I've decided to redo how thrown weapon damage is done because I can and how it's done doesn't make any sense to me.
Thrown weapons will now always benefit from your strength damage modifier, no matter what. So if you have a +2 damage modifier, and you chuck a throwing knife, it's a d6p+2. Same goes if your modifier is a penalty.
Additionally, if you find that your character is a little weak in the arm or you want some extra power behind your throw, you can get a jogging or running start. If you are going at least 10 ft/sec (that's jogging for medium sized creatures and running for small sized creatures) then you receive a +3 to damage.
You still cannot specialize in thrown weapon damage.
Sunday, October 18, 2015
Wednesday, October 14, 2015
NPA/NPD and Unarmed Attacks
If you successfully score a Near Perfect Attack or a Near Perfect Defense, you may instead forgo the standard bonus to gain a free unarmed combat maneuver against your opponent.
It doesn't effect your count or switch your to fighting with two weapons (attacking with both). If you are using an Advance Combat Maneuver, you still add any bonuses of penalties from that.
If you are swapping out a Near Perfect Attack, you'll still need to roll a separate attack roll for the unarmed maneuver.
Obviously, you must be in melee with your attacker to gain this bonus.
It doesn't effect your count or switch your to fighting with two weapons (attacking with both). If you are using an Advance Combat Maneuver, you still add any bonuses of penalties from that.
If you are swapping out a Near Perfect Attack, you'll still need to roll a separate attack roll for the unarmed maneuver.
Obviously, you must be in melee with your attacker to gain this bonus.
Revised Shield Bash
Shield bashes suck right now. I've redone the damage:
Medium shield are more effective then their smaller counter parts at shoving your opponent around. As such, you gain your net FoS to determine Knock Backs when bashing with them.
Bucklers: 1d4+1d4p
Small: 1d4p+1d6
Medium: 1d6p+1d4p
Large: 1d4p + 1d4
Body: 1d6+1d4
Shields have a maximum Reach of 0. So, an ogre and a human using a shield will have a Reach of 0, while a dwarf or halfling will have a Reach of -1.
Going into combat with only a shield means that you count as unarmed and the attacker attacks at half speed, however the attacker doesn't get the free attack if the defender shield bashes.
Medium shield are more effective then their smaller counter parts at shoving your opponent around. As such, you gain your net FoS to determine Knock Backs when bashing with them.
Large and Body shields have reduced damage dice because they are harder to swing effectively in combat. Obviously, if someone was to grab one end of a body shield and swing it, full-boar, into someone's face, it'll do a lot better damage, but that's not usually the case in pitched melee.
When shield bashing with a Large, or Body shield a lot of it is using force or momentum to try and throw your attacker around, rather then strictly do damage. Because of this, using these two types of shields to bash have their damage count as double for determining knock-backs and you may add your net FoS as well (your FoS - their FoS)
Superior Quality Shields and Bashing
A well-balanced shield made of the finest materials would, of course, be more effective at not only its defensive job but also its offensive job so any bonuses or penalties that a shield has is added to its Attack and Damage, just like a normal weapon.
Superior Quality Shields and Bashing
A well-balanced shield made of the finest materials would, of course, be more effective at not only its defensive job but also its offensive job so any bonuses or penalties that a shield has is added to its Attack and Damage, just like a normal weapon.
Practical Unarmed Fighting
I know that you go home every night, sit on your bed, open up your PHB, and lovingly caress the pages of the Unarmed Fighting section. A silent tear rolls down your check as you wonder if you'll ever get to use them in combat.
Well, buck up, you whiner! This is your practical guide to unarmed fighting!
It is extremely unwise to try and go into combat without a weapon but just because you're using one doesn't mean you can't throw punches and try to throw your opponents.
By switching to unarmed fighting (attacking w/ both) you trade off some defense for the opportunity to back hand your enemy.
Here's some things to keep in mind:
You can't make an unarmed attack for the first little bit of engaging with an opponent. You have to wait half your unmodified primary weapon speed +1 before making an unarmed attack.
After that point you can make an additional unarmed at anytime in the combat but you take the following penalties:
Your next primary weapon attack happens 2 seconds later. Additionally, for the next 10 seconds you defend with a d10p (instead of a d20p-4, or d20p if you have a shield), even if your primary weapon attack happens before then.
You can decrease the time you defend with a reduced die by specializing in unarmed Speed (or buying the speed bonus talent in unarmed fighting).
