Weapons

The following table summarizes the traits of the various weapons found in Incursion. Type specifies the type of damage inflicted; [S]lashing, [P]iercing or [B]lunt; weapons that can inflict multiple types of damage are always treated as inflicting the most favorable type. SDmg is the base damage against creatures of Medium size or smaller; LDmg is the damage against Large or larger creatures. Acc is a modifier to the attack roll, while Parry is a modifier to the wielder's Def against attacks made with slashing weapons. Speed is a percentile multiple to attack speed, while Threat specifies what range must be rolled on an attack roll naturally before any modifiers to score a threat. Crit is the damage multiplier on critical hits. Traits specifies any special qualities possessed by the weapon. Exotic weapons are marked with an asterisk.

Melee Weapon Type S SDmg LDmg Ac Pa Spd Ra Threat Crit Spec
bastard sword S M 1d10 1d12 +2 +3 100% 19-20 x2
battleaxe S M 1d10 1d12 +1 +2 70% 19-20 x3 P
broadsword S M 2d4 2d5 +0 +2 110% 19-20 x2
club B M 1d6 1d4 +2 +1 90% 20 x2 S
dire flail* B L 1d8 1d6 +4 +4 100% 20 x3 RS2
dwarven wara* S M 2d6 3d6 +2 +2 90% 19-20 x3 P
elven thinbl* P M 1d12 1d10 -1 +6 160% 18-20 x2 PD
falchion S L 2d4 2d6 +1 +3 120% 18-20 x2
fighting stic B S 1d6 1d4 +1 +7 130% 20 x2 SD
fullblade* S L 3d6 3d8 +0 +2 75% 19-20 x2
glaive S/P L 1d8 1d8 +1 +1 75% 20 x3 RC
great lance* L 1d10 1d20 +0 +0 70% 20 x3 RKCM
great maul B H 2d12 2d12 +2 +3 70% 19-20 x4 SK
greataxe S L 2d8 2d10 +1 +2 80% 19-20 x3 P
greatsword S L 3d4 3d6 +0 +2 80% 19-20 x2
guisarme S L 2d4 1d6 +0 +1 90% 20 x3 RT
halberd S/P L 1d10 1d12 +1 +4 70% 20 x3 CT
heavy flail B L 1d12 1d8 +4 +5 70% 18-20 x3 S
heavy lance P L 1d8 1d12 +0 +0 70% 20 x3 KCM
heavy mace B M 1d10 1d8 +2 +3 80% 20 x2 S
huge mornings P/B H 3d8 3d8 +1 +3 80% 20 x2 S
knife S T 1d3 1d3 +1 +0 140% 19-20 x2
kukri* S T 1d3 1d2 +2 +3 160% 18-20 x2
large club B L 1d10 1d6 +4 +2 70% 20 x2 S
light flail B M 1d9 1d7 +4 +5 90% 19-20 x2 S
light lance P M 1d6 1d10 +0 +0 70% 20 x3 KC
light mace B S 1d6 1d6 +2 +4 110% 20 x2 S
long sword S M 1d8 1d8+1 +2 +3 115% 19-20 x2
lucern hammer P/B L 2d4 1d6 -1 +1 70% 20 x3 RCP
main gauche S/P T 1d4 1d3 +0 +5 130% 19-20 x2 D
maul B L 2d8 2d8 +2 +3 70% 19-20 x4 SK
mercurial br* S/B M 3d4 3d6 +2 +3 80% 19-20 x3 S
morningstar P/B M 1d8 1d8 +3 +3 80% 20 x2 S
nunchaku B S 1d6 1d4 +1 +5 160% 19-20 x2 D
orc double a* S L 1d10 1d12 +1 +3 80% 19-20 x3 P2
pickaxe* P M 1d8 1d8 -1 +3 70% 20 x4 P
punching dag* P T 1d6 1d4 -1 +2 140% 18-20 x3
quarterstaff B L 1d8 1d6 +4 +8 100% 20 x2 T
ranseur P L 2d4 2d4 +1 +1 80% 20 x3 RCD
rapier P M 1d12 1d10 -1 +6 150% 18-20 x2 D
sap* B T 1d4 1d2 -2 +2 60% 20 x2
scimitar S/P M 1d8 1d8 +2 +5 115% 18-20 x2
scourge* S M 1d6 1d6 +3 +5 85% 20 x2 ETD
scythe* S L 2d6 1d8 -2 +4 80% 18-20 x4 KT
short sword S/P S 1d6 1d6+1 +1 +4 140% 19-20 x2
siangham P S 1d6 1d4 +2 +3 120% 20 x2 D
sickle S S 1d6 1d3 +1 +3 110% 20 x2
small long sw S S 1d6 1d6+1 +2 +3 115% 19-20 x2
spiked chain* S M 2d4 2d6 +3 +7 100% 20 x2 RET
stiletto P T 1d6 1d3 +0 +3 170% 20 x3 P
tiger claws S T 1d6 1d3 +1 +1 120% 19-20 x2
two-bladed h* S/P L 1d10 1d10 +2 +4 70% 20 x3 CT2
two-bladed s* S/P L 1d8 1d8 +1 +4 120% 19-20 x2 2
voulge S L 2d6 2d6 -1 +1 70% 20 x3 P
warhammer B M 1d8 1d8 +0 +3 80% 20 x3 SP
whip* S S 1d4 1 +1 +5 130% 20 x2 RSTD
Ranged Weapon Type S SDmg LDmg Ac Pa Spd Ra Threat Crit Spec
bolas* S/B S 1d6 1d4 +1 +0 70% 3 19-20 x2 EK
boomerang* B S 1d6 1d4 +2 +0 100% 6 19-20 x2 X
chakram S S 1d8 1d6 +0 +1 115% 3 19-20 x3 X
dagger S/P T 1d4 1d3 +0 +4 135% 3 19-20 x2
halfspear P M 1d6 1d6 +0 +3 100% 2 20 x3 C
handaxe S S 1d6 1d6 -1 +1 120% 1 20 x2 P
hunga-munga S/P M 1d10 1d8 +2 +2 95% 2 19-20 x2
javelin P L 1d6 1d6 -1 +0 90% 3 19-20 x2
longspear P L 1d8 1d8 +0 +1 100% 1 20 x3 RC
rock B T 1d6 1d2 -1 +1 90% 1 19-20 x2
shortspear P L 1d8 1d8 +0 +4 100% 2 20 x3 C
shotput* B S 1d10 1d8 +0 +0 70% 2 19-20 x3 SK
shuriken P T 1d2 1 -1 +0 175% 4 18-20 x3
trident P L 1d8 1d8 +0 +4 110% 1 20 x2 C
Bow/Crossbow Type S SDmg LDmg Ac Pa Spd Ra Threat Crit Spec
arbalest P M 1d10 1d4 +4 +0 135% 12 18-20 x5 P
blowpipe P S 3 3 +2 +0 200% 5 19-20 x2
cranquin* P M 1d12 1d8 +5 +0 135% 14 18-20 x5 SP
hand crossbo* P T 1d6 1d3 +5 +0 135% 8 18-20 x3 P
long bow P L 1d8 1d4 +0 +0 150% 10 18-20 x3
short bow P M 1d6 1d3 +0 +0 165% 7 18-20 x3
sling S 1d6 1d2 +0 +0 100% 5 20 x3 S
Projectile Type S SDmg LDmg Ac Pa Spd Ra Threat Crit Spec
crossbow bolt P T 0 0 +0 +0 100% 20 x2
dart P T 1d3 1d4 +0 +0 150% 2 19-20 x2
flight arrow P S 0 0 +0 +0 100% 20 x2
sheaf arrow P S 1 1 -1 +0 100% -2 20 x2
sling stone * 0 0 +0 +0 100% 20 x2

