Matthew
2007-01-14, 02:19 PM
Any and all feedback welcome.
{table="head"] Martial Weapons [/table]{table="head"]| Cost | One Handed | Two Handed | Critical Range | Range Increment | Weight | Type
Light Melee Weapons
Axe, Light | 10 | 1D6 | 1D8 | x3 | — | 3 lb. | Slashing
Falcatta, Light | 10 | 1D4 | 1D6 | x4 | — | 2 lb. | Slashing
Flail, Light | 10 | 1D6 | 1D8 | x2 | — | 3 lb. | Bludgeoning
Hammer, Light | 10 | 1D6 | 1D8 | x3 | — | 3 lb. | Bludgeoning
Pick, Light | 10 | 1D4 | 1D6 | x4 | — | 3 lb. | Piercing
Scimitar, Light| 10 | 1D4 | 1D6 | 18-20/x2 | — | 2 lb. | Slashing
Shield, Light | 5 | 1D1 | 1D2 | x2 | — | 6 lb.| Bludgeoning
Sword, Short | 20 | 1D6 | 1D8 | 19–20/x2 | — | 3 lb. | Piercing or Slashing
Light Ranged Weapons
Axe, Throwing | 10 | 1D6 | 1D8 | x2 | 15 ft. | 2 lb. | Slashing
Hammer, Throwing | 10 | 1D6 | 1D8 | x2 | 15 ft. | 2 lb. | Bludgeoning
One Handed Melee Weapons
Axe, Heavy | 15 | 1D8 | 1D10 | x3 | — | 6 lb. | Slashing
Falcatta, Heavy | 15 | 1D6 | 1D8 | x4 | — | 4 lb. | Slashing
Flail, Heavy | 15 | 1D8 | 1D10 | x2 | — | 6 lb. | Bludgeoning
Hammer, Heavy | 15 | 1D8 | 1D10 | x3 | — | 6 lb. | Bludgeoning
Pick, Heavy | 15| 1D6 | 1D8 | x4 | — | 6 lb. | Piercing
Scimitar, Heavy | 15 | 1D6 | 1D8 | 18–20/x2 | — | 4 lb. | Slashing
Shield, Heavy | 10 | 1D2 | 1D4 | x2 | — | 12 lb.| Bludgeoning
Sword, Long | 30 | 1D8 | 1D10 | 19–20/x2 | — | 4 lb. | Piercing or Slashing
One Handed Ranged Weapons
Bolas | 5 | 1D2 | 1D4 | x2 | 15 ft. | 2 lb. | Bludgeoning
Net | 20 | —| —| 10 ft.| — | 6 lb.| —
Trident | 15 | 1D6| 1D8| x2 | 10 ft. | 6 lb. | Piercing
Two Handed Melee Weapons
Axe, Great | 25 | 1D10 | 1D12 | x3 | — | 9 lb. | Slashing
Falcatta, Great | 25 | 1D8| 1D10 | x4 | — | 6 lb. — | Slashing
Flail, Great | 25 | 1D10| 1D12 | x2 | — | 9 lb. | Bludgeoning
Hammer, Great | 25 | 1D10| 1D12 | x3 | — | 9 lb. | Bludgeoning
Pick, Great | 25 | 1D8| 1D10 | x4 | — | 9 lb. | Piercing
Scimitar, Great| 25| 1D8 | 1D10 | 18-20/x2 | — | 6 lb. | Slashing
Shield, Great | 20 | 1D4| 1D6 | x2 | — | 24 lb.| Bludgeoning
Sword, Great | 50 | 1D10 | 1D12 | 19-20/x2 | — | 6 lb. | Piercing or Slashing
Two Handed Ranged Weapons
Bow, Great | 50 | 1D4| 1D6 | x3 | 120 ft. | 4 lb. | Piercing
Arrows, Great (20) | 10 | 1D4| 1D6| x2| — | 3 lb. | Piercing
Bow, Long | 30 | 1D4| 1D6 | x3 | 90 ft. | 3 lb. | Piercing
Arrows, Long (20) | 10 | 1D4| 1D6| x2| — | 3 lb. | Piercing
Bow, Short | 20 | 1D4| 1D6 | x3 | 60 ft. | 2 lb. | Piercing
Arrows, Short (20) | 10 | 1D4| 1D6| x2| — | 3 lb. | Piercing
Two Handed Pole Arms
Glaive | 15 | 1D8 | 1D10 | x3 | — | 12 lb. | Slashing
Guisarme | 15 | 1D6 | 1D8 | x3 | — | 12 lb. | Slashing
Halberd | 15 | 1D8 | 1D10 | x3 | — | 9 lb. | Piercing or Slashing
Lance | 15 | 1D8 | 1D10 | x3 | — | 9 lb. | Piercing
Ranseur | 15 | 1D6 | 1D8 | x3 | — | 12 lb. | Piercing [/table]
Axe
A typical axe has a wooden shaft and a single or double iron bladed head that does slashing damage only; however, it is possible to construct an axe with a metal shaft and some axes with double heads are spiked, which allows a character to switch between slashing and piercing damage between attacks.
