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Contents
- Weapon Rules
- Creating New Weapons
- Sample Weapons Using this System
- Creating New Weapons
LEGAL INFORMATION Permission to copy, modify and distribute the files collectively known as the System Reference Document (“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a. These are the rules that I have always used playing Idiot. There are many variations possible, so this might not be exactly how you are used to playing the game. The purpose of Idiot is to lose all your cards by putting them on the pile. A card that is put on the pile must be equal or higher than the top card of the pile.
Simple
UnarmedLight
One-handed
Two-handed
Ranged
Ammunition
Exotic
LightOne-handed
Two-handed
Ranged
Ammunition
Other
Weapon & Armor Accessories
Weapon Modifications
Creating New Weapons
Firearms
Eastern Weapons
Stone Age Weapons
Bronze Age Weapons
From 3rd Party Publishers
Weapon Modifications
Creating New Weapons
Firearms
Eastern Weapons
Stone Age Weapons
Bronze Age Weapons
From 3rd Party Publishers
(Simple) Unarmed Attacks | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Gauntlet | 2 gp | 1d2 | 1d3 | x2 | -- | 1 lb. | B | -- | PZO1110 |
Unarmed strike | -- | 1d2 | 1d3 | x2 | -- | -- | B | nonlethal | PZO1110 |
(Simple) Light Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Battle aspergillum | 5 gp | 1d4 | 1d6 | x2 | -- | 4 lb. | B | see text | PZO1115 |
Brass knife | 2 gp | 1d3 | 1d4 | 19-20/x2 | 10 ft. | 1 lb. | P or S | fragile | PPC:Pirates |
Brass knuckles | 1 gp | 1d2 | 1d3 | x2 | -- | 1 lb. | B | monk | PPZO9410/PZO1115 |
Cestus | 5 gp | 1d3 | 1d4 | 19-20/x2 | -- | 1 lb. | B or P | monk | PZO1115 |
Dagger | 2 gp | 1d3 | 1d4 | 19-20/x2 | 10 ft. | 1 lb. | P or S | -- | PZO1110 |
Dagger, punching | 2 gp | 1d3 | 1d4 | x3 | -- | 1 lb. | P | -- | PZO1110 |
Gauntlet, spiked | 5 gp | 1d3 | 1d4 | x2 | -- | 1 lb. | P | -- | PZO1110 |
Handwraps | 1 sp | -- | -- | -- | -- | -- | -- | See text | PPC:MAH |
Traveling kettle | 5 gp | 1d4 | 1d6 | ×2 | -- | 2 lbs. | B | Monk, see text | PPC:MAH |
Hook hand | 10 gp | 1d3 | 1d4 | x2 | -- | 1 lb. | S | disarm | PPC:Pirates |
Kunai | 2 gp | 1d3 | 1d4 | x2 | 10 ft. | 2 lbs. | B or P | -- | PPC:RTT |
Mace, light | 5 gp | 1d4 | 1d6 | x2 | -- | 4 lbs. | B | -- | PZO1110 |
Sickle | 6 gp | 1d4 | 1d6 | x2 | -- | 2 lbs. | S | trip | PZO1110 |
Spring blade | 70 gp | 1d3 | 1d4 | x2 | 10 ft. | 1 lb. | P or S | -- | PZO1134 |
Wooden stake | -- | 1d3 | 1d4 | x2 | 10 ft. | 1 lb. | P | -- | PZO1115 |
(Simple) One-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Club | -- | 1d4 | 1d6 | x2 | 10 ft. | 3 lbs. | B | -- | PZO1110 |
Club, mere | 2 gp | 1d3 | 1d4 | x2 | -- | 2 lbs. | B or P | fragile | PPZO9410 |
Mace, heavy | 12 gp | 1d6 | 1d8 | x2 | -- | 8 lbs. | B | -- | PZO1110 |
Morningstar | 8 gp | 1d6 | 1d8 | x2 | -- | 6 lbs. | B and P | -- | PZO1110 |
Shortspear | 1 gp | 1d4 | 1d6 | x2 | 20 ft. | 3 lbs. | P | -- | PZO1110 |
(Simple) Two-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Bayonet | 5 gp | 1d4 | 1d6 | x2 | -- | 1 lb. | P | -- | PZO1115 |
Boarding pike | 8 gp | 1d6 | 1d8 | x3 | -- | 9 lbs. | P | brace, reach | PPC:Pirates |
Kumade | 5 gp | 1d4 | 1d6 | x3 | -- | 4 lbs. | P | grapple | PZO9468 |
Kumade, collapsible | 10 gp | 1d4 | 1d6 | x3 | -- | 4 lbs. | P | grapple | PZO9468 |
Lantern staff | 15 gp | 1d4 | 1d6 | ×2 | -- | 9 lbs. | B | See text | PPZO94102 |
Longspear | 5 gp | 1d6 | 1d8 | x3 | -- | 9 lbs. | P | brace, reach | PZO1110 |
Quarterstaff | -- | 1d4/1d4 | 1d6/1d6 | x2 | -- | 4 lbs. | B | double, monk | PZO1110 |
Spear | 2 gp | 1d6 | 1d8 | x3 | 20 ft. | 6 lbs. | P | brace | PZO1110 |
Spear, boar | 5 gp | 1d6 | 1d8 | x2 | -- | 8 lb. | P | brace, see text | PZO1115 |
Spear, weighted | 10 gp | 1d6/1d4 | 1d8/1d6 | x3/x2 | -- | 8 lbs. | B or P | brace, double | PZO9468 |
(Simple) Ranged Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Blowgun | 2 gp | 1 | 1d2 | x2 | 20 ft. | 1 lb. | P | -- | PZO1110 |
Crossbow, heavy | 50 gp | 1d8 | 1d10 | 19-20/x2 | 120 ft. | 8 lbs. | P | -- | PZO1110 |
Crossbow, heavy (underwater) | 100 gp | 1d8 | 1d10 | 19-20/x2 | 120 ft. | 8 lbs. | P | -- | PZO1121 |
Crossbow, light | 35 gp | 1d6 | 1d8 | 19-20/x2 | 80 ft. | 4 lbs. | P | -- | PZO1110 |
Crossbow, light (underwater) | 70 gp | 1d6 | 1d8 | 19-20/x2 | 80 ft. | 4 lbs. | P | -- | PZO1121 |
Dart | 5 sp | 1d3 | 1d4 | x2 | 20 ft. | 1/2 lb. | P | -- | PZO1110 |
Javelin | 1 gp | 1d4 | 1d6 | x2 | 30 ft. | 2 lbs. | P | -- | PZO1110 |
Sling | -- | 1d3 | 1d4 | x2 | 50 ft. | -- | B | -- | PZO1110 |
Stingchuck | -- | 1d3 | 1d4 | x2 | 10 ft. | 9 lbs. | B | see text | PPZO9410 |
Stonebow | 35 gp | 1d4 | 1d6 | x2 | 50 ft. | 4 lbs. | B | -- | PPC:RTT |
(Simple) Ammunition | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Bolt(s), crossbow (10) | 1 gp | -- | -- | -- | -- | 1 lb. | -- | -- | PZO1110 |
Bolt(s), acid (1) | 40 gp | -- | -- | -- | -- | 0.1 lb. | -- | see text | PAP15 |
Bolt(s), Drow poison (1) | 100 gp | -- | -- | -- | -- | 0.1 lb. | -- | see text | PAP15 |
Bolt(s), fire (1) | 50 gp | -- | -- | -- | -- | 0.1 lb. | -- | see text | PAP15 |
Bullet(s), groaning (10) | 2 gp | -- | -- | -- | -- | 5 lbs. | -- | see text | PPZO9410 |
Bullet(s), sling (10) | 1 sp | -- | -- | -- | -- | 5 lbs. | -- | -- | PZO1110 |
Bullet(s), smoke (10) | 100 gp | -- | -- | -- | -- | 5 lbs. | -- | see text | PCS |
Dart(s), blowgun (10) | 5 sp | -- | -- | -- | -- | 1 lb. | -- | -- | PZO1110 |
Martial Weapons
(Martial) Light Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Axe, boarding | 6 gp | 1d4 | 1d6 | x3 | -- | 3 lbs. | P or S | -- | PPZO94102 |
Axe, throwing | 8 gp | 1d4 | 1d6 | x2 | 10 ft. | 2 lbs. | S | -- | PZO1110 |
Blade boot | 25 gp | 1d3 | 1d4 | x2 | -- | 2 lbs. | P | see text | PPZO9410 |
Cat-o’-nine-tails | 1 gp | 1d3 | 1d4 | x2 | -- | 1 lb. | S | disarm, nonlethal | PPZO94102 |
Claw blades | 305 gp | 1d3 | 1d4 | x2 | -- | 2 lbs. | B or S | see text | PZO1121 |
Dagger, dueling | 12 gp | 1d3 | 1d4 | 19–20/×2 | 10 ft. | 1 lb. | P or S | See text | PPZO94102 |
Dogslicer | 8 gp | 1d4 | 1d6 | 19-20/x2 | -- | 1 lb. | S | fragile | PZO1121 |
Hammer, light | 1 gp | 1d3 | 1d4 | x2 | 20 ft. | 2 lbs. | B | -- | PZO1110 |
Gladius | 15 gp | 1d4 | 1d6 | 19-20/x2 | -- | 3 lbs. | P or S | performance | PZO1118 |
Handaxe | 6 gp | 1d4 | 1d6 | x3 | -- | 3 lbs. | S | -- | PZO1110 |
Katar, tri-bladed | 6 gp | 1d3 | 1d4 | ×4 | -- | 2 lbs. | P | -- | PPZO94102 |
Knife, switchblade | 5 gp | 1d3 | 1d4 | 19-20/x2 | 10 ft. | 1 lb. | P | -- | PPZO9410 |
Kobold tail attachment, long lash | 15 gp | 1d4 | 1d6 | x2 | -- | 1 lb. | S | reach | PZO1121 |
