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OSE Weapons List

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WEAPON LIST

Cost Weight Item Slots


Weapon (gp) (Detailed (Item-Based Traits
Encumbrance) Encumbrance)
Battle axe 7 50 2 Deadly, Melee, Shield Grappler, Two-handed
Blackjack 1 10 1 Blunt, Knock-out, Melee, Stealth
Blowgun 3 5 1 Missile 10/20/30, Poison
Bolas 5 40 1 Blunt, Entangle, Missile 20/40/60
Club 3 50 1 Blunt, Knock-out, Melee
Crossbow 30 50 2 Deadly, Missile 80/160/240, Slow, Two-handed
Dagger 3 10 1 Light, Melee, Missile 10/20/30, Quick draw
Flail 10 60 2 Blunt, Deadly, Melee, Shield Grappler, Two-handed
Garotte 1 5 1 Melee, Stealth, Strangle, Two-handed
Hand axe 4 30 1 Light, Melee, Missile 10/20/30, Shield Grappler
Holy water vial 25 N/A 1 Missile 10/30/50, Splash
Javelin 1 20 1 Missile 30/60/90
Lance 5 120 2 Charge, Melee, Specialized
Long bow 40 30 2 Deadly, Missile 70/140/210, Specialized, Two-handed
Mace 5 30 1 Blunt, Knock-out, Melee
Net 5 100 1 Blunt, Entangle, Missile 10/20/30
Oil flask, burning 2 N/A 1 Missile 10/30/50, Splash
Polearm 7 150 2 Brace, Deadly, Melee, Specialized, Two-handed
Short bow 25 30 2 Missile 50/100/150, Two-handed
Short sword 7 30 1 Light, Melee, Quick draw
Sling 2 20 1 Blunt, Missile 40/80/160
Spear 4 30 1 Brace, Melee, Missile 20/40/60
Staff 2 40 2 Blunt, Melee, Two-handed
Sword 10 60 1 Melee, Quick draw, Versatile
Torch 1 (for 6) N/A 1 (per bundle of 3) Melee
Two-handed sword 15 150 2 Brutal, Deadly, Melee, Slow, Two-handed
War hammer 5 30 1 Blunt, Crushing, Melee
Whip 10 50 1 Entangle, Melee
TRAITS

Blunt: May be used by clerics.


Brace: Bracing against the ground doubles damage against charging enemies.
Brutal: If the result of the attack roll with this weapon is a natural 20, the subsequent
damage dealt by the weapon is doubled.
Charge: On horseback, moving at least 60’ in a round and attacking doubles any damage
done with a successful hit.
Crushing: On a critical hit vs. a humanoid creature of the attacker’s size or smaller, the
attacker can choose to either a) disarm the target, or b) halve the target’s movement rate.
Deadly: Roll damage dice with Advantage (roll damage dice twice, and keep the higher
result).
Entangle: On a successful hit, the target must save vs. paralysis or be unable to move or
act. A new save is allowed each round to escape.
Knock-out: On a critical hit, the target must save vs. paralysis or be knocked out for 1d6
turns. The target must be the attacker’s size or smaller, and have biological susceptibility
to being rendered unconscious from blunt trauma to the head.
Light: This weapon can be used in the off-hand when attacking with two weapons.
Melee: Close quarters weapon (5’ or less).
Missile: Thrown or fired weapon (greater than 5’ distance). The distances for short (+1 to
hit), medium, and long (-1 to hit) range are shown in feet.
Poison: This weapon inflicts no damage, but may administer a bloodstream poison.
Quick draw: This weapon can be readied as part of the same action used to attack.
Shield Grappler: Attacking with this weapon negates an opponent’s shield bonus to AC.
Slow: The character attacks last in each combat round.
Specialized: Only classes with Strength as a prime requisite can wield this weapon
efficiently. All others suffer a -4 penalty to hit.
Splash: On a successful attack, the container smashes and douses the target with the
liquid. Damage is inflicted over two rounds, as the liquid drips off.
Stealth: May only be used to attack an unaware person (i.e. human / demi-human of any
level or humanoid monster of up to 4+1 HD) from behind. Any successful attack with this
weapon is considered to be a critical hit.
Strangle: Following a successful hit, this weapon inflicts automatic damage each round.
The victim cannot move and suffers a -2 penalty to attack rolls. A successful hit on the
attacker allows the victim to break free.
Two-handed: Requires both hands; the character cannot use a shield.
Versatile: May be used with one or two hands. When wielded two-handed, the weapon
gains the Deadly trait.

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