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gnome hooked hammer or the gnome tortoise blade (a new weapon) as a martial weapon,

but not both. An elf ? ghter can�t treat any exotic weapons as martial weapons,
since elves don�t have weapon familiarity with any exotic weapons according to the
Player�s Handbook. Characters who wish to master all their race�s exotic weapons
can select the Improved Weapon Familiarity feat described in Chapter 3 of this
book. If the character must choose which exotic weapons to treat as martial
weapons, this decision should be made the ? rst time the character gains pro?
ciency in all martial weapons (at 1st level for a barbarian, ? ghter, paladin, or
ranger, or the ? rst time a character gains a level in any of those classes or any
prestige class that grants pro? ciency in all martial weapons). Once the decision
is made, it can�t be changed; however, the DM may allow characters to change their
decisions if new race-speci? c exotic weapons are later introduced to the game.
Even if a character treats an exotic weapon as a martial weapon thanks to weapon
familiarity, it is still treated as an exotic weapon for the purpose of qualifying
for feats, prestige classes, or other bene? ts that require the character to be
skilled in the use of an exotic weapon.
EXOTIC WEAPON DESCRIPTIONS The weapons on Table 4�6 are described below, along with
any special options the wielder has for their use. Blowgun, Greater: Like its
smaller cousin (see page 145 of the Dungeon Master�s Guide), the greater blowgun is
often used to deliver poison. The darts it ? res are larger than blowgun needles,
but smaller than a thrown dart. These darts deal damage in addition to delivering
poison. A greater blowgun requires two hands to use or reload. Loading a blowgun is
a move action that provokes attacks of opportunity. A greater blowgun has a maximum
range of ? ve range increments. Bolas, Barbed: This weapon is similar to a normal
set of bolas, except that its weighted balls are studded with hooked barbs and thus
deal lethal (not nonlethal) damage. Because the barbed bolas can wrap around an
enemy�s leg or other limb, you can use this weapon to make a ranged trip attack
against an opponent. You can�t be tripped during your own trip attempt when using a
set of barbed bolas. For purposes of weapon pro? ciency and similar feats, barbed
bolas are treated as if they were bolas. Thus, if you have Exotic Weapon Pro?
ciency (bolas), you are also pro? cient with barbed bolas. Boomerang: The boomerang
is a curved throwing stick that returns to its thrower if it misses its target. To
catch a returning boomerang, the thrower must make an attack roll (as if he were
throwing the boomerang) and hit AC
Boomerang
Blowgun
Greater blowgun dart
Blowgun dart
Barbed bolas
Dwarven buckler-axeGnome tortoise blade
Greater blowgun
CHAPTER 4 FANTASY WARFARE
156
10. Failure indicates the boomerang lands in a randomly determined square adjacent
to the thrower (if the thrower is pro? cient) or 1d4 squares away in a random
direction (if not pro? cient). Buckler-Axe, Dwarven: At ? rst glance the dwarven
buckler-axe appears similar to a standard buckler, but this weapon has enlarged
bladelike edges at its top and bottom, allowing the wielder to swing it like an
axe. Thus, in addition to its obvious protective qualities, it proves a capable
off-hand weapon or emergency weapon when disarmed. A dwarven buckler-axe grants its
wielder a +1 shield bonus to Armor Class. As with any shield, when you attack with
a dwarven buckler-axe, you do not get the shield bonus to your AC. The buckler-axe
also provides a �1 armor check penalty and incurs a 5% arcane spell failure chance
for its wielder. Like a spiked shield, a buckler-axe can be enhanced as a weapon,
as a shield, or both, but such enhancements must be paid for and applied
separately. Dart, Blowgun: A blowgun dart resembles a lightweight, undersized
arrow. You don�t apply your Strength modi? er to damage with a blowgun dart. A
blowgun dart can�t effectively be used as a melee weapon. Blowgun darts come in a
leather pouch that holds 10 darts. A dart that hits its target is destroyed; one
that misses has a 50% chance to be destroyed or lost.