But if you're using an Advanced Combat Maneuver, you gain all the bonuses and penalties on both attacks.
Also, usually, you'd be saddled with an additional -2 attack and damage for using your off-hand but this doesn't apply in this case, because I said so.
Some unarmed fighting techniques will require you to drop your weapon if it's two handed.
Things you don't need a free hand for:
Strike, Overbear, Bullrush, Shield bash (obviously requires a shield)
Things you need at least one free hand for:
Grab, Break Hold, Scramble-For-Weapon
Things you need both hands for:
Tackle,Toss/Take Down, Hold
Well, buck up, you whiner! This is your practical guide to unarmed fighting!
It is extremely unwise to try and go into combat without a weapon but just because you're using one doesn't mean you can't throw punches and try to throw your opponents.
By switching to unarmed fighting (attacking w/ both) you trade off some defense for the opportunity to back hand your enemy.
Here's some things to keep in mind:
You can't make an unarmed attack for the first little bit of engaging with an opponent. You have to wait half your unmodified primary weapon speed +1 before making an unarmed attack.
After that point you can make an additional unarmed at anytime in the combat but you take the following penalties:
Your next primary weapon attack happens 2 seconds later. Additionally, for the next 10 seconds you defend with a d10p (instead of a d20p-4, or d20p if you have a shield), even if your primary weapon attack happens before then.
You can decrease the time you defend with a reduced die by specializing in unarmed Speed (or buying the speed bonus talent in unarmed fighting).
But if you're using an Advanced Combat Maneuver, you gain all the bonuses and penalties on both attacks.
Also, usually, you'd be saddled with an additional -2 attack and damage for using your off-hand but this doesn't apply in this case, because I said so.
Some unarmed fighting techniques will require you to drop your weapon if it's two handed.
Things you don't need a free hand for:
Strike, Overbear, Bullrush, Shield bash (obviously requires a shield)
Things you need at least one free hand for:
Grab, Break Hold, Scramble-For-Weapon
Things you need both hands for:
Tackle,Toss/Take Down, Hold
Sunday, September 13, 2015
Reach and Closed Spaces
There are no penalties on fighting in a small space with a large weapon, I've decided to remedy that.
When engaged with an opponent, you take up roughly 5 sq ft of space on the board. This is to represent the back and forth and moving to or fro of combat.
Even when you have a pole-arm and a sword fighter has closed in on you, you don't fight with penalties because you have space to move around, however that is not always the case. It's only when you get backed into a wall that things start to become a problem.
For example: these two fighters are battling out in the alley behind the tavern because the sword fighter (blue) insulted the pole-arm fighter's (red) girlfriend. Blue is using a long sword (3 1/2 foot reach) while Red is Halberd (7 foot reach).
While there is a lot of debris in the alley, they still both have enough space to maneuver their weapons so even though Blue's token is touching Red's, Red fighter without a penalty as he's choked up on his weapon and has enough enough space behind him to work with.
However, if you are pushed up against a wall or another person fighting or really anything that keeps you from having the space you need to fight, problems start to arise for the bigger weapons. If your character is against some behind them then they get a penalty to their attack, defense, speed, and damage equal to how many feet over 5 ft their weapon is.
Continued example: Red and Blue continue to exchange blows. Realizing that the cramped conditions could give him an advantage, Blue bull-rushes Red, succeeding in diving him back against the wall.
Now that his back is blocked, Red is less able to move his Halberd about to attack or defend and takes a penalty of 2 to his Attack, Defense, Speed, and Damage because his base reach is 7.
Being pushing into a corner is bad for everybody, not just weapons with longer reach. When up against a wall, the situation can turn dire even for the smallest weapon.
Should your opponent score a knock-back on you while your back is against a wall, then you automatically take 2(d4p-2) +1 for every point of damage over what was needed to knock you back originally -1 for every foot traveled to get there, as your character is slammed against the wall. You can make a Feat of Agility to half that damage by half the amount of damage you initially took is added to the opposed roll, so the harder you were knocked back, the less likely you are to avoid the damage.
As you recover, your attacker can then press forward, further pushing you against the wall. He halves whatever remaining fighting space you have (rounded up). So, the first time he limits your fighting space to 3 feet, then to 2, then to 1.
Not that this is without cost for him, as it limits his fighting space by the same amount as well as he has to get in close and personal to force his advantage.
