If they roll a 1, the effect starts from the cannon itself (hitting the crew potentially).
  They are listed below seperated by ammo type, but only one cannon need be purchased, or made with Craft (firearm), to use all three (shot, can, or bomb).

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