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More weapons

Aug 4th, 2015
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  1. Weapons for The pit
  2.  
  3. Battle-axe, two handed
  4. Battles-axes were the more militarized brother of the hand axe, most of them large and two handed but some smaller, one handed versions exist such as for cavalry or part of the nordic weaponry. Sporting a long, wooden, and sometimes, steel reinforced handle just about the size of a short spear with a iron pummel section at the bottom and a broad axe head on the top, designs may vary, usually, on the back of the axe head there is a spike to pierce or even a second axehead with a spike on the top for plunging, at worst a single axeheaded weapon with a rounded back good for bashing.
  5.  
  6. Damage: 1d10 slashing
  7. Range: -
  8. Weight: 1
  9. Hands: 2, 1 if character has 11 Str
  10. Group: Polearms
  11. Weapon skills: Extra ends (Piercing and or bludgeoning)
  12.  
  13. Extra ends: This weapon has multiple ends apart from the main blade or mace head, such as a spike or a blunt end like a pummel or a rounded end somewhere along the weapon, if needed, you can take advantage of such features and strike with those ends to deal a different type of damage, using this ability however reduces your dice roll type by 2 having to roll 1d8 instead of 10 for this weapon or 1d6 for a weapon that rolls 1d8. (not all weapons had blunt ends, spikes or even pummels suitable for bashing, upon collection this should be specified in the skill.)
  14.  
  15.  
  16. Battle-axe, One handed:
  17. Unlike the two handed version this type of axe is as small as a woodsman axe or a hand-axe, they sport the same features as the bigger brother, spike on the back or top or thick rounded back to bash or parry but have a considerably shorter handle to accomodate one handed usage, minus the second axe head, while probably being only slightly lighter than one.
  18.  
  19. Damage: 1d8 slashing
  20. Range: -
  21. Weight: 0.5
  22. Hands: 1
  23. Group: Axes
  24. Weapon skills: Extra ends (Bludgeoning)
  25.  
  26. Pistol-axe:
  27. (Spoiler alert, I'm not even joking this weapon is actually real when i looked it up.)
  28. Just as the name suggests this weapon is a beautiful hybrid between a flintlock pistol, with all components installed, and a battle-axe, the blade resting beneath the barrel like a broad bayonet, or a straight up axe with a trigger on the middle of the grip and a spike on the other side of the axe-head, the hole of the pistol's barrel being on the top of the axe-head. Albeit it is complicated to use for fingerless creatures due to the composition of the mechanism and the trigger, it is a surprisingly effective and sturdy weapon that can chain the two attacks together if loaded, it can also be slightly modified for hoof use with enough time spent and a bit of inventive,
  29.  
  30. Damage: 1d8 slashing and 1d12 piercing
  31. Range: 20
  32. Hands: 1
  33. Group: Exotic
  34. Weapon skills: Extra ends, Ranged attack, versatile attack, slow reload, Chain attack.
  35.  
  36. Ranged attack:
  37. This weapon possesses the ability to fire a ranged attack despite being a melee weapon.
  38.  
  39. Chain attack:
  40. With a bit of finesse, and after rolling above a target's AC by 4, you can chain your ranged attack with you melee attack much like a double attack would, as long as the weapon is loaded beforehand, you can shoot your target without triggering an attack of opportunity from the defender.
  41.  
  42. Hand crossbow:
  43. A small, somewhat easily concealed crossbow that is strapped to the hand or fore extremity, often used by assassins to deliver a poison or similar. Due to it's size, it can be hidden beneath a cloak with a Sleight of Hand check, and Due to it's light form factor, shooting a hand crossbow in melee does not provoke an attack of opportunity. Otherwise functions as a light crossbow.
  44.  
  45. Damage: 1d6 piercing
  46. Range: 12
  47. Wight: 1
  48. Group: Ranged/crossbow
  49. Weapon skills: Versatile attack, Quick draw.
  50.  
  51. Quick draw:
  52. This weapon is quite small and light, it can be nimbly raised and lowered during combat to fire at a target within melee range without provoking an attack of opportunity.
  53.  
  54. Heavy crossbow:
  55. A large and powerful crossbow mainly used in sieges or defense against them, much larger than the lighter counterpart making it awkward to use during normal combat, slower to quickly bear on a target and harder to keep steady due to the weight. Although, despite the cons, it is a very powerful weapon that is as close as one of these things can get to a proper rifle. Heavy crossbows are often depicted as siege weapons due to their size and almost never carried around outside of military branches especially due to the slow reload times, made almost entirely out of sturdy wood and iron components making it, even with a bayonet, quite useless in melee. The things usually come with some kind of lever or wheel on the back of it to make it easier to reload as pulling the string can hurt your hand (or teeth!) quite badly after a while, although, most of them didn't, mainly built for races with fingers, leaving hoofed races to awkwardly use their teeth to do it... Which is as dangerous to the user as it is for the weapon.
  56.  
