Newpark Games
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Melee

Melee weapons range across the spectrums of size, power, and utility. Though firearms are often the preferred weapon of Pathfinders, melee weapons offer silence, simplicity, and a level of lethality often lacking in ranged weaponry. Many Pathfinders prefer the visceral thrill of combat on the front lines, making melee a popular choice of primary or secondary weapon.
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Chakram

Common Melee worth 300 Materia
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Weighs 1 Block
Deals Physical damage
Wielded in one hand
Combat +
DpB
Range
+2
1
10/50 m

Features

Thrown: Attacking with this weapon involves throwing it at the target. When thrown, the weapon returns to the space it was thrown from at the start of the thrower's next turn; it may attack one enemy in a space adjacent to the thrower as a Free Action as it returns.
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Chaosphere

Scarce Melee worth 750 Materia
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Weighs 1 Block
Deals Chaos damage
Wielded in one hand
Combat +
DpB
Range
+1
2
2 m

Features

Explosive: Creatures adjacent to the target of this weapon must Save or take half the damage the primary target did.
​

Hazardous: If hit, the primary target takes 1d6 Ongoing Damage ​at the start of their turn each round (Save ends).
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Claymore

Scarce Melee worth 600 Materia
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Weighs 3 Blocks
Deals Physical damage
Wielded in two hands
Combat +
DpB
Range
+4
4
1 m (melee)

Features

Heavy: Requires a Body of 3 or higher to equip.

Mods

Blade
Anodized Blade (150 Materia)
DpB +1

Bivenium Blade (300 Materia)
DpB +2

Nano-Carbon Blade (450 Materia)
DpB +3
Grip
Comfort Grip (250 Materia)
Combat +1

Ergonomic Grip (500 Materia)
Combat +2

Tactical Grip (750 Materia)
Combat +3
Accessories
Aeronautic Fins (100 Materia)
Range +10/50 meters
​

Flight Control System 
(600 Materia)

Pre-program the Chakram's flight before throwing; this allows the thrower to return the Chakram to their hand as a Free Action any time before the start of their next turn (it still makes a free attack against an adjacent creature as it returns).

Mods

Node
Depleted Node (150 Materia)
DpB +1

Neutron Node (300 Materia)
DpB +2

Superheavy Node (450 Materia)
DpB +3
Grip
Comfort Grip (250 Materia)
Combat +1

Ergonomic Grip (500 Materia)
Combat +2

Tactical Grip (750 Materia)
Combat +3
Accessories
Aftershock (500 Materia)
A creature damaged by this weapon must Save or be knocked prone.

Beta Wave Emitter (400 Materia)
Targets taking Ongoing Damage from this weapon have Disadvantage to Save against the condition.

Overcharged Pulse (600 Materia)
The Explosive effect of this weapon affects all creatures within 2 meters of the primary target.

Short Grip (300 Materia)
Range reduced to 1 meter (Melee). The weapon loses the Explosive Feature. Combat +2, DpB +2.

Telescopic Line (200 Materia)
Range increased to 5 meters.

Mods

Blade
Anodized Blade (150 Materia)
DpB +1

Bivenium Blade (300 Materia)
DpB +2

Nano-Carbon Blade (450 Materia)
DpB +3
Grip
Comfort Grip (250 Materia)
Combat +1

Ergonomic Grip (500 Materia)
Combat +2

Tactical Grip (750 Materia)
Combat +3
Accessories
Collapsible Frame (200 Materia)
Reduce this weapon's weight to 2 Blocks.

Charge Thrusters (300 Materia)
You may move 1 meter as part of the action used to attack with this weapon.

Jet Thrusters (600 Materia)
You may move 2 meters as part of the action used to attack with this weapon.
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Cryosphere

Uncommon Melee worth 500 Materia
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Weighs 1 Block
Deals Elemental damage
Wielded in one hand
Combat +
DpB
Range
+1
1
2 m

Features

Freezing: Each time this weapon hits, it Slows the target (Save ends). If the target is already Slowed, they become Staggered (Save ends). If they are already Slowed and Staggered, they are frozen in a block of ice and Stunned (Save ends).
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Grimscythe

Rare Melee worth 600 Materia
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Weighs 2 Blocks
Deals Mystic damage
Wielded in one or two hands
Combat +
DpB
Range
+2
2
1 m (melee)

Features

Collapsible: This weapon can be disassembled over the course of 1 minute into a portable rod that weighs 0 Blocks. Reassembling the weapon takes another 1 minute.

​
Versatile: This weapon can be wielded in one or both hands. While used with both hands, gain +1 to Combat.
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Krieger

Uncommon Melee worth 500 Materia
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Weighs 4 Blocks
Deals Physical damage
Wielded in two hands
Combat +
DpB
Range
+3
5
1 m (melee)

Features

Heavy: Requires a Body of 3 or higher to equip.

Mods

Node
Depleted Node (150 Materia)
DpB +1

Neutron Node (300 Materia)
DpB +2

Superheavy Node (450 Materia)
DpB +3
Grip
Comfort Grip (250 Materia)
Combat +1

Ergonomic Grip (500 Materia)
Combat +2

Tactical Grip (750 Materia)
Combat +3
Accessories
Cryonic Core (400 Materia)
Targets who are Slowed 
or Staggered by this weapon have Disadvantage to Save against the condition.