Throwing Axe
A throwing axe may be thrown one or two handed. In all other respects, except for critical range, it behaves as though a light axe. A spiked throwing axe only does slashing damage when thrown.
Light Axe
A light axe may be used one handed or two handed, but in the latter case derives no additional benefit from strength bonus damage or power attack damage. A light falx may be used as a light off hand weapon.
Heavy Axe
A heavy axe may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack.
Great Axe
A great axe may only be used two handed.
Falcatta
A typical falx is single edged curved and does slashing damage only; most exhibit a degree of curvature along the inside of which the edge runs.
Light Falcatta
A light falcatta may be used one handed or two handed, but in the latter case derives no additional benefit from strength bonus damage or power attack damage. A light falx may be used as a light off hand weapon.
Heavy Falcatta
A heavy falcatta may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack.
Great Falctta
A great falcatta may only be used two handed.
Flail
A typical flail has a wooden shaft attached by a length of chain to a single iron head that does bludgeoning damage only; however, it is possible to construct a flail with a metal shaft and some have spiked iron heads that do bludgeoning and piercing damage. A flail grants a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). A flail can also be used to make trip attacks and if this results in a counter trip may be dropped to avoid the consequences.
Light Flail
A light flail may be used one handed or two handed, but in the latter case derives no additional benefit from strength bonus damage or power attack damage. A light flail may be used as a light off hand weapon.
Heavy Flail
A heavy flail may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack.
Great Flail
A great flail may only be used two handed.
Hammer
A typical hammer has a wooden shaft and a single or double iron head that does bludgeoning damage only; however, it is possible to construct a hammer with a metal shaft and some hammers with double heads are spiked, which allows a character to switch between bludgeoning and piercing damage between attacks.
Throwing Hammer
A throwing hammer may be thrown one or two handed. In all other respects, except for critical range, it behaves as though a light hammer. A spiked throwing hammer only does bludgeoning damage when thrown.
Light Hammer
A light hammer may be used one handed or two handed, but in the latter case derives no additional benefit from strength bonus damage or power attack damage. A light hammer may be used as a light off hand weapon.
Heavy Hammer
A heavy hammer may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack.
Great Hammer
A great hammer may only be used two handed.
Pick
A typical pick has a wooden shaft and a single or double iron spiked head that does piercing damage only; it is possible to construct a pick with a metal shaft.
Light Pick
A light pick may be used one handed or two handed, but in the latter case derives no additional benefit from strength bonus damage or power attack damage. A light pick may be used as a light off hand weapon.
Heavy Pick
A heavy pick may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack.
Great Pick
A great pick may only be used two handed.
Scimitar
A typical scimitar is single edged and does slashing damage only; most exhibit a degree of curvature along the outside of which the edge runs.
Light Scimitar
A light scimitar may be used one handed or two handed, but in the latter case derives no additional benefit from strength bonus damage or power attack damage. A light scimitar may be used as a light off hand weapon.
Heavy Scimitar
A heavy scimitar may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack.
Great Scimitar
A great scimitar may only be used two handed.
Shield
A typical shield is mainly constructed out of wood and is used defensively; however, it is possible to construct a shield mainly out of metal and most can be used offensively.
Light Shield
A light shield may be used one handed or two handed, but in the latter case derives no additional benefit from strength bonus damage or power attack damage. A light shield may be used as a light off hand weapon. When used defensively it provides a +1 shield bonus to armour class.