Continued Example: Red knows that he's in trouble unless he turns the tables soon so he begins to Attack Aggressively. Blue, knowing how badly a Halberd can if it strikes true, decides to give him the ground and begins to shuffle back.
Spurned on by the move, Red closes the gap and swings, scoring a double knock back and sending him against the alley. He drops his dagger and charges Blue.
The charge is successful. Red is a pretty swole dude and even with the dagger, he does 9 damage, which because he charged, counts at 18 damage for the purposes of knock backs, throwing Blue into the wall behind him.
Blue then makes a FoA vs d20p+9 because even though the dagger technically only did 9 damage, it was still counted as 18 for the purposes of knocking him back.
Blue makes it and takes half of 2(d4p-2)+3. Still, he was thrown back into the wall and Red moves up with his dagger.
Now both fighters are fighting in a smaller space. Blue is finding it a tad bit difficult to maneuver his long sword in the cramped conditions, but he's doing alright for himself only taking a penalty of 1 to his Attack, Defense, Speed, and Damage, while Red is having no trouble in the these conditions to wield his dagger.
The battle continues with neither side gaining or losing ground until Red, spurred on by his fury at Blue's insult, does a particularly powerful blow with his dagger, knocking Blue back further and limiting him to 2 feet of fighting space.
Because the Longsword's reach is 3 1/2 feet it gets a penalty of 2 to Attack, Defense, Speed, and Damage, really putting a damper on Blue's ability to pull out a win.
If the tables had been turned and Red was still fighting with his Halberd in 2 feet of space then he'd be fighting at a penalty of 5 to Attack, Defense, Speed, and Damage but since he's using a dagger he's breathing easy.
Red delivers the final blow, gutting Blue and letting his body slide down the wall. He wipes his blade on Blue's tunic, retrieves his Halberd and disappears into the night mist. To be fair to Blue, Red's girlfriend is pretty ugly.
When engaged with an opponent, you take up roughly 5 sq ft of space on the board. This is to represent the back and forth and moving to or fro of combat.
Even when you have a pole-arm and a sword fighter has closed in on you, you don't fight with penalties because you have space to move around, however that is not always the case. It's only when you get backed into a wall that things start to become a problem.
For example: these two fighters are battling out in the alley behind the tavern because the sword fighter (blue) insulted the pole-arm fighter's (red) girlfriend. Blue is using a long sword (3 1/2 foot reach) while Red is Halberd (7 foot reach).
While there is a lot of debris in the alley, they still both have enough space to maneuver their weapons so even though Blue's token is touching Red's, Red fighter without a penalty as he's choked up on his weapon and has enough enough space behind him to work with.
However, if you are pushed up against a wall or another person fighting or really anything that keeps you from having the space you need to fight, problems start to arise for the bigger weapons. If your character is against some behind them then they get a penalty to their attack, defense, speed, and damage equal to how many feet over 5 ft their weapon is.
Continued example: Red and Blue continue to exchange blows. Realizing that the cramped conditions could give him an advantage, Blue bull-rushes Red, succeeding in diving him back against the wall.
Now that his back is blocked, Red is less able to move his Halberd about to attack or defend and takes a penalty of 2 to his Attack, Defense, Speed, and Damage because his base reach is 7.
Being pushing into a corner is bad for everybody, not just weapons with longer reach. When up against a wall, the situation can turn dire even for the smallest weapon.
Should your opponent score a knock-back on you while your back is against a wall, then you automatically take 2(d4p-2) +1 for every point of damage over what was needed to knock you back originally -1 for every foot traveled to get there, as your character is slammed against the wall. You can make a Feat of Agility to half that damage by half the amount of damage you initially took is added to the opposed roll, so the harder you were knocked back, the less likely you are to avoid the damage.
As you recover, your attacker can then press forward, further pushing you against the wall. He halves whatever remaining fighting space you have (rounded up). So, the first time he limits your fighting space to 3 feet, then to 2, then to 1.
Not that this is without cost for him, as it limits his fighting space by the same amount as well as he has to get in close and personal to force his advantage.
Continued Example: Red knows that he's in trouble unless he turns the tables soon so he begins to Attack Aggressively. Blue, knowing how badly a Halberd can if it strikes true, decides to give him the ground and begins to shuffle back.
Spurned on by the move, Red closes the gap and swings, scoring a double knock back and sending him against the alley. He drops his dagger and charges Blue.