Pulse Node (600 Materia)

Weapon gains the Explosive Feature (Explosive: Creatures adjacent to the target of this weapon must Save or take half the damage the primary target did.)

Short Grip (300 Materia)
Range reduced to 1 meter (Melee). Combat +1, DpB +1.

Telescopic Line (200 Materia)
Range increased to 5 meters.

Mods

Blade
Anodized Blade (150 Materia)
DpB +1

Bivenium Blade (300 Materia)
DpB +2

Nano-Carbon Blade (450 Materia)
DpB +3
Grip
Comfort Grip (250 Materia)
Combat +1

Ergonomic Grip (500 Materia)
Combat +2

Tactical Grip (750 Materia)
Combat +3
Accessories
Telescopic Handle (100 Materia)
Range increased to 2 meters.

Mods

Node
Depleted Node (150 Materia)
DpB +1

Neutron Node (300 Materia)
DpB +2

Superheavy Node (450 Materia)
DpB +3
Grip
Comfort Grip (250 Materia)
Combat +1

Ergonomic Grip (500 Materia)
Combat +2

Tactical Grip (750 Materia)
Combat +3
Accessories
Collapsible Frame (200 Materia)
Reduce this weapon's weight to 3 Blocks.

Charge Thrusters (300 Materia)
You may move 1 meter as part of the action used to attack with this weapon.

Jet Thrusters (600 Materia)
You may move 2 meters as part of the action used to attack with this weapon.
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Shaper

Scarce Melee worth 700 Materia
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Weighs 1 Block
Deals Mystic damage
Wielded in two hands
Combat +
DpB
Range
+1
3
20/200 m

Features

Aether Pulse: This weapon fires a pulse of otherworldly energy. Any creature hit by it must Save or become Silenced ​(Save ends).
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Techblade

Common Melee worth 300 Materia
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Weighs 1 Block
Deals Physical damage
Wielded in one or two hands
Combat +
DpB
Range
+2
1
1 m (melee)

Features

​Versatile: This weapon can be wielded in one or both hands. While used with both hands, gain +1 to Combat.
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Techknife

Common Melee worth 100 Materia
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Weighs 0 Blocks
Deals Physical damage
Wielded in one hand
Combat +
DpB
Range
+1
1
1 m (melee)

Features

Balanced: While this weapon is equipped in the off-hand, you may make a basic attack with it as a Free Action once during your turn each round.

Mods

Node
Depleted Node (150 Materia)
DpB +1

Neutron Node (300 Materia)
DpB +2

Superheavy Node (450 Materia)
DpB +3
Grip
Comfort Grip (250 Materia)
Combat +1

Ergonomic Grip (500 Materia)
Combat +2

Tactical Grip (750 Materia)
Combat +3
Catalyzer
Tacheite Catalyzer (250 Materia)
Change the weapon's damage type to Chaos. DpB +2.

Spinium Catalyzer (100 Materia)
Change the weapon's damage type to Elemental. DpB +1.

Mods

Blade
Anodized Blade (150 Materia)
DpB +1

Bivenium Blade (300 Materia)
DpB +2

Nano-Carbon Blade (450 Materia)
DpB +3
Grip
Comfort Grip (250 Materia)
Combat +1

Ergonomic Grip (500 Materia)
Combat +2

Tactical Grip (750 Materia)
Combat +3
Edge
Arclight Edge (1,050 Materia)
Change the weapon's damage type to Mystic. DpB +3.

Laser Edge (250 Materia)
Change the weapon's damage type to Elemental. DpB +1.
​
​
Tacheite Edge (700 Materia)
Change the weapon's damage type to Chaos. DpB +2.

Mods

Blade
Anodized Blade (150 Materia)
DpB +1

Bivenium Blade (300 Materia)
DpB +2

Nano-Carbon Blade (450 Materia)
DpB +3
Grip
Comfort Grip (250 Materia)
Combat +1

Ergonomic Grip (500 Materia)
Combat +2

Tactical Grip (750 Materia)
Combat +3
Accessories
Aerofins (200 Materia)
Gain the Thrown Feature (this weapon can be thrown up to 20 meters at a target. When thrown, the weapon returns to the space it was thrown from at the start of the thrower's next turn; it may attack one enemy in a space adjacent to the thrower as a Free Action as it returns).
​

Cloaking Field 
(250 Materia)

If you attack with this weapon while Hidden, you may make a Save to remain Hidden after attacking.
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  • Main
  • Sphere
    • How to Play >
      • Game Flow
      • Actions
      • Task Resolution
      • Your Character Sheet
      • Combat
      • Movement
      • Health and Status
      • Destiny
      • Running the Game
    • Setting
    • Worlds >
      • Arcadia >
        • Mara
      • Helios
      • Thera
    • Character >
      • Race
      • Arcanum
      • The Mystery >
        • Rotes
        • Abjuration
        • Animancy
        • Artifice
        • Augury
        • Confluence
        • Conjuration
        • Ecologism
        • Glamour
        • Thaumaturgy
        • Transmutation
      • Features
      • Background
      • Assets
      • BASIC and Stats
      • Character Growth >
        • Keys
    • Wonders Great and Small >
      • Armaments
      • Supplies
      • Services
      • Wonders
      • Real Estate
    • Adventure >
      • The Journey
      • Encounters
      • NPCs
      • Monsters
      • Other Dangers >
        • Disease
      • Rewards
  • Madness
  • Dungeon Storm
  • R3L1C