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Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to b...
Jun 04, 2015 · Druid Weapons: "Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of …
So, assuming you have the Two-Weapon Fighting feat and a light weapon in the offhand (the only case in which the two-weapon fighting option is a good idea), with +6/+1 BAB you could attack normally, for +6/+1, or you could choose to use two-weapon fighting, taking a −2 penalty.
Epic Magic Weapons. Except when otherwise stated, epic magic weapons follow the rules for nonepic magic weapons. There is no limit to an epic magic weapon’s enhancement bonus, to the market price modifier of an epic magic weapon special ability, or to the total of an epic magic weapon’s enhancement bonus and market price modifier.. Epic Weapon Base Price
Range touch; Targets 1 non-magical weapon that is unattended or wielded by you or a willing ally; Duration 1 minute The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon …
Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively.
Shadow Weapon. School illusion (shadow) [shadow]; Level sorcerer/wizard 1, witch 1 . Casting Time 1 standard action . Components V, S . Range 0 ft. . Effect one shadow weapon . Duration 1 minute/level . Saving Throw Will disbelief (if interacted with); Spell Resistance yes . Drawing upon the Plane of Shadow, you shape a quasi-real masterwork melee weapon of a type you are proficient with.
You can add solarian weapon crystals to your solar shield as if it were a solar weapon, in which case their benefits apply to unarmed attacks you make with the shield. The damage type of these attacks is the same damage type as the type granted by the solarian weapon crystal, and if the solarian weapon crystal does not specify a damage type, it ...
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A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d8 points of sonic damage instead, and if the ...
A masterwork weapon that is primarily made of metal (including the heads of arrows or spears, or other wooden-hafted but metal-tipped weapons) and is not otherwise a special material (such as bronze, cold iron, or silver) can be converted into a blood-iron weapon by paying the additional cost and using the normal rules for crafting mundane equipment.
By spending 1 hour working on a weapon or armor, you can grant it the effects of a +1 potency rune until your next daily preparations, gaining a +1 item bonus to attack rolls for a weapon or increasing armor’s item bonus to AC by 1. This has no effect if the weapon or armor already had a potency rune. Energy Blessed Feat 9. Source PLOCG. Dwarf
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Each character begins play with a number of gold pieces that he can spend on weapons, armor, and other equipment. As a character adventures, he accumulates more wealth that can be spent on better gear and magic items. Table: Starting Character Wealth lists the starting gold piece values by class. In addition, each character begins play with an outfit worth 10 gp or less. For characters above 1st level, see Table: Character Wealth by Level.
A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him or her. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square.
A paladin's longsword. A weapon, sometimes called an arm or armament, is an instrument used to inflict harm. While some weapons are improvised and others are repurposed from common tools or devices, most are designed to inflict damage to beings and structures. Weapons can be classified in a number of ways: There are a number of weapon groups ...
Nov 17, 2010 · This is why two-handed weapons were needed to sunder pikes, because if a smaller weapon hit it the pike wouldn't give much. Ok final test. Put the stick on a stump, and have your friend hold the other end (this is extremely stupid by the way, enjoy the hospital bill), and hit it.
- Gauntlet. 2 gp. 1d2. 1d3 ×2 — 1 lb. Bludgeoning.
- Unarmed strike — 1d23. 1d33 ×2 Bludgeoning. Light Melee Weapons.
- Dagger. 2 gp. 1d3. 1d4. 19–20/×2. 10 ft. 1 lb. Piercing or slashing.
- Dagger, punching. 2 gp. 1d3. 1d4 ×3 — 1 lb. Piercing.
Benefit: Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a Drone), you gain a +2 bonus instead.
The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.
d20 Modern SRD (WotC) Pathfinder SRD (Paizo) d20SRD Facebook. Lexicanum Facebook. Table: Potions and Oils. Cure light wounds (potion) Endure elements (potion) Hide from animals (potion) Hide from undead (potion) Mage armor (potion) Magic fang (potion) Magic stone (oil) Magic weapon (oil) Pass without trace (potion)
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long ...
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target.
Mar 07, 2014 · With a blinkback belt you only need one agile weapon, or two if you are using twf to throw as well. As soon as the attack is resolved, it's back on the belt, unlike the returning property where it comes back at the beginning of your next turn.
Jan 24, 2019 · If you are using the total defense action, you aren't fighting and therefore don't get the +1 shield bonus for using the weapon (since you aren't using it). It's not a shield, it's just a blocking weapon that gives you a shield bonus when you are fighting with it.