The charge is successful. Red is a pretty swole dude and even with the dagger, he does 9 damage, which because he charged, counts at 18 damage for the purposes of knock backs, throwing Blue into the wall behind him.
Blue then makes a FoA vs d20p+9 because even though the dagger technically only did 9 damage, it was still counted as 18 for the purposes of knocking him back.
Blue makes it and takes half of 2(d4p-2)+3. Still, he was thrown back into the wall and Red moves up with his dagger.
Now both fighters are fighting in a smaller space. Blue is finding it a tad bit difficult to maneuver his long sword in the cramped conditions, but he's doing alright for himself only taking a penalty of 1 to his Attack, Defense, Speed, and Damage, while Red is having no trouble in the these conditions to wield his dagger.
The battle continues with neither side gaining or losing ground until Red, spurred on by his fury at Blue's insult, does a particularly powerful blow with his dagger, knocking Blue back further and limiting him to 2 feet of fighting space.
Because the Longsword's reach is 3 1/2 feet it gets a penalty of 2 to Attack, Defense, Speed, and Damage, really putting a damper on Blue's ability to pull out a win.
If the tables had been turned and Red was still fighting with his Halberd in 2 feet of space then he'd be fighting at a penalty of 5 to Attack, Defense, Speed, and Damage but since he's using a dagger he's breathing easy.
Red delivers the final blow, gutting Blue and letting his body slide down the wall. He wipes his blade on Blue's tunic, retrieves his Halberd and disappears into the night mist. To be fair to Blue, Red's girlfriend is pretty ugly.
Monday, August 24, 2015
Clerical Sects: An Example
In reality, no god in our world has ever been a cut and dry figure. Even the most peaceful ways of thought have lead to blood conflicts in that god's name. In this way, clerics and priest of the same god have been able to take different sides of multiple issues, allowing for a deep conflict within the faith on some very fundamental levels.
In order to reflect this I've stripped the alignments from the deities in my campaign and given them rough spheres of power. Usually, each gawd will have two: one that represents the good things about the gawd, and one that represents its wrath, allowing the gawd to use a carrot-and-stick method with its followers and heretics.
For example: the healing badger, Mortitagus, primarily the gawd of healing and nature. His spheres include anything to do with those two things, including plagues, which he sends when he feels his Houses of Healing are not being frequented enough. This has lead to a more radical faction within his faith that jumps people in the streets, beats them to an inch of their life, and then takes them to get healed by their priest. Their thought is that beating up a few people in the street is worth not having a terrible plague ripe through the land so therefore it's an act of mercy.
This conflicts somewhat with the Hackmaster system, which uses the Kingdoms of Kalamar pantheon on its basis for clerics. There is an easy fix to this.
Each different cleric represents a way to worship your gawd of choice. The best way to show this is an example I feel.
The Andalish gawdess the Morrigan has three major spheres: Sovereignty, Death, and Honorable Warfare.
A player wanting to focus on the Morrigan's power over Sovereigns may choose the Courts of Justice, changing (with the permission of myself) his ornate god armor in constantly buying new crow-feather cloaks or ceremonial swords.
Additionally, a different player may also want to focus on sovereignty, but not having a cleric of noble birth, he decides that instead, he'll focus on being a councilor to a ruler. He needs to be as wise as possible and to have a variety of skills that will benefit his king, so he picks the Order of Thought.
Both players worship the same gawdess and are part of the same faith, both even revere the same power, but both approach their faith differently. One is LG and the other is LN.
While some churches may make more sense and are easier to fit to a particular gawd and gawdess but it's only limited by your imagination on the matter and what you can make sense of theologically.
You can also, with permission make minor changes to the church to make it fit better fluff-wise. Like having a cleric of Mortitagus using the Church of Everlasting Hope use a mace instead of staff as his preferred weapon, but only allowing him to casting his heal spells by bludgeoning hisvictims patients.
Continuing on with the example:
Another player wants to focus on the Morrigan's death aspect. She picks a cleric from the Congregation of the Dead, which is NE in alignment. She see's the gawdess role as a necessary one and that dead should be a glorify part of life. She could do that but she could also pick the Cathedral of Light, which is LG, and still focus on the Death aspect.
