~ WEAPONS 301 ~
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
Equipment: Daily Life - Adventure Gear
Weapons: Simple - Martial - Exotic
Armor: Armor
Cost: --- Dmg: --- / --- Critical: # / x--- Range: ---' Weight: --- lbs. Type: --- Special: ---
Masterwork Weapons: +1 attack rolls; add +300 sp to cost of a given weapon or +6 sp to cost of 1 piece of ammunition.
Paired Sais |
- Aklys- Cost: 5 sp Dmg: d6 / d8 Critical: x2 Range: 20' (Max) Weight: 2 lbs. Type: B Special: Performance, trip
- Dan Bong (Short Staff)- Cost: 1 sp Dmg: d2 / d3 Critical: 19-20/x2 Range: 10' Weight: --- Type: B Special: Monk, Blocking
- Emeici- Cost: 3 sp Dmg: d2 / d3 Critical: 19-20/x2 Weight: --- Type: P Special: Monk, Distracting, +2 to conceal checks
- Fighting Fan- Cost: 5 sp Dmg: d3 / d4 Critical: x3 Weight: --- Type: S/P Special: Monk, Distracting
- Kama- Cost: 2 sp Dmg: d4 / d6 Critical: x2 Weight: 2 lbs. Type: S Special: Monk, Trip
- Knuckle Axe- Cost: 9 sp Dmg: d4 / d6 Critical: x3 Weight: 2 lbs. Type: S Special: Monk, Performance; axe blades mounted on brass knuckles
- Madu, Steel- Cost: 40 sp Dmg: d3 / d4 Critical: x2 Weight: 6 lbs. Type: P Special: Performance; round, light shield with 2 horns jutting from sides- Fight Defensively at -2 to attacks
- Nunchaku- Cost: 2sp Dmg: d4 / d6 Critical: x2 Weight: 2 lbs. Type: B Special: Monk, Disarm, +1 attacks vs light shields.
- Pata- Cost: 14 sp Dmg: d4 / d6 Critical: x3 Weight: 3 lbs. Type: P Special: Blocking, Performance; Punching short sword- +10 CMD to disarm attempts
- Quadrens- Cost: 8 sp Dmg: d4 / d6 Critical: 19-20/x2 Weight: 2 lbs. Type: P Special: Performance;+1 bleed damage on critical hits (dagger with 4 spikes instead of a blade)
- Sai- Cost: 1 sp Dmg: d3 / d4 Critical: x2 Weight: 1 lbs. Type: P Special: Monk, Disarm, +2 CM to sunder weapons
- Scorpion Whip- Cost: 5 sp Dmg: d3 / d4 Critical: x2 Weight: 3 lbs. Type: S Special: Performance, trip
- Siangham- Cost: 3 sp Dmg: d4 / d6 Critical: x2 Weight: 1 lbs. Type: P Special: Monk
- Sica- Cost: 10 sp Dmg: d4 / d6 Critical: x2 Weight: 2 lbs. Type: S Special: Performance; +1 attack vs bucklers, light shields, or heavy shields
- Swordbreaker Dagger- Cost: 10 sp Dmg: d3 / d4 Critical: x2 Weight: 3 lbs. Type: S Special: Disarm; +4 CM to sunder and disarm bladed weapons
- Tekko-Kagi (Iron Claw)- Cost: 2 sp Dmg: d2 / d3 Critical: x2 Weight: 2 lbs. Type: P Special: Blocking (buckler), Disarm (no attack of opportunity); +2 CM to sunder and disarm swords or slender bladed weapons
- Wakizashi- Cost: 35 sp Dmg: d4 / d6 Critical: 18-20/x2 Weight: 2 lbs. Type: P/S Special: Deadly
- Hooked Axe- Cost: 20 sp Dmg: d6 / d8 Critical: x3 Weight: 7 lbs. Type: S Special: Disarm, trip, performance
- Turtle Blades- Cost: 9 sp Dmg: d6 / d8 Critical: x2 Weight: 5 lbs. Type: P/S Special: Blocking (paired add +2 to AC), performance, disarm Special: hardened tortoise shells with a jagged blade attached under the protective belly; typically paired and used by barbarians or gladiators
