Weapon NamePurchase: The typical cost (in copper, silver, or gold coins) to purchase. Though some shops may sell items for higher or lower, this is the price character's will typically pay for such an item.
Pre-Requisite: Any skill or stat requirements which one must meet before equipping a certain weapon are listed here.
Size: The number of item slots this weapon consumes when equipped. A sheathe will effectively reduce the item's size by up to 3 (depending on the size of the sheathe).
Wield: The number of hands required to wield this weapon. Ligher, faster weapons require only one hand to use effectively. Though they cause less damage, the character's other hand is free to wear a shield, use items, or wield another one-handed weapon. Two-handed weapons require both hands to use well and typically cause a great deal more damage than lighter weapons.
Craft/Repair: If a character wishes to repair or create his own weapon, the Craft skill requirement associated with both feats is listed here. The creation requirement is listed first (to the left of the slash) and the repair requirement is listed second (to the right of the slash).
Materials: The material components required to create this item are listed here. In cases of exceptional wear and tear, one may require some of the elements listed here to repair this piece of equipment as well.
Damage: The amount of damage this weapon inflicts upon hitting its target.
Description: A brief bit of trivia about the weaopn's appearance, use, and miscellany.
ARCING WEAPONSArcing weapons are those impliments of destruction which use the kinetic force of an arc to wreak maximum havoc. Many are blunt instruments which crush bone and smash through armor - even those which utilize blades don't require the weapon to be particularly sharp as the weapon relies primarily and brute strength and centrifugal force to dole out killing blows. It takes some talent to use such weapons and while they may be more powerful than other (even bigger) weapons, their lack of cutting action makes them less flexible in the heat of combat. Many holy warriors prefer to use these weapons as the tenants of their moral codes prevent them from shedding blood and a blunt weapon can kill without much bloodshed.
BardichePurchase: 53 gold, 30 silver
Pre-Requisite: Armed Combat
> 7, Strength
> 4
Size: 3
Wield: 2 handed
Craft/Repair: 10/5
Materials: 4 wood (sturdy), 47 ingots
Damage: Strength + 1d12+18 (13-30) Physical
Description: A long pole with a head that bears a massive, powerful blade
Battle AxePurchase: 11 gold
Pre-Requisite: Armed Combat
> 4
Size: 2
Wield: 2 handed
Craft/Repair: 5/2
Materials: 2 wood (sturdy), 7 ingots
Damage: Strength + 1d10+10(11-20) Physical
Description: This axe has a larger handle and a heavier head which adds more power to strikes
ClubPurchase: 50 silver
Pre-Requisite: None
Size: 1
Wield: 1 handed
Craft/Repair: 1/1
Materials: 1 wood (sturdy)
Damage: Strength + 1d6+2 (3-8 ) Physical
Description: A primitive weapon shaped to be top heavy and capable of smashing
CrowbillPurchase: 16 gold
Pre-Requisite: Armed Combat
> 5
Size: 2
Wield: 1 handed
Craft/Repair: 7/4
Materials: 1 wood (sturdy), 20 ingots
Damage: Strength + 1d8+10 (9-18 ) Physical
Description: A long pole with a small hammer on one side of the head and a spike on the other
CudgelPurchase: 1 gold
Pre-Requisite: Armed Combat
> 1
Size: 1
Wield: 1 handed
Craft/Repair: 2/1
Materials: 2 wood (sturdy)
Damage: Strength + 1d6+4 (5-10) Physical
Description: A more shapely club with studs added for extra punch.