  57. Damage 1d10 Piercing
  58. Range: 30
  59. Weight: 4
  60. Group: Ranged/crossbow
  61. Weapon skills: Versatile attack, Slow reload, Bulky.
  62.  
  63. Bulky: Due to the weight and size, firing this weapon while standing incurs a penalty of -2 to your attack meaning that you'd have to sit down or lay prone to fire this effectively and attacking while mocing with this weapon increases the penalty to -5, all hands - including the mouth if quadruped or fingerless - must be free to reload, must carry a sash and MUST be proficient with the weapon group, otherwise, the weapon will take a full round action to reload. Fingered and bipedal races don't have the same problem and don't take the penalty as long as they use the weapon with both hands, in addition, laying prone while using this weapon grants a +2 bonus to the attack.
  64.  
  65. Punching dagger
  66. A punching dagger's blade is attached to a horizontal handle that projects out from the fist when held, Usually small and light, great for using punching techniques while also making your attacks lethal.
  67.  
  68. Damage: 1d4 piercing
  69. Range: -
  70. Weight: 0.5
  71. Group: Light
  72. Weapon skills: Brawler's tool.
  73.  
  74. Brawler's tool
  75. If the character using this weapon has any skills or perks that increase unarmed damage or hit chance the bonuses also apply when using this weapon.
  76.  
  77. Glaive:
  78. A glaive is a European polearm weapon, consisting of a single-edged blade on the end of a pole. It is similar to the Japanese naginata, the Chinese guandao, Russian sovnya and Siberian palma. Typically, the blade was around 45 cm (18 inches) long, on the end of a pole 2 m (6 or 7 feet) long, and the blade was affixed in a socket-shaft configuration similar to an axe head, rather than having a tang like a sword or naginata. Occasionally glaive blades were created with a small hook on the reverse side to better catch riders. Such blades are called glaive-guisarmes.
  79.  
  80. Damage: 2d5 slashing
  81. Range: 2
  82. Weight: 2
  83. Hands: 2 or 1 if character has 11 Str
  84. Group: Polearms
  85. Weapon skills: Killer attack
  86.  
  87.  
  88. Greataxe:
  89. The classic greataxe we are used to see in movies, those massive axes wielded by fantasy warriors that can cleave a person in two with little effort just due to the sheer bulk and weight. A greataxe is a two handed weapon with a broad, two sided axe-head and a long reinforced staff as grip with a rounded pummel at the bottom, it comes in various designs, shapes and colors, red and gilded decorated blades or polished stainless steel, but it usually looks the same and is used the same way, always intimidating and huge, the size makes it awkward for a fingerless creature to use but, even then, not impossible if one's strong enough.
  90.  
  91. Damage: 1d12 slashing
  92. Range: -
  93. Weight: 3
  94. Hands: 2 or 1 if the character has 12 Str
  95. Group: Axes
  96. Weapon skills: (I noticed how there already is a "war axe" but I'm struggling to want to delete this.)
  97.  
  98.  
  99. Hammer, Light
  100. A small, medieval warhammer with a two sided hammerhead or with a thin iron spike on the side opposite of the blunt end and a long iron handle extending beneath with the bottom half wrapped in brown leather. A simple, straight up, hammer good for impromtu carpentry or to reliably smash/stab heads in even through medium armor.
  101.  
  102. Damage: 1d6 Bludgeoning
  103. Range: -
  104. Weight: 1
  105. Group: Maces and hammers
  106. Weapon skills: Frenzy attack.
  107.  
  108. Javelin
  109. A thin short spear designed for throwing, Very much akin to a roman pila in almost every respect, thin , pointy spearhead and a leather clad grip on the middle of the staff. The is way too short to be valuable in melee and slightly unbalanced towards the front and with a fragile body, only really built a throwing spear.
  110.  
  111. Damage: 2d4 piercing
  112. Range: 10
  113. Weight: 0.5
  114. Group: Spears/throwing
  115. Weapon skills:
  116.  
  117. Long spear:
  118. A meter long spear more or less, built like any other, wooden and steel reinforced handle and a pike shaped spearhead, except for the fact that it sported a considerably longer range, great for withstanding charges or hitting something that is flying or just really big. However Fingerless creatures will have to sit to use this weapon effectively as it is already awkward as is with fingers...
  119.  
  120. Damage: 1d8 piercing
  121. Range: 2, or 8 when thrown
  122. Weight: 5
  123. Hands: 2 or 1 when the character has 11 Dex
  124. Group: Spears
  125. Weapon skills:
  126.  
  127. Scythe:
  128. A redesigned version of a more common farm tool, a scythe is a long staff of sturdy wood with an extended curved blade sticking out the side of the top half. VERY sharp edges on the blade sharp enough to cut yourself by just stroking the blade, an excellent weapon for farming AND killing people by cutting them in half.
  129.  
  130. Damage: 2d4 slashing
  131. Range: -
  132. Weight: 5
  133. Hands: 2 or 1 if the character has 11 Str
  134. Group: Polearms
  135. Weapon skills: Killer attack
  136.  
