Weapon Specials

Here are a list of special abilities and attributes that can only be met when wielding certain weapons.



Long

You may attack opponents from a 10 foot distance, and can also attack opponents adjacent to you.


Reach

You may attack opponents from a 10 foot distance, but cannot attack anyone adjacent to you.

+1: 20 foot distance || +2: 30 foot distance || +3: 40 foot distance


Fragile

Rolling a Critical failure when rolling for accuracy with this weapon will gain the Broken condition.

If another Critical failure is rolled while it is Broken, it will permanently break.


Sharp

Rolling a Critical hit when rolling for accuracy will apply the Bleed condition to your target, if it can bleed.


Grapple

Rolling a Critical hit when rolling for accuracy will give you the opportunity to Grapple the target, with guaranteed success.


Feint

Make a Bluff skillcheck with a +3 bonus when attempting to Feint. The DC to beat is 10 + your opponents Wisdom modifier (Or instead their Sense Motive bonus). If successful, your next melee attack will not allow your opponent to apply their Dexterity bonus to their AC. If unsuccessful, you will not be able to apply your Dexterity bonus to your AC for the current and next round. These effects are only applicable on the round of the Feint, and the proceeding round.

It is impossible to Feint against a creature with no Intelligence, and you take a -5 penalty on Bluff when attempting against a non-humanoid, or opponent with 1-4 Intelligence.


Charge

Spend 1 round to back up 5 feet in any direction, and stay immobile for the duration of the round. If un-interrupted, gain an additional attack dice on your next melee attack. Only applies to the round directly after the Charge.


Block

Gain a +1 Shield Bonus to your AC when choosing to defend with this weapon.


Nonlethal

Gain the opportunity to deal Nonlethal damage as opposed to Lethal damage.


Trip

Attempt to make an enemy fall prone in place of a melee attack. Roll 1D20 + your Dexterity modifier against 13 + the opponents Dexterity modifier.

If successful, the enemy falls prone in place. If unsuccessful, you will not be able to apply your Dexterity bonus to your AC for the current and next round.


Jammed

Applicable only to firearms. When a firearm is jammed, it cannot be operated properly, and must be cleared in order to resume firing shots.


Disarm

Attempt to make an enemy drop their weapon in place of a melee attack. Roll 1D20 + your Dexterity modifier against 13 + the opponents Dexterity modifier.

If successful, the enemy drops their weapon. If unsuccesful, you will not be able to apply your Dexterity bonus to your AC for the current and next round.