Now remember that alignment is a meta-game concept. Even if she were to go NE, that would mean that she couldn't travel with a paladin of the Morrigan, or be shunned from society. Remember, at the end of the day, she still is a representative of her gawdess and deserves respect. Of course, she may have some theological disagreements with a Crow that uses the Cathedral of Light but that wouldn't always mean that they'd come to blows over it.
That also wouldn't mean that they wouldn't come to blows (after all, the Catholics and Protestants burned each other at the stake). It would simply be on a case by case basis.
In order to reflect this I've stripped the alignments from the deities in my campaign and given them rough spheres of power. Usually, each gawd will have two: one that represents the good things about the gawd, and one that represents its wrath, allowing the gawd to use a carrot-and-stick method with its followers and heretics.
For example: the healing badger, Mortitagus, primarily the gawd of healing and nature. His spheres include anything to do with those two things, including plagues, which he sends when he feels his Houses of Healing are not being frequented enough. This has lead to a more radical faction within his faith that jumps people in the streets, beats them to an inch of their life, and then takes them to get healed by their priest. Their thought is that beating up a few people in the street is worth not having a terrible plague ripe through the land so therefore it's an act of mercy.
This conflicts somewhat with the Hackmaster system, which uses the Kingdoms of Kalamar pantheon on its basis for clerics. There is an easy fix to this.
Each different cleric represents a way to worship your gawd of choice. The best way to show this is an example I feel.
The Andalish gawdess the Morrigan has three major spheres: Sovereignty, Death, and Honorable Warfare.
A player wanting to focus on the Morrigan's power over Sovereigns may choose the Courts of Justice, changing (with the permission of myself) his ornate god armor in constantly buying new crow-feather cloaks or ceremonial swords.
Additionally, a different player may also want to focus on sovereignty, but not having a cleric of noble birth, he decides that instead, he'll focus on being a councilor to a ruler. He needs to be as wise as possible and to have a variety of skills that will benefit his king, so he picks the Order of Thought.
Both players worship the same gawdess and are part of the same faith, both even revere the same power, but both approach their faith differently. One is LG and the other is LN.
While some churches may make more sense and are easier to fit to a particular gawd and gawdess but it's only limited by your imagination on the matter and what you can make sense of theologically.
You can also, with permission make minor changes to the church to make it fit better fluff-wise. Like having a cleric of Mortitagus using the Church of Everlasting Hope use a mace instead of staff as his preferred weapon, but only allowing him to casting his heal spells by bludgeoning his
Continuing on with the example:
Another player wants to focus on the Morrigan's death aspect. She picks a cleric from the Congregation of the Dead, which is NE in alignment. She see's the gawdess role as a necessary one and that dead should be a glorify part of life. She could do that but she could also pick the Cathedral of Light, which is LG, and still focus on the Death aspect.
Now remember that alignment is a meta-game concept. Even if she were to go NE, that would mean that she couldn't travel with a paladin of the Morrigan, or be shunned from society. Remember, at the end of the day, she still is a representative of her gawdess and deserves respect. Of course, she may have some theological disagreements with a Crow that uses the Cathedral of Light but that wouldn't always mean that they'd come to blows over it.
That also wouldn't mean that they wouldn't come to blows (after all, the Catholics and Protestants burned each other at the stake). It would simply be on a case by case basis.
Friday, August 14, 2015
Changes to Weapons: THE MASTER LIST
Because it's just easier to have all the changes to weapons in one place, I'm creating a master list of the modifications to the Hackmaster weapon list:
Hand Axe/Throwing Axe
Hand axes and throwing axes are now considered the same weapons. You'll need to purchases the throwing axe proficiency but any Specializations or Talents apply to both, though you don't gain any bonus damage from them while throwing, even at a jog or run.
You can switch between either at anytime you are in combat, but remember that if you already have them out it still takes 5 seconds to aim before throwing.
Battle Axe
This is a two handed weapon but doesn't suffer the penalty to speed or the bonus damage. It can be paired with a buckler but attacking Aggressively negates the shield bonus.
Knife/Throwing Knife
Knives and throwing knives are now considered the same weapons. You'll need to purchases the throwing axe proficiency but any Specializations or Talents apply to both, though you don't gain any bonus damage from them while throwing, even at a jog or run.
You can switch between either at anytime you are in combat, but remember that if you already have them out it still takes 5 seconds to aim before throwing.
Flails
You roll a d20p-4 when defending against a flail, even if you're using a shield. Regular flails now also come in an additional variety:
Peasant flail: +2 to reach, it requires two hands giving it a +3 to damage and +2 to speed.