Double AxePurchase: 24 gold
Pre-Requisite: Armed Combat
> 6, Strength
> 3
Size: 2
Wield: 2 handed
Craft/Repair: 7/4
Materials: 2 wood (sturdy), 14 ingots
Damage: Strength + 1d10+14(15-24) Physical
Description: A blade appears on both sides of this axe to add to its weight and flexibility
Flanged MacePurchase: 10 gold
Pre-Requisite: Armed Combat
> 5
Size: 2
Wield: 1 handed
Craft/Repair: 6/3
Materials: 1 wood (sturdy), 8 ingots
Damage: Strength + 1d6+12 (13-18 ) Physical
Description: This mace is outfitted with sharp, curved flanges instead of spikes or studs that allow it to deal more damage
GlaivePurchase: 62 gold
Pre-Requisite: Armed Combat
> 8, Strength
> 5
Size: 3
Wield: 2 handed
Craft/Repair: 10/5
Materials: 4 wood (sturdy), 51 ingots
Damage: Strength + 1d12+24 (25-36) Physical
Description: The head of this long pole-arm combines elements of both a spear and axe
Hand AxePurchase: 5 gold, 8 silver
Pre-Requisite: Armed Combat
> 3
Size: 1
Wield: 1 handed
Craft/Repair: 3/2
Materials: 2 wood (sturdy), 3 ingots
Damage: Strength + 1d10+6 (7-16)
Description: An axe powerful enough for combat but small enough to fit in one hand
MacanaPurchase: 2 gold
Pre-Requisite: Armed Combat
> 2
Size: 3
Wield: 2 handed
Craft/Repair: 3/2
Materials: 1 wood (sturdy), 2 ingots
Damage: Strength + 1d6+6 (7-11) Physical
Description: An exotic club with 6 square blades distributed across two sides of the club for cutting down foes
MacePurchase: 3 gold, 20 silver
Pre-Requisite: Armed Combat
> 3
Size: 2
Wield: 1 handed
Craft/Repair: 4/2
Materials: 1 wood (sturdy), 2 ingots
Damage: Strength + 1d6+8 (9-14) Physical
Description: A metal ball at the end of a pole outfitted with dull, heavy studs or sharp spikes
MalletPurchase: 5 gold
Pre-Requisite: Armed Combat
> 4
Size: 1
Wield: 1 handed
Craft/Repair: 5/3
Materials: 1 wood (sturdy), 5 ingots
Damage: Strength + 1d6+10 (11-16) Physical
Description: A one-handed hammer with a thick head, much larger than those typically used in contruction
Melon HammerPurchase: 42 gold
Pre-Requisite: Armed Combat
> 7
Size: 3
Wield: 2 handed
Craft/Repair: 9/5
Materials: 3 wood (sturdy), 35 ingots
Damage: Strength + 1d8+16 (17-24) Physical
Description: This gigantic hammer sports a huge, round, metal ball for a head
Pick AxePurchase: 30 silver
Pre-Requisite: None
Size: 1
Wield: 1 handed
Craft/Repair: 2/1
Materials: 1 wood (sturdy), 1 ingot
Damage: Strength + 1d6+1 (2-7) Physical
Description: A miner’s tool for liberating precious minerals from rock
ScythePurchase: 1 gold, 40 silver
Pre-Requisite: Armed Combat
> 5
Size: 2
Wield: 2 handed
Craft/Repair: 3/2
Materials: 1 wood (sturdy), 2 ingots
Damage: Strength + 1d6+10 (11-16) Physical
Description: A large, curved blade on the end of a pole typically used for threshing grain
SicklePurchase: 1 gold
Pre-Requisite: Armed Combat
> 3
Size: 1
Wield: 1 handed
Craft/Repair: 2/1
Materials: 1 wood (sturdy), 1 ingot
Damage: Strength + 1d4+5 (6-9) Physical
Description: Farmer’s tool for threshing grain converted to military use
SledgehammerPurchase: 20 gold
Pre-Requisite: Armed Combat
> 6
Size: 3
Wield: 2 handed
Craft/Repair: 8/4
Materials: 2 wood (sturdy), 16 ingots
Damage: Strength + 1d8+14 (15-22) Physical
Description: A heavy metal head at the end of a long pole
War HammerPurchase: 53 gold
Pre-Requisite: Armed Combat
> 8, Strength
> 4
Size: 3
Wield: 2 handed
Craft/Repair: 10/5
Materials: 4 wood (sturdy), 38 ingots
Damage: Strength + 1d8+20 (21-28 ) Physical
Description: A giant, dual-headed hammer that crushes everything it is swung at
BOWSBows are long range weapons that use tension created along the bow’s length by a drawn bowstring to fire an arrow. They are generally accurate and moderately powerful weapons. Their real strength is in their speed and range. In fact, it is these two factors that make them one of the most dominant weapons on the modern battlefield and a vital strategic element in nearly every tactical scenario. Some notes about bows:
• All bows and crossbows (with the exception of the Hand Bow) are two handed weapons. Therefore,
Wield has been replaced with
Range; a measurement of how far the weapon can fire a projectile accurately.
• The range listed is the bow’s practical range; an arrow can actually travel up to 2-4x the listed range (depending on the quality of the bow). However, outside of the weapon’s practical range, accuracy is next to impossible.
• Damage done by a bow is completely dependant upon the tension of the bow itself; therefore, the shooter's Strength is not added to the damage total.
• Those attempting to evade an arrow can only do so if their Agility is greater than 5 or if they have sufficient cover...but even then, feats are made at +3 difficulty.
• Bows can be fired quickly. Crossbows, however, take a full action to reload.
ArbalestPurchase: 38 gold, 70 silver
Pre-Requisite: Ranged Combat
> 7, Strength
> 4
Size: 2
Range: 40 yards
Craft/Repair: 8/4
Materials: 20 wood (flexible), 10 fletching, 15 ingots
Damage: 1d8+24 (25-32) Physical
Description: A larger version of the crossbow, reloaded by winding.
