Martial Weapons

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Martial Weapons
Martial weapons are that are less intuitive or more difficult to find than simple weapons. While simple weapons may be the preferred weapon of militias or foot soldiers, higher ranking soldiers and warriors prefer the combat advantage presented by martial weapons. Many martial weapons are not only weapons, but also signs of status, such as a knight’s sword, or a warlord’s axe.

Weapons Cost Dmg (M) Type Critical Range Increment Special
Light Weapons
Cestus 10 GP 1d6 S 19-20/x3 Intimidating, Strapped
Saber 10 GP 1d6 S 18-20/x2 Combat Maneuver (Disarm, Feint)
Scimitar 10 GP 1d6 S 17-20/x2 -
Spiked shield 10 GP 1d6 P 18-20/x2 Weapon Shield
One-Handed Weapons
Alchemical axe 15 GP 1d8 S 19-20/x3 - Alchemical Storing
Alchemical hammer 15 GP 1d8 B 19-20/x3 - Alchemical Storing
Alchemical spear 15 GP 1d6 S 19-20/x2 - Reach, Charge Breaker, Dismount, Alchemical Storing
Alchemical sword 15 GP 1d8 S 18-20/x2 - Alchemical Storing
Bastard sword 15 GP 1d10 S 18-20/x2 - Mastery
Bearded axe 15 GP 1d10 S 19-20/x3 - Mastery
Broad sword 15 GP 2d4 P/S 18-20/x2 -
Falchion 15 GP 1d8 S 17-20/x2 -
Flail 15 GP 1d8 B 19-20/x3 Tripping, Combat Maneuver (Disarm)
Long sword 15 GP 1d8 P/S 18-20/x2 Weapon of Rank (Nobility)
Maul 15 GP 1d10 B 19-20/x3 - Mastery
Trident 15 GP 1d8 P 19-20/x2 2p Charge Breaker, Throwing, Combat Maneuver (Disarm)
War hammer 15 GP 1d10 B 19-20/x3 -
War spear 15 GP 1d8 P 19-20/x2 - Reach, Charge Breaker, Dismount, Mastery
War sword 15 GP 1d10 S 18-20/x2 -
Two-Handed Weapons
Flamberge 20 GP 1d10 S 18-20/x2 - Finesse
Brandistock 20 GP 1d8 B/P 19-20/x2 - Improved Reach, Charge Breaker
Dire Flail 20 1d8 B 19-20/x3 - Double, Tripping, Combat Maneuver (Disarm)
Double-spade 20 1d8 BPS 17-20/x2 - Double
Double-cudgel 20 1d10 B 19-20/x3 - Double
Double-spike 20 1d10 P 19-20/x3 - Double
Double-sword 20 1d10 S 18-20/x2 - Double
Great axe 20 GP 1d12 S 19-20/x3 - -
Great club - 1d10 B 19-20/x3 - Dirt Cheap
Great maul 20 GP 1d12 B 19-20/x3 - -
Great sword 75 GP 2d6 P/S 18-20/x2 - Exceptional
Halberd 20 GP 1d10 S 19-20/x3 - Tripping, Charge Breaker
Pike 20 GP 1d8 P 19-20/x2 - Obscene Reach, Charge Breaker, Dismount
Pole-ax 20 GP 1d8 BPS 19-20/x3 - Reach
Scythe 20 GP 2d4 S 19-20/x4 - Tripping
Thrown Weapons
Balanced blade 12 GP 1d6 P 18-20/x2 6p -
Balanced axe 12 GP 1d6 S 19-20/x3 2p Hammer Toss, Heavy Throw
Throwing hammer 12 GP 1d6 B 19-20/x3 6p -
Pilum 12 GP 1d6 P 19-20/x2 6p Shield Weight
Projectile Weapons
Composite bow 155 GP 1d8 P 19-20/x3 16p Ready Reload, Mighty, Superior
Heavy crossbow 25 GP 1d10 P 18-20/x2 14p -
Long bow 80 GP 1d8 P 19-20/x3 16p Ready Reload, Exceptional
Pistol 125 GP 1d4 P 19-20/x4 10p Armor Penetration (2), Murderous, Hold Out, Exceptional
Short bow 25 GP 1d6 P 19-20/x3 12p Ready Reload, Riding
Repeating heavy crossbow 165 GP 1d10 P 18-20/x2 16p Clip (10), Superior
Revolver 225 GP 1d4 P 19-20/x4 10p Armor Penetration (2), Murderous, Hold Out, Clip (5), Superior
Rifle 350 GP 1d6 P 19-20/x4 14p Armor Penetration (4), Murderous, Masterwork

Weapon Properties
All of the following are the special properties of the weapons above.