- Dueling Sword- Cost: 20 sp Dmg: d6 / d8 Critical: 19-20/x2 Weight: 3 lbs. Type: S Special: +1/2 STR dmg in two hands; Can use the Weapon Finesse Feat
- Falcata- Cost: 18 sp Dmg: d6 / d8 Critical: 19-20/x3 Weight: 4 lbs. Type: S
- Katana- Cost: 50 sp Dmg: d6 / d8 Critical: 18-20/x2 Weight: 6 lbs. Type: S Special: Deadly
- Khopesh- Cost: 20 sp Dmg: d6 / d8 Critical: 19-20/x2 Weight: 8 lbs. Type: S Special: Trip
- Shotel- Cost: 30 sp Dmg: d6 / d8 Critical: x3 Weight: 3 lbs. Type: P Special: Performance; +1 attack vs bucklers, light shields, or heavy shields
- Saw-Tooth Sabre- Cost: 35 sp Dmg: d6 / d8 Critical: 19-20/x2 Weight: 3 lbs. Type: S Special: +1 bleed damage on critical hits; treated as a light weapon for Two-Weapon Fighting
- Sword, Hand-and-a-Half- Cost: 35 sp Dmg: d8 / d10 Critical: 19-20/x2 Weight: 6 lbs. Type: S
- Temple Sword- Cost: 30 sp Dmg: d6 / d8 Critical: 19-20/x2 Weight: 3 lbs. Type: S Special: Monk, trip
- Whip- Cost: 1 sp Dmg: d2 / d3 Critical: x2 Weight: 2 lbs. Type: S Special: Disarm, Reach, Trip, Nonlethal
- Whip, Nine-Section- Cost: 8 sp Dmg: d6 / d8 Critical: 19-20/x2 Weight: 3 lbs. Type: B Special: blocking, distracting, monk, trip
- Urumi- Cost: 30 sp Dmg: d6 / d8 Critical: 18-20/x2 Weight: 6 lbs. Type: S Special: distracting; flexible blade that can be coiled and worn as a belt
+1/2 STR dmg in two hands
- Waraxe, Dwarven- Cost: 30 sp Dmg: d8 / d10 Critical: x3 Weight: 8 lbs. Type: S
- Waraxe, Dwarven Double- Cost: 60 sp Dmg: d8 / d10 Critical: x3 Weight: 12 lbs. Type: S Special: +1 attack rolls after the first attack with Cleave and Great Cleave Feats
Two-Handed Melee Weapons- +1 1/2 STR damage
Sickle and Chain |
- Bladed Scarf- Cost: 12 sp Dmg: d4 / d6 Critical: x2 Weight: 2 lbs. Type: S Special: Disarm, Trip; deal d4 damage when grappled; Can use Weapon Finesse Feat
- Bo Staff- Cost: 1 sp Dmg: d4 / d6 Critical: x2 Weight: 3 lbs. Type: B Special: Blocking, double, Monk
- Chain, Spiked- Cost: 25 sp Dmg: d6 / 2d4 Critical: x2 Weight: 10 lbs. Type: P Special: Disarm, Trip; Can use Weapon Finesse Feat
- Chain Spear- Cost: 15 sp Dmg: d4/d4 / d6/d6 Critical: x2 Weight: 13 lbs. Type: P/S Special: Trip
- Dragon's Paw- Cost: 15 sp Dmg: d4/d6 / d6/d8 Critical: x2 Weight: 9 lbs. Type: P Special: Blocking, double; 5-6' pole with spearheads attached to either end, around the center a curved bar protects the wielder's hands while a jutting blade extends out; +d4 dmg with forward blade with a DC 15 Dex check; (Weapon Focus) d2 dmg if using the side blades to keep flanking foes at bay (considered attacks of opportunity)
- Flail, Dire- Cost: 90 sp Dmg: d6/d6 / d8/d8 Critical: x2 Weight: 10 lbs. Type: B Special: Disarm, Trip, Double
- Flying Blade- Cost: 40 sp Dmg: d10 / d12 Critical: x3 Weight: 12 lbs. Type: S Special: Performance, Reach; -2 attack rolls / +2 attacks of opportunity
- Harpoon- Cost: 5 sp Dmg: d6 / d8 Critical: x3 Range: 10' Weight: 16 lbs. Type: P Special: Grappling; attached to 50' rope (item's weight includes the rope- 10 lbs.)
