Switch or “trick” weapons are special forms of weapons and equipment that can swap between two or more modes. Each mode a switch weapon is in counts as a separate weapon for the purposes of to-hit bonuses against armors, enemy resistances, and weapon specializations if you use them.
Switch Weapons do not have an Ego score; but they are complex devices and require skill to use. Your character must have a to-hit bonus equal or higher to the weapons difficulty, else the weapons will be ineffectual in their hands and deal a damage die smaller size in damage. Characters who can't properly use the switch weapons will also find it swapping to the least useful form just when they need it most whenever they roll a 5 or lower on an attack roll d20, before modifiers. Alternate methods to meet a Switch weapon's difficulty include ½ of level for Fighting classes and 1/3rd level for semi-fighting classes, or allowing characters to train; costs 500 gold x difficulty.
Switching takes 1 combat round. If you roll at least a 6+ on your initiative roll, you can switch modes for free. On the round you switch, you get +1 to hit vs foes actively fencing and defending against your attack; the new mode of attack being different enough to mess them up. If you rolled a 10+ on your initiative roll, you can make both your attacks the same mode, or switch it up and make your two attacks with two separate modes.
Roll 1d10 for a Random Switch Weapon
Forms- d4 Mini Axe / d4 Club
This small, short, one headed axe has a lever on the handle. With a satisfying click, the axe head spins downwards letting the thick butt of the axe be used as a club. This weapon is easy to use, but lacks more powerful forms.
 Rounded Lancer
Forms- d4 lance / +1 AC Buckler
The lance is a short, metal contraption with several stacked circular lairs of metal to create the point. When pulled in and the handle twisted, it folds like an umbrella and the segments of the lance flatten to become a simple, small buckler granting +1 AC. This weapon is easy to use due to its intention of being used on horseback; make a quick attack, then switch to shield mode for defense.
Forms- d6 Axe / d4 Bladed Fist
The weapon appears as a small hatchet with a strangely shaped handle connected to the head. The head is far forward; enough that it juts out past where the wielder holds their fingers along the grip. When a button is pressed, the hatchet head slides down and locks into place just in front of the wielder's fingers; making it a fist-like weapon using the axe's head as the blade for punching force.
Forms- d8 Great Maul / +2 AC Tower Shield
This is both a weapon and a shield. The bumps on the top of the tower shield wrap around in a spiral pattern around the head of the great maul, as the splints of the shield itself arrange themselves in a cylinder to become a long shaft to grasp the weapon form. Takes both hands or incredible strength in one hand to snap the shield into the weapon, so most use it for cover vs ranged attacks while moving.
 Fluid Dagger
Forms- d4 Dagger / d4 Cudgel
This dagger's blade is made of some kind of weird hardened fabric, in the shape of a dagger, with a metallic frame just underneath it. The handle and fat pommel contain a fluid that can be drained into or out of the blade. When inflated with the fluid, the blade swells up to become a small club that's as hard as any metal. When drained, it shrinks back into a dagger shape, the excess fluid going back into the handle and pommel for storage. The liquid itself bleeds through the fabric a tiny bit, and feels like a mix between oil and sap, and seems to harden the fabric to make it into a weapon.
 Twinblade Claymore
Forms- d8 Two-handed sword / d6 Double blade staff
The weapon has a central handle that has two equal length blades on each end. By sliding the blade inwards, either with a quick motion and turning the blade or by pressing one blade against a hard surface and pressing it all the way in; the blade on one end extends fully and the handle is now at the base of the large two handed sword. Skilled users can make two attacks with the double blade staff; slashing with each end as they move, but doing so lowers your AC by -2 from fighting carelessly.
 Threaded Bow Poker
Forms- d6 Shortbow / d6 Spear
This weapon has a long, unbreakable silver thread attached to it at both ends. By flipping the weapon, you can string this thread between both ends, and it bends the bow into shape. By unhooking the string, the metal body of the bow returns to its normal shape as a long straight spear with a pointed tip, the thread becoming a tassel for the spearhead.
Forms- d8 Great Axe / d4+1 Unusual Quarterstaff
In its main form, it is a long handled great axe with a wide and powerful double head, used with both hands. By turning the shaft in the correct way, the axe head slides down to the center of the quarterstaff as a mid guard for the fingers and a pushing/grappling sharp end for the fingers. In its quarterstaff form, the weapon grants +1 AC to skilled users who can use the flat of the axe head to deflect strikes too powerful to be blocked by the mere wooden handle and to catch blades in their grooves.
 Sword Segmenti
Forms- d6 One-Handed Sword / d6+1 Bladed whip w/long handle
This is a standard one handed sword with unusual groves on the side of the blade and a secret trick. By unlocking the guard and hilt; the sword becomes a whip instead. Each piece of the blade and the cross guard are carried along a long internal cord that can whip outwards with each piece acting as a dangerous shard along the whip's path. This weapon is quite dangerous in this form but is prone to getting grabbed or catching on things, as well as being difficult to switch back to standard sword form, requiring two rounds to return it to a whole sword instead of just one.
 Great Trident Poleaxe
Forms- d6+1 Trident-Spear / d10 Triple Great Pickaxe
In its normal form, it is a standard trident. The three prongs make it do a little more damage then a normal spear, as multiple stab wounds appear on its victims. This weapon requires more build up; either a round of preparing it, after getting a kill, or if you roll maximum initiative for your turn. This makes the three prongs snap downwards in a line and shifts a hidden weight to the end of the poleaxe for a single powerful strike; a triple pronged pickaxe that deals heavy damage, but the weight must reset back to the middle of the shaft and the prongs reset to regain the weapon's balance.
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