Heavy Shield
A heavy shield may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack. When used defensively it provides a +2 shield bonus to armour class.
Great Shield
A great shield may only be used two handed, but it may be set up and used as full cover. When used defensively it provides a +4 shield bonus to armour class.
Sword
A typical sword is double edged and pointed, allowing a character to switch between slashing and piercing damage between attacks.
Short Sword
A short sword may be used one handed or two handed, but in the latter case derives no additional benefit from strength bonus damage or power attack damage. A short sword may be used to attack in a grapple, but suffers a –4 to hit modifier. A short sword may be used as a light off hand weapon.
Long Sword
A long sword may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack.
Great Sword
A great sword may only be used two handed.
Bow
A character needs at least two hands to use a bow, regardless of its size. If a character has a penalty for low strength it is applied to attack rolls and damage rolls when using a bow. Every bow has a strength rating, this feature allows a character to add his strength bonus to damage up to the maximum bonus indicated for the bow. If a characters strength bonus is lower than the strength rating of the bow, he cannot effectively use it, so suffers an additional –1 to hit and damage for every point of strength bonus difference when using it.
Short Bow
A character can use a short bow whilst mounted. The default strength rating of a short bow is +0, but it can be made to stronger specifications; each point of strength bonus granted by the bow adds 30 to its cost.
Long Bow
A long bow is cannot usually be used whilst a character is mounted, but some are constructed in such a way as to make it possible. The default strength rating of a long bow is +1, but it can be made to stronger specifications; each point of strength bonus granted by the bow adds 30 to its cost.
Great Bow
A great bow cannot be used whilst a character is mounted. The default strength rating of a long bow is +2, but it can be made to stronger specifications; each point of strength bonus granted by the bow adds 30 to its cost.
Arrows
An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls). Arrows come in a leather quiver that holds 24 arrows. An arrow that is shot has a 50% chance of being destroyed or lost.
Bolas
A character can use a bolas to make a ranged trip attack against an opponent and cannot be tripped during the attempt.
Net
A net has a maximum range of 10 feet. When thrown, a ranged touch attack is made to hit. A successful attack causes the target to become entangled, resulting in a –2 penalty on attack rolls, a –4 penalty on Dexterity, reduction to have speed and inability to charge or run. Through use of the trailing rope, a character can attempt an opposed strength check to limit the movements of entangled creature to the limits allowed by the rope. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of the user. A net must be folded to be thrown effectively; the first time it is thrown a normal ranged touch attack roll is made. After the net is unfolded, attack rolls are made with a –4 penalty. It takes 2 rounds for a proficient user to fold a net and twice that long for a non proficient one to do so.
Trident
A trident may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack. It can also be thrown one handed or two handed. If a character uses a ready action to set a trident against a charge, it deals double damage on a successful hit against a charging character. A trident grants a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Glaive
A glaive may only be used two handed. A glaive has reach; it can be used to strike opponents 10 feet away with it, but it cannot be used against an adjacent foe.
Guisarme
A guisarme may only be used two handed. A glaive has reach; it can be use to strike opponents 10 feet away with it, but it cannot be used against an adjacent foe. A guisarme can also be used to make trip attacks and if this results in a counter trip may be dropped to avoid the consequences.
Halberd
A halberd may only be used two handed. If a character uses a ready action to set a halberd against a charge, it deals double damage on a successful hit against a charging character. A halberd can also be used to make trip attacks and if this results in a counter trip may be dropped to avoid the consequences.
Lance
Unless mounted, a lance may only be used two handed. A lance has reach; it can be use to strike opponents 10 feet away with it, but it cannot be used against an adjacent foe. If a character uses a ready action to set a lance against a charge, it deals double damage on a successful hit against a charging character. When mounted, a lance may be used in one hand and when the mount charges deals double damage on a successful hit.