- Kama, Double-Chained- Cost: 8 sp Dmg: d4/d4 / d6/d6 Critical: x2 Weight: 4 lbs. Type: S Special: double, monk, reach, trip; two kama joined by an 8' length of chain used to trip and disarm
- Katana, Double-Walking Stick- Cost: 50 sp Dmg: d4/d4 / d6/d6 Critical: x3 Weight: 6 lbs. Type: B Special: double; walking cane conceals dual swords; used as a quarter staff when joined
- Kyoketsu-Shoge- Cost: 6 sp Dmg: d3 / d4 Critical: x2 Range: 10' (Max) Weight: 1 lbs. Type: S/P Special: disarm, monk, reach, grapple; can be used as a grapple hook up to 10'
- Mancatcher- Cost: 15 sp Dmg: 1 / d2 Critical: --- Weight: 10 lbs. Type: P Special: reach; made to catch small, medium or large targets; Make touch melee attack to grapple (no -4 to roll); perform a move or damage grapple vs. target; Hardiness: 10 HP: 5; DC 26 Str check to break
- Meteor Hammer- Cost: 10 sp Dmg: d6 / d8 Critical: x2 Range: 10' (Max) Weight: 10 lbs. Type: B Special: reach, trip (drag 5' rather than knock prone); Meteor mode- attack as a double weapon; fortress mode +1 to AC (switch as a free action at start of turn)
- Sickle and Chain (Kusarigama)- Cost: 12 sp Dmg: d2/d4 / d3/d6 Critical: x2 Range: 10' (Max) Weight: 3 lbs. Type: S/B Special: double, monk, reach, trip, grapple
- Sword, Two-Bladed- Cost: 100 sp Dmg: d6/d6 / d8/d8 Critical: 19-20/x2 Weight: 10 lbs. Type: S Special: double
- Tetsubo- Cost: 20 sp Dmg: d8 / d10 Critical: x4 Weight: 10 lbs. Type: B Special: +2 CM to sunder armor
+1 1/2 STR damage
- Axe, Orc Double- Cost: 60 sp Dmg: d6/d6 / d8/d8 Critical: x3 Weight: 15 lbs. Type: S Special: Double
- Curve Blade, Elven- Cost: 80 sp Dmg: d8 / d10 Critical: 18-20/x2 Weight: 7 lbs. Type: S Special: +2 CMD on sunder attacks; Can use Weapon Finesse Feat
- Hammer, Gnome Hooked- Cost: 20 sp Dmg: d6/d4 / d8/d6 Critical: x3/x4 Weight: 6 lbs. Type: B / P Special: Double, Trip
- Longaxe, Dwarven- Cost: 50 sp Dmg: d10 / d12 Critical: x3 Weight: 14 lbs. Type: S Special: Reach
- Longhammer, Dwarven- Cost: 70 sp Dmg: d10 / 2d6 Critical: x3 Weight: 20 lbs. Type: B Special: Reach
- Urgtosh, Dwarven- Cost: 50 sp Dmg: d6/d4 / d8/d6 Critical: x3 Weight: 12 lbs. Type: P / S Special: Brace, Double
Ranged Weapons-
- Bola- Cost: 5 sp Dmg: d3 / d4 Critical: x2 Range: 10' Weight: 2 lbs. Type: B Special: nonlethal, trip
- Bola, Spiked- Cost: 15 sp Dmg: d3 / d4 Critical: x2 Range: 10' Weight: 2 lbs. Type: B/P Special: trip; uses as a flail for melee attacks
- Melee: d4 / d6 Critical: x2 Weight: 2 lbs. Type: B/P Special: Disarm, +1 attacks vs light shields.