Alchemical Storing
A weapon with this property is highly resistant to acid, fire, and corrosion damage, and any other types of substance that may be loaded into it. When a flask containing an alchemical, poisonous, or similar substance (be it a grenade, compound, resin, or myst) is plugged into a special slot on the weapon, it becomes primed. When a wielder strikes their target with a primed weapon and successfully attacks a target, an internal pump instantly expels the substance through hollows and out along veins in the business end of the weapon. In addition to taking any damage dealt by this weapon,the target also takes damage as if it had been struck by the flask attached to the weapon. Adjacent creatures, including the wielder, are not subject to splash damage. Loading an alchemical storing weapon is a [Move Action] that
provokes attacks of opportunity; the Rapid Reload1 feat reduces this to a [Free Action].
Only one flask may be loaded into this weapon at a time.

Armor Penetration (Variable)
A weapon with this property ignores the first (Variable) points of Armor Class granted to its target from sources of [Hard Armor]4, (E.g. Armor, Natural Armor, Shields, Cover, etc).

Combat Maneuver (Variable)
A weapon with this property grants its wielder a +2 bonus to all checks regarding a single combat maneuver, including checks made to resist such a combat maneuver.

Concealable
A weapon with this property grants a +4 bonus to Sleight of Hand checks to be hidden.

Charge Breaker
Once per round, if a weapon with this property is used to attack against an opponent who used the Charge action on their turn, the weapon’s base damage is doubled. A character must declare this ability before rolling damage, but they may wait to see if their attack is successful before declaring its use.

Clip (Variable)
Ammunition for a weapon with this property comes in clip or case of (Variable) rounds, reloading a clip requires standard reload time. While the clip is loaded, ammunition within the clip is automatically reloaded (as a non-action).

Dirt Cheap
This special property reduces the price of the weapon to a negligible amount, effectively making the weapon easy enough to find or to create from readily available materials that may be gained at no price. Such a weapon does not break Vow of Nonwealth, and has a Craft DC 5 points lower than normal. Increasing the quality of this weapon still increases its price (and such a weapon would break a Vow of Nonwealth), however it still benefits from the reduced craft DC.

Dismount
When used against a mounted opponent, this weapon increases the DC of the opponents Ride check to remain in the saddle by 5, this applies to both attacks (see Handle Animal ) and trip attacks made to dismount the target (see Trip), however this property does not grant a weapon the ability to make trip attempts.

Double
A weapon with this property is effectively two weapons, and may be treated as either a one handed weapon and a light weapon when both sides are used in the same round, or a single two handed weapon when only one end is used in a round. When used as two weapons the character may add their full Strength bonus to both their effective 1-handed and light weapon sides. The wielder may choose which end to use as their primary weapon and which as their off-hand weapon as a [Free Action] on their turn.
Note: Double weapons enhanced the same as any other weapon, but if the crafter so chooses they may enhance the two ends differently at a price equal to +1 the highest cost.

Exceptional/Superior/Masterwork
Rather than a proper property, this describes the [Quality] of a weapon, which represents how well crafted it is. Common weapons are the standard run of the mill weapon, Exceptional is the next step above Common, followed by Superior, and then Masterwork.
This increase in [Quality] raises the price and capacity of the weapon in question.

Finesse
A weapon with this property may be used with Weapon Finesse2 even if it is not a light weapon.

Flammable
A weapon with this property is designed to be lit, and can function as a reusable torch, shedding light just as if it were a torch while lit. If this weapon is lit, it deals 1 point of fire damage on a successful attack. Such a weapon requires a daily upkeep of soaking with ½ a pint of oil and treatment.

Hammer Toss
A thrown weapon with this property requires the wielder to use both hands when throwing it, like a two-handed weapon. As with a two handed weapon, the wielder adds 1½ their Strength bonus to damage rolls with this weapon (or 2x with Power Attack3).

Harmless
A weapon with this property is not designed to actually deal damage, but is rather used to make special attacks, or initiate combat maneuvers without dealing damage. The benefit of such a weapon is that any attack rolls made with it require a [Touch Attack] rather than a melee or ranged attack. An additional benefit is that such a weapon generally does not violate Vows of Nonviolence and the like.

Heavy Throw
A thrown weapon with this property allows the wielder to use their Strength modifier for attack rolls, rather than their Dexterity modifier.

Hold Out
A projectile weapon with this property may be fired one-handed without penalty. For [Multiweapon Fighting] purposes it is considered a light weapon. The projectile weapon still requires a free-hand to load (unless it has the Clip property, in which the clip still requires a free-hand to load, but the ammunition within automatically reloads itself.)

Intimidating
A weapon with this property grants its wielder a +2 [Item Bonus] to Intimidate checks to demoralize foes in combat.