BallistaPurchase: 1 platinum, 20 gold
Pre-Requisite: Ranged Combat
> 9, Strength
> 5
Size: 3
Range: 40 yards
Craft/Repair: 10/4
Materials: 30 wood (flexible), 10 fletching, 25 ingots
Damage: 1d8+35 (36-43) Physical
Description: A gigantic crossbow used by the very strong.
Composite BowPurchase: 2 gold, 10 silver
Pre-Requisite: Ranged Combat
> 2
Size: 1
Range: 30 yards
Craft/Repair: 3/2
Materials: 1 wood (flexible), 2 fletching
Damage: 1d8+2 (3-10) Physical
Description: This bow is made from horn, sinew, and bone which gives it a slightly stronger tension
Compound BowPurchase: 70 gold
Pre-Requisite: Ranged Combat
> 8, Strength
> 3
Size: 2
Range: 80 yards
Craft/Repair: 9/6
Materials: 24 wood (flexible), 12 fletching, 17 ingots
Damage: 1d4+26 (27-30) Physical
Description: A complex system of pullies enhances the strength of this intricate weapon
Cored BowPurchase: 26 gold
Pre-Requisite: Ranged Combat
> 6, Strength
> 3
Size: 1
Range: 60 yards
Craft/Repair: 7/5
Materials: 12 wood (flexible), 6 fletching, 5 ingots
Damage: 1d6+14 (15-20) Physical
Description: A metal core lies at the center of this bow’s construction from more tension
CrossbowPurchase: 10 gold
Pre-Requisite: Ranged Combat
> 4
Size: 1
Range: 50 yards
Craft/Repair: 5/3
Materials: 3 wood (flexible), 5 fletching
Damage: 1d8+13 (14-21) Physical
Description: A powerful weapon that uses a spring system to turn the bow on its side.
Hand BowPurchase: 2 gold
Pre-Requisite: Ranged Combat
> 1
Size: 1
Range: 30 yards
Craft/Repair: 3/2
Materials: 1 wood (flexible), 4 fletching
Damage: 1d8
Description: A small crossbow that can be held in one hand; this is the only 1-handed Bow
Long BowPurchase: 8 gold
Pre-Requisite: Ranged Combat
> 4
Size: 1
Range: 40 yards
Craft/Repair: 4/3
Materials: 2 wood (flexible), 3 fletching
Damage: 1d8+8 (9-16) Physical
Description: The length of the bow greatly increases its strength and range
Recurve BowPurchase: 4 gold, 40 silver
Pre-Requisite: Ranged Combat
> 3
Size: 1
Range: 35 yards
Craft/Repair: 4/2
Materials: 1 wood (flexible), 3 fletching
Damage: 1d8+5 (6-13) Physical
Description: The hook which the bow line is set into curves upward for added tension
Self BowPurchase: 75 silver
Pre-Requisite: Ranged Combat
> 1
Size: 1
Range: 25 yards
Craft/Repair: 2/1
Materials: 1 wood (flexible), 1 fletching
Damage: 1d8 (1-8 ) Physical
Description: A small bow commonly used by private hunters and woodsmen
Tension BowPurchase: 17.3
Pre-Requisite: Ranged Combat
> 5
Size: 1
Range: 50 yards
Craft/Repair: 5/3
Materials: 4 wood (flexible), 5 fletching
Damage: 1d6+11 (12-17) Physical
Description: This long bow is made from high tension materials for added power
BRAWLING AIDSBrawling Aids are weapons worn on or around the hands, knuckles, knees, elbows, and even feet to provide a melee fighter with an advantage in hand-to-hand combat. Even purist proponents of the martial arts see nothing wrong with using brawling aids when engaging in melee combat. In fact, many schools base their entire martial philosophy and training regiment around the use of such weapons. Brawling aids are fast and dead, tending to be more reliable than other types of weapons due to the fact that martial artists and brawlers wield them like an extension of their own body. Note that any brawling aid can be (and usually is) modified to fit any part of the body; just because a Cestus is traditionally a glove doesn't mean that versions for the knees or elbows dont' exist.
• Attacks made with Brawling Aids count as Unarmed Attacks since the same motions and techniques as are used in hand-to-hand combat are utlized when wielding a brawling aid.
