Weapon Properties
Special Properties
Rickety: This weapon has a chance to break, malfunction, or otherwise stop working as it should. If you roll minimum on all of the weapons to-hit damage dice, roll a 1d100.
1-10: The weapon breaks into an irreparable state, requiring a replacement.
11-30: The weapon breaks, and can be repaired with some materials related to the weapon and a Craft check with a DC decided by the DM.
31-50: The weapon misfires, rebounds, or otherwise malfunctions in a way that harms you. Take half of the damage your rolled on the weapon. The weapon loses functionality until you spend 2 actions to perform a small field repair, whether that be tightening a bolt, adjusting tape, or simply giving it the old repairing punch.
51-80: The weapon simply misfires in a way that does not harm you. The weapon loses functionality until you spend 2 actions to perform a small field repair, whether that be tightening a bolt, adjusting tape, or simply giving it the old repairing punch.
81-100: The weapon rattles, smokes, or otherwise produces a worrying short-term signal, but does not break or malfunction in any meaningful way.
Adamantine: The weapon is made of Adamantine, an incredibly durable alloy. Weapons with this property are indestructible, and add an additional die to the weapons damage equal to the weapons existing dice size.
Noble: This weapon is a universal sign of military power and nobility. When making an attack with this weapon you may give yourself a point of hope. Once you use this ability you may not use it again until the beginning of the next session.
Shield Properties
Heavy: This shield is particularly heavy, granting a -2 Armor check penalty and a -4 Movement Speed penalty. These penalties are tallied up with and reduced by the Heavy Armor Specialist feat line.
Absurdly Heavy: This shield weighs an ungodly amount, and is by all means impractical for most people. A strength value of an amount written next to this property is required to wield the shield, if you do not meet the strength requirement, you do not gain the shields benefits.
Cavalry: This shield is particularly affluent to cavalier use, granting a +2 shield bonus when using the shield while mounted.
Large: This shield covers much of your body, granting Half Cover. Weapons with the demolish property may spend an action to demolish the shield, removing the functionality of this property until the shield is repaired.
Absurdly Large: This shield covers the entirety of your body, granting Full Cover. Consequently the shield gives a -5 Movement Speed penalty and a -3 Armor Check penalty, these penalties can NOT be reduced by Heavy Armor Specialist or similar feats. Weapons with the demolish property may spend an action to demolish the shield, removing the functionality of this property until the shield is repaired.
Impenetrable: The shields damage reduction can not be ignored by armor penetrating weapons. AC reductions still apply. If the shield has Large or Absurdly Large, the cover may no longer be broken by weapons with the Demolish property.
Slow: This shield in some way impairs your movement. While this shield is equipped reduce your movement speed by an amount written next to this property.
Deflective: The shield grants a +2 to the AC bonus given by the Parry feat.
Base Properties
Armor Penetrating: This weapon ignores the Armor DR for one damage type when attacking an armored opponent. This weapon also ignores an amount of AC from armor equal to the number written next to this property.
Armor Shearing: This weapon actively damages and destroys armor. Each attack removes one point of AC bonus from armor.
Mounted: This weapon gains an additional 1d8 damage of its primary damage type when swung from a mount.
Brawler: When you deal damage with this weapon you may roll a grapple as a free action.
Cumbersome: This weapon may only be wielded with strength-based rolls.
Finesse: This weapon may only be wielded with dexterity-based rolls.
Demolish: This weapon is capable of destroying 5ft of wooden or other non-stone non-metal cover as an strike action.
Flexible: Additional attacks with this weapon have their multiple attack penalties reduced by 2.
Loading: This weapon takes an amount of actions to reload equal to the number written next to this property. Action counts higher than 3 must be invested over multiple turns.
Nimble: When dual wielding with 2 nimble weapons you may make 2 attacks with one action, but both of them are at a -2 penalty.
Agile: You may make 2 attacks with the same attack action, but both take a -1 penalty. This may be repeated multiple times a turn, but the multiple attack penalty is doubled for additional Agile attack uses.
Ranged: This weapon can attack at a range increment equal to the number next to this property (in feet). The weapon may attack at ranges beyond the range increment, with a -1 cumulative penalty for each range increment beyond the first. (A 20ft range weapon would take a -2 penalty at 60ft). This makes the weapon count as ranged for all purposes. A weapon cannot fire beyond 10 range increments (For example, our 20ft range weapon has a maximum of 200ft range).
Two-handed: This weapon requires two hands when you strike with it.
Versatile: This weapon can switch between bludgeoning, piercing, or slashing freely between attacks.
Bleeding: This weapon inflicts 1 stack of the Bleed status condition on hit. This property may not add further bleed stacks on a creature if said creature has an amount of bleed stacks equal to or higher than the number noted next to this property.
Unwieldy: This weapon takes two actions to perform the strike action instead of one.
Complex: You may not add bonuses from Attributes, Skills, or feats to this weapon unless you have bought a Weapon Specialization feat for the weapon.
Ammunition: This weapon uses up ammunition to fire, such as a bow. This weapon requires an ammunition type listed next to the property, and takes 1 ammunition for each shot fired.
Brutal: This weapon deals additional damage on hit equal to the dice amount written next to this property. The additional damage added from Brutal is not added to original roll to hit.
Attachment: This weapon must be attached to another weapon function, said weapons being listed next to the property. It takes 2 Actions to attach a weapon to another weapon.
- Slippery: The attached weapon is prone to falling off when utilized. If you roll a total of 2 or below on the attached weapons damage dice when making an attack with said weapon, the weapon falls off and must be re-attached.
Thrown: This weapon can be thrown at a range increment equal to the number next to this property (in feet). The weapon may attack at ranges beyond the range increment, with a -1 cumulative penalty for each range increment beyond the first. (A 20ft range weapon would take a -2 penalty at 60ft). This makes the weapon count as ranged for all purposes. A weapon cannot fire beyond 6 range increments (For example, our 20ft range weapon has a maximum of 120ft range). When a thrown weapon is used in this way, the weapon is lost. Thrown weapons may be picked up from where they land.
Longdraw: This weapon takes 2 actions to be drawn instead of 1.
Quickdraw: This weapon can be drawn as a free action.