Mastery
A weapon with the Mastery Property is both a simple weapon and a martial weapon, usually altering the complexity of the weapon (Simple Mastery Weapons tend to be Two-Handed Weapons, and Martial Mastery Weapons tend to be One-Handed weapons.)

Mighty
Characters add Strength bonus to damage when using a Mighty Projectile weapon.

Murderous
A weapon with this property can leave its targets devastated with a well placed attack. On a successful critical hit a weapon with this property deals 1d6 Constitution damage as well as it’s additional damage.

Reach
A weapon with this property has reach, doubling the natural reach of its wielder, or adding 1 pace to the wielder’s natural reach, whichever is greater. However such a weapon cannot be used to strike foes within the wielder’s natural reach.

Improved Reach
A weapon with this property has reach, doubling the natural reach of its wielder, or adding 1 pace to the wielder’s natural reach, whichever is greater. An improved reach weapon can be used to strike foes within the wielder’s natural reach.

Reach, Obscene
A weapon with this property has incredible reach, tripling the natural reach of its wielder, or adding 2 paces to the wielder’s natural reach, whichever is greater. However such a weapon cannot be used to strike foes within the wielder’s natural reach.

Ready Reload
A ready reload projectile weapon can be reloaded as a [Free action], but requires the use of a free hand.

Riding
A weapon with this property reduces the penalties for shooting while mounted by 2.
(Usually the penalty is -4) .

Shield Weight
A weapon with this property is designed to make shields unwieldy, and inconvenient for their bearers. If this weapon is used to Sunder a shield, and successfully deals damage to the shield, the weapon (or its ammunition, in the case of a projectile weapon) is stuck in the shield. Removing this weapon takes 2d4 rounds. While this weapon is attached to a shield, the target must drop the shield or suffer a -2 penalty to [Armor Class], attack rolls, and Reflex saves due to the added weight and awkwardness, this penalty stacks with itself (in the case of multiple weapons lodged in the shield).
Obviously, the wielder loses use of the weapon while it is attached in this way. Ranged weapons with this property may be used to Sunder shields within their first range increment.

Strapgrafted
A weapon with this property is grafted into its wielder’s body, and requires a DC 15 Heal check and 1 hour’s time to install, uninstall, or change. Such a weapon may be wielded without being grafted down, but does not benefit from this property. While grafted this weapon cannot be disarmed from wielder. This grafting replaces the end of the limb with a weapon and such a limb may not be used for any activity besides holding the weapon, or very basic needs

Strapped
A weapon with this property is strapped to its wielder’s body, and requires 5 full round actions to strap down. Such a weapon may be wielded without being strapped down, but does not benefit from this property. While strapped this weapon provides the wielder with a +10 circumstance bonus to avoid being disarmed of the strapped weapon. While this weapon is strapped the hand that it is equipped to may not be used for any activity besides holding the weapon.

Throwing
This property allows a melee weapon to be used as a thrown ranged weapon with great effect. The ranged aspects of this weapon are the same as it’s melee use unless otherwise stated.
Note: A weapon with this property continues to function as a weapon of its type (Light, One-handed, Two-Handed) for the purposes of [Multiweapon Fighting], and the number of hands required to throw it.

Tripping
A melee weapon with this property may be used to make a trip attempt. If the wielder of the this weapon is tripped during their own trip attempt they may simply drop the weapon to avoid being tripped.

Weapon of Rank (Variable)
A weapon with this property notates a specific rank, office, or other prestigious entitlement. Such a weapon may designate the owner as a king, general, living legend, knight, officer of the law, assassin of a feared guild, a beloved bloodline of magi, or even something so simple as a small band of miscreants.
Such a weapon is readily recognized by individuals familiar with the rank it denotes, and provides a +4 bonus to Diplomacy checks involving characters that respect the denotes, but inferring a -4 penalty for Diplomacy those who are particularly against the rank it denotes, and an identical penalty applies if a character learns that the owner of this weapon is not in fact of the rank it denotes.

Weapon Shield
A weapon with this property provides a +1 shield bonus to Armor Class when it’s wielded. If a weapon with this property gains an [Enhancement] bonus to attack rolls, that [Enhancement] bonus also increases the shield bonus from this property. This weapon suffers from the -1 ACP of a normal shield.

d20 Variant
If players opt to use a d20, these critical ranges are too high. Players utilizing a d20 for attacks have their threat range reduced by 1. (E.g. 19-20 becomes 20, 18-20 becomes 19-20 and so on.)

1 Rapid Reload Feat may be altered thus this text may be at fault.

2 Weapon Finesse Feat may be altered thus this text may be at fault.

3 Power Attack Feat may be altered thus this text may be at fault.

4 [Hard Armor] is a temporary rule that is used until something more succinct can be written…

Martial Weapons

FateWeaver Vivika