Blade ArmPurchase: 10 gold
Pre-Requisite: Unarmed Combat
> 6
Size: 1
Wield: 1 handed
Craft/Repair: 6/5
Materials: 8 ingots
Damage: Strength + 1d6+12 (13-18 ) Physical
Description: A 12-20 inch blade that attaches at the wrist and runs along the forearm and off the elbow
CestusPurchase: 75 silver
Pre-Requisite: Unarmed Combat
> 1
Size: 0
Wield: 1 handed
Craft/Repair: 1/1
Materials: 1/2 Ingot, 1/2 leather strip
Damage: Strength + 1d4+1 (2-5) Physical
Description: This glove has a studded leather patch over the knuckles to add to the pain
DusterPurchase: 1 gold, 20 silver
Pre-Requisite: Unarmed Combat
> 2
Size: 0
Wield: 1 handed
Craft/Repair: 2/2
Materials: 1 ingot
Damage: Strength + 1d4+3 (4-7) Physical
Description: Heavy rings are worn on the knuckles to make punches much more deadly
Hand WeightPurchase: 30 silver
Pre-Requisite: None
Size: 0
Wield: 1 handed
Craft/Repair: 1/1
Materials: 1/2 Ingot
Damage: Strength + 1 Physical
Description: This small, cylindrical weight, when held in the closed fist, increases the power of punches
Hooded KatarPurchase: 4 gold, 50 silver
Pre-Requisite: Unarmed Combat
> 3
Size: 1
Wield: 1 handed
Craft/Repair: 5/3
Materials: 4 ingots
Damage: Strength + 1d6+7 (8-13) Physical
Description: Katar with a small
Buckler built into the design
KatarPurchase: 3 gold, 80 silver
Pre-Requisite: Unarmed Combat
> 3
Size: 1
Wield: 1 handed
Craft/Repair: 4/2
Materials: 3 ingots
Damage: Strength + 1d6+7 (8-13) Physical
Description: A blade attached to a handle where the blade comes out from the knuckles
RazorpawPurchase: 2 gold
Pre-Requisite: Unarmed Combat
> 2
Size: 0
Wield: 1 handed
Craft/Repair: 3/2
Materials: 1 ingot, 1 leather strip
Damage: Strength + 1d4+5 (6-9) Physical
Description: Razors are attached to the inside palm, fingers, and backhand of this glove for painful and deadly slap attacks.
Rock FistPurchase: 14 gold
Pre-Requisite: Unarmed Combat
> 7
Size: 2
Wield: 1 handed
Craft/Repair: 6/4
Materials: 12 ingots
Damage: Strength + 1d8+14 (15-22) Physical
Description: Instead of articulated fingers, the end of this gauntlet is a solid metal ball
TalonsPurchase: 6 gold, 10 silver
Pre-Requisite: Unarmed Combat
> 5
Size: 0
Wield: 1 handed
Craft/Repair: 5/4
Materials: 5 ingots
Damage: Strength + 1d6+10 (11-16) Physical
Description: 4-6 inch claws that attach to the knuckles of a glove
Tiger ClawsPurchase: 20 gold
Pre-Requisite: Unarmed Combat
> 8
Size: 2
Wield: 1 handed
Craft/Repair: Materials: 15 ingots
Damage: Strength + 1d6+18 (19-24) Physical
Description: Long 6-10 inch claws attached to the end of each finger on a heavy metal gauntlet
Tonfa BatonPurchase: 4 gold
Pre-Requisite: Unarmed Combat
> 4
Size: 1
Wield: 1 handed
Craft/Repair: 3/2
Materials: 2 wood (sturdy) or 2 ingots
Damage: Strength + 1d4+9 (10-13) Physical
Description: Club of Shoukain design with the handle on the side, forcing wielding to be done from the forearm
FIREARMSFirearms are long-range weapons from a bygone era that use an explosive charge to fire a shot through the air at high speeds. Most firearms are wildly inaccurate, however, and they may either mortally wound or barely graze an opponent due to the weapon’s imprecision. As scientists and archeologists have uncovered more about the weapon's functionality, its usefulness and practicality on the battlefield have grown from a novelty to an essential element in many scenarios. Still, these weapons are not nearly as popular or powerful as some other long-range weapons.
• Those attempting to dodge a bullet must have cover and even then, Defense feats are at +5 Difficulty
• Damage done by a gun is completely dependant upon the power of the firearm itself; therefore, the shooter's Strength is not added to the damage total.
• The range listed is the gun’s practical range; the bullet can actually travel up to 10x the listed range. However, outside of the weapon’s practical range, accuracy is incredibly difficult without the use of a scope.
• Clip describes the number of bullets the weapon can hold at one time. Once the clip is empty, it must be reloaded.
• Loading a fresh clip in a gun takes a full action.
AutogunPurchase: 48 gold, 30 silver
Pre-Requisite: Ranged Combat
> 5
Size: 1
Wield: 1 handed for single & 3-round burst modes, 2 handed for full-auto.
