Difference between revisions of "Thrown Weapon"

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Weapons that have a range increment but do not take ammunition are thrown weapons. Most of them can be used in melee as well (see individual descriptions).
 
Weapons that have a range increment but do not take ammunition are thrown weapons. Most of them can be used in melee as well (see individual descriptions).
  
The thrower's full strength is added to damage with thrown weapons. They travel a maximum of five range increments, which may be modified by some abilities and feats such as [[Far Shot]].
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The thrower's full strength is added to damage with thrown weapons. They travel a maximum of five range increments, which may be modified by some abilities and feats such as [[Far Shot]]. As normal they take a -2 to attack for every range increment travelled.
  
 
Unless otherwise noted thrown weapons are assumed to always be retrievable, and are not destroyed after throwing.
 
Unless otherwise noted thrown weapons are assumed to always be retrievable, and are not destroyed after throwing.
  
 
You may throw a weapon not intended to be thrown but you take certain penalties. You take a -4 to the attack and you may not use feats or special abilities to modify this attack in any way, as if you were [[Unproficient]]. It takes 4 AP to throw a light or one-handed weapon and 6 to throw a two-handed weapon. You score a critical hit only on a [[Natural 20]] and deal double damage on a successful crit, regardless of the weapon. Weapons thrown in this manner have a range increment of 10 feet though the GM may rule that especially large, heavy, or unwieldy weapons have an increment of only 5 feet.
 
You may throw a weapon not intended to be thrown but you take certain penalties. You take a -4 to the attack and you may not use feats or special abilities to modify this attack in any way, as if you were [[Unproficient]]. It takes 4 AP to throw a light or one-handed weapon and 6 to throw a two-handed weapon. You score a critical hit only on a [[Natural 20]] and deal double damage on a successful crit, regardless of the weapon. Weapons thrown in this manner have a range increment of 10 feet though the GM may rule that especially large, heavy, or unwieldy weapons have an increment of only 5 feet.
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[[Category: Core Rules]]
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[[Category: Equipment]]
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[[Category: Weapons]]

Latest revision as of 17:22, 27 September 2010

Weapons that have a range increment but do not take ammunition are thrown weapons. Most of them can be used in melee as well (see individual descriptions).

The thrower's full strength is added to damage with thrown weapons. They travel a maximum of five range increments, which may be modified by some abilities and feats such as Far Shot. As normal they take a -2 to attack for every range increment travelled.

Unless otherwise noted thrown weapons are assumed to always be retrievable, and are not destroyed after throwing.

You may throw a weapon not intended to be thrown but you take certain penalties. You take a -4 to the attack and you may not use feats or special abilities to modify this attack in any way, as if you were Unproficient. It takes 4 AP to throw a light or one-handed weapon and 6 to throw a two-handed weapon. You score a critical hit only on a Natural 20 and deal double damage on a successful crit, regardless of the weapon. Weapons thrown in this manner have a range increment of 10 feet though the GM may rule that especially large, heavy, or unwieldy weapons have an increment of only 5 feet.