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Quartersatff Rethought
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<blockquote data-quote="Tetsubo" data-source="post: 4429365" data-attributes="member: 1250"><p>I love the quarterstaff. I’ve always considered it one of the iconic weapons in the fantasy genre. The simplicity, clean design and availability make it attractive. So cheap to make it’s basically free. Used by commoners, holy men and fighting monks in both Eastern and Western traditions. But my favorite staff welding character would have to be the Monkey King. Chaos incarnate with a staff in his hands.</p><p></p><p> Sadly I haven’t ever really seen the staff used effectively in a fantasy role-playing game. I would like to change that. Here-in I offer my take on the quarterstaff. It will be presented firstly as a Simple weapon. I shall than build on its usefulness and martial might as both a Martial and Exotic weapon.</p><p></p><p> As it stands now a quarterstaff has the following 3.5 statistics:</p><p></p><p> Simple weapon. Quarterstaff: No cost, 1d4/1d4 (Small), 1d6/1d6 (Medium) ×2, No range increment, 4 lb., Bludgeoning damage. It is a double weapon.</p><p></p><p> My version:</p><p></p><p> Simple weapon. Quarterstaff: No cost, 1d6 (Small), 1d8 (Medium) ×2, No range increment, 4 lb., Bludgeoning damage. It is a two-handed weapon. It grants a +2 equipment bonus to Balance and Jump skill checks.</p><p></p><p> Martial weapon. Quarterstaff: No cost, 1d6 (Small), 1d8 (Medium) ×2, No range increment, 4 lb., Bludgeoning damage. It is a two-handed weapon. </p><p> In the hands of a character trained in all martial weapons, has the feat Martial Weapon (Quarterstaff) or is a Monk it receives the following changes: The +2 equipment bonus to Balance and Jump skill checks is increased to a +4 bonus. The quarterstaff has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.</p><p></p><p> Exotic weapon. Quarterstaff: No cost, 1d6/1d6 (Small), 1d8/1d8 (Medium) ×2, No range increment, 4 lb., Bludgeoning damage. It is a two-handed weapon. </p><p> In the hands of a character with the feat Exotic Weapon (Quarterstaff) or is a Monk it receives the following changes: The +4 equipment bonus to Balance and Jump skill checks is increased to a +6 bonus. The quarterstaff has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.</p><p> A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do; you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. </p><p></p><p> Under all circumstances the quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options.</p></blockquote><p></p>
[QUOTE="Tetsubo, post: 4429365, member: 1250"] I love the quarterstaff. I’ve always considered it one of the iconic weapons in the fantasy genre. The simplicity, clean design and availability make it attractive. So cheap to make it’s basically free. Used by commoners, holy men and fighting monks in both Eastern and Western traditions. But my favorite staff welding character would have to be the Monkey King. Chaos incarnate with a staff in his hands. Sadly I haven’t ever really seen the staff used effectively in a fantasy role-playing game. I would like to change that. Here-in I offer my take on the quarterstaff. It will be presented firstly as a Simple weapon. I shall than build on its usefulness and martial might as both a Martial and Exotic weapon. As it stands now a quarterstaff has the following 3.5 statistics: Simple weapon. Quarterstaff: No cost, 1d4/1d4 (Small), 1d6/1d6 (Medium) ×2, No range increment, 4 lb., Bludgeoning damage. It is a double weapon. My version: Simple weapon. Quarterstaff: No cost, 1d6 (Small), 1d8 (Medium) ×2, No range increment, 4 lb., Bludgeoning damage. It is a two-handed weapon. It grants a +2 equipment bonus to Balance and Jump skill checks. Martial weapon. Quarterstaff: No cost, 1d6 (Small), 1d8 (Medium) ×2, No range increment, 4 lb., Bludgeoning damage. It is a two-handed weapon. In the hands of a character trained in all martial weapons, has the feat Martial Weapon (Quarterstaff) or is a Monk it receives the following changes: The +2 equipment bonus to Balance and Jump skill checks is increased to a +4 bonus. The quarterstaff has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. Exotic weapon. Quarterstaff: No cost, 1d6/1d6 (Small), 1d8/1d8 (Medium) ×2, No range increment, 4 lb., Bludgeoning damage. It is a two-handed weapon. In the hands of a character with the feat Exotic Weapon (Quarterstaff) or is a Monk it receives the following changes: The +4 equipment bonus to Balance and Jump skill checks is increased to a +6 bonus. The quarterstaff has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do; you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. Under all circumstances the quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options. [/QUOTE]
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