Ranseur
A ranseur may only be used two handed. A ranseur has reach; it can be use to strike opponents 10 feet away with it, but it cannot be used against an adjacent foe. A ranseur grants a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
See Also:
Simple Weapons (http://www.giantitp.com/forums/showthread.php?t=31637)
{table="head"] Martial Weapons [/table]{table="head"]| Cost | One Handed | Two Handed | Critical Range | Range Increment | Weight | Type
Light Melee Weapons
Axe, Light | 10 | 1D6 | 1D8 | x3 | — | 3 lb. | Slashing
Falcatta, Light | 10 | 1D4 | 1D6 | x4 | — | 2 lb. | Slashing
Flail, Light | 10 | 1D6 | 1D8 | x2 | — | 3 lb. | Bludgeoning
Hammer, Light | 10 | 1D6 | 1D8 | x3 | — | 3 lb. | Bludgeoning
Pick, Light | 10 | 1D4 | 1D6 | x4 | — | 3 lb. | Piercing
Scimitar, Light| 10 | 1D4 | 1D6 | 18-20/x2 | — | 2 lb. | Slashing
Shield, Light | 5 | 1D1 | 1D2 | x2 | — | 6 lb.| Bludgeoning
Sword, Short | 20 | 1D6 | 1D8 | 19–20/x2 | — | 3 lb. | Piercing or Slashing
Light Ranged Weapons
Axe, Throwing | 10 | 1D6 | 1D8 | x2 | 15 ft. | 2 lb. | Slashing
Hammer, Throwing | 10 | 1D6 | 1D8 | x2 | 15 ft. | 2 lb. | Bludgeoning
One Handed Melee Weapons
Axe, Heavy | 15 | 1D8 | 1D10 | x3 | — | 6 lb. | Slashing
Falcatta, Heavy | 15 | 1D6 | 1D8 | x4 | — | 4 lb. | Slashing
Flail, Heavy | 15 | 1D8 | 1D10 | x2 | — | 6 lb. | Bludgeoning
Hammer, Heavy | 15 | 1D8 | 1D10 | x3 | — | 6 lb. | Bludgeoning
Pick, Heavy | 15| 1D6 | 1D8 | x4 | — | 6 lb. | Piercing
Scimitar, Heavy | 15 | 1D6 | 1D8 | 18–20/x2 | — | 4 lb. | Slashing
Shield, Heavy | 10 | 1D2 | 1D4 | x2 | — | 12 lb.| Bludgeoning
Sword, Long | 30 | 1D8 | 1D10 | 19–20/x2 | — | 4 lb. | Piercing or Slashing
One Handed Ranged Weapons
Bolas | 5 | 1D2 | 1D4 | x2 | 15 ft. | 2 lb. | Bludgeoning
Net | 20 | —| —| 10 ft.| — | 6 lb.| —
Trident | 15 | 1D6| 1D8| x2 | 10 ft. | 6 lb. | Piercing
Two Handed Melee Weapons
Axe, Great | 25 | 1D10 | 1D12 | x3 | — | 9 lb. | Slashing
Falcatta, Great | 25 | 1D8| 1D10 | x4 | — | 6 lb. — | Slashing
Flail, Great | 25 | 1D10| 1D12 | x2 | — | 9 lb. | Bludgeoning
Hammer, Great | 25 | 1D10| 1D12 | x3 | — | 9 lb. | Bludgeoning
Pick, Great | 25 | 1D8| 1D10 | x4 | — | 9 lb. | Piercing
Scimitar, Great| 25| 1D8 | 1D10 | 18-20/x2 | — | 6 lb. | Slashing
Shield, Great | 20 | 1D4| 1D6 | x2 | — | 24 lb.| Bludgeoning
Sword, Great | 50 | 1D10 | 1D12 | 19-20/x2 | — | 6 lb. | Piercing or Slashing
Two Handed Ranged Weapons
Bow, Great | 50 | 1D4| 1D6 | x3 | 120 ft. | 4 lb. | Piercing
Arrows, Great (20) | 10 | 1D4| 1D6| x2| — | 3 lb. | Piercing
Bow, Long | 30 | 1D4| 1D6 | x3 | 90 ft. | 3 lb. | Piercing
Arrows, Long (20) | 10 | 1D4| 1D6| x2| — | 3 lb. | Piercing
Bow, Short | 20 | 1D4| 1D6 | x3 | 60 ft. | 2 lb. | Piercing
Arrows, Short (20) | 10 | 1D4| 1D6| x2| — | 3 lb. | Piercing
Two Handed Pole Arms
Glaive | 15 | 1D8 | 1D10 | x3 | — | 12 lb. | Slashing
Guisarme | 15 | 1D6 | 1D8 | x3 | — | 12 lb. | Slashing
Halberd | 15 | 1D8 | 1D10 | x3 | — | 9 lb. | Piercing or Slashing
Lance | 15 | 1D8 | 1D10 | x3 | — | 9 lb. | Piercing
Ranseur | 15 | 1D6 | 1D8 | x3 | — | 12 lb. | Piercing [/table]
Axe
A typical axe has a wooden shaft and a single or double iron bladed head that does slashing damage only; however, it is possible to construct an axe with a metal shaft and some axes with double heads are spiked, which allows a character to switch between slashing and piercing damage between attacks.
