Friday, March 15, 2013

Weapons 201: Martial


~ WEAPONS 201 ~




Note: Equipment listed here is in the Silver System / 1 coin (1/3 oz) is roughly the same size/weight of 2 quarters stuck together. 

Selling Treasure: In general you can sell a good for 1/2 its listed price- armor, weapons, gear, magic items, craft items... Trade Goods always sell for their listed price

Kukri
Equipment: Daily Life - Adventure Gear

Weapons: Simple - Martial - Exotic    

Armor: Armor  

Cost: --- Dmg: --- / --- Critical: # / x--- Range: ---' Weight: --- lbs. Type: --- Special: ---




Light Melee Weapons-
  • Bailsong (War Razor)- Cost: 8 sp Dmg: d3 / d4 Critical: 19-20/x2 Weight: 1 lb. Type: S Special: +2 Sleight of Hand to conceal
  • Boarding Axe- Cost: 6 sp Dmg: d4 / d6 Critical: x3 Weight: 3 lbs. Type: P/S 
  • Cat-o'nine-tails- Cost: 1 sp Dmg: d3 / d4 Critical: x2 Weight: 1 lbs. Type: S Special: Disarm, nonlethal
  • Dogslicer (Goblin)- Cost: 8 sp Dmg: d4 / d6 Critical: 19-20/x2 Weight: 1 lb. Type: S Special: Critical misses gives weapon broken condition
  • Iron Brush- Cost: 2 sp Dmg: d2 / d3 Critical: x2 Range: 10' (Max) Weight: --- Type: P Special: +2 Sleight of Hand to conceal
  • Jutte- Cost: 8 sp Dmg: d4 / d6 Critical: x2 Weight: 1 lbs. Type: B Special: Disarm, Monk
  • Kerambit- Cost: 2 sp Dmg: d2 / d3 Critical: x3 Weight: --- Type: S Special: +2 Sleight of Hand to conceal; can be tied into longer hair
  • Sap- Cost: 1 sp Dmg: d4 / d6 Critical: x2 Weight: 2 lbs. Type: B Special: nonlethal
  • Shield, Light- Cost: see armor Dmg: d2 / d3 Critical: x2 Type: B
  • Spiked Armor- Cost: see armor Dmg: d4 / d6 Critical: x2 Type: P
  • Spiked Shield, Light- Cost: see armor Dmg: d3 / d4 Critical: x2 Type: P
  • Starknife- Cost: 24 sp Dmg: d3 / d4 Critical: x3 Range: 20' Weight: 3 lbs. Type: P
  • Stiletto- Cost: 5 sp Dmg: d2 / d3 Critical: 19-20/x2 Weight: 1 lb. Type: P Special: +2 attacks against leather, mail, and plate armors as its narrow point is designed to pierce armor.  
  • Tonfa- Cost: 1 sp Dmg: d4 / d6 Critical: x2 Weight: 1 lbs. Type: B Special: Blocking, Monk
  • Wushu Dart-  Cost: 1 sp Dmg: d2 / d3 Critical: x2 Range: 10' Weight: --- Type: P Special: Monk
 