Range: 40 yards
Clip: 30
Craft/Repair: 7/6
Materials: 2 Molded Casing, 1 Regulating Organ, 2 Ratchet Wheel, 14 Screws, 4 Mainsprings, 1 Gun Barrel, 1 Gun Hammer, 1 Gun Trigger
Damage: 1d6 per bullet. Fires in 3 modes; single shot, 3-round burst, or full-auto (6 per turn, Strength feet required to keep steady).
Description: A weapon that fires bullets in rapid succession towards enemy targets.
BlunderbussPurchase: 12 gold, 65 silver
Pre-Requisite: Ranged Combat
> 4
Size: 2
Wield: 2 handed
Range: 30 yards
Clip: 1
Craft/Repair: 7/5
Materials: 1 Clutch Bell, 30 Screws, 2 Gun Barrels, 1 Gun Hammer, 1 Gun Trigger
Damage: 2d12 (2-24) Physical
Description: A somewhat antiquated long barreled musket that fires a single powerful slug
BowgunPurchase: 60 silver
Pre-Requisite: Ranged Combat
> 1
Size: 1
Wield: 1 handed
Range: 15 yards
Clip: 1
Craft/Repair: 3/2
Materials: 1 firing cylinder, 1 gun trigger, 4 screws
Damage: 2d4 (2-8 ) Physical
Description: Uses a spring mechanism similar to a bow to fire bullets without a loud, explosive charge.
Chain GunPurchase: 1 platinum, 12 gold
Pre-Requisite: Ranged Combat
> 6
Size: 5
Wield: 2 handed (but only those with a Strength of 8 or more can carry it)
Range: 50 yards
Clip: 1,000+ (fires from a box)
Craft/Repair: 9/8
Materials: 4 Molded Casings, 6 Regulating Organs, 4 Ratchet Wheels, 14 Screws, 8 Mainsprings, 2 Gun Barrels, 4 Gun Hammers, 1 Gun Trigger
Damage: 1d8 per bullet. Fires 10 bullets each round. A strength feat is required at the beginning of each round to keep the gun steady and on target.
Description: A brutal piece of hardware that fires from a belt with no need to ever reload. However, the gun is too heavy for anyone with a Strength less than 8 to carry. Therefore, it is conventionally fired from a mounted position.
Elephant GunPurchase: 68 gold
Pre-Requisite: Ranged Combat
> 6
Size: 2
Wield: 2 handed
Range: 40 yards
Clip: 6 (but fires 2 bullets at once, so really 3)
Craft/Repair: 8/7
Materials: 20 Screws, 2 Tap Mounts, 2 Gears, 3 Gun Barrels, 1 Gun Hammer, 3 Gun Cylinders, 1 Gun Trigger
Damage: 2d20 (2-40) Physical
Description: A more powerful version of the blunderbuss that has two barrels for firing 2 bullets at once
Long GunPurchase: 15 gold, 40 silver
Pre-Requisite: Ranged Combat
> 4
Size: 2
Wield: 2 handed
Range: 100 yards
Clip: 12
Craft/Repair: 7/6
Materials: 21 Screws, 4 Gears, 1 Mainspring, 1 Regulating Organ, 2 Gun Barrels, 1 Gun Hammer, 1 Gun Trigger
Damage: 2d10 (2-20) Physical
Description: This gun has a very long barrel for more accurate shooting at longer distance
MagicannonPurchase: 50 gold
Pre-Requisite: Ranged Combat
> 3
Size: 1
Wield: 1 handed
Range: 50 yards
Clip: 1
Craft/Repair: 10/10
Materials: 4 Casters, 2 Vector Coils, 1 Wave Amplifier, 15 screws, 1 Regulating Organ, 1 Gun Barrel, 1 Gun Hammer, 1 Gun Trigger
Damage: Varies by ammo
Description: A semi-magical artifact that only fires special bullets with magical effects called Relic Shells.