- Boomerang- Cost: 3 sp Dmg: d4 / d6 Critical: x2 Range: 30' Weight: 3 lbs. Type: B
- Crossbow, Hand- Cost: 100 sp Dmg: d3 / d4 Critical: 19-20 / x2 Range: 30' Weight: 2 lbs. Type: P Reload: Move Action Special: Requires special permit or affiliation with a military unit
- Bolts (10)- 1 sp / 1 lb.
- Crossbow, Repeating Heavy- Cost: 400 sp Dmg: d8 / d10 Critical: 19-20 / x2 Range: 120' Weight: 12 lbs. Type: P Reload: Holds 5 rounds (Free Action); Load case (Full-Round) Special: Requires special permit or affiliation with a military unit; -4 to shoot 1-handed
- Bolts (5)- 1 sp / 1 lb.
- Crossbow, Repeating Light- Cost: 250 sp Dmg: d6 / d8 Critical: 19-20 / x2 Range: 80' Weight: 6 lbs. Type: P Reload: Holds 5 rounds (Free Action); Load case (Full-Round) Special: Requires special permit or affiliation with a military unit; -4 to shoot 1-handed
- Bolts (5)- 1 sp / 1 lb.
- Crossbow, Double- Cost: 300 sp Dmg: d6 / d8 Critical: 19-20 / x2 Range: 30' Weight: 2 lbs. Type: P Reload: Move Action Special: Requires special permit or affiliation with a military unit
- Grappling Hook- Cost: 6 sp Dmg: d4 / d6 Critical: x2 Range: 10' Weight: 14 lbs. Type: P Special: Grappling; weight of hemp rope included (10 lbs)
- Kestros (Dart Sling)- Cost: 1 sp Dmg: d6 / d8 + Str modifier Critical: x3 Range: 50' Weight: 1 lbs. Type: P Reload: Move action (provokes attacks of opportunity)
- Kestros Dart- (10) 5 sp / 5 lbs.
- Net- Cost: 20 sp Dmg: -- / -- Range: 10' Max Range Weight: 6 lbs. HP: 5 Special: Entangled (-2 attack, -4 Dex, move half speed and cannot charge/run) Opposed Str check to control trailing rope to restrict movement; Spell Casting (Concentration Check- DC 15 + Spell's Level); DC 20 Escape Artist (full-round action); burst net with a DC 25 Str check; takes 2 rounds to fold a net outside of combat; -4 attacks unfolded
- Rope Dart- Cost: 1 sp Dmg: d3 / d4 Critical: x2 Range: 20' Weight: --- Type: P Special: Monk, blocking, distracting; 12' rope with 6" spike
- Shuriken (5)- Cost: 1 sp Dmg: 1 / d2 Critical: x2 Range: 10' Weight: 1/2 lb. Type: P Special: Monk
- Sling Staff, Halfling- Cost: 20 sp Dmg: d6 / d8 Critical: x3 Range: 80' Weight: 3 lbs. Type: B Reload: Move Action Special: Rocks deal dmg 1 size smaller with a -1 to attack; Melee attack as a club
- Bullets (10)- 1 bp / 5 lbs.
SPECIAL FEATURES-
Brace: Deal x2 damage when set vs. a charge
Disarm: +2 CM to disarm
Double: use it as though it were 2 weapons with normal attack penalties (Two-Weapon Fighting)
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
Hey, Mr. Brodeur, could I have one of those? :-)
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