 SWORDS- Light Melee  
  • Butterfly Sword- Cost: 20 sp Dmg: d3 / d4 Critical: 19-20/x2 Weight: 1 lbs. Type: S Special: Monk; Twin swords that are concealed as one blade
  • Gladius (Drusus)- Cost: 15 sp Dmg: d4 / d6 Critical: 19-20/x2 Weight: 3 lbs. Type: P/S Special: Performance
  • Hooked Swords (Shang gou)- Cost: 6 sp Dmg: d3 / d4 Critical: x2 Weight: 1 lbs. Type: S Special: Disarm, Trip, Monk
  • Kukri- Cost: 8 sp Dmg: d3 / d4 Critical: 18-20/x2 Weight: 2 lbs. Type: S
  • Short Sword- Cost: 10 sp Dmg: d4 / d6 Critical: 19-20/x2 Weight: 2 lbs. Type: P
One-Handed Melee Weapons- +1/2 STR dmg in two hands
  • Battleaxe- Cost: 10 sp Dmg: d6 / d8 Critical: x3 Weight: 6 lbs. Type: S
  • Flail- Cost: 8 sp Dmg: d6 / d8 Critical: x2 Weight: 5 lbs. Type: B Special: Disarm, trip
  • Pick, Heavy- Cost: 8 sp Dmg: d4 / d6 Critical: x4 Weight: 6 lbs. Type: P Special: +2 CMB to sunder medium and heavy armor
  • Scizore- Cost: 20 sp Dmg: d6 / d8 Critical: x2 Weight: 3 lbs. Type: P Special: Performance; +1 shield bonus to AC or attack at -1; +10 CMD to disarm
  • Shield, Heavy- Cost: see armor Dmg: d3 / d4 Critical: x2 Type: B
  • Short Spear (Sibat)- Cost: 2 sp Dmg: d4 / d6 Critical: x3 Range: 10' Weight: 2 lbs. Type: P/S Special: Barbed head- critical hit can grapple target as a free action without provoking attacks of opportunity
  • Spiked Shield, Heavy- Cost: see armor Dmg: d4 / d6 Critical: x2 Type: P
  • Trident- Cost: 15 sp Dmg: d6 / d8 Critical: x2 Range: 10' Weight: 4 lbs. Type: P Special: brace
  • Warhammer- Cost: 12 sp Dmg: d6 / d8 Critical: x3 Weight: 5 lbs. Type: B
One-handed SWORDS (Melee Weapons) +1/2 STR dmg in two hands
  • Broadsword, Nine-Ring- Cost: 15 sp Dmg: d6 / d8 Critical: x3 Weight: 4 lbs. Type: S Special: Monk 
  • Cutlass- Cost: 15 sp Dmg: d4 / d6 Critical: 18-20/x2 Weight: 4 lbs. Type: P/S Special: Parry- +1 AC vs. 1 attack per round; use basket hilt as a gauntlet to hit foes 
  • Double Chicken Saber- Cost: 12 sp Dmg: d4 / d6 Critical: 19-20/x2 Weight: 3 lbs. Type: S Special: Disarm, Monk
  • Longsword- Cost: 15 sp Dmg: d6 / d8 Critical: 19-20/x2 Weight: 4 lbs. Type: S 
  • Rapier- Cost: 20 sp Dmg: d4 / d6 Critical: 18-20/x2 Weight: 2 lbs. Type: P; Special: can punch with the shell guard as a gauntlet; Optional- when paired with a parrying dagger add +1 AC as a shield bonus (not effective against large weapons or flails)
  • Scimitar- Cost: 15 sp Dmg: d4 / d6 Critical: 18-20/x2 Weight: 4 lbs. Type: S
  • Sword Cane- Cost: 45 sp Dmg: d4 / d6 Critical: x2 Weight: 4 lbs. Type: P Special: DC 20 Perception to determine at a glance it is a weapon, DC 10 if held
Two-Handed Melee Weapons- +1 1/2 STR damage  
Flail
  • Greataxe- Cost: 20 sp Dmg: d10 / d12 Critical: x3 Weight: 12 lbs. Type:
  • Greatclub- Cost: 5 sp Dmg: d8 / d10 Critical: x2 Weight: 8 lbs. Type: B
  • Earth Breaker (Maul)- Cost: 40 sp Dmg: d10 / 2d6 Critical: x3 Weight: 14 lbs. Type: B
  • Flail, Heavy- Cost: 15 sp Dmg: d8 / d10 Critical: 19-20/x2 Weight: 10 lbs. Type: B Special: Disarm, Trip, +2 CMB to Sunder Light Weapons; +1 attack vs shielded foes
  • Horsechopper (Goblin)- Cost: 10 sp Dmg: d8 / d10 Critical: x3 Weight: 12 lbs. Type: P/S Special: Reach, Trip
  • Ogre Hook- Cost: 24 sp Dmg: d8 / d10 / d12 Critical: x3 Weight: 10 lbs. Type: P Special: trip
  • Three-Section Staff (Sansetsukon)- Cost: 8 sp Dmg: d8 / d10 Critical: 19-20/x2 Weight: 3 lbs. Type: B Special: Blocking, Disarm
  • Terbutje (Great Club)- Cost: 12 sp Dmg: d8 / d10 Critical: 19-20/x2 Weight: 8 lbs. Type: S; Special: shark teeth, obsidian or glass is studded along its length