Throwing Axe
A throwing axe may be thrown one or two handed. In all other respects, except for critical range, it behaves as though a light axe. A spiked throwing axe only does slashing damage when thrown.
Light Axe
A light axe may be used one handed or two handed, but in the latter case derives no additional benefit from strength bonus damage or power attack damage. A light falx may be used as a light off hand weapon.
Heavy Axe
A heavy axe may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack.
Great Axe
A great axe may only be used two handed.
Falcatta
A typical falx is single edged curved and does slashing damage only; most exhibit a degree of curvature along the inside of which the edge runs.
Light Falcatta
A light falcatta may be used one handed or two handed, but in the latter case derives no additional benefit from strength bonus damage or power attack damage. A light falx may be used as a light off hand weapon.
Heavy Falcatta
A heavy falcatta may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack.
Great Falctta
A great falcatta may only be used two handed.
Flail
A typical flail has a wooden shaft attached by a length of chain to a single iron head that does bludgeoning damage only; however, it is possible to construct a flail with a metal shaft and some have spiked iron heads that do bludgeoning and piercing damage. A flail grants a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). A flail can also be used to make trip attacks and if this results in a counter trip may be dropped to avoid the consequences.
Light Flail
A light flail may be used one handed or two handed, but in the latter case derives no additional benefit from strength bonus damage or power attack damage. A light flail may be used as a light off hand weapon.
Heavy Flail
A heavy flail may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack.
Great Flail
A great flail may only be used two handed.
Hammer
A typical hammer has a wooden shaft and a single or double iron head that does bludgeoning damage only; however, it is possible to construct a hammer with a metal shaft and some hammers with double heads are spiked, which allows a character to switch between bludgeoning and piercing damage between attacks.
Throwing Hammer
A throwing hammer may be thrown one or two handed. In all other respects, except for critical range, it behaves as though a light hammer. A spiked throwing hammer only does bludgeoning damage when thrown.
Light Hammer
A light hammer may be used one handed or two handed, but in the latter case derives no additional benefit from strength bonus damage or power attack damage. A light hammer may be used as a light off hand weapon.
Heavy Hammer
A heavy hammer may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack.
Great Hammer
A great hammer may only be used two handed.
Pick
A typical pick has a wooden shaft and a single or double iron spiked head that does piercing damage only; it is possible to construct a pick with a metal shaft.
Light Pick
A light pick may be used one handed or two handed, but in the latter case derives no additional benefit from strength bonus damage or power attack damage. A light pick may be used as a light off hand weapon.
Heavy Pick
A heavy pick may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack.
Great Pick
A great pick may only be used two handed.
Scimitar
A typical scimitar is single edged and does slashing damage only; most exhibit a degree of curvature along the outside of which the edge runs.
Light Scimitar
A light scimitar may be used one handed or two handed, but in the latter case derives no additional benefit from strength bonus damage or power attack damage. A light scimitar may be used as a light off hand weapon.
Heavy Scimitar
A heavy scimitar may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack.
Great Scimitar
A great scimitar may only be used two handed.
Shield
A typical shield is mainly constructed out of wood and is used defensively; however, it is possible to construct a shield mainly out of metal and most can be used offensively.
Light Shield
A light shield may be used one handed or two handed, but in the latter case derives no additional benefit from strength bonus damage or power attack damage. A light shield may be used as a light off hand weapon. When used defensively it provides a +1 shield bonus to armour class.
