Weapons and Armor
What better item of war than a blade. Specifically, a very sharp one.
Every attack after the second you must roll higher than your speed modifier by +5 to get an additional attack.
Certain weapons can reach further than most, for a weapon that is longer than 5ft, it can make an attack roll against targets an additional tile away, this rule applies the same for 10ft and so on.
Weapons that are shorter than 1ft can only make an attack roll against targets within the same space.
However, if the target is hit by an arrow passed this distance, no matter the damage penality, it deals a minimum of 2 damage.
Windlass Crossbow. 2d6+2 rounds.
Goatsfoot Crossbow. 1d3+1 rounds.
Buckler
Due to it's small size, the buckler is the only shield that cannot parry arrows.
Tower Shield
The Tower shield can also be used as a portable wall. On your turn, you can drop the Towershield onto the ground as a free action, freeing your off hand. It offers you a +4 cover bonus from all ranged attacks the face of the shield. You can pick it up again as a minor action. As a penallity for carrying such as heavy shield, your movement speed is reduced by 5ft.
Melee Weapons
In combat, the first rule is what weapon you'll us and the armor you'll wear. There's many types of both. Certain weapons are better against certain types of armor and vise versa. It's like the greatest game of rock, paper, scissors ever.Ranged Weapons
Unlike Melee Weapons, ranged weapons are used at a range. Most of their abilities are the same except for their ammo quality and the crossbow loading property. Whenever you make an attack with a ranged weapon, you expend 1 ammo of your choice to the attack roll. After the battle, you can spend 1 to 10 minutes recovering arrows you used.Weapon Statistics
Weapons have various statistics that determine their properities when using them.Hit
Whenever you make an attack roll, you add the hit bonus from the weapon you're using to the roll. You also add your bonus from Proficiency here.Parry
Whenever you would parry, you add the bonus from your weapon to the parry roll. You also add your bonus from Proficiency here.Heafty
Weapons with Heafty have -2 on parry rolls.Two Handed
Weapons that are Two Handed have +2 on hit and parry rolls.Speed
Whenever you would make an attack roll. Based on the number you roll, without any bonuses, if that number is higher than or equal to the weapon speed, you may make an additional attack roll.Every attack after the second you must roll higher than your speed modifier by +5 to get an additional attack.
Reach
Weapon reach is only found among melee weapons. If you have a weapon that is longer than your opponents weapon and they enter your reach before they can attack you, you may attack them as an opportunity attack.Certain weapons can reach further than most, for a weapon that is longer than 5ft, it can make an attack roll against targets an additional tile away, this rule applies the same for 10ft and so on.
Weapons that are shorter than 1ft can only make an attack roll against targets within the same space.
Bleed
Whenever a weapon with bleed would roll a bleed wound on the wound table, the bleed level is increased by 1Range
Ranged weapons have a maximum range that they can't hold power and accuracy behind anymore. For every 20ft after the maximum range, the attack roll has -1 to hit and -1 damage.However, if the target is hit by an arrow passed this distance, no matter the damage penality, it deals a minimum of 2 damage.
Loading
The loading trait on Crossbows requires them to be loaded in order to be used. Loading takes much more time than normal attacking actions. Each crossbow has a different loading time.Windlass Crossbow. 2d6+2 rounds.
Goatsfoot Crossbow. 1d3+1 rounds.
Precision Rating
Whenever you would make an attack roll and decide to take the Precision Attack. The cost of that ability is reduced by the Armor Piercing Score on the weapon.Armor Penetrating
Whenever you would deal damage against an armored opponent. You ignore apart of the damage resistance equal to your Armor Penetrating Score.Flat Damage
Weapons with Flat Damage don't add any additional damage to them from strength.Bow Reach
While all bows have a Maximum distance, whenever you make an attack roll with a Bow, it's Bow Reach is equal to 45ft. After every 10ft feet beyond that, the Archer has -1 to hit. This penality can be reduced as you level up. For every level of PRF the person has with their bow after their first level, Their range is increased by 10ft. At 6 levels of PRF and beyond, their range is increased to 20ft.Armor
Armor is used to protect the wearer from direct attacks to them. EV or Evasion Bonus is the score that needs to be beaten in order for the attack to penetrate the armor and hit their opponent. Even then, all Armor has a Damage Resistance or DR which is listed in their stat block. Certain armors resist certain damage types more than others.Armor Exhaustion
Light Weapons, some armors also have Recovery, although it works slightly different. Whenever a target would reroll for Prowess dice, they subtract that many from the Recovery, but also, for every level of -1 Recovery a piece of armor has, the wearer also has -2 mana.Heavy Armor Penality
The heaviest Armors are able to reduce movement speed. While wearing Heavy Armor, the user has -5ft movement speed.Shields
Shields are a mix of armor in weapon in that they can parry attacks. However, whenever you are attacked by a target with a ranged weapon, you can use your shield to parry the attack. When holding a shield, you gain an extra use of parry as long as you use the shield to parry with.Buckler
Due to it's small size, the buckler is the only shield that cannot parry arrows.
Tower Shield
The Tower shield can also be used as a portable wall. On your turn, you can drop the Towershield onto the ground as a free action, freeing your off hand. It offers you a +4 cover bonus from all ranged attacks the face of the shield. You can pick it up again as a minor action. As a penallity for carrying such as heavy shield, your movement speed is reduced by 5ft.
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