Military Pick/Warhammer
The Military pick and the warhammer are the same weapon, it just comes down to what side of the head you are using. Any Specializations or Talents apply to both. It takes 2 seconds to switch sides.
Scourge
The scourge is particularly effective at triggering ToP saves. Any damage done with the scourge counts as double when considering whether it triggers a ToP, however, if it only triggers one because of this fact, the defender tries to get under his full Con score, instead of the standard half.
This ability to negated by armor.
Two-Handed Sword
Arguably the worst weapon, the two handed sword now has one thing in it's favor.
The two handed sword now has a jab attack with a speed 12 and damage of a d12.
Warhammer/Military Pick
The Military pick and the warhammer are the same weapon, it just comes down to what side of the head you are using. Any Specializations or Talents apply to both. It takes 2 seconds to switch sides.
Throwing Axe/Hand Axe
Hand axes and throwing axes are now considered the same weapons. You'll need to purchases the throwing axe proficiency but any Specializations or Talents apply to both, though you don't gain any bonus damage from them while throwing, even at a jog or run.
You can switch between either at anytime you are in combat, but remember that if you already have them out it still takes 5 seconds to aim before throwing.
Throwing Knife/Knife
Knives and throwing knives are now considered the same weapons. You'll need to purchases the throwing axe proficiency but any Specializations or Talents apply to both, though you don't gain any bonus damage from them while throwing, even at a jog or run.
You can switch between either at anytime you are in combat, but remember that if you already have them out it still takes 5 seconds to aim before throwing.
Glaive
Glaives have 1 less damage die and get a +1 to their speed.
Hand Axe/Throwing Axe
Hand axes and throwing axes are now considered the same weapons. You'll need to purchases the throwing axe proficiency but any Specializations or Talents apply to both, though you don't gain any bonus damage from them while throwing, even at a jog or run.
You can switch between either at anytime you are in combat, but remember that if you already have them out it still takes 5 seconds to aim before throwing.
Battle Axe
This is a two handed weapon but doesn't suffer the penalty to speed or the bonus damage. It can be paired with a buckler but attacking Aggressively negates the shield bonus.
Knife/Throwing Knife
Knives and throwing knives are now considered the same weapons. You'll need to purchases the throwing axe proficiency but any Specializations or Talents apply to both, though you don't gain any bonus damage from them while throwing, even at a jog or run.
You can switch between either at anytime you are in combat, but remember that if you already have them out it still takes 5 seconds to aim before throwing.
Flails
You roll a d20p-4 when defending against a flail, even if you're using a shield. Regular flails now also come in an additional variety:
Peasant flail: +2 to reach, it requires two hands giving it a +3 to damage and +2 to speed.
Military Pick/Warhammer
The Military pick and the warhammer are the same weapon, it just comes down to what side of the head you are using. Any Specializations or Talents apply to both. It takes 2 seconds to switch sides.
Scourge
The scourge is particularly effective at triggering ToP saves. Any damage done with the scourge counts as double when considering whether it triggers a ToP, however, if it only triggers one because of this fact, the defender tries to get under his full Con score, instead of the standard half.
This ability to negated by armor.
Two-Handed Sword
Arguably the worst weapon, the two handed sword now has one thing in it's favor.
The two handed sword now has a jab attack with a speed 12 and damage of a d12.
Warhammer/Military Pick
The Military pick and the warhammer are the same weapon, it just comes down to what side of the head you are using. Any Specializations or Talents apply to both. It takes 2 seconds to switch sides.
Throwing Axe/Hand Axe
Hand axes and throwing axes are now considered the same weapons. You'll need to purchases the throwing axe proficiency but any Specializations or Talents apply to both, though you don't gain any bonus damage from them while throwing, even at a jog or run.
You can switch between either at anytime you are in combat, but remember that if you already have them out it still takes 5 seconds to aim before throwing.
Throwing Knife/Knife
Knives and throwing knives are now considered the same weapons. You'll need to purchases the throwing axe proficiency but any Specializations or Talents apply to both, though you don't gain any bonus damage from them while throwing, even at a jog or run.
You can switch between either at anytime you are in combat, but remember that if you already have them out it still takes 5 seconds to aim before throwing.
Glaive
Glaives have 1 less damage die and get a +1 to their speed.
Subscribe to:
Posts (Atom)