MusketPurchase: 1 gold, 20 silver
Pre-Requisite: Ranged Combat
> 2
Size: 1
Wield: 1 handed
Range: 25 yards
Clip: 1
Craft/Repair: 4/3
Materials: 4 screws, 1 gun barrel, 1 gun hammer, 1 trigger
Damage: 2d6 (2-12) Physical
Description: A hand-held firearm that propels a single bullet through the air
PistolPurchase: 3 gold
Pre-Requisite: Ranged Combat
> 3
Size: 1
Wield: 1 handed
Range: 50 yards
Clip: 8
Craft/Repair: 5/4
Materials: 6 screws, 1 gear, 1 gun barrel, 1 gun hammer, 1 gun cylinder, 1 gun trigger
Damage: 2d8 (2-16) Physical
Description: Powerful sidearm that fires from a high-capacity clip
RevolverPurchase: 8 gold, 10 silver
Pre-Requisite: Ranged Combat
> 4
Size: 1
Wield: 1 handed
Range: 50 yards
Clip: 6
Craft/Repair: 6/5
Materials: 16 screws, 1 mainspring, 2 sprockets, 1 gun barrel, 1 gun hammer, 1 gun cylinder, 1 gun trigger
Damage: 2d10 (2-20) Physical
Description: A gun that fires bullets through a six-chambered rotating cylinder
ShotgunPurchase: 21 gold
Pre-Requisite: Ranged Combat
> 2
Size: 2
Wield: 2 handed
Range: Up to 30 yards
Clip: 4
Craft/Repair: 6/5
Materials: 10 Screws, 1 Molded Casing, 1 Caster, 2 Limiter Rings, 1 Gun Barrel, 1 Gun Hammer, 1 Gun Trigger
Damage: Damages multiple enemies at once. Damage varies by range:
• 2d12 to those within 10 yards
• 2d10 to those within 15 yards
• 2d8 to those within 20 yards
• 2d6 to those within 25 yards
• 2d4 to those within 30 yards
Description: Fires a shell full of small shots into a conical radius; best at short range
FLAILSFlails are rope-like weapons or weights tied to rods and chains. In either case, the strength of the weapon is in the finesses of the user and the right snap of the wrist can be deadly effective as force is transferred and amplified across the length and arc of the weapon. Obviously, it takes a great deal of skill to use these weapons. But those with the capacity to master them are counted as some of the deadliest fighters alive.
BandalorePurchase: 2 gold, 20 silver
Pre-Requisite: Armed Combat
> 5
Size: 1
Wield: 1 handed
Craft/Repair: 3/2
Materials: 1 leather strip, 1 ingot
Damage: Strength + 1d6+5 (6-11) Physical
Description: A deadly weight that retracts up and down a length of cord. In some cultures, modified versions are used as toys
Bull WhipPurchase: 1 gold
Pre-Requisite: Armed Combat
> 3
Size: 1
Wield: 1 handed
Craft/Repair: 2/1
Materials: 3 leather strips
Damage: Strength + 1d4+4 (5-8 ) Physical
Description: A length of intertwined and treated leather that snaps as sharply as any sword
ChainPurchase: 3 gold, 80 silver
Pre-Requisite: Armed Combat
> 4
Size: 1
Wield: 1 handed
Craft/Repair: 2/1
Materials: 3 ingots
Damage: Strength + 1d8+7 (8-15) Physical
Description: A crude weapon that is simply a length of heavy, metal chain
Flying WeightPurchase: 21 gold
Pre-Requisite: Armed Combat
> 7
Size: 1
Wield: 2 handed
Craft/Repair: 3/2
Materials: 2 leather strips, 5 ingots
Damage: Strength + 1d8+17 (18-25) Physical
Description: A blunt or spiked weight tied to the end of a long cord that takes great skill to use with precision
JackbladePurchase: 70 silver
Pre-Requisite: Armed Combat
> 2
Size: 1
Wield: 1 handed
Craft/Repair: 1/1
Materials: 1/2 ingot, 1/2 leather strip
Damage: Strength + 3 Physical
Description: A bladed metal weight fastened to a length of fabric which is snapped at a target
Meteor HammerPurchase: 43 gold
Pre-Requisite: Armed Combat
> 7
Size: 2
Wield: 2 handed
Craft/Repair: 6/4
Materials: 1 wood (sturdy), 30 ingots
Damage: Strength + 1d12+18 (19-30) Physical
Description: This gigantic version of the morning star smashes through everything in its path
Morning StarPurchase: 7 gold
Pre-Requisite: Armed Combat
> 5
Size: 1
Wield: 1 handed
Craft/Repair: 4/3
Materials: 1 wood (sturdy), 5 ingots
Damage: Strength + 1d6+12 (13-18 ) Physical
Description: A flanged mace tied to the end of a short length of chain connected to a rod
NunchakuPurchase: 15 gold, 50 silver
Pre-Requisite: Armed Combat
> 6
Size: 1
Wield: 2 handed (but can be used 1 handed at +2 Difficulty)
Craft/Repair: 5/4
Materials: 2 wood (sturdy), 1 ingot
Damage: Strength + 1d6+14 (15-20) Physical
Description: Two heavy metal or wooden rods attached by a short chain in this Shoukain design
ScourgePurchase: 85 silver
Pre-Requisite: Armed Combat
> 2
Size: 1
Wield: 1 handed
Craft/Repair: 3/1
Materials: 2 leather strips
Damage: Strength + 5 Physical
Description: A short whip with several strips of leather tied with bits of shrapnel, most often used in torture
Six Sectioned StaffPurchase: 40 gold
Pre-Requisite: Armed Combat
> 8
Size: 2
Wield: 2 handed
Craft/Repair: 7/6
Materials: 12 ingots
Damage: Strength + 1d12+20 (21-32) Physical
Description: 6 short rods connected by small length of chain
KNIVESKnives are small, fast blades used in very close combat. Though weaker than traditional edged weapons such as swords, they are much more accurate. Many rogues prefer them due to their size, speed, precision, and the ease with which they can be concealed. In fact, when attempting to conceal any Knife, character's gain a +5 bonus to the required Guile feat.