  137. Morning star
  138. A great mace, with a short steel handle and a big, round head filled with long protruding spikes coming out form all sides and top of the head, probably why it was called morning star in the first place. This weapon is especially devastating against enemies not wearing armor but can just as easily kill one wearing any by breaking their bones.
  139.  
  140. Damage: 1d8 bludgeoning/piercing
  141. Range: -
  142. Weight: 3
  143. Group: Maces and hammers
  144. Weapon skills: Impact attack, Grievous wounds.
  145.  
  146. Bastard sword:
  147. Bastard sword is the name given to swords that fall between the longsword and the greatsword in size. A bastard sword is sometimes referred to as "hand-and-a-half sword". It is mostly distinguished from a longsword because it has a grip long enough to allow two-handed use. Bastard swords have slightly longer blades as well, but they remain light enough to be wielded one-handed should the need arise, unlike the greatsword that requires two hands. There are hundreds of different designs of this type of sword and just putting in 'bastard sword' on the list is very general... As there are also curved bastard swords or greatsword or jagged bastard swords as well somewhere along the line.
  148.  
  149. Damage: 1d10 slashing
  150. Range: -
  151. Weight: 1.5
  152. Hands: 1
  153. Group: Heavy blade
  154. Weapon skills:
  155.  
  156. Great-sword
  157. Greatswords are the bulkiest and heaviest normal swords in the armory with some of them looking like massive slabs of sharpened metal than swords with large, round pummels set on the end of the handle to properly balance it, too heavy to be used with one hand, these weapons can bash through armor and cut straight through a person without a problem thanks to the sheer weight which ends up causing more bludgeoning damage than slashing damage, if the user is strong enough to even lift the thing, swords like the claymore of the scottish eyelanders or the zweihander fall into this category alongside many more. The usage of such a weapon requires training along with experience, knights used this weapon in different ways such as half-swording to drive the blade between the cracks of enemy armor or using the hand guard to bash straight into it.
  158.  
  159. Damage: 2d6 slashing
  160. Range: -
  161. Weight: 2
  162. Hands: 2 or 1 if the character has 13 Str
  163. Group: Heavy blades
  164. Weapon skills:
  165.  
  166. Two bladed sword:
  167. A twin bladed sword that looks much akin to a quarterstaff as it shares many propeties with one, twin bladed weapons are usually frowned upon by experienced fighters as the are not a very practical weapon, short handle with cumbersome hand guards and a center of balance too close to the center of the weapon make it rather infamous, despite being very versatile due to the fact that you an have two different blades either shaped differently such as one for stabbing and one for slashing or bashing, or built of another material for different enemies. So twin blades are not commonly seen in the pit at least not the kind you'd see in cartoons, common twinblades are usually swords with long, iron and leather clad grips, thick upward curved hand guards and one blade being shorter than the other to reduce chance of self bludgeoning. They are still impractical weapons but not by much in a ghost/fey hunter's opinion.
  168.  
  169. Damage: 1d6 slashing
  170. Range: -
  171. Weight: 4
  172. Hands: 2 or 1 if the character has 12 Dex
  173. Group: Exotic/twin blades
  174. Weapon skills: Dexterity weapon, finisher.
  175.  
  176. Dexterity weapon: This weapon's MAB bonus can benefit from the user's DEX attribute instead of his STR.
  177.  
  178. Pistol saber:
  179. A pistol sword is a sword with a pistol or revolver attached, usually alongside the blade. It differs from a rifle with a bayonet in that the weapon is designed primarily for use as a sword, and the firearm component is typically considered a secondary weapon designed to be an addition to the blade, rather than the sword being a secondary addition to the pistol. In addition, the two components of these weapons typically cannot be separated, unlike most bayonet-fixed rifles. This saber in particular has been built with a small black wooden flintlock pistol mechanism set on the flat side of the blade with a large trigger lever on the same side over the grip with is raised enough to accomodate fingers underneath when held, great for making sure that the opponent is dead when stabbed.
  180.  
  181. Damage: 1d7 slashing and 1d12 piercing
  182. Range: 20
  183. Weight: 4
  184. Group: Exotic
  185. Weapon skills: Ranged attack, slow reload, versatile attack, chain attack.
  186.  
  187.  
  188. War-hammer:
  189. War hammers are larger one handed hammers that are basically the light hammer on steroids, a longer handle makes it suitable for two handed use as well to apply even more force into the bash. There are various designs of war hammers with some of them having massive slabs-of-metal hammer heads with two flat sides that can crush heads through helmets to one head with several thick spikes protruding from it, some others, much like the light hammer or the battle axe, having a spiked side and a blunt side for different occasions as if this wasn't deadly enough on its own.
  190.  
  191. Damage: 1d10 bludgeoning
  192. Range: -
  193. Weight: 3
  194. Group: Maces and hammers
  195. Weapon skills: Extra ends (Piercing) Impact attack.
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