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Difference between revisions of "Equipment/Greatclub"

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< Equipment
(Created page with "{{Item Weapon |Name=Greatclub |SortName=Club, Great |Proficiency=martial |Hands=two-handed |RangeType=melee |Price=5 |Weight=8 |Damage=1d10 |Critical=x2 |DamageTypes=B |Fluff=...")
 
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|Critical=x2
 
|Critical=x2
 
|DamageTypes=B
 
|DamageTypes=B
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|Short={{link|Weapon Qualities|shove}}, {{link|Weapon Qualities|sunder}}
 
|Fluff=This larger, bulkier version of the common club is heavy enough that you can’t wield it with one hand. It may be ornate and carved, reinforced with metal, or a simple branch from a tree. Like simple clubs, greatclubs have many names, such as cudgels, bludgeons, shillelaghs, and more.
 
|Fluff=This larger, bulkier version of the common club is heavy enough that you can’t wield it with one hand. It may be ornate and carved, reinforced with metal, or a simple branch from a tree. Like simple clubs, greatclubs have many names, such as cudgels, bludgeons, shillelaghs, and more.
 +
|Note=When you use a warhammer, you get a +2 bonus on Combat Maneuver Checks to {{link|Combat Maneuvers|bull rush}} and {{link|Combat Maneuvers|reposition}} attempts, when using the weapon in question. This uses the weapon’s reach (if different from your own).
 +
 +
When you use a warhammer, you get a +2 bonus on Combat Maneuver Checks to {{link|Combat Maneuvers|sunder}} attempts.
 
|Source=Core
 
|Source=Core
 
|Campaigns=All
 
|Campaigns=All
 
}}
 
}}

Revision as of 11:21, 16 March 2020

Main > Equipment > Weapons > Greatclub

This larger, bulkier version of the common club is heavy enough that you can’t wield it with one hand. It may be ornate and carved, reinforced with metal, or a simple branch from a tree. Like simple clubs, greatclubs have many names, such as cudgels, bludgeons, shillelaghs, and more.

Proficiency Damage Critical Type Special Cost Weight
martial two-handed melee 1d10 x2 bludgeoning Weapon Qualities, Weapon Qualities 5 gp 8 lbs.

Note: When you use a warhammer, you get a +2 bonus on Combat Maneuver Checks to Combat Maneuvers and Combat Maneuvers attempts, when using the weapon in question. This uses the weapon’s reach (if different from your own).

When you use a warhammer, you get a +2 bonus on Combat Maneuver Checks to Combat Maneuvers attempts.

COPYRIGHT NOTICE

Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.