R: This is a reach weapon.
S: On a critical hit or great blow, or on 1 in 3 normal attacks, this weapon will stun a foe who fails a Fortitude save for 1d4+1 rounds.
E: On a critical hit, or on 1 in 3 normal attacks, this weapon will entangle a foe of its size catagory or smaller who fails a Reflex save.
K: On a critical hit or great blow, or on 1 in 3 normal attacks, this weapon will knock prone a character of its size catagory or smaller who fails a Fortitude save when struck.
C: This weapon deals double damage when used in a charge attack.
M: This weapon can only be used while mounted unless you are one size larger than it is.
P: This weapon grants a x2 bonus to penetrating armor.
T: This weapon grants a +4 bonus to trip attemps.
D: This weapon grants a +4 bonus to disarm attemps.
2: This is a double weapon, and may be used as if wielding two different weapons at the same time.
X: This weapon returns to the user when thrown.

Weapon Groups Weapons
Simple Weapons club, quarterstaff, light mace, dagger, knife, sickle, sap, tiger claws, rock, arbalest, crossbow bolt, dart, sling
Exotic Weapons dire flail, orc double axe, dwarven waraxe, great lance, two-bladed halberd, two-bladed sword, fullblade, elven thinblade, mercurial broadsword, punching dagger, kukri, spiked chain, scourge, whip, scythe, bolas, shotput, boomerang, sap, cranquin, hand crossbow, pickaxe
Short Blades short sword, falchion, rapier, elven thinblade
Long Blades scimitar, broadsword, long sword, small long sword, two-bladed sword, bastard sword, greatsword, fullblade, mercurial broadsword, scythe
Axes handaxe, greataxe, orc double axe, battleaxe, dwarven waraxe, halberd, pickaxe
Archery long bow, short bow, sheaf arrow
Staves quarterstaff
Impact club, large club, maul, great maul, light mace, heavy mace, morningstar, huge morningstar, warhammer
Thrown handaxe, dagger, stiletto, knife, bolas, shotput, chakram, boomerang, hunga-munga, shuriken, rock, javelin, dart, sling, sling stone
Polearms longspear, halberd, ranseur, lucern hammer, two-bladed halberd, glaive, guisarme, voulge
Spears halfspear, shortspear, trident, longspear, javelin
Lances light lance, heavy lance, great lance
Daggers dagger, stiletto, main gauche, knife, punching dagger, kukri
Martial Weapons quarterstaff, fighting stick, nunchaku, chakram, hunga-munga, siangham, shuriken, tiger claws
Flexible light flail, spiked chain, scourge, whip
Firearms
Flails dire flail, heavy flail

Weapon Saving Throws
Some weapons have special effects that occur on a failed saving throw, such as stunning. The formula for calculating a weapon's saving throw DC is 10 + half the wielder's melee BAB, plus either the wielder's Strength modifier (knockdown, stunning) or Dexterity modifier (entangling, reach closing DC). The entangle DC also adds the weapon's Acc modifier, closing DC adds the weapon's Parry modifier and stun or knockdown add a custom modifier based on the weapon's size or weight. Characters not proficient with the weapon have a -4 penalty to this save DC, while weapon focus, specialization, mastery, high mastery and grand mastery each increase the DC by +2, culmulatively.

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