DaggerPurchase: 80 silver
Pre-Requisite: Armed Combat
> 2
Size: 0
Wield: 1 handed
Craft/Repair: 2/1
Materials: 1 ingot
Damage: Strength + 2
Description: The standard side-arm of the well-equipped adventurer is a 5-10 inch blade good as a tool both in and out of battle
DirkPurchase: 2 gold
Pre-Requisite: Armed Combat
> 3
Size: 0
Wield: 1 handed
Craft/Repair: 4/2
Materials: 2 ingots
Damage: Strength + 5
Description: A sturdy knife, slightly larger than a dagger, used in both hunting and melee combat
Great KnifePurchase: 15 gold
Pre-Requisite: Armed Combat
> 5
Size: 1
Wield: 1 handed
Craft/Repair: 7/5
Materials: 7 ingots
Damage: Strength + 10
Description: That’s not a knife…now
this is a knife
Hook KnifePurchase: 1 gold, 40 silver
Pre-Requisite: Armed Combat
> 3
Size: 0
Wield: 1 handed
Craft/Repair: 3/1
Materials: 1 ingot
Damage: Strength + 4
Description: The point of this knife curves into a fierce hook for ripping as it exits a wound
KukriPurchase: 5 gold
Pre-Requisite: Armed Combat
> 4
Size: 1
Wield: 1 handed
Craft/Repair: 4/3
Materials: 3 ingots
Damage: Strength + 7
Description: The keen edge of this exotic blade curves forward from the handle
KunaiPurchase: 1 gold
Pre-Requisite: Armed Combat
> 3
Size: 0
Wield: 1 handed
Craft/Repair: 3/1
Materials: 1 ingot
Damage: Strength + 3
Description: A favorite of assassins, the Kunai is a small, guardless utility spike used for throwing, cutting, piercing, and even digging.
SaiPurchase: 3 gold, 55 silver
Pre-Requisite: Armed Combat
> 4
Size: 0
Wield: 1 handed
Craft/Repair: 5/3
Materials: 2 ingots
Damage: Strength + 5, grants a +1 Defense bonus when blocking melee attacks.
Description: A Shoukain weapon originally used as a farming tool, it is a spike with a forked handle used to parry swords
StilettoPurchase: 30 silver
Pre-Requisite: Armed Combat
> 1
Size: 0
Wield: 1 handed
Craft/Repair: 1/1
Materials: 1/2 ingot
Damage: Strength + 1
Description: A small, thin knife used purely for stabbing purposes
SwordbreakerPurchase: 12 gold
Pre-Requisite: Armed Combat
> 6
Size: 1
Wield: 1 handed
Craft/Repair: 6/4
Materials: 6 ingots
Damage: Strength + 9
Description: The back of the blade is notched to catch swords and break them with a successful Defense/Dare roll.
TessenPurchase: 5 gold, 80 silver
Pre-Requisite: Armed Combat
> 5
Size: 0
Wield: 1 handed
Craft/Repair: 6/6
Materials: 2 ingots
Damage: Strength + 6, grants a +1 bonus when blocking ranged attacks.
Description: Also known as the “iron fan”, the Shoukain Tessen is a thin blade that can fold and unfold like a paper fan
TontoPurchase: 8 gold
Pre-Requisite: Armed Combat
> 4
Size: 1
Wield: 1 handed
Craft/Repair: 5/4
Materials: 5 ingots
Damage: Strength + 8
Description: This diminutive blade shares many characteristics with its fellow Shoukain blade, the Katana and the two are often used in tandem.
POLE-ARMSPole Arms are essentially weapons which utilize force amplified along the length of a long pole to inflict damage. There are two types of pole arms; spears and staffs. Spears are long poles with pointed ends and most have a metal tip which aids greatly in their durability and capacity for piercing armor. Though not quite as powerful as some other weapons, they have greater reach which allows the fighter to attack without placing themselves in harm’s way. Staffs are long sticks adapted for combat use. While not particularly heavy or powerful, most are innocuous enough to prevent suspicion and are favored by those who do not wish to kill or maim their enemies.