POLEARMS (melee weapons) +1 1/2 STR damage 


  • Bardiche- Cost: 13 sp Dmg: d8 / d10 Critical: 19-20/x3 Weight: 14 lbs. Type: S Special: brace, reach; +2 CMD to resist sunder attempts
  • Bec de Corbin- Cost: 15 sp Dmg: d8 / d10 Critical: x3 Weight: 12 lbs. Type: B/P Special: brace, reach; +2 CMB to sunder medium/heavy armor 
  • Bill- Cost: 11 sp Dmg: d6 / d8 Critical: x3 Weight: 11 lbs. Type: S Special: brace, disarm, reach; blocking; mounted opponent takes -1 Ride check to stay mounted 
  • Glaive- Cost: 8 sp Dmg: d8 / d10 Critical: x3 Weight: 10 lbs. Type: S Special: reach (7' long)
  • Guisarme- Cost: 9 sp Dmg: d6 / 2d4 Critical: x3 Weight: 12 lbs. Type: S Special: reach, trip (8' long)
  • Glave-Guisarme- Cost: 12 sp Dmg: d8 / d10 Critical: x3 Weight: 10 lbs. Type: S Special: brace, reach; -2 to Ride checks to stay mounted
  • Halberd- Cost: 10 sp Dmg: d8 / d10 Critical: x3 Weight: 12 lbs. Type: P/S Special: brace, trip (5' long)
  • Hooked Lance- 3 sp Dmg: d6 / d8 Critical: x4 Weight:10 lbs. Type: P Special: Reach (10' long), Trip
  • Lance- Cost: 10 sp Dmg: d6 / d8 Critical: x3 Weight:10 lbs. Type: P Special: Reach 
  • Lucerne Hammer- Cost: 15 sp Dmg: d10 / d12 Critical: x2 Weight: 12 lbs. Type: B/P Special: brace, reach; +2 CMB to sunder medium / heavy armor
  • Monk's Spade- Cost: 20 sp Dmg: d4/d4 / d6/d6 Critical: x2 Weight: 12 lbs. Type: B/P/S Special: Double, Monk
  • Naginata- Cost: 35 sp Dmg: d6 / d8 Critical: x4 Weight: 9 lbs. Type: S Special: Reach (6' staff attached to 2' blade)
  • Ranseur- Cost: 10 sp Dmg: d6 / 2d4 Critical: x3 Weight: 12 lbs. Type: P Special: disarm, reach
  • Tiger Fork- Cost: 5 sp Dmg: d6 / 2d4 Critical: x2 Weight: 8 lbs. Type: P Special: Brace, Monk, Reach (8' long staff)






Two-handed SWORDS (melee weapon) +1 1/2 STR damage 

  • Falchion- Cost: 75 sp Dmg: d6 / 2d4 Critical: 18-20/x2 Weight: 8 lbs. Type: S
  • Greatsword (Claymore)- Cost: 50 sp Dmg: d10 / 2d6 Critical: 19-20/x2 Weight: 8 lbs. Type: S
  • Nodachi- Cost: 60 sp Dmg: d8 / d10 Critical: 18-20/x2 Weight: 8 lbs. Type: S/P Special: Brace
  • Tri-Point Double-Edged Sword- Cost: 12 sp Dmg: d8 / d10 Critical: x3 Weight: 14 lbs. Type: P Special: Reach (5' long tri-bladed pole)
Ranged Weapons-  + Str modifier to damage thrown weapons or special projectile weapons
  • Atlatl (dart thrower)- Cost: 2 sp Dmg: d4 / d6 Critical: x2 Range: 50' Weight: 2 lbs. Type: P Load: Move action 
    • Dart-  1 sp / 2 lb. 
  • Chakram- Cost: 1 sp Dmg: d6 / d8 Critical: x2 Range: 30' Weight: 1 lbs. Type: S Special: -1 to use as a melee weapon and make DC 15 Reflex save or cut self (1/2 damage)
  • Javelin Thrower (Amentum)- Cost: --- Dmg: d4 / d6 Critical: x2 Range: 50' Weight: 2 lbs. Type: P Special: Performance; -4 attacks in melee (designed as a ranged weapon); Attach as a move action, wind as a full-round action
  • Pilum- Cost: 5 sp Dmg: d6 / d8 Critical: x2 Range: 20' Weight: 4 lbs. Type: P Special: heavy javilin breaks off into a target's shield; loses AC bonus from shield; remove as a standard action
  • Poison Sand Tube- Cost: 1 sp Dmg: special Critical: special Range: 15' cone Weight: 1 lbs. Special: Resembles scroll case- filled with poisoned sand (inhaled or contact) that can deliver 3 doses of poison; unpoisoned sand acts as an irritant (DC 12 Fort save or dazzled 1 round; Reload: full-round action
  • Tube Arrow Shooter- Cost: 3 sp Dmg: d3 / d4 Critical: x2 Range: 40' Weight: 1/2 lbs. Type: P Special: Concealed in a sleeve (+2 Sleight of hand to conceal), spring loaded dart shooter; Reload: Full-round action
    • Bamboo Shaft- (10) Cost: 1 sp / 1/2 lbs.
BOWS
  • Longbow- Cost: 75 sp Dmg: d6 / d8 Critical: x3 Range: 100' Weight: 3 lbs. Type:Reload: Free Action Special: Can't be used mounted
    • Arrows- (20)- 1 sp / 3 lbs.
  • Longbow, Composite- Cost: 100 sp Dmg: d6 / d8 Critical: x3 Range: 110' Weight: 3 lbs. Type: P  Reload: Free Action Special: Can be used mounted; -2  to attacks if your STR is lower than the STR rating ob bow
  • Shortbow- Cost: 30 sp Dmg: d4 / d6 Critical: x3 Range: 60' Weight: 2 lbs. Type:Reload: Free Action
  • Shortbow, Composite- Cost: 75 sp Dmg: d4 / d6 Critical: x3 Range: 70' Weight: 2 lbs. Type:Reload: Free Action 
  • ARROWS~ Cost: -- sp Dmg: short bow / longbow Range: --' Weight: 3 lbs. Type: P
    • Blunt- Cost: 2 sp (20) Dmg: d6 /d8 Range: standard Weight: 3 lbs. Type: B Special: can deal nonlethal damage at -4 to hit
    • Flight- Cost: 2 sp (20) Dmg: d4 / d6 Range: +20' Longbows; +10' Shortbows Weight: 3 lbs. Type: P
    • Smoke- Cost: 10 sp (1) Dmg: d6 / d8 Range: standard Weight: 3 lbs. Type: P Special: 5' cube of smoke around target
    • Whistling- Cost: 2 sp (20) Dmg: standard Range: standard Weight: 3 lbs. Type: P Special: emit a sharp keening sound- 1/2 mile to 1 mile range depending on conditions

