Weapon Flags - RPStats
Keywords:
RP-WEAPON-FLAGS, RP_WEAPON_FLAGS, RP-WEAPONFLAGS, RP_WEAPONFLAGS, RP-FLAGS, ENERVATE, ANNEALED, FLAMING, FROST, HOLY, POISON, SHOCKING, SUCKLE, VAMPIRIC, SHARP, SLAYER, VORPAL
Category:
newbie
The following helpfile details the in-character effects on each of the
available weapon flags here. Please note, that these affects will only be
applied from weapons found in the Divine Armory, Relics or under special circumstances as determined by the DM.
Rule 1: Only one weapon flag can be applied to a weapon for an RP-Combat.
Rule 2: When sparring via RP-Combat, even if dual wielding, you may only use a weapon flag from 1 weapon per attack, not from both. This includes skills like whirlwind, bladestorm, lunge, etc. One addition damage dice may be added per attack round.
Rule 3: If dual wielding, each combat round you may pick between the two flags, but may ONLY add one additional weapon damage dice.
Rule 4: The Exception is Haste. With haste, you are allowed two melee attacks, as such, you may add 1 additional weapon flag to each of the hasted attacks for a total of 2 flags as described below.
Annealed: DC14 Willpower Save. On a failed save, the victim is unable to physically attack for 1 Round. They may take other actions.
Enervate: DC14 Willpower save or be restrained until the end of their next turn.
Flaming: 1d4 Fire Damage
Frost: 1d4 Cold Damage
Holy: 1d4 Holy Damage; Unholy: 1d4 Negative Damage
Poison: 1d4 Poison Damage and DC12 Fortitude Save for an additional Poison damage each round until they save or are cured.
Shocking: 1d4 Lightning Damage
Suckle: DC14 Willpower Save. On a failed save, the victim is unable to cast any spells for 1 Round. They may take other actions.
Vampiric: Drains 1d4 hitpoints [Negative] from the victim and gives it to the attacker.
For the following flags, the player rolls a d4 to see if additional damage is added to their attack as follows:
Sharp: Successful on a result of 2-4, granting +1 damage.
Vorpal: Successful on a result of 3-4, granting +3 damage.
Slayer: Successful only a result of 4, granting +6 damage.
Those who can cast additional spells onto their weapons may boost the potential damage by +2. For example, Envenom will allow poison damage of a d6, this is NOT in addition to any other flag. You are still bound by a singular flag per weapon per melee attack round. The cast spells on the weapons are more powerful than the Relic Weapon Flags to give advantage for the round of action is takes to activate the spell or skill. They may also be cast on any weapon, not limited to Relics or Divine Armory Weaponry.
NOTE: Some DMs may allow multiple flags in NPC Global combat to keep things moving quickly, this is NOT STANDARD. When dueling between PCs, please observe the rules stated as 1 additional weapon flag per round.
Rule 1: Only one weapon flag can be applied to a weapon for an RP-Combat.
Rule 2: When sparring via RP-Combat, even if dual wielding, you may only use a weapon flag from 1 weapon per attack, not from both. This includes skills like whirlwind, bladestorm, lunge, etc. One addition damage dice may be added per attack round.
Rule 3: If dual wielding, each combat round you may pick between the two flags, but may ONLY add one additional weapon damage dice.
Rule 4: The Exception is Haste. With haste, you are allowed two melee attacks, as such, you may add 1 additional weapon flag to each of the hasted attacks for a total of 2 flags as described below.
Annealed: DC14 Willpower Save. On a failed save, the victim is unable to physically attack for 1 Round. They may take other actions.
Enervate: DC14 Willpower save or be restrained until the end of their next turn.
Flaming: 1d4 Fire Damage
Frost: 1d4 Cold Damage
Holy: 1d4 Holy Damage; Unholy: 1d4 Negative Damage
Poison: 1d4 Poison Damage and DC12 Fortitude Save for an additional Poison damage each round until they save or are cured.
Shocking: 1d4 Lightning Damage
Suckle: DC14 Willpower Save. On a failed save, the victim is unable to cast any spells for 1 Round. They may take other actions.
Vampiric: Drains 1d4 hitpoints [Negative] from the victim and gives it to the attacker.
For the following flags, the player rolls a d4 to see if additional damage is added to their attack as follows:
Sharp: Successful on a result of 2-4, granting +1 damage.
Vorpal: Successful on a result of 3-4, granting +3 damage.
Slayer: Successful only a result of 4, granting +6 damage.
Those who can cast additional spells onto their weapons may boost the potential damage by +2. For example, Envenom will allow poison damage of a d6, this is NOT in addition to any other flag. You are still bound by a singular flag per weapon per melee attack round. The cast spells on the weapons are more powerful than the Relic Weapon Flags to give advantage for the round of action is takes to activate the spell or skill. They may also be cast on any weapon, not limited to Relics or Divine Armory Weaponry.
NOTE: Some DMs may allow multiple flags in NPC Global combat to keep things moving quickly, this is NOT STANDARD. When dueling between PCs, please observe the rules stated as 1 additional weapon flag per round.