Sunday, March 17, 2013

Weapons 301: Exotic

~ WEAPONS 301 ~




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

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
Light Melee Weapons-
  • 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
One-Handed Melee Weapons- +1/2 STR dmg in two hands
  •  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
SWORDS +1/2 STR dmg in two hands
  • 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
WHIPS
  • 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
RACIAL One-Handed Melee Weapons
+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




 RACIAL Two-Handed Melee Weapons
+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: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:
  • 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: 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









1 comment:

  1. Hey, Mr. Brodeur, could I have one of those? :-)

    ReplyDelete