Greatbow: You need at least two hands to use a bow, regardless of its size. A
greatbow sized for a Medium character is 6 feet or more in length when strung. A
greatbow is too un wieldy to use while mounted. Like other bows, if you have a
penalty for low Strength, apply it to damage rolls when using a greatbow. If you
have a bonus for high Strength, you can apply it to damage rolls when you use a
composite greatbow (see below) but not a regular greatbow. Greatbow, Composite: You
need at least two hands to use a bow, regardless of its size. A composite greatbow
is too unwieldy to use while mounted. A composite greatbow sized for a Medium
character is 6 feet or more in length when strung. Composite greatbows follow all
of the normal rules for composite bows, including strength ratings. Each point of
Strength bonus granted by the bow adds 200 gp to the cost. Greatspear: This broad-
bladed spear has a long, ? at blade, and is too heavy to wield properly without
pro? ciency. Hammer, Double: A double hammer is a double weapon. You can ? ght with
it as if ? ghting with two weapons, but if you do, you incur all the normal attack
penalties associated with ? ghting with two weapons as if you were attacking with a
one-handed weapon and a light weapon. (See page 160 of the Player�s Handbook for
details on ? ghting with two weapons.)
Double hammer
Maul
Dire pick
Heavy poleaxe
Greatspear
Warmace
Greatbow
CHAPTER 4 FANTASY WARFARE
157
Lajatang: The lajatang is a staff with a crescent-shaped blade at each end. A
lajatang is a double weapon. You can ? ght with it as if ? ghting with two weapons,
but if you do, you incur all the normal attack penalties associated with ? ghting
with two weapons: a one-handed weapon and a light weapon (see page 160 of the
Player�s Handbook). A monk who is pro? cient with the lajatang can treat it as a
special monk weapon, as described in the monk class description (page 40 of the
Player�s Handbook). Each end counts as a separate weapon for the purpose of the ?
urry of blows ability, similar to how the quarterstaff works. Lightblade, Elven:
This rapierlike weapon is the size of a short sword, but weighs only as much as a
dagger. Dexterous elf ? ghters and rogues favor it. Its thin, ? exible blade slips
easily into the seams of armor or between the ribs of a foe. Some elf nobles carry
a lightblade�often decorated with intricate ? ligree and tiny gemstones�as a sign
of their station, even if they aren�t pro? cient in its use. Mancatcher: City
guards and others who prefer to capture their opponents unharmed use the
mancatcher. A wielder who hits a target of its size or one size category smaller
than it with a mancatcher can immediately attempt to grapple (as a free action)
without provoking an attack of opportunity. Any grapple check you make using a
mancatcher includes the mancatcher�s enhancement bonus (if any) and any other
bonuses you might have on attack rolls with the weapon (such
as from the Weapon Focus feat). If you grapple a target with a mancatcher, you are
considered grappling, but unless your target can reach you, he can�t attempt to
attack you, damage you, or pin you. You can escape the grapple automatically by
releasing the target as a standard action. In addition to the normal options
available to a grappler, the wielder of a mancatcher can attempt to force his
target to the ground (the equivalent of a trip attack, though no attack roll is
necessary). The mancatcher is a reach weapon and cannot be used against adjacent
opponents. Maul: A maul is too large to use in one hand without special training
(the appropriate Exotic Weapon Pro? ciency feat). A character can use a maul two-
handed as a martial weapon. Pick, Dire: A dire pick resembles a heavy pick, but
with a longer shaft and a more massive head. A dire pick is too large to use in one
hand without special training (the appropriate Exotic Weapon Pro? ciency feat). A
character can use a dire pick two-handed as a martial weapon. Poleaxe, Heavy: A
heavy poleaxe has reach; you can strike opponents 10 feet away with it, but you
can�t use it against an adjacent foe. Normally, you strike with the heavy poleaxe�s
axe head, but the spike on the end is useful against charging opponents. If you use
a ready action to set a heavy poleaxe against a charge, you deal double damage if
you score a hit against a charging creature.