Kobold tail attachment, (pounder) | 1 gp | 1d6 | 1d8 | x2 | -- | 4 lbs. | B | -- | PZO1121 |
Kobold tail attachment, (razored) | 3 gp | 1d6 | 1d8 | 19-20/x2 | -- | 2 lbs. | S | -- | PZO1121 |
Kobold tail attachment, (spiked) | 3 gp | 1d6 | 1d8 | x3 | -- | 2 lbs. | P | -- | PZO1121 |
Kobold tail attachment, (sweeper) | 7 gp | 1d4 | 1d6 | x2 | -- | 3 lbs. | B | trip | PZO1121 |
Kukri | 8 gp | 1d3 | 1d4 | 18–20/x2 | -- | 2 lbs. | S | -- | PZO1110 |
Machete | 10 gp | 1d4 | 1d6 | 19-20/x2 | -- | 2 lbs. | S | -- | PZO9468 |
Pick, light | 4 gp | 1d3 | 1d4 | x4 | -- | 3 lbs. | P | -- | PZO1110 |
Ratfolk tailblade | 11 gp | 1d2 | 1d3 | x2 | -- | 1/2 lb. | S | -- | PZO1121 |
Sap | 1 gp | 1d4 | 1d6 | x2 | -- | 2 lbs. | B | nonlethal | PZO1110 |
Sea-knife | 8 gp | 1d3 | 1d4 | 19-20/x2 | -- | 1 lb. | S | -- | PZO1121 |
Shield, light | 3 gp/9 gp | 1d2 | 1d3 | x2 | -- | special | B | -- | PZO1110 |
Spiked armor | special | 1d4 | 1d6 | x2 | -- | special | P | -- | PZO1110 |
Spiked shield, light | 13 gp/19 gp | 1d3 | 1d4 | x2 | -- | special | P | -- | PZO1110 |
Starknife | 24 gp | 1d3 | 1d4 | x3 | 20 ft. | 3 lbs. | P | -- | PZO1110 |
Sword, short | 10 gp | 1d4 | 1d6 | 19-20/x2 | -- | 2 lbs. | P | -- | PZO1110 |
War razor | 8 gp | 1d3 | 1d4 | 19-20/x2 | -- | 1 lb. | S | -- | PZO9226-Revised |
(Martial) One-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Ankus | 8 gp | 1d6 | 1d8 | x2 | -- | 5 lbs. | P | disarm, trip | PZO9468 |
Battleaxe | 10 gp | 1d6 | 1d8 | x3 | -- | 6 lbs. | S | -- | PZO1110 |
Combat scabbard | 1 gp | 1d4 | 1d6 | x2 | -- | 1 lb. | B | improvised, see text | PPZO9410 |
Cutlass | 15 gp | 1d4 | 1d6 | 18-20/x2 | -- | 4 lbs. | S | -- | PPZO94102 |
Flail, light | 8 gp | 1d6 | 1d8 | x2 | -- | 5 lbs. | B | disarm, trip | PZO1110 |
Gandasa | 15 gp | 1d6 | 2d4 | x3 | -- | 4 lbs. | S | -- | PZO9468 |
Klar | 12 gp | 1d4 | 1d6 | x2 | -- | 6 lbs. | S | -- | PZO9226-Revised |
Longsword | 15 gp | 1d6 | 1d8 | 19-20/x2 | -- | 4 lbs. | S | -- | PZO1110 |
Manople | 17 gp | 1d6 | 1d8 | x2 | -- | 4 lbs. | P or S | blocking, disarm | PZO9468 |
Pick, heavy | 8 gp | 1d4 | 1d6 | x4 | -- | 6 lbs. | P | -- | PZO1110 |
Rapier | 20 gp | 1d4 | 1d6 | 18–20/x2 | -- | 2 lbs. | P | finesse | PZO1110 |
Scabbard, combat (sharpened) | 10 gp | 1d4 | 1d6 | x2 | -- | 1 lb. | S | see text | PPZO9410 |
Scimitar | 15 gp | 1d4 | 1d6 | 18–20/x2 | -- | 4 lbs. | S | -- | PZO1110 |
Scizore | 20 gp | 1d8 | 1d10 | x2 | -- | 3 lbs. | P | -- | PZO1118 |
Shield, heavy | special | 1d3 | 1d4 | x2 | -- | special | B | -- | PZO1110 |
Spiked shield, heavy | 17 gp/30 gp | 1d4 | 1d6 | x2 | -- | special | P | -- | PZO1110 |
Sword cane | 45 gp | 1d4 | 1d6 | x2 | -- | 4 lbs. | P | see text | PZO1115 |
Terbutje | 5 gp | 1d6 | 1d8 | 19-20/x2 | -- | 2 lbs. | S | fragile | PPZO9410 |
Terbutje, steel | 20 gp | 1d6 | 1d8 | 19-20/x2 | -- | 4 lbs. | S | -- | PPZO9410 |
Trident | 15 gp | 1d6 | 1d8 | x2 | 10 ft. | 4 lbs. | P | brace | PZO1110 |
Warhammer | 12 gp | 1d6 | 1d8 | x3 | -- | 5 lbs. | B | -- | PZO1110 |
What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?
Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).
As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair).
[Source]
(Martial) Two-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Bardiche | 13 gp | 1d8 | 1d10 | 19-20/x2 | -- | 14 lbs. | S | brace, reach, see text | PZO1115 |
Bec de corbin | 15 gp | 1d8 | 1d10 | x3 | -- | 12 lbs. | B or P | brace, reach, see text | PZO1115 |
Bill | 11 gp | 1d6 | 1d8 | x3 | -- | 11 lbs. | S | brace, disarm, reach, see text | PZO1115 |
Earth breaker | 40 gp | 1d10 | 2d6 | x3 | -- | 14 lbs. | B | -- | PZO9226-Revised |
Falchion | 75 gp | 1d6 | 2d4 | 18–20/x2 | -- | 8 lbs. | S | -- | PZO1110 |
Flail, heavy | 15 gp | 1d8 | 1d10 | 19-20/x2 | -- | 10 lbs. | B | disarm, trip | PZO1110 |
Glaive | 8 gp | 1d8 | 1d10 | x3 | -- | 10 lbs. | S | reach | PZO1110 |
Glaive-guisarme | 12 gp | 1d8 | 1d10 | x3 | -- | 10 lbs. | S | brace, reach, see text | PZO1115 |
Greataxe | 20 gp | 1d10 | 1d12 | x3 | -- | 12 lbs. | S | -- | PZO1110 |
Greatclub | 5 gp | 1d8 | 1d10 | x2 | -- | 8 lbs. | B | -- | PZO1110 |
Greatsword | 50 gp | 1d10 | 2d6 | 19-20/x2 | -- | 8 lbs. | S | -- | PZO1110 |
Guisarme | 9 gp | 1d6 | 2d4 | x3 | -- | 12 lbs. | S | reach, trip | PZO1110 |
Halberd | 10 gp | 1d8 | 1d10 | x3 | -- | 12 lbs. | P or S | brace, trip | PZO1110 |
Hammer, lucerne | 15 gp | 1d10 | 1d12 | x2 | -- | 12 lbs. | B or P | brace, reach, see text | PZO1115 |
Horsechopper | 10 gp | 1d8 | 1d10 | x3 | -- | 12 lbs. | P or S | reach, trip | PZO1121 |
Lance | 10 gp | 1d6 | 1d8 | x3 | -- | 10 lbs. | P | reach | PZO1110 |
Ogre hook | 24 gp | 1d8 | 1d10 | x3 | -- | 10 lbs. | P | trip | PZO9226-Revised |
Pickaxe | 14 gp | 1d6 | 1d8 | x4 | -- | 12 lbs. | P | -- | PAP14 |
Planson | 10 gp | 1d8 | 1d10 | x2 | -- | 10 lbs. | B or P | brace | PZO9468 |
Ranseur | 10 gp | 1d6 | 2d4 | x3 | -- | 12 lbs. | P | disarm, reach | PZO1110 |
Scythe | 18 gp | 1d6 | 2d4 | x4 | -- | 10 lbs. | P or S | trip | PZO1110 |
Spear, syringe | 100 gp | 1d6 | 1d8 | x3 | 20 ft. | 6 lbs. | P | brace, see text | PPZO9410 |
(Martial) Ranged Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Ammentum | -- | 1d4 | 1d6 | x2 | 50 ft. | 1 lb. | P | performance | PZO1118 |
Chakram | 1 gp | 1d6 | 1d8 | x2 | 30 ft. | 1 lb. | S | -- | PZO1115 |
Dart, jolting | 100 gp | 1d3 | 1d4 | x2 | 20 ft. | 1/2 lb. | P | see text | PZO1121 |
Hunga munga | 4 gp | 1d4 | 1d6 | x2 | 15 ft. | 3 lbs. | P | -- | PPZO9410 |
Hurlbat | 8 gp | 1d4 | 1d6 | x3 | 10 ft. | 2 lbs. | P and S | -- | PPC:RTT |
Longbow | 75 gp | 1d6 | 1d8 | x3 | 100 ft. | 3 lbs. | P | -- | PZO1110 |
Longbow, composite (+0) | 100 gp | 1d6 | 1d8 | x3 | 110 ft. | 3 lbs. | P | Strength (-) | PZO1110 |
Longbow, composite (+1) | 200 gp | 1d6 | 1d8 | x3 | 110 ft. | 3 lbs. | P | Strength (12) | PZO1110 |
Longbow, composite (+2) | 300 gp | 1d6 | 1d8 | x3 | 110 ft. | 3 lbs. | P | Strength (14) | PZO1110 |
Longbow, composite (+3) | 400 gp | 1d6 | 1d8 | x3 | 110 ft. | 3 lbs. | P | Strength (16) | PZO1110 |
Longbow, composite (+4) | 500 gp | 1d6 | 1d8 | x3 | 110 ft. | 3 lbs. | P | Strength (18) | PZO1110 |
Longbow, composite (+5) | 600 gp | 1d6 | 1d8 | x3 | 110 ft. | 3 lbs. | P | Strength (20) | PZO1110 |
Pilum | 5 gp | 1d6 | 1d8 | x2 | 20 ft. | 4 lbs. | P | see text | PZO1115 |
Shortbow | 30 gp | 1d4 | 1d6 | x3 | 60 ft. | 2 lbs. | P | -- | PZO1110 |
Shortbow, composite | 75 gp | 1d4 | 1d6 | x3 | 70 ft. | 2 lbs. | P | -- | PZO1110 |
Spear-sling | 50 gp | 1d6 | 1d8 | x3 | see text | 2 lbs. | P | see text | PPC:RTT |
Throwing arrow cord | -- | 1d3 | 1d4 | x2 | 60 ft. | -- | P | -- | PPC:RTT |
