Table 5-3: Simple Weapons

Weapons

Cost

Damage

Critical

Range

Increment

Weight

Type

Medium

Small

Unarmed Attacks

 

 

 

 

 

 

 

   Catclaw

50ƒ

special

special

20/Χ2

—

1 lb.

Slashing

   Metal knuckle

50ƒ

special

special

20/Χ2

—

1 lb.

Bludgeoning

   Spiked knuckle

50ƒ

special

special

20/Χ2

—

1 lb.

Piercing

   Unarmed strike, brawl

—

1d3/1d3

1d2/1d2

20/Χ2

—

—

Bludgeoning

Light Weapons

 

 

 

 

 

 

 

   Baton

10ƒ

1d4

1d3

20/Χ2

—

2 lb.

Bludgeoning

   Dagger

20ƒ

1d4

1d3

19-20/Χ2

10 ft.

1 lb.

Piercing or Slashing

   Double-stick

20ƒ

1d6

1d4

20/Χ2

—

2 lb.

Bludgeoning

   Mace, light

50ƒ

1d6

1d4

20/Χ2

—

4 lb.

Bludgeoning

   Piercer

30ƒ

1d6

1d4

20/Χ2

—

1 lb.

Piercing

   Sickle

30ƒ

1d6

1d4

20/Χ2

—

2 lb.

Slashing

One-Handed Weapons

 

 

 

 

 

 

 

   Club

—

1d6

1d4

20/Χ2

10 ft.

3 lb.

Bludgeoning

   Mace, heavy

120ƒ

1d8

1d6

20/Χ2

—

8 lb.

Bludgeoning

   Morningstar

80ƒ

1d8

1d6

20/Χ2

—

6 lb.

Piercing and Bludgeoning

   Pistol whip

—

1d4

1d3

20/Χ2

—

—

Bludgeoning

   Spear, short

10ƒ

 

 

 

20 ft.

3 lb.

Piercing

Two-Handed Weapons

 

 

 

 

 

 

 

   Pikestaff

—

1d10

1d8

20/Χ2

—

6 lb.

Bludgeoning

   Quarterstaff

—

1d6/1d6

1d4/1d4

20/Χ2

—

4 lb.

Bludgeoning

   Rifle butt

—

1d6

1d4

20/Χ2

—

—

Bludgeoning

   Spear, middle

20ƒ

1d8

1d6

20/Χ3

20 ft.

6 lb.

Piercing

   Spear, long

50ƒ

1d8

1d6

20/Χ3

reach

9 lb.

Piercing

Ranged Weapons

 

 

 

 

 

 

 

   Crossbow, heavy

500ƒ

1d10

1d8

19-20/Χ2

120 ft.

8 lb.

Piercing

   Crossbow, light

350ƒ

1d8

1d6

19-20/Χ2

80 ft.

4 lb.

Piercing

   Dart

5ƒ

1d4

1d3

20/Χ2

20 ft.

½ lb.

Piercing

   Javelin

10ƒ

1d6

1d4

20/Χ2

30 ft.

2 lb.

Piercing

   Sling

—

1d4

1d3

20/Χ2

50 ft.

0 lb.

Bludgeoning

   Spike, throwing (Χ5)

10ƒ

1d2

1

20/Χ2

10 ft.

½ lb.

Piercing

Ammunition

 

 

 

 

 

 

 

   Bolts, crossbow (Χ10)

10ƒ

—

—

—

—

1 lb.

—

   Bullets, sling (Χ10)

1ƒ

—

—

—

—

5 lb.

—

 

Simple Weapons


Baton:
Also called a tonfa, this is the melee weapon carried by most police forces, used to subdue and restrain criminals. A character can deal nonlethal damage with a baton without taking the usual –4 penalty.  A baton is a special martial arts weapon that may be used with a martial artist's increased rate of attacks.