Scourge
Elven lightblade
Elven thinblade
Mancatcher
Lajatang
CHAPTER 4 FANTASY WARFARE
158
Scourge: This multitailed, barbed whip is often dipped in a poison delivered via
injury. You get a +2 bonus on your opposed attack roll when attempting to disarm an
opponent (including the roll to keep from being disarmed if the attack fails) with
this weapon. Thinblade, Elven: This rapierlike weapon is the size of a longsword,
but much lighter. Dexterous elf ? ghters and rogues favor it. Its thin, ? exible
blade slips easily into the seams of armor, or between the ribs of an enemy. You
can use the Weapon Finesse feat to apply your Dexterity modi? er instead of your
Strength modi? er to attack rolls with an elven thinblade. Tortoise Blade, Gnome:
This contraption is designed to be used by a gnome in his or her off hand. It is
particularly useful in cramped tunnels or warrens where swinging a weapon is dif?
cult or impossible. It looks like a turtle shell strapped to the wielder�s wrist,
with a daggerlike blade jutting out where the wielder�s ? ngers should be. A
tortoise blade grants a +1 shield bonus to Armor Class. As with any shield, when
you attack with a tortoise blade you do not get the shield bonus to your AC. A
tortoise blade also provides a �1 armor check penalty and incurs a 5% arcane spell
failure chance for its wielder. Like a spiked shield, a tortoise blade can be
enhanced as a weapon, as a shield, or both, but such enhancements must be paid for
and applied separately. Warmace: Anyone wielding a warmace takes a �1 penalty to
Armor Class because the weight of the weapon makes it dif? cult to recover quickly
from swinging it. A warmace is too large to use in one hand without special
training (the appropriate Exotic Weapon Pro? ciency feat). A character can use a
warmace two-handed as a martial weapon. PRIMITIVE WEAPONS Many so-called exotic
weapons are weapons more common to primitive cultures, such as Stone Age humans. To
re? ect that fact, the DM could allow primitive cultures (or even some of the more
savage races, such as lizardfolk) to treat blowguns as simple weapons and any or
all the following exotic weapons as martial weapons: bolas, barbed bolas,
boomerang, greater blowgun, and net. As a tradeoff, you could rule that such races
treat bows and crossbows (of all sorts) as exotic weapons. If you want to play such
a character, work out a fair balance with your DM. IMPROVISED WEAPONS As detailed
in the Player�s Handbook, objects not crafted to be used as weapons may nonetheless
find use in combat. This is most true in the stereotypical tavern
brawl, but any time a character can�t or doesn�t want to use a weapon, he needs to
know how effective the closest object is in a fight.
Any creature using an improvised weapon�from a broken bottle to a barstool�in a ?
ght is considered to be nonpro? cient with it and thus takes a �4 penalty on attack
rolls made with it. An improvised weapon scores a threat (a possible critical hit)
on a natural roll of 20 and deals double damage on a critical hit. An improvised
thrown weapon has a range increment of 10 feet. What about ? ghting with ladders,
wagon wheels, or coils of rope? In the hands of a determined (or desperate)
individual, these oddly shaped objects offer a wide variety of options in combat.
Of course, you must still deal with the �4 penalty on attack rolls made with such a
weapon, but sometimes you have to make use of what�s available! Bull Rush: If you
perform a bull rush while carrying a big, sturdy object (such as a bench or table),
you add a +2 bonus on your Strength check to push back the defender. Defense:
Objects with lots of surface area (such as tables) grant you a +2 shield bonus to
Armor Class (or a +4 shield bonus to AC if you use the total defense action), but
require two hands to use. Disarm: Any object with a lot of protrusions (such as a
chair or a broken wagon wheel) or that can easily ensnare objects (such as a cloak
or a ladder) grants the wielder a +2 bonus on opposed attack rolls made to disarm
an enemy (including the roll to avoid being disarmed if such an attempt fails).
Entangle: Any sheetlike ? exible object (such as a carpet or tapestry) can entangle
an opponent with a successful ranged touch attack. An entangled creature takes a �2
penalty on attack rolls and a �4 penalty to Dexterity, can move at only half speed,
cannot run or charge, and

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