(Martial) Ammunition | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Arrows, common (20) | 1 gp | -- | -- | -- | -- | 3 lbs. | P | -- | PZO1110 |
Arrows/bolts, barbed (20) | 2 gp | see text | see text | see text | see text | 3 lbs. | P | grapple | PPC:RTT |
Arrow, bleeding (1) | 360 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrows, blunt (20) | 2 gp | -- | -- | -- | -- | 3 lbs. | B | see text | PZO1115 |
Arrow, durable (1) | 1 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrow, dye (1) | 1 gp | see text | see text | see text | see text | 4 lbs. | -- | see text | PPC:Elves |
Arrows, flight (20) | 2 gp | -- | -- | -- | see text | 3 lbs. | P | see text | PZO1115 |
Arrows/bolts, incendiary (20) | 10 gp | see text | see text | see text | see text | 3 lbs. | see text | see text | PPC:RTT |
Arrow, lodestone (1) | 10 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrow, pheromone (1) | 15 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrows/bolts, pronged (20) | 2 gp | see text | see text | see text | see text | 3 lbs. | see text | see text | PPC:RTT |
Arrow, raining (1) | 30 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrow, slow burn (1) | 150 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrow, smoke (1) | 10 gp | -- | -- | -- | -- | -- | P | see text | PZO1115 |
Arrow, splintercloud (1) | 25 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrow, tanglefoot (1) | 20 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrow, thistle (1) | 1 gp | -- | -- | -- | -- | 0.15 lbs | P | see text | PPZO9410 |
Arrow, throwing (1) | 5 sp | see text | see text | see text | see text | 1/2 lb. | see text | see text | PPC:RTT |
Arrow, trip (1) | 25 gp | see text | see text | see text | see text | see text | see text | see text | PPC:Elves |
Arrows, whistling (20) | 2 gp | -- | -- | -- | -- | 3 lbs. | -- | -- | PZO1118 |
Exotic Weapons
(Exotic) Light Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Aklys | 5 gp | 1d4 | 1d6 | x2 | 20 ft. | 2 lbs. | B | performance, trip | PZO1118 |
Axe-Gauntlet, Dwarven Light | 16 gp | 1d4 | 1d6 | x3 | -- | 5 lbs. | S | blocking, disarm | PPC:HftF |
Axe, knuckle | 9 gp | 1d4 | 1d6 | x3 | -- | 2 lbs. | S | monk, performance | PZO1118 |
Barbazu beard | 25 gp | 1d3 | 1d4 | x2 | -- | 5 lbs | S | see text | PPC:Devils |
Battle poi | 5 gp | 1d3 (fire) | 1d4 (fire) | x2 | -- | 2 lbs. | fire | -- | PPZO9410 |
Dagger, swordbreaker | 10 gp | 1d3 | 1d4 | x2 | -- | 3 lbs. | S | disarm, sunder | PZO1115 |
Flying Talon | 15 gp | 1d3 | 1d4 | x2 | 10 ft. | 5 lbs. | P | disarm, trip | PPZO94102 |
Gnome pincher | 10 gp | 1d4 | 1d6 | x2 | -- | 2 lbs. | B | disarm, see text | PZO9468 |
Halfling rope-shot | 1 gp | 1d4 | 1d6 | x2 | -- | 1 lb. | B | disarm | PZO9468 |
Helmet, dwarven boulder | 20 gp | 1d3 | 1d4 | x2 | -- | 10 lbs. | B | see text | PZO1121 |
Kama | 2 gp | 1d4 | 1d6 | x2 | -- | 2 lbs. | S | monk, trip | PZO1110 |
Knife, butterfly | 5 gp | 1d3 | 1d4 | 19-20/x2 | -- | 1 lb. | P or S | -- | PPZO9410 |
Knife, deer horn | 10 gp | 1d3 | 1d4 | x3 | 20 ft. | 3 lbs. | P | blocking, monk | PZO9468 |
Maulaxe, dwarven | 25 gp | 1d4 | 1d6 | x3 | 10 ft. | 5 lbs. | B or S | -- | PPZO9410 |
Nunchaku | 2 gp | 1d4 | 1d6 | x2 | -- | 2 lbs. | B | disarm, monk | PZO1110 |
Quadrens | 8 gp | 1d4 | 1d6 | 19-20/x2 | -- | 2 lbs. | P | performance | PZO1118 |
Razor, drow | 25 gp | 1d3 | 1d4 | 18–20/×2 | -- | 2 lbs. | S | See text | PPZO94102 |
Rope gauntlet | 2 sp | 1d3 | 1d4 | x2 | -- | 2 lbs. | B (or S) | -- | PPZO9410 |
Sabre, sawtoothAA1 | 35 gp | 1d6 | 1d8 | 19-20/x2 | -- | 2 lbs. | S | -- | PPZO9410 |
Sai | 1 gp | 1d3 | 1d4 | x2 | -- | 1 lb. | B | disarm, monk | PZO1110 |
Sanpkhang | 60 gp | 1d3 | 1d4 | 19–20/×2 | -- | 1 lb. | P or S | monk, see text | PPZO94102 |
Siangham | 3 gp | 1d4 | 1d6 | x2 | -- | 1 lb. | P | monk | PZO1110 |
Sica | 10 gp | 1d4 | 1d6 | x2 | -- | 2 lbs. | S | performance | PZO1118 |
Thorn bracer | 30 gp | 1d4 | 1d6 | x2 | -- | 3 lbs. | P | -- | PCS |
War-shield, dwarven | 50 gp | 1d4 | 1d6 | ×2 | -- | 8 lbs. | P or S | See text | PPZO94102 |
Waveblade | 5 gp | 1d4 | 1d6 | 18–20/×2 | -- | 2 lbs. | P or S | monk, see text | PPZO94102 |
Whip, scorpion | 5 gp | 1d3 | 1d4 | x2 | -- | 3 lbs. | S | disarm, performance, reach, trip | PZO1118 |
(Exotic) One-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Axe-Gauntlet, Dwarven Heavy | 21 gp | 1d6 | 1d8 | x3 | -- | 5 lbs. | S | blocking, disarm | PPC:HftF |
Axe, hooked | 20 gp | 1d6 | 1d8 | x3 | -- | 7 lbs. | S | disarm, performance, trip | PZO1118 |
Broken-back seax | 40 gp | 1d8 | 1d10 | 19–20/×2 | -- | 4 lbs. | P & S | See text | PPC:MAH |
Estoc | 50 gp | 2d3 | 2d4 | 18–20/x2 | -- | 4 lbs. | P | -- | PZO9468 |
Falcata | 18 gp | 1d6 | 1d8 | 19-20/x3 | -- | 4 lbs. | S | -- | PZO1115 |
Flickmace | 20 gp | 1d6 | 1d8 | x2 | -- | 10 lb | B | reach, trip | PC:GoG |
Flindbar | 9 gp | 1d6 | 1d8 | x2 | -- | 6 lbs. | B and P | disarm, trip | MC |
Khopesh | 20 gp | 1d6 | 1d8 | 19-20/x2 | -- | 8 lbs. | S | trip | PZO1115 |
Knobkerrie | 5 gp | 1d4 | 1d6 | x2 | 20 ft. | 4 lbs. | B | see text | PPC:RTT |
Ram Hammer, Dwarven | 25 gp | 1d6 | 1d8 | x3 | 10 ft. | 5 lbs. | B | -- | PPC:HftF |
Rapier, spiral | 80 gp | 1d4 | 1d6 | 18–20/×2 | -- | 3 lbs. | P | blocking, disarm, see text | PPZO94102 |
Rhoka | 5 gp | 1d6 | 1d8 | 18-20/x2 | -- | 6 lbs. | S | -- | PPZO9410 |
Sabre, sawtoothAG | 35 gp | 1d6 | 1d8 | 19-20/x2 | -- | 2 lbs. | S | -- | PZO9226-Revised |
Shotel | 30 gp | 1d6 | 1d8 | x3 | -- | 3 lbs. | P | performance | PZO1118 |
Sickle-sword | 20 gp | 1d6 | 1d8 | 19–20/×2 | -- | 4 lbs. | S | distracting, see text | PPZO94102 |
Split-blade sword | 200 gp | 1d10 | 2d6 | ×2 | -- | 8 lbs. | S | Disarm, trip, see text | PPC:MAH |
Sword, dueling | 20 gp | 1d6 | 1d8 | 19-20/x2 | -- | 3 lbs | S | -- | PZO9226-Revised |
Sword, bastard | 35 gp | 1d8 | 1d10 | 19-20/x2 | -- | 6 lbs. | S | -- | PZO1110 |
Tongi | 18 gp | 1d4 | 1d6 | 19-20/x3 | -- | 4 lbs. | P | -- | PZO9468 |
Waraxe, dwarven | 30 gp | 1d8 | 1d10 | x3 | -- | 8 lbs. | S | -- | PZO1110 |
Waraxe, dwarven double | 60 gp | 1d8 | 1d10 | x3 | -- | 12 lbs. | S | see text | PZO1121 |
Whip | 1 gp | 1d2 | 1d3 | x2 | -- | 2 lbs. | S | disarm, nonlethal, reach, trip | PZO1110 |
(Exotic) Two-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Axe, Orc Double | 60 gp | 1d6/1d6 | 1d8/1d8 | x3 | -- | 15 lbs. | S | double | PZO1110 |
Axe, Butchering | 65 gp | 1d12 | 3d6 | ×3 | -- | 25 lbs. | S | see text | PPZO94102 |
Battle Ladder, gnome | 20 gp | 1d4/1d4 | 1d6/1d6 | x2 | -- | 8 lbs. | B | trip | PPZO94102 |
Boarding gaff | 8 gp | 1d4/1d4 | 1d6/1d6 | x2 | -- | 8 lbs. | S | double, reach, trip | PPZO94102 |