Catclaw:
A leather strap or glove with blades fitted onto the back, a character wielding a catclaw deals lethal slashing damage with an unarmed strike instead of nonlethal bludgeoning damage.  A strike with a cat- claw is otherwise considered an unarmed attack.  You cannot be disarmed of a catclaw.

When used by a character with the Improved Unarmed Strike feat, catclaws increase the base damage dealt by an unarmed strike by +1.  However, the character still deals lethal damage unless he or she takes a -4 penalty to the attack roll.


Double-Stick:
A light flail made of wood, the double-stick (also called shuang-jie-gun or nunchaku) is a special martial arts weapon, and so a martial artist wielding a double-stick may attack with his fists of fury attack bonus. With a double-stick, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).


Metal Knuckle:
A piece molded metal that fits over the outside of a character’s fingers, or a glove or leather strap with metal studs in it, a knuckle allows someone to deal lethal damage with an unarmed strike instead of nonlethal damage. A strike with a metal knuckle is otherwise considered an unarmed attack.  You cannot be disarmed of a metal knuckle.

When used by a character with the Improved Unarmed Strike feat, brass knuckles increase the base damage dealt by an unarmed strike by +1.  However, the character still deals lethal damage unless he or she takes a -4 penalty to the attack roll.

 

Piercer: Also called an emei or a siangham, a piercer is a special martial arts weapon and can be used with the martial artist's increased rate of unarmed attacks.


Pistol Whip:
Using a pistol as a melee weapon can deal greater damage than attacking unarmed. No weight or cost is given for this weapon, since both vary depending on the pistol used.


Pikestaff:
A heavier stick-weapon than the quarterstaff, the pikestaff is a two-handed weapon rather than a double-weapon.


Rifle Butt:
The butt of a musket can be used as an impromptu club.


Spiked Knuckle:
A metal knuckle, leather strap, or glove fitted with spikes that allow a character to deal lethal damage with an unarmed strike instead of nonlethal damage. A strike with a spiked knuckle is otherwise considered an unarmed attack.  You cannot be disarmed of a spiked knuckle.

When used by a character with the Improved Unarmed Strike feat, spiked knuckles increase the base damage dealt by an unarmed strike by +1.  However, the character still deals lethal damage unless he or she takes a -4 penalty to the attack roll.


Throwing Spike:
These light darts are also called fei-biao or shuriken.  A throwing spike is a special martial arts weapon which can be used with a martial artist's fists of fury attack bonus. A throwing spike can’t be used as a melee weapon.

Although they are thrown weapons, throwing spikes are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.


Unarmed Strike, Brawl:
Fighting with unarmed strikes is called brawling.  Brawl attacks are treated as double-weapons for all characters, not just martial artists.

 


 

Table 5-4: Martial Weapons

Weapons

Cost

Damage

Critical

Range

Increment

Weight

Type

Medium

Small

Light Weapons

 

 

 

 

 

 

 

   Axe, throwing

80ƒ

1d6

1d4

20/Χ2

10 ft.

2 lb.

Slashing

   Bayonet, fixed

25ƒ

1d4/1d6

1d3/1d4

20/Χ2

—

1 lb.

Piercing/Bludgeoning

   Cutlass

150ƒ

1d6

1d4

19-20/Χ2

—

3 lb.

Piercing or Slashing

   Hammer, light

10ƒ

1d4

1d3

20/Χ2

20 ft.

2 lb.

Bludgeoning

   Handaxe

60ƒ

1d6

1d4

20/Χ3

—

3 lb.

Slashing

   Kukri

80ƒ

1d4

1d3

18-20/Χ2

—

2 lb.

Slashing

   Pick, light

40ƒ

1d4

1d3

20/Χ4

—

3 lb.

Piercing

   Sap

10ƒ

1d6

1d4

20/Χ2

—

2 lb.