Heavy Shield
A heavy shield may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack. When used defensively it provides a +2 shield bonus to armour class.
Great Shield
A great shield may only be used two handed, but it may be set up and used as full cover. When used defensively it provides a +4 shield bonus to armour class.
Sword
A typical sword is double edged and pointed, allowing a character to switch between slashing and piercing damage between attacks.
Short Sword
A short sword may be used one handed or two handed, but in the latter case derives no additional benefit from strength bonus damage or power attack damage. A short sword may be used to attack in a grapple, but suffers a –4 to hit modifier. A short sword may be used as a light off hand weapon.
Long Sword
A long sword may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack.
Great Sword
A great sword may only be used two handed.
Bow
A character needs at least two hands to use a bow, regardless of its size. If a character has a penalty for low strength it is applied to attack rolls and damage rolls when using a bow. Every bow has a strength rating, this feature allows a character to add his strength bonus to damage up to the maximum bonus indicated for the bow. If a characters strength bonus is lower than the strength rating of the bow, he cannot effectively use it, so suffers an additional –1 to hit and damage for every point of strength bonus difference when using it.
Short Bow
A character can use a short bow whilst mounted. The default strength rating of a short bow is +0, but it can be made to stronger specifications; each point of strength bonus granted by the bow adds 30 to its cost.
Long Bow
A long bow is cannot usually be used whilst a character is mounted, but some are constructed in such a way as to make it possible. The default strength rating of a long bow is +1, but it can be made to stronger specifications; each point of strength bonus granted by the bow adds 30 to its cost.
Great Bow
A great bow cannot be used whilst a character is mounted. The default strength rating of a long bow is +2, but it can be made to stronger specifications; each point of strength bonus granted by the bow adds 30 to its cost.
Arrows
An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls). Arrows come in a leather quiver that holds 24 arrows. An arrow that is shot has a 50% chance of being destroyed or lost.
Bolas
A character can use a bolas to make a ranged trip attack against an opponent and cannot be tripped during the attempt.
Net
A net has a maximum range of 10 feet. When thrown, a ranged touch attack is made to hit. A successful attack causes the target to become entangled, resulting in a –2 penalty on attack rolls, a –4 penalty on Dexterity, reduction to have speed and inability to charge or run. Through use of the trailing rope, a character can attempt an opposed strength check to limit the movements of entangled creature to the limits allowed by the rope. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of the user. A net must be folded to be thrown effectively; the first time it is thrown a normal ranged touch attack roll is made. After the net is unfolded, attack rolls are made with a –4 penalty. It takes 2 rounds for a proficient user to fold a net and twice that long for a non proficient one to do so.
Trident
A trident may be used one handed or two handed, benefiting from strength bonus damage and power attack damage normally and as indicated by the mode of attack. It can also be thrown one handed or two handed. If a character uses a ready action to set a trident against a charge, it deals double damage on a successful hit against a charging character. A trident grants a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Glaive
A glaive may only be used two handed. A glaive has reach; it can be used to strike opponents 10 feet away with it, but it cannot be used against an adjacent foe.
Guisarme
A guisarme may only be used two handed. A glaive has reach; it can be use to strike opponents 10 feet away with it, but it cannot be used against an adjacent foe. A guisarme can also be used to make trip attacks and if this results in a counter trip may be dropped to avoid the consequences.
Halberd
A halberd may only be used two handed. If a character uses a ready action to set a halberd against a charge, it deals double damage on a successful hit against a charging character. A halberd can also be used to make trip attacks and if this results in a counter trip may be dropped to avoid the consequences.
Lance
Unless mounted, a lance may only be used two handed. A lance has reach; it can be use to strike opponents 10 feet away with it, but it cannot be used against an adjacent foe. If a character uses a ready action to set a lance against a charge, it deals double damage on a successful hit against a charging character. When mounted, a lance may be used in one hand and when the mount charges deals double damage on a successful hit.
Ranseur
A ranseur may only be used two handed. A ranseur has reach; it can be use to strike opponents 10 feet away with it, but it cannot be used against an adjacent foe. A ranseur grants a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
See Also:
Simple Weapons (http://www.giantitp.com/forums/showthread.php?t=31637)