1.8 KiB
1.8 KiB
- Ammunition: Requires ammunition of the indicated type.
- Bashing: Can be wielded in melee combat for the indicated damage, but if the attack fumbles, the weapon breaks and can't be used again at all until fixed.
- Blunt: No cutting edge, may be wielded by a cleric.
- Charge: While mounted, damage may be doubled by moving at least 60' before attacking.
- Entangling: On successful hit, target must Save or become Entangled.
- Light: May be used in offhand when dual-wielding.
- Loud: The first use of a missile attack triggers a complication check and causes untrained animals (and some smaller humanoids of 2HD or less) to make a morale check or flee.
- Point Blank: May be used in melee combat with +1 attack.
- Reach: Grants extra 5' reach for determining melee range.
- Reload: After being used the indicated number of times, it takes one full round to reload.
- Slow: Always attacks last in a round.
- Splashing: On successful hit, container breaks, dousing target with liquid which deals indicated damage for up to 2 rounds.
- Spread: May be used to make a single attack at -2 which targets up to two creatures within 5' of each other, dealing half damage (round up) to each.
- Stealth: May only be used to attack unaware humanoid creature from behind (4+1 HD max).
- Thrown: May be used as ranged weapon (short, medium, and long range indicated).
- Two-handed: Requires two hands to use.
- Versatile: May gain Slow and Two-handed to deal indicated damage.