Bludgeoning

   Shield, light

special

1d3

1d2

20/Χ2

—

special

Bludgeoning

   Spiked armor

special

1d6

1d4

20/Χ2

—

special

Piercing

   Spiked shield, light

special

1d4

1d3

20/Χ2

—

special

Piercing

   Sword, short

100ƒ

1d6

1d4

19-20/Χ2

—

2 lb.

Piercing

One-Handed Weapons

 

 

 

 

 

 

 

   Battleaxe

100ƒ

1d8

1d6

20/Χ3

—

6 lb.

Slashing

   Flail

80ƒ

1d8

1d6

20/Χ2

—

5 lb.

Bludgeoning

   Longsword

150ƒ

1d8

1d6

19-20/Χ2

—

4 lb.

Slashing

   Pick, heavy

80ƒ

1d6

1d4

20/Χ4

—

6 lb.

Piercing

   Rapier

200ƒ

1d6

1d4

18-20/Χ2

—

2 lb.

Piercing

   Saber

175ƒ

1d8

1d6

19-20/Χ2

—

4 lb.

Slashing

   Scimitar

150ƒ

1d6

1d4

18-20/Χ2

—

4 lb.

Slashing

   Shield, heavy

special

1d4

1d3

20/Χ2

—

special

Bludgeoning

   Spiked shield, heavy

special

1d6

1d4

20/Χ2

—

special

Piercing

   Trident

150ƒ

1d8

1d6

20/Χ2

10 ft.

4 lb.

Piercing

   Warhammer

120ƒ

1d8

1d6

20/Χ3

—

5 lb.

Bludgeoning

Two-Handed Weapons

 

 

 

 

 

 

 

   Falchion

750ƒ

2d4

1d6

18-20/Χ2

—

8 lb.

Slashing

   Flail, heavy

150ƒ

1d10

1d8

19-20/Χ2

—

10 lb.

Bludgeoning

   Glaive

80ƒ

1d10

1d8

20/Χ3

reach

10 lb.

Slashing

   Greataxe

200ƒ

1d12

1d10

20/Χ3

—

12 lb.

Slashing

   Greatclub

50ƒ

1d10

1d8

20/Χ2

—

8 lb.

Bludgeoning

   Greathammer

240ƒ

1d12

1d10

20/Χ3

—

10 lb.

Bludgeoning

   Greatsword

500ƒ

2d6

1d10

19-20/Χ2

—

8 lb.

Slashing

   Guisarme

90ƒ

2d4

1d6

20/Χ3

reach

12 lb.

Slashing

   Halberd

100ƒ

1d10

1d8

20/Χ3

—

12 lb.

Piercing or Slashing

   Lance

100ƒ

1d8

1d6

20/Χ3

reach

10 lb.

Piercing

   Maul

300ƒ

1d10

1d8

20/Χ3

—

7 lb.

Bludgeoning

   Ranseur

100ƒ

2d4

1d6

20/Χ3

reach

12 lb.

Piercing

   Scythe

180ƒ

2d4

1d6

20/Χ4

—

10 lb.

Piercing or Slashing

   Sword, bastard

350ƒ

1d10

1d8

19-20/Χ2

—

6 lb.

Slashing

   Waraxe, dwarven

300ƒ

1d10

1d8

20/Χ3

—

8 lb.

Slashing

Ranged Weapons

 

 

 

 

 

 

 

   Longbow

750ƒ

1d8

1d6

20/Χ3

100 ft.

3 lb.

Piercing

   Longbow, composite

1,000ƒ

1d8

1d6

20/Χ3

110 ft.

3 lb.

Piercing

   Shortbow

300ƒ

1d6

1d4

20/Χ3

60 ft.

2 lb.

Piercing

   Shortbow, composite

750ƒ

1d6

1d4

20/Χ3

70 ft.

2 lb.

Piercing

Ammunition

 

 

 

 

 

 

 

   Arrows (Χ20)

10ƒ

—

—

—

—

3 lb.

—


Martial Weapons

 

Bayonet (Fixed): The statistics given describe a bayonet fixed at the end of a longarm with an appropriate mount. With the bayonet fixed, the longarm becomes a double weapon—clublike at one end and spearlike at the other. A character can fight with it as if fighting with two weapons, but if the

character does so, he or she incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.


Cutlass:
The cutlass is a short, heavy, slightly curved blade useful for both stabbing and slashing. Its heavy basket hilt gives the wielder a +2 equipment bonus on any checks to resist being disarmed.


Maul:
Bigger than a warhammer, the maul is a large two-handed weapon favored by ogres and other brutes.  A character with Exotic Weapon Proficiency (maul) can use the weapon in one hand.


Saber:
The saber is a long, heavy sword specialized for use in mounted combat. You gain a +1 equipment bonus on your attack rolls when you use a saber while mounted (horse or a vehicle such as a motorcycle).

 


 

Table 5-5: Exotic Weapons

Weapons

Cost

Damage

Critical

Range

Increment

Weight

Type

Medium

Small

One-Handed Weapons

 

 

 

 

 

 

 

   Khopesh

150ƒ

1d8

1d6

19-20/Χ2

—

6 lb.

Slashing

   Maul

300ƒ

1d10

1d8

20/Χ3

—

7 lb.

Bludgeoning

   Sword, bastard

350ƒ

1d10

1d8

19-20/Χ2

—

6 lb.

Slashing

   Waraxe, dwarven

300ƒ

1d10

1d8

20/Χ3

—

8 lb.

Slashing

   Whip

10ƒ

1d3

1d2

20/Χ2

reach

2 lb.

Slashing

Two-Handed Weapons

 

 

 

 

 

 

 

   Chain, spiked

250ƒ

2d4

1d6

20/Χ2

reach

10 lb.

Piercing

   Three-section staff

30ƒ

1d10/1d10

1d8/1d8

20/Χ2

—

3 lb.

Bludgeoning

   Spear, two-headed

125ƒ

1d8/1d8

1d6/1d6

20/Χ3

—

8 lb.

Piercing

Ranged Weapons

 

 

 

 

 

 

 

   Bolas

50ƒ

1d4

1d3

20/Χ2

10 ft.

2 lb.

Bludgeoning

   Crossbow, hand

1,000ƒ

1d4

1d3

19-20/Χ2

30 ft.

2 lb.

Piercing

   Crossbow, repeating heavy

4,000ƒ

1d10

1d8

19-20/Χ2

120 ft.

12 lb.

Piercing

   Crossbow, repeating light

2,500ƒ

1d8

1d6

19-20/Χ2

80 ft.

6 lb.

Piercing

   Net

200ƒ

—

—

—

10 ft.

6 lb.

—

Ammunition

 

 

 

 

 

 

 

   Bolts, hand crossbow (Χ10)

10ƒ

—

—

—

—

1 lb.

—

   Bolts, repeating crossbow (Χ5)

10ƒ

—

—

—

—

1 lb.

—

 

Exotic Weapons


Three-Section Staff:
Originally a farm implement for threshing grain, this weapon (also called san-jie-gun) is composed of three sections of wood of equal lengths, joined at the ends by chain, leather, or rope. The three-section staff requires two hands to use.  The three-section staff is a double weapon. A character can fight with it as if fighting with two weapons, but if he or she does, the character incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon. 

The three-section staff is a special martial arts weapon and may be used with the martial artist's fists of fury.


Khopesh:
This bizarre sword is popular in Mephret, on the continent of Oberonia. The khopesh looks like a normal longsword whose blade suddenly turns sickle-shaped about a foot from the hilt. It is heavy and awkward to use without a lot of training. You can use the khopesh to make trip attacks due to its hooklike blade.


Two-Headed Spear:
One of the few double-weapons common to Fζrith, you can fight with a two-headed spear as if fighting with two weapons, one one-handed and one light.

 


 

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