• All Pole Arms have a maximum range of 10 feet, allowing their users to engage foes at a greater distance than other weapons are able to fight at
• Spears may be thrown with a Ranged attack feat, dealing normal damage up to (Strength+Athletics)x2 yards away.
• If all the damage done against a target comes purely from a staff or unarmed attacks, the target will not die at 0 Life, but will instead be knocked unconscious.
• No sheathes exist for pole arms.
Capture StaffPurchase: 2 gold, 50 silver
Pre-Requisite: Armed Combat
> 4
Size: 2
Wield: 2 handed
Craft/Repair: 4/3
Materials: 4 Wood (Sturdy), 4 Leather Strips, 1 Ingot (any)
Damage: None
Description: This staff has a lasso mechanism attached to the end and can grab and hold a target's limbs or neck with a successful attack
HalberdPurchase: 24 gold
Pre-Requisite: Armed Combat
> 5
Size: 3
Wield: 2 handed
Craft/Repair: 6/4
Materials: 4 wood (sturdy), 15 ingots
Damage: Strength + 1d6+15 (16-21) Physical
Description: A long, heavy spear with an ornate head designed to puncture and rip flesh as it exits
PartisanPurchase: 5 gold, 50 silver
Pre-Requisite: Armed Combat
> 3
Size: 2
Wield: 2 handed
Craft/Repair: 4/2
Materials: 2 wood (sturdy), 3 ingots
Damage: Strength + 1d6+9 (10-15) Physical
Description: This spear is around 6 feet long and has a heavy, broad, metal spike on the end
PikePurchase: 50 silver
Pre-Requisite: Armed Combat
> 1
Size: 1
Wield: 2 handed
Craft/Repair: 1/1
Materials: 2 wood (sturdy)
Damage: Strength + 1d4+4 (5-9) Physical
Description: This spear is little more than a stick with a sharpened point
PitchforkPurchase: 75 silver
Pre-Requisite: None
Size: 1
Wield: 2 handed
Craft/Repair: 2/1
Materials: 1 wood (sturdy), 1 ingot
Damage: Strength + 1d6+3 (4-9) Physical
Description: A farming implement used to bale hay. It has a head with three spiked prongs
Pole
Purchase: 2 gold, 10 silver
Pre-Requisite: Armed Combat > 2
Size: 2
Wield: 2 handed
Craft/Repair: 3/2
Materials: 3 ingots
Damage: Strength + 1d6+5 (6-11) Physical
Description: A metal staff used for close combat; it is durable but heavier than a quarterstaff
Pole Cleaver
Purchase: 68 gold, 40 silver
Pre-Requisite: Armed Combat > 7
Size: 3
Wield: 2 handed
Craft/Repair: 8/6
Materials: 6 wood (sturdy), 48 ingots
Damage: Strength + 1d8+24 (25-32) Physical
Description: The largest known spear design has a heavy, powerful head that’s bigger than most enemies
Quarterstaff
Purchase: 60 silver
Pre-Requisite: Armed Combat > 1
Size: 2
Wield: 2 handed
Craft/Repair: 1/1
Materials: 2 wood (sturdy)
Damage: Strength + 1d6+1 (2-7) Physical
Description: A sturdy wooden pole used for close combat
Short Spear
Purchase: 2 gold
Pre-Requisite: Armed Combat > 2
Size: 1
Wield: 2 handed
Craft/Repair: 3/1
Materials: 2 wood (sturdy), 1 ingot
Damage: Strength + 1d6+6 (7-12) Physical
Description: A spear that is roughly 5 feet long and has a metal point
Swordstaff
Purchase: 40 gold, 15 silver
Pre-Requisite: Armed Combat > 6
Size: 3
Wield: 2 handed
Craft/Repair: 7/5
Materials: 5 wood (sturdy), 30 ingots
Damage: Strength + 1d6+20 (21-26) Physical
Description: This weapon sports a head that resembles the blade of a falchion
Trident
Purchase: 10 gold, 70 silver
Pre-Requisite: Armed Combat > 4
Size: 1
Wield: 2 handed
Craft/Repair: 5/3
Materials: 2 wood (sturdy), 7 ingots
Damage: Strength + 1d6+12 (13-18 ) Physical
Description: The more militarized version of the fork is 5 feet long, sturdy and reliable with spiked prongs on the head
Walking Stick
Purchase: 25 silver
Pre-Requisite:None
Size: 1
Wield: 2 handed
Craft/Repair: 0/0
Materials: 1/2 wood (sturdy)
Damage: Strength + 1d4 (1-4) Physical
Description: Gnarled staff used to help with balance when walking