SPECIAL FEATURES-
Blocking: +1 Shield bonus when Fighting Defensively (Full-round action; +2 AC and -4 attacks until the start of you next turn) or Full Defense (+4 AC for 1 round; can't combine with Fighting Defensively or Combat Expertise Feat; can't make attacks of opportunity- Standard Action)
Brace: Deal x2 damage when set vs. a charge
Deadly: +4 damage to calculate DC of Fortitude save to resist a coup de grace
Disarm: +2 CM to disarm
Distracting: +2 Bluff skill to feint with this weapon
Double: use it as though it were 2 weapons with normal attack penalties (Two-Weapon Fighting)
Grapple: Critical hit wielder can grapple target as a free action; doesn't provoke attack of opportunity if foe target is not threatening you; must stay within weapon's reach to maintain 
Monk: Can be used by a Monk to perform Flurry of Blows
Nonlethal: deal nonlethal damage
Reach: 10' reach, can't target foes 5' away or closer 
Trip: Make trip attacks

Melee- Use STR to determine damage and hit rolls
  • Reach Weapons: Strike foes that are not adjacent- 10' away but not attack foes that close closer than that. 
  • Double Weapons: Characters can fight with both portions of the weapon as though he were using a one-handed weapon and a light weapon. (Two-Weapon Fighting)
  • Light Weapons: Easier to use in an off hand, can be used while grappling; unarmed strikes are always considered light weapons
    • Add STR to damage if used in a primary hand
    • Add 1/2 STR to damage in an off hand
  • One-Handed Weapon: Can be used in both hands adding 1 1/2 STR to damage
    • Add STR to damage if used in a primary hand
    • Add 1/2 STR to damage in an off hand
  • Two-Handed Weapon: Require two hands to use; add 1 1/2 STR to damage
  • Improvised Weapon: -4 to attack rolls; scores a critical on a natural 20 and deals double damage

Ranged- Use DEX to determine hit rolls
  • Thrown Weapons: add STR to damage dealt and have 5 Range Increments (-2 per increment to hit)
    • Improvised Thrown Weapons: -4 attacks; Light or one-handed weapon (Standard action); two-handed weapon (Full round action); Range Increment: 10'
  • Projectile Weapons: no STR to damage unless the weapon is a specially built composite shortbow, longbow, crossbow, or a sling; Players with low STR take a penalty to damage.
    • Draw Ammunition: Free Action (bows); Other types require an action to load

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