Corefinder Design Digest #61: MORE Weapon Qualities!

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Focused: This weapon is designed for singular strikes.  When you wield a weapon with this quality and use the attack action (but not dual attack or full attack), you gain an additional +2 on your attack roll on that attack.

Heavy Load: This weapon requires a full round action to reload.

Kneel: This weapon is designed to be used while kneeling.  When you make an attack with a weapon with this quality while kneeling or prone, you do not take a penalty on attack rolls. In addition, penalties for firing outside of the weapon’s range are reduced to -1 per range increment while attacking from these positions.

Light Load: This weapon requires a use action to reload.

Lightweight: This weapon is particularly light, always being treated as a light weapon for the purposes of the dual strike action.

Mundane: Due to being mundane, observers do not treat this weapon as being wielded until an attack is made with it. This does not prevent you from attacking or threatening with it.

Non-Lethal: This weapon can only deal non-lethal damage.

Open Hand: Any hand wielding this weapon is considered free.

Overrun: This weapon is designed to bowl over others: When you wield a weapon with this quality and use the overrun combat maneuver, you add any gear bonus to your combat maneuver roll. In addition, creatures you successfully overrun take a -2 penalty to attacks against you for 1 round.

Parry: This weapon is designed for deflection. When you wield a weapon with this quality and use the parry action, you increase the penalty granted by that ability by -1. If an attack that you have parried misses you, you gain a +1 to your next attack roll against the creature that made that attack.

Propulsive: This weapon relies upon your strength when used for a ranged attack.  When you make a ranged attack with a weapon with this quality, it deals additional damage equal to the wielder’s strength modifier on a successful hit in addition to any other damage.

Reach: This weapon is longer than typical weapons.  You can strike foes that are 10 feet away from them, but cannot attack nor threaten adjacent foes. If you threaten a range greater than 5 feet, you instead double you reach, but cannot make attacks nor threaten foes within their previous threat range (Ex: A creature with 10 foot range wielding a reach weapon can attack foes within 15 to 20 feet of themselves, but not foes within 5 to 10 feet of themselves).

Returning: This weapon is designed to be able to reflect across surfaces.  When you make a ranged attack with a weapon with this quality, it will return to your hand (if you have a free hand) after the attack has been resolved. This quality cannot be applied to a range weapon with a capacity.

Sudden: This weapon attacks at speeds to which cannot be reacted.  When you make an attack with a weapon with this quality, it targets a creature’s flat footed armor class rather than their normal armor class.

Sunder: This weapon is designed for sundering.  When you wield a weapon with this quality and use the sunder combat maneuver, you add any gear bonus to your combat maneuver roll.When you make a successful sunder combat maneuver or damage an unattended object, you deal +50% damage to the object.

Trip: This weapon is designed to trip foes. When you wield a weapon with this quality and use the trip combat maneuver, you add any gear bonus to your combat maneuver roll. In addition, you treat any trip check as 2 higher for the purpose of being treated as a critical success.

Unarmed: This weapon is treated as an unarmed strike for all abilities which would apply to unarmed strikes. If your unarmed strike damage would be higher than the listed damage, you use your unarmed strike damage for this weapon.

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