Equipment
const { Pathfinder } = customJS;
const abilities = Pathfinder.getAbilitiesObject({
dv,
path: "010 - Abilities",
});
const weaponAbilities = {
StrengthMod: abilities.StrengthMod,
DexterityMod: abilities.DexterityMod,
};
Pathfinder.renderList({
dv,
object: weaponAbilities,
});
Fist
- Hit:
dice: d20
- Damage:
dice: d4
Traits
- Agile — The multiple attack penalty you take with this weapon on the second attack on your turn is -4 instead of -5, and -8 instead of -10 on the third and subsequent attacks in the turn.
- Finesse — You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.
- Nonlethal — Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a -2 circumstance penalty.
- Unarmed — An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn’t a weapon, though it’s categorized with weapons for weapon groups, and it might have weapon traits. Since it’s part of your body, an unarmed attack can’t be Disarmed. It also doesn’t take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon.
Dagger
- Hit:
dice: d20
- Damage:
dice: 1d4
Traits
- Agile — The multiple attack penalty you take with this weapon on the second attack on your turn is -4 instead of -5, and -8 instead of -10 on the third and subsequent attacks in the turn.
- Finesse — You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.
- Thrown (10 ft.) — You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.
- Versatile (S) — A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.
Sling
- Hit:
dice: d20
- Damage:
dice: d6
Traits
- Propulsive — You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead.
Types
Simple Weapons
- Untrained (+0)
- Trained (+2)
- Expert (+4)
- Master (+6)
- Legendary (+8)
[SimpleWeaponsProficiency:: 2]
Martial Weapons
- Untrained (+0)
- Trained (+2)
- Expert (+4)
- Master (+6)
- Legendary (+8)
[MartialWeaponsProficiency:: 0]
Advanced Weapons
- Untrained (+0)
- Trained (+2)
- Expert (+4)
- Master (+6)
- Legendary (+8)
[AdvancedWeaponsProficiency:: 0]
Unarmed Attacks
- Untrained (+0)
- Trained (+2)
- Expert (+4)
- Master (+6)
- Legendary (+8)
[UnarmedAttacksProficiency:: 2]