Chain-hammer | 35 gp | 1d4/1d4 | 1d6/1d6 | ×2 | 20 ft. | 8 lbs. | B | double, see text | PPZO94102 |
Chain, spiked | 25 gp | 1d6 | 2d4 | x2 | -- | 10 lbs. | P | disarm, trip | PZO1110 |
Crook | 1 gp | 1d4 | 1d6 | x2 | -- | 5 lbs. | B | reach, trip | PZO9468 |
Curve blade, elven | 80 gp | 1d8 | 1d10 | 18–20/x2 | -- | 7 lbs. | S | -- | PZO1110 |
Dorn-Dergar, dwarven | 50 gp | 1d8 | 1d10 | x2 | -- | 15 lbs. | B | reach, see text | PPZO94102 |
Double spear | 25 gp | 1d6/1d6 | 1d8/1d8 | ×3 | -- | 12 lbs. | P | Double | PPC:MAH |
Elven branched spear | 20 gp | 1d6 | 1d8 | x3 | -- | 10 lbs. | P | brace, reach | PZO9468 |
Fauchard | 14 gp | 1d8 | 1d10 | 18-20/x2 | -- | 10 lbs. | S | reach, trip | PPZO94102 |
Flail, dire | 90 gp | 1d6/1d6 | 1d8/1d8 | x2 | -- | 10 lbs. | B | disarm, double, trip | PZO1110 |
Flailpole | 15 gp | 1d6 | 1d8 | x2 | -- | 10 lbs. | B | disarm, reach, trip | PC:GoG |
Flambard | 50 gp | 1d8 | 1d10 | 19-20/x2 | -- | 6 lbs. | S | sunder | PPZO9410 |
Flying blade | 40 gp | 1d10 | 1d12 | x3 | -- | 12 lbs. | S | performance, reach | PZO1118 |
Garrote | 3 gp | 1d4 | 1d6 | x2 | -- | 1 lb. | S | grapple, see text | PPZO9410 |
Giant-Sticker, Dwarven | 25 gp | 1d8 | 2d6 | x3 | -- | 12 lbs. | P or S | brace, reach | PPC:HftF |
Hammer, Gnome hooked | 20 gp | 1d6/1d4 | 1d8/1d6 | x3/x4 | -- | 6 lbs. | B or P | double, trip | PZO1110 |
Harpoon | 5 gp | 1d6 | 1d8 | x3 | 10 ft. | 16 lbs. | P | grapple | PPC:Pirates |
Longaxe, dwarven | 50 gp | 1d10 | 1d12 | x3 | -- | 14 lbs. | S | reach | PZO1121 |
Longhammer, dwarven | 70 gp | 1d10 | 2d6 | x3 | -- | 20 lbs. | B | reach | PZO1121 |
Mancatcher | 15 gp | 1 | 1d2 | x2 | -- | 10 lbs. | P | grapple, reach, see text | PZO1115 |
Orc skull ram | 15 gp | 1d8 | 1d10 | x3 | -- | 20 lbs. | B | reach | PZO9468 |
Piston maul, gnome | 70 gp | 1d8 | 1d10 | x2 | -- | 15 lbs. | B | see text | PPZO94102 |
Ripsaw glaive, gnome | 30 gp | 1d8 | 1d10 | x3 | -- | 12 lbs. | S | reach, see text | PPZO94102 |
Scarf, bladed | 12 gp | 1d4 | 1d6 | x2 | -- | 2 lbs. | S | disarm, trip | PZO9226-Revised |
Spear, totem | 25 gp | 1d8 | 1d10 | x3 | 10 ft. | 6 lbs. | P or S | see text | PZO1110 |
Sphinx Hammer, Dwarven | 45 gp | 1d8 | 1d10 | x3 | 20 ft. | 8 lbs. | B | -- | PPC:HftF |
Switchscythe | 18 gp | 1d6 | 2d4 | ×4 | -- | 10 lbs. | P or S | trip | PPZO94102 |
Sword, two-bladed | 100 gp | 1d6/1d6 | 1d8/1d8 | 19-20/x2 | -- | 10 lbs. | S | double | PZO1110 |
Urgrosh, dwarven | 50 gp | 1d6/1d4 | 1d8/1d6 | x3 | -- | 12 lbs. | P or S | brace, double | PZO1110 |
(Exotic) Ranged Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Darts, featherweight (10) | 1 gp | -- | -- | -- | -- | -- | -- | -- | PZO1134 |
Bola | 5 gp | 1d3 | 1d4 | x2 | 10 ft. | 2 lbs. | B | nonlethal, trip | PZO1110 |
Bola, Brutal | 15 gp | 1d3 | 1d4 | x2 | 10 ft. | 2 lbs. | B and P | trip | PZO9226-Revised |
Boomerang | 3 gp | 1d4 | 1d6 | x2 | 30 ft. | 3 lbs. | B | -- | PZO1115 |
Bow, thorn | 50 gp | 1d4 | 1d6 | x3 | 40 ft. | 2 lbs. | P | -- | PPZO9410 |
Crossbow, crank (heavy) | 400 gp | 1d8 | 1d10 | 19-20/x2 | 120 ft. | 12 lbs. | P | -- | PPC:RTT |
Crossbow, crank (light) | 250 gp | 1d6 | 1d8 | 19-20/x2 | 80 ft. | 6 lbs. | P | -- | PPC:RTT |
Crossbow, double | 300 gp | 1d6 | 1d8 | 19-20/x2 | 80 ft. | 18 lbs. | P | -- | PZO1115 |
Crossbow, hand | 100 gp | 1d3 | 1d4 | 19-20/x2 | 30 ft. | 2 lbs. | P | -- | PZO1110 |
Crossbow, launching | 75 gp | -- | -- | -- | 30 ft. | 8 lbs. | -- | see text | PPZO9410 |
Crossbow, repeating heavy | 400 gp | 1d8 | 1d10 | 19-20/x2 | 120 ft. | 12 lbs. | P | -- | PZO1110 |
Crossbow, repeating light | 250 gp | 1d6 | 1d8 | 19-20/x2 | 80 ft. | 6 lbs. | P | -- | PZO1110 |
Flask Thrower | 25 gp | -- | -- | -- | 20 ft. | 4 lbs. | -- | see text | PPZO94102 |
Grappling hook | 6 gp | 1d4 | 1d6 | x2 | 10 ft. | 14 lbs. | P | grapple | PPC:Pirates |
Hornbow, orc | 130 gp | 1d8 | 2d6 | ×3 | 80 ft. | 7 lbs. | P | -- | PPZO94102 |
Javelin, stormshaft | 35 gp | 1d4 | 1d6 | ×2 | 30 ft. | 3 lbs. | P | See text | PPZO94102 |
Lasso | 1 sp | -- | -- | -- | -- | 5 lbs. | -- | see text | PZO1115 |
Net | 20 gp | -- | -- | -- | 10 ft. | 6 lbs. | -- | -- | PZO1110 |
Net, snag | 30 gp | see text | see text | -- | 10 ft. | 10 lbs. | P | trip, see text | PZO1121 |
Pelletbow, Dwarven Heavy | 75 gp | 1d4 | 1d6 | 19-20/x3 | 60 ft. | 8 lbs. | B | -- | PPC:HftF |
Pelletbow, Dwarven Light | 50 gp | 1d3 | 1d4 | 19-20/x3 | 40 ft. | 4 lbs. | B | -- | PPC:HftF |
Shield, throwing | +50 gp | 1d4 | 1d6 | x2 | 20 ft. | -- | B | performance, trip | PZO1118 |
Shrillshaft javelin | 35 gp | 1d4 | 1d6 | x2 | 30 ft. | 3 lbs. | P | see text | PPC:Goblins |
Shuriken (5) | 1 gp | 1 | 1d2 | x2 | 10 ft. | 1/2 lbs. | P | monk | CRB |
Sling, double | 10 gp | 1d3 | 1d4 | x2 | 50 ft. | 1 lb. | B | double, see text | PPC:Halflings |
Sling glove | 5 gp | 1d3 | 1d4 | x2 | 50 ft. | 2 lbs. | B | -- | PPZO9410 |
Sling staff, halfling | 20 gp | 1d6 | 1d8 | x3 | 80 ft. | 3 lbs. | B | -- | PZO1110 |
Sling, stitched | -- | 1d4 | 1d6 | x2 | -- | 1 lb. | B | disarm, trip | PPC:Halflings |
Wrist launcher | 200 gp | -- | -- | -- | 20 ft. | 1 lb. | P | -- | PZO1134 |
Wrist launcher, heavy | 250 gp | 1d3 | 1d4 | 19–20/x2 | 30 ft. | 2 lbs. | P | -- | PZO1134 |
(Exotic) Ammunition | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special | Source |
---|---|---|---|---|---|---|---|---|---|
Crossbow bolt(s), heavy/light/hand (10) | 1 gp | -- | -- | -- | -- | 1 lb. | -- | -- | PZO1110 |
Crossbow bolt(s), repeating, heavy/light (5) | 1 gp | -- | -- | -- | -- | 1 lb. | -- | -- | PZO1110 |
Little starstones (10) | 5 cp | 1 | 1 | -- | -- | 2 lbs. | B | nonlethal | PPC:Halflings |
Sharpstones (10) | 1 gp | 1d3 | 1d4 | -- | -- | 5 lbs. | P or S | -- | PPC:Halflings |
Softstones (10) | 1 sp | -- | -- | -- | -- | 4 lbs. | B | nonlethal | PPC:Halflings |
Spongestones (10) | 10 gp | -- | -- | -- | -- | 2 lbs. | P | -- | PPC:Halflings |
Thorn (20) | 1 gp | -- | -- | -- | -- | 1 lb. | -- | -- | ModuleW1 |
Without a doubt, weapons number among adventurers’ most coveted possessions. Whether weapons are used as tools to lay foul monsters low, as the medium for magical enhancements, or as outlets for a host of fundamental class abilities, few heroes head into the field without their favorite—or perhaps even a whole arsenal of their favorites. This section presents all manner of nonmagical weapons for PCs to purchase and put to use, whatever their adventures might entail. The weapons presented here should be relatively easy to find and purchase in most towns and cities, although GMs might wish to restrict the availability of some of the more expensive and exotic items.
From the common longsword to the exotic dwarven urgrosh, weapons come in a wide variety of shapes and sizes.
All weapons deal hit point damage. This damage is subtracted from the current hit points of any creature struck by the weapon. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). If a critical threat is scored, another attack roll is made, using the same modifiers as the original attack roll. If this second attack roll exceeds the target’s AC, the hit becomes a critical hit, dealing additional damage.
Weapons are grouped into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapon’s use (simple, martial, or exotic), the weapon’s usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).
Simple, Martial, and Exotic Weapons
Most character classes are proficient with all simple weapons. Combat-oriented classes such as barbarians, cavaliers, and fighters are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. All characters are proficient with unarmed strikes and any natural weapons they gain from their race. A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls with that weapon.
Melee and Ranged Weapons
Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.
Reach Weapons: A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.
Double Weapons: A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon. The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Thrown Weapons: The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.
Projectile Weapons: Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a specially built composite shortbow or longbow, or a sling. If the character has a penalty for low Strength, apply it to damage rolls when he uses a bow or a sling.
Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), darts (for blowguns), or sling bullets (for slings and halflingsling staves). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost. Although they are thrown weapons, shuriken 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.
Light, One-Handed, and Two-Handed Melee Weapons
What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?
Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).
As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair).
[Source]
This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.
Light: A light weapon is used in one hand. It is easier to use in one’s off hand than a one-handed weapon is, and can be used while grappling (see Combat). Add the wielder’s Strength modifier to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only. An unarmed strike is always considered a light weapon.
One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or 1/2 his Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character’s Strength bonus to damage rolls.
Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with such a weapon (see FAQ at right for more information.)
Weapon Size
Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.
A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon, a –4 nonproficiency penalty also applies.
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.
Improvised Weapons
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
Damaged Weapons
The following information is copied and slightly reworded from the broken condition. See the broken condition for the full, original text.
Attacks made with a weapon with the broken condition suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
Weapon Qualities
Here is the format for weapon entries (given as column headings on Table: Weapons).
Price: This value is the weapon’s price in gold pieces (gp) or silver pieces (sp). The price includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver. This price is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.
Dmg: These columns give the damage dealt by the weapon on a successful hit. The column labeled “Dmg (S)” is for Small weapons. The column labeled “Dmg (M)” is for Medium weapons. If two damage ranges are given, then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack. Table: Weapon Damage Size Conversion gives weapon damage values for alternate weapon sizes.
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Tiny Weapon Damage | Small Weapon Damage | Medium Weapon Damage | Large Weapon Damage | Huge Weapon Damage |
---|---|---|---|---|
-- | 1 | 1d2 | 1d3 | 1d4 |
1 | 1d2 | 1d3 | 1d4 | 1d6 |
1d2 | 1d3 | 1d4 | 1d6 | 1d8 |
1d3 | 1d4 | 1d6 | 1d8 | 2d6 |
1d4 | 1d6 | 1d8 | 2d6 | 3d6 |
1d6 | 1d8 | 1d10 | 2d8 | 3d8 |
1d8 | 1d10 | 1d12 | 3d6 | 4d6 |
1d4 | 1d6 | 2d4 | 2d6 | 3d6 |
1d8 | 1d10 | 2d6 | 3d6 | 4d6 |
1d10 | 2d6 | 2d8 | 3d8 | 4d8 |
2d6 | 2d8 | 2d10 | 4d8 | 6d8 |
Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.
Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.
×2: The weapon deals double damage on a critical hit.
×3: The weapon deals triple damage on a critical hit.
×3/×4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.
×4: The weapon deals quadruple damage on a critical hit.
19–20/×2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit.
18–20/×2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit.
Range: Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative –2 penalty for each full range increment (or fraction thereof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 range increments.
There are melee weapons with a weight of “—”. If these weapons are primarily metal (like the kerambit), how do you calculate the cost of creating mithral versions of these weapons?
Treat these weapons as 1/2 lb weapons for the purpose of creating a mithral version of the weapon.
[Source]
*Weight: This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons. Some weapons have a special weight. See the weapon’s description for details. See FAQ/Errata (at right for information regarding weapons with a Weight of “—” and pricing for crafting them of special materials.
Type: Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some monsters may be resistant or immune to attacks from certain types of weapons. Some weapons deal damage of multiple types. If a weapon causes two types of damage, the type it deals is not half one type and half another; all damage caused is of both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon. In other cases, a weapon can deal either of two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.
Treated as: If a weapon’s description says it is “treated as” another weapon, a character lacking the appropriate exotic weapon proficiency, can still use it as if it were the other kind of weapon and feats such as Weapon Focus still apply, as do abilities requiring a certain weapon. For example, the butterfly knife allows a proficient user to open or close it as a free action and is otherwise treated as a dagger, meaning she can wield it as a dagger, gain the benefit of Weapon Focus (dagger) when wielding it, use it as the target of a spell that only affects daggers, and so on.
Special Weapon Features
Some weapons have special features in addition to those noted in their descriptions.
Blocking: When you use this weapon to fight defensively, you gain a +1 shield bonus to AC. Source: PRG:UC.
Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature (see Combat).
Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack. Source: PRG:UC.
Disarm: When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.
Distracting: You gain a +2 bonus on Bluff skill checks to feint in combat while wielding this weapon. Source: PRG:UC.
Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.
Fragile: Weapons and armor with the fragile quality cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Masterwork and magical fragile weapons and armor lack these flaws unless otherwise noted in the item description or the special material description. If a weapon gains the broken condition in this way, that weapon is considered to have taken damage equal to half its hit points +1. This damage is repaired either by something that addresses the effect that granted the weapon the broken condition (like quick clear in the case of firearm misfires or the Field Repair feat) or by the repair methods described in the broken condition. When an effect that grants the broken condition is removed, the weapon regains the hit points it lost when the broken condition was applied. Damage done by an attack against a weapon (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition. Source: PRG:UC.
Grapple: On a successful critical hit with a weapon of this type, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon’s reach, you end the grapple with that action. Source: PRG:UC.
If a weapon is specified as a monk weapon, does that mean that monks are automatically proficient with that weapon?
No. It means that they can use this weapon while using flurry of blows. It does not mean that it is added to the list of weapons that a monk is proficient with, unless the weapon description says otherwise.
[Source]
If you want to make a tripcombat maneuver, do you have to use a weapon with the trip special feature?
No. When making a trip combat maneuver, you don’t have to use a weapon with the trip special feature–you can use any weapon. For example, you can trip with a longsword or an unarmed strike, even though those weapons don’t have the trip special feature.
Note that there is an advantage to using a weapon with the trip special feature (a.k.a. a “trip weapon”) when making a trip combat maneuver: if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone.
On a related note, you don’t have to use a weapon with the disarm special feature (a.k.a. a “disarm weapon”) when making a disarm combat maneuver–you can use any weapon.
Note: This is a revision of this FAQ entry based on a Paizo blog about combat maneuvers with weapons. The previous version of this FAQ stated that using a trip weapon was the only way you could apply weapon enhancement bonuses, Weapon Focus bonuses, and other such bonuses to the trip combat maneuver roll. The clarification in that blog means any weapon used to trip applies these bonuses when making a trip combat maneuver, so this FAQ was updated to omit the “only trip weapons let you apply these bonuses” limitation.
[Source]
Editor’s Note: The trip special feature also allows you to add the weapon’s enhancement bonus when using drag or reposition combat maneuvers, as shown below:
“There is a special exception to the above rules. If you’re using a weapon with the trip special feature, and you’re attempting a drag or reposition combat maneuver (Advanced Player’s Guide321–322), you may apply the weapon’s bonuses to the roll because trip weapons are also suitable for dragging and repositioning (this also means we don’t have to add “drag” and “reposition” weapon properties to existing weapons).”
[Source]
*Monk: A monk weapon can be used by a monk to perform a flurry of blows (*see FAQ/Errata.)
Nonlethal: These weapons deal nonlethal damage (see Combat).
Performance: When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a combat performance check, you gain a +2 bonus on that check. See Gladiator Weapons below for more information.
Reach: You use a reach weapon to strike opponents 10 feet away, but you can’t use it against an adjacent foe.
***Strength (#): This feature is usually only applied to ranged weapons (such as composite bows). Some weapons function better in the hands of stronger users. All such weapons are made with a particular Strength rating (that is, each requires a minimum Strength modifier to use with proficiency and this number is included in parenthesis). If your Strength bonus is less than the strength rating of the weapon, you can’t effectively use it, so you take a –2 penalty on attacks with it. For example, the default (lowest form of) composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A weapon with the Strength feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow. Editor’s Note: The “Strength” weapon feature was ‘created’ by d20pfsrd.com as a shorthand note to the composite bow mechanics. This is not “Paizo” or “official” content.
Sunder: When you use a sunder weapon, you get a +2 bonus on Combat Maneuver Checks to sunder attempts.
Trip*: You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped (*see FAQ/Errata.)
Gladiator Weapons
Almost every culture features warriors who fight for sport and entertainment. While only the most decadent or evil cultures enjoy all-out blood sports in which the combatants fight to the death for the pleasure of the crowd, even the most benign societies enjoy the spectacle of armed conflict. These conflicts often require specialized weapons and training to get the most out of such performance combat.
Performance is a weapon quality that grants bonuses when using the weapon in performance combat. Performance weapons tend to be the preferred weapons of warriors who fight in the arena or some other forum where showmanship is just as important as scoring a debilitating blow or deadly hit, and these weapons are often well known to the spectators of such events.
There is another way in which a weapon can gain the performance quality. A creature can take the Performance Weapon Mastery feat, which allows any weapon it wields to gain the performance quality.
Masterwork Weapons
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).
Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.
All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic.
Even though some types of armor and shields can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.
Splash (Grenade-like) Weapons
Splash weapons are described under Special Substances and Items.
Creating New Weapons
SourcePPC:WMH
It is next to impossible for any game to cover every conceivable weapon from all cultures, eras, works of fiction, and players’ imaginations. In many cases, new weapons can be represented as slightly different versions of existing weapons, such as a Chinese dao that uses the shortsword rules. However, for those cases when new weapon statistics are truly needed, this section introduces rules for GMs to use as guidelines.
This weapon design system allows you to create a new weapon by buying weapon qualities with Design Points (DP). The number of Design Points a weapon receives is determined by whether it is simple (4 DP), martial (5 DP), or exotic (6 DP).
All new weapons begin with the following base statistics: Dmg (M) 1d3; Critical ×2; Type any one (B, P, S); Price 1 gp × the weapon’s base DP.
In addition, you choose whether your base weapon is a melee weapon or a ranged weapon. If you choose ranged, you must decide whether the weapon is a projectile weapon or a thrown weapon. A projectile ranged weapon has a 50-foot range increment and uses ammunition, while a thrown ranged weapon has a 10-foot range increment.
Fighter Weapon Group: You must choose the fighter weapon group (or groups) to which your weapon belongs. When determining this, pick the fighter weapon group with the most weapons that have similar statistics (in the case of ranged weapons, the group with the most weapons that are reloaded in the same manner). Some fighter weapon groups grant weapons additional abilities, as noted below.
Double: The weapon gains the double special feature. You pick the damage type of each of the weapon’s ends separately. If you choose the additional damage type or the improved damage quality with the weapon (see below), treat each end as a separate weapon when determining the Design Point cost of that quality.
Monk: A weapon can be placed in the monk group only if it gains the monk weapon feature (see below).
Hands: For melee weapons, you must choose whether your weapon is light, one-handed, or two-handed. For ranged weapons, you must choose how many hands it takes to attack with your weapon and (for projectile ranged weapons and slings) how many hands are required to load it. The base number of Design Points of one-handed and ranged weapons increases by 2, and the base number of Design Points of two-handed weapons increases by 3.
Weight: When determining a weapon’s weight, use the weight of a weapon with similar damage and features.
Weapon Qualities
When designing a new weapon, you can choose from the following weapon qualities. Each quality can be selected once unless otherwise specified.
Additional Design Points (0 DP): Increase the weapon’s available Design Points by 1 and its gp price by 15. This quality can be selected twice for one-handed weapons and ranged weapons, or three times for two-handed weapons.
Additional Damage Type (Varies): Select an additional type of damage (B, P, or S). The weapon deals the selected type of damage either separately from its original damage type (such as “P or S”) or simultaneously (such as “P and S”) . This quality costs 1 DP if the types apply separately and 3 DP if they apply simultaneously.
Aerodynamic (1 DP): The weapon has a 10-foot range and can be thrown up to 5 range increments. Only melee weapons can have this quality.
Attached (1 DP): The weapon is attached to the wielder’s arm and cannot be disarmed. The wielder can wield or carry items in the hand to which this weapon is attached, but she takes a –2 penalty on all precision-based tasks involving that hand (such as opening locks). This penalty can be removed by increasing this quality’s cost to 3 DP.
Concealed (1 DP): The weapon is easy to hide, granting the wielder a +2 bonus on Sleight of Hand checks to conceal it. Only light and one-handed melee weapons and ranged weapons that need one hand to fire can have this quality.
Ease of Grip (1 DP): The weapon can be wielded as a two-handed martial weapon. Only one-handed exotic weapons can have this quality.
Expanded Range Increment (1 DP): The weapon’s range increment increases by 10 feet, up to a maximum range increment of 30 feet for thrown weapons and 120 feet for projectile weapons or slings. This quality can be selected multiple times.
Finesse (3 DP): The weapon can be used with Weapon Finesse as if it were a light weapon. Only one-handed and exotic melee weapons can have this quality.
Fragile (–1 DP): The weapon gains the fragile special weapon feature.
Improved Critical Multiplier (Varies): Increase the weapon’s critical multiplier by 1. This quality can be selected twice. It costs 3 DP the first time it is selected, and 6 DP the second time. It can be selected only once if the weapon has the improved critical threat range quality, in which case the Design Point cost is doubled.
Improved Critical Threat Range (Varies): Increase the weapon’s critical threat range by 1. This quality can be selected twice. It costs 3 DP the first time it is selected and 7 DP the second.
Improved Damage (1 DP): Increase the weapon’s damage dice by one step (1d3 to 1d4, 1d4 to 1d6, 1d6 to 1d8 or 2d4, 1d8 to 1d10, or 1d10 to 2d6 or 1d12). This quality can be selected three times for light weapons, four times for one-handed weapons and ranged weapons, and five times for two-handed weapons. Among weapons sized for Medium characters, the maximum damage is 1d6 for light weapons, 1d8 for one-handed weapons (1d10 if exotic), 1d12 or 2d6 for two-handed weapons, and 1d10 for ranged weapons (1d6 if used or thrown one-handed).
Lesser Damage (–1 DP): Reduce the weapon’s damage by one step (1d3 to 1d2). A weapon cannot have the improved damage quality and this quality simultaneously.
Shield (1 DP): The weapon counts as a light shield made of wood or metal and can have armor spikes (your choice). Add the gp price of the shield and any armor spikes that the weapon gains from this quality to the weapon’s gp price. This quality can be added only to one-handed melee weapons.
Spring-Loaded (2 DP): The weapon’s wielder can activate or suspend its reach as a swift action. This quality can be added only to one-handed or two-handed melee weapons with the reach special feature.
Strong (1 DP): The weapon’s wielder gains a +2 bonus to her Combat Maneuver Defense to resist sundercombat maneuvers attempted against the weapon.
Tool (0 DP): The weapon can also serve as a specific mundane tool. Add triple the price and double the weight of the tool to the weapon’s final price and weight.
Traditional (1 DP): Select one race with the weapon familiarity racial trait (such as elves or orcs). Members of that race with the weapon familiarity racial trait treat the weapon as a martial weapon. This quality can be applied only to exotic weapons.
Weapon Feature (Varies): Choose one of the following weapon special features for the weapon: blocking, brace, deadly, disarm, distracting, grapple, monk, nonlethal, performance, reach, or trip. This quality can be selected twice for martial weapons and three times for exotic weapons. It costs 1 DP the first time it is selected, 3 DP the second time, and 4 DP the third time.
Sample Weapons Using this System
The following are examples of weapons created with the weapon design system.
Gnome Flick-Mace
The innovation behind a gnome flick-mace, which has an ordinary mace head, lies within its spring-loaded haft and protruding handles. When the mace is compressed, removing the handles instantly springs the mace to its full size. While it is extended, a quick flick of the wrist allows the weapon to be compressed.
Price 54 gp; Type two-handed melee; Proficiency exotic; Damage (M) 1d12; Damage (S) 1d10; Critical ×2; Weapon Group polearms; Weight 12 lbs.
QUALITIES
Additional DP (3), improved damage (5), spring-loaded (2), traditional (gnome) (1), weapon feature (reach) (1)
Khakkhara
Also known as a “monk’s staff,” the khakkhara is often used as a ceremonial walking stick for scholars and priests. It consists of a wooden shaft 5 feet long with a large metal loop or cage-like structure on the top end. Multiple small rings hang from the cage, chiming with the movement of the staff.
Price 7 gp; Type two-handed melee; Proficiency simple; Damage (M) 1d8; Damage (S) 1d6; Critical ×3; Weapon Group monk; Weight 10 lbs.
QUALITIES
Improved critical multiplier (3), improved damage (3), weapon feature (monk) (1)
War Flute
This iron flute whistles when used to make attacks, unless its many holes are filled with cork or wax.
Price 16 gp; Type one-handed melee; Proficiency martial; Damage (M) 1d8; Damage (S) 1d6; Critical ×2; Weapon Group hammers; Weight 7 lbs.
QUALITIES
Improved damage (3), tool (musical instrument) (0), weapon feature (distracting, performance) (4)
Ranged Attack Range Increments
With a ranged weapon, you can shoot or throw at any target that is within the weapon’s maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. For projectile weapons, it is 10 range increments. Some ranged weapons have shorter maximum ranges, as specified in their descriptions.
Attack/Weapon | Range Increment (ft.) | Source |
---|---|---|
Firework, (roman candle) | 5 | PZO9410 |
Oil, (Keros) | 5 | PZO9410 |
Buckler gun | 10 | PZO1118 |
Flask (acid, alchemist’s fire, alkali, lamp oil etc.) | 10 | varies |
Axe, (throwing) | 10 | PZO1110 |
Blunderbuss | 10 ft. (bullet) / 15-foot cone (pellets) | PZO1118 |
Bola, (standard) | 10 | PZO1110 |
Bola, (brutal) | 10 | PZO9226 |
Brewed Reek | 10 | PZO1121 |
Club | 10 | PZO1110 |
Dagger | 10 | PZO1110 |
Dan bong | 10 | PZO1118 |
Fire lance | 10 | PZO1118 |
Flying Talon | 10 | PM:D1 |
Grappling hook | 10 | PPC:Pirates |
Harpoon | 10 | PPC:Pirates |
Improvised thrown weapon | 10 | PZO1110 |
Iron brush | 10 | PZO1118 |
Knife, (brass) | 10 | PPC:Pirates |
Knife, (switchblade) | 10 | PZO9410 |
Lungchuan tamo | 10 | PZO1118 |
Maulaxe, (dwarven) | 10 | PZO9410 |
Musket, (double-barreled) | 10 | PZO1118 |
Net, (standard) | 10 | PZO1110 |
Net, (snag) | 10 | PZO1121 |
Pistol, (coat) | 10 | PZO1118 |
Pistol, (dagger) | 10 | PZO1118 |
Pistol, (sword cane) | 10 | PZO1118 |
Pox Burster | 10 | PZO1121 |
Powder, (itching) | 10 | PZO9410 |
Shadowcloy flask | 10 | PZO1121 |
Sibat | 10 | PZO1118 |
Smoke pellet | 10 | PZO1121 |
Spear, (totem) | 10 | PZO1110 |
Spider Sac | 10 | PZO1121 |
Stingchuck | 10 | PZO9410 |
Tanglefoot bag | 10 | PZO1110 |
Tar bomb | 10 | PPC:Pirates |
Trident | 10 | PZO1110 |
Stake, (wooden) | 10 | PZO1115 |
Wushu dart | 10 | PZO1118 |
Hunga munga | 15 | PZO9410 |
Alchemist’s bomb class feature | 20 | PZO1115 |
Aklys | 20 | PZO1118 |
Blowgun | 20 | PZO1110 |
Dart | 20 | PZO1110 |
Dart, (jolting) | 20 | PZO1121 |
Flask Thrower | 20 | GoG |
Hammer, (light) | 20 | PZO1110 |
Kyoketsu shoge | 20 | PZO1118 |
Pepperbox | 20 | PZO1118 |
Pilum | 20 | PZO1115 |
Pistol | 20 | PZO1118 |
Pistol, (double-barreled) | 20 | PZO1118 |
Pistol, (dragon) | 20 | PZO1118 |
Revolver | 20 | PZO1118 |
Rope dart | 20 | PZO1118 |
Shield, (throwing) | 20 | PZO1118 |
Shotgun | 20 | PZO1118 |
Shotgun, (double-barreled) | 20 | PZO1118 |
Shuriken | 10 | PZO1110 |
Spear, (standard) | 20 | PZO1110 |
Spear, (shortspear) | 20 | PZO1110 |
Spear, (syringe) | 20 | PZO9410 |
Starknife | 20 | PZO1110 |
Thunderstone | 20 | PZO1110 |
Bomb Launcher | 30/70 | PZO1121 |
Boomerang | 30 | PZO1115 |
Chakram | 30 | PZO1115 |
Crossbow, (hand) | 30 | PZO1110 |
Crossbow, (launching) | 30 | PZO9410 |
Culverin | 30 | PZO1118 |
Javelin | 30 | PZO1110 |
Javelin, (shrillshaft) | 30 | GoG |
Musket, (axe) | 30 | PZO1118 |
Musket, (warhammer) | 30 | PZO1118 |
Bow, (thorn) | 40 | PZO9410 |
Musket | 40 | PZO1118 |
Tube arrow shooter | 40 | PZO1118 |
Ammentum | 50 | PZO1118 |
Double hackbut | 50 | PZO1118 |
Sling, (standard) | 50 | PZO1110 |
Sling, (double) | 50 | PPC:Halflings |
Sling glove | 50 | PZO9410 |
Shortbow, (standard) | 60 | PZO1110 |
Shortbow, (composite) | 70 | PZO1110 |
Crossbow, (double) | 80 | PZO1115 |
Crossbow, (light) | 80 | PZO1110 |
Crossbow, (light, underwater) | 80 | PZO1121 |
Crossbow, (repeating) | 80 | PZO1110 |
Rifle | 80 | PZO1118 |
Rifle, (pepperbox) | 80 | PZO1118 |
Sling staff, (halfling) | 80 | PZO1110 |
Longbow, (standard) | 100 | PZO1110 |
Longbow, (composite) | 110 | PZO1110 |
Crossbow, (heavy) | 120 | PZO1110 |
Crossbow, (heavy, repeating) | 120 | PZO1110 |
Crossbow, (heavy, underwater) | 120 | PZO1121 |
Contents
- Augmentations Format
- Cybernetics
- Biotech
- Personal Upgrades
Many explorers and mercenaries modify their own bodies with technological or biological gear called augmentations. These are modifications to your body that give you special abilities and bonuses. Once installed, they become a part of your body and generally can’t be affected by abilities that destroy or disable objects or target technological items or creatures. As far as attacks and abilities are concerned, a cybernetic or vat-grown arm is no more (or less) vulnerable than your original biological limb.
Augmentations Format
System
All augmentations have a system entry indicating the part of the body into which it must be installed. You can’t have more than one augmentation on the same part of your body.
In some cases, such as with augmentations installed in limbs, you can install an augmentation into a single general type of body part, such as any single one of your feet or hands. In these cases, the augmentation lists the acceptable body parts into which the augmentation can be installed. You can install a single augmentation on each limb of which you have multiples. For example, if you’re a kasatha, you could install a separate augmentation on each of your four hands, as long as each of those augmentations requires only a single hand.
If an augmentation requires multiple limbs for installation—such as climbing suckers, which require all feet, or a speed suspension, which requires all legs—the augmentation’s systems entry indicates that requirement. The augmentation’s description will also indicate whether a limb-based upgrade requires the replacement of a limb or the augmentation of an existing limb. In the case of augmentations that specifically replace a lost limb, such as a polyhand or a prosthetic limb, you cannot attach such an augmentation to an existing limb, due to the way these upgrades are manufactured.
Common Systems: Although exceptions do exist, most augmentations require installation into one of the following body systems: arm (or all arms), brain, ears, eyes, foot (or all feet), hand (or all hands), heart, leg (or all legs), lungs, spinal column, skin, and throat.
Implantation
Getting an augmentation installed requires the services of a professional cybernetic surgeon or someone with ranks in Medicine equal to the level of the augmentation. A session with a cybernetic surgeon usually takes 1 hour per level of the augmentation. The price of such implantation procedures is included in the prices listed for each augmentation.
Removing Augmentations
You might want to have an augmentation removed, usually because you want to install a different one in the same system of your body. This removal usually occurs during surgery to install new cybernetics. Biotech usually kills off the old augmentation while it’s integrating with your body, allowing you to purge the dead biotech naturally. Because augmentations are coded to your body, it’s not possible to resell an old augmentation, nor can you reimplant one into a different person. The price of a new augmentation includes the price and time to remove the old augmentation.
Activation
Most augmentations work continuously. Those requiring some degree of control are plugged into your nervous system, and you can turn them on or off as a standard action unless otherwise noted. For example, you could activate or deactivate cybernetics in your eyes to observe different visual phenomena.
Cybernetics
Cybernetic augmentations use machines and circuitry integrated with the flesh and bone of the recipient. In most cases, cybernetics must be installed into the body by a trained surgeon—a process that takes 1 hour per level of the augmentation and the price of which is covered in the price of the cybernetic. Cybernetics are more than just machine implants: they are complex meldings of technology and the living host’s own organs. This allows them to be hardened against assaults that affect other technologies in ways robots and other entirely technological creatures can’t. Cybernetics are not subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.
Name | Level | Price | System |
---|---|---|---|
Hideaway limb, standard | 1 | 150 | Arm or leg |
Prosthetic limb, standard | 1 | 100 | Arm and hand, or leg and foot |
Respiration compounder | 1 | 250 | Lungs |
Vocal modulator | 1 | 125 | Throat |
Datajack, standard | 2 | 625 | Brain |
Darkvision capacitors, standard | 3 | 1,750 | Eyes |
Prosthetic limb, storage | 3 | 1,450 | Arm and hand, or leg and foot |
Retinal reflectors | 3 | 1,350 | Eyes |
Speed suspension, minimal | 4 | 1,900 | All legs |
Datajack, high-density | 5 | 2,600 | Brain |
Dermal plating, mk 1 | 5 | 3,025 | Skin |
Hideaway limb, quickdraw | 5 | 3,050 | Arm or leg |
Wide-spectrum ocular implant | 5 | 2,825 | Eyes |
Cardiac accelerator | 6 | 3,850 | Heart |
Dermal plating, mk 2 | 7 | 6,950 | Skin |
Darkvision capacitors, advanced | 8 | 9,000 | Eyes |
Datajack, accelerated | 8 | 8,525 | Brain |
Speed suspension, standard | 8 | 8,800 | All legs |
Dermal plating, mk 3 | 9 | 17,975 | Skin |
Cybernetic arm, single | 11 | 24,750 | Spinal column |
Dermal plating, mk 4 | 12 | 48,850 | Skin |
Speed suspension, complete | 12 | 32,900 | All legs |
Darkvision capacitors, long-range | 13 | 48,950 | Eyes |
Cybernetic arm, dual | 14 | 70,150 | Spinal column |
Dermal plating, mk 5 | 14 | 105,000 | Skin |
Polyhand | 14 | 71,000 | Hand |
Dermal plating, mk 6 | 16 | 163,500 | Skin |
Dermal plating, mk 7 | 19 | 542,000 | Skin |
Cardiac Accelerator
System Heart
Price 3,850; Level 6
This implant plugs directly into your heart and can be triggered to overclock the performance of your heart and circulatory system. When you run, charge, or take a move action to move, you can spend 1 Resolve Point to increase your speed (in the relevant Mode of movement) by 20 feet for that action. This extra movement is treated as an enhancement bonus.
Alternatively, you can spend 1 Resolve Point as a reaction when you attempt a Reflex saving throw to gain a +1 enhancement bonus to your roll.
Cybernetic Arm
System Spinal column
Model | Level | Price |
---|---|---|
Single | 11 | 24,750 |
Dual | 14 | 70,150 |
Made of ultralight materials, this fully cybernetic arm fuses to your spinal column, exoskeleton, or equivalent body structure and functions as a full arm. You can hold an additional hand’s worth of equipment. This lets you have more items at the ready, but it doesn’t increase the number of attacks you can make in combat. You must have a Strength score of 12 to use a cybernetic arm effectively.
Dual cybernetic arms consist of a pair of arms, one on each side of your body, and let you hold two additional hands’ worth of equipment. You need a Strength score of 14 to use dual cybernetic arms effectively.
Darkvision Capacitors
System Eyes
Model | Level | Price |
---|---|---|
Standard | 3 | 1,750 |
Advanced | 8 | 9,000 |
Long-range | 13 | 48,950 |
These replacement eyes allow you to see in total darkness, giving you darkvision with a range of 60 feet. They operate by sending out low-powered ultraviolet lasers that are then detected by receptors within the capacitors. When your capacitors are in operation, their lasers can be detected by creatures that have darkvision capacitors or can otherwise see ultraviolet light.
Advanced darkvision capacitors have the benefits of a wide-spectrum ocular implant. Long-range darkvision capacitors function like advanced capacitors but provide a darkvision range of 120 feet.
Datajack
System Brain
Model | Level | Price |
---|---|---|
Standard | 2 | 625 |
High-density | 5 | 2,600 |
Accelerated | 8 | 8,525 |
This cybernetic includes a programmable data port that allows you to access different types of computers and digital storage media. Any handheld computer can be inserted directly into the port, while larger systems need to be connected by an adapter cable. Having the system connected directly to your nervous system obviates the need for an interface to access data on a system. Actually operating the system requires you to use the Computers skill as usual. Some closed systems don’t allow data access or require you to do some rewiring to connect with a datajack (usually an Engineering check).
Advanced datajacks make it easier to process and send information through the datajack. With a high-density datajack, you gain a +1 circumstance bonus to Computer checks when accessing a system via your datajack. An accelerated datajack instead provides a +2 bonus.
Dermal Plating
System Skin
Model | Level | Price | DR |
---|---|---|---|
Mk 1 | 5 | 3,025 | 1 |
Mk 2 | 7 | 6,950 | 2 |
Mk 3 | 9 | 17,975 | 3 |
Mk 4 | 12 | 48,850 | 4 |
Mk 5 | 14 | 105,000 | 5 |
Mk 6 | 16 | 163,500 | 6 |
Mk 7 | 19 | 542,000 | 7 |
You line your skin with hardened composite plates that deflect physical attacks. You gain an amount of damage reduction that depends on the Model of your dermal plating. If you have natural damage reduction equal to or greater than your dermal plating, adding dermal plating increases the value of your natural DR by 1. If you have natural DR of a value less than your dermal plating, the value of DR from your dermal plating increases by 1.
Hideaway Limb
System Arm or leg
Model | Level | Price | DR |
---|---|---|---|
Standard | 1 | 150 | |
Quickdraw | 5 | 3,050 |
This compartment is hidden inside one of your limbs. You can conceal items inside and protect them with a simple passcode. The compartment can hold items of negligible bulk and items of light bulk that are either relatively small or can be folded or contracted to fit. A hideaway in a leg (in a human) can hold more than one in an arm, and the creature’s size also adjusts the capacity. The GM decides what can fit.
When the compartment is closed, the seam in your flesh is difficult to detect. You gain a +2 bonus to Sleight of Hand checks to conceal items in a hideaway limb. Though this compartment can usually foil a simple pat down, most security checkpoints include a scan that can detect such devices. Retrieving an item from a hideaway limb is a move action instead of a standard action.
This type of augmentation is for Small and Medium creatures only. Hideaway limbs for creatures larger than Medium typically cost more but can hold items of greater size or bulk.
If you have a quickdraw hideaway limb, the compartment is integrated with a specific weapon. This allows you to draw the weapon as a swift action or as part of making an attack or full attack (similar to using the Quick Draw feat). A quickdraw hideaway limb works only if the limb is one you can normally aim and attack with, typically an arm. You can’t, for example, put a quickdraw hideaway limb in your leg and have the weapon spring into your hand.
You can have a mount installed in a quickdraw limb that holds the weapon in place while you shoot. You still can’t use your hand for other purposes, but you gain a +2 bonus to KAC against disarm attempts. The mount can’t hold a weapon that requires more than one hand to operate. You can’t hide other objects inside a quickdraw hideaway limb—there’s room for only the weapon.
Nothing stored in a hideaway limb is considered part of the cybernetic, and the stored item does not gain the cybernetic’s immunity to attacks affecting technological devices.
Polyhand
System Hand
Price 71,000; Level 14
You replace your entire hand with a hand made of reprogrammable microscopic adamantine prisms. With either a mental command or a programmable interface built into the hand, you can reconfigure your hand into the shape of various tools. The hand can contain programming for nine different tools, in addition to a configuration for a normal hand for your species. As a move action, you can switch the setting, causing the adamantine pieces to realign into the shape of the chosen tool. The tool has all the flexibility of the normal tool (or of a hand, if set to that).
Programming a new tool into the polyhand takes 10 minutes, and you must choose either to fill an empty slot or to replace a programmed tool. The tool replicated must be 8th level or lower. The polyhand can replicate the moving parts of a tool, but you must supply any fuel or batteries needed for the tool to function. The tool cannot produce substances, and since it’s not very conductive (important so as to avoid shocking the user), it can’t serve as a power conduit or data transmission line. The GM has final say in deciding which tools you can duplicate. The tools within Engineering kits and similar kits can be duplicated, subject to the restrictions above.
You can’t replace the hand setting based on your biology, which is required for the polyhand to function properly. You can add a hand corresponding to another species in any slot that isn’t reserved; for instance, a human could program her polyhand to replicate a shirren hand. This can’t duplicate features of a unique individual, such as thumbprints. You can install a polyhand into a prosthetic limb that replaces an arm as if the prosthetic were a natural arm.
The adamantine construction makes the polyhand extremely durable. This doesn’t change the amount of unarmed strike damage, no matter the form your polyhand is in. The polyhand can’t maintain structural integrity if extended too far, so it can’t assume a form more than one and a half feet long in any dimension. Consequently, it can’t extend your reach.
Prosthetic Limb
System Arm and hand, or leg and foot
Model | Level | Price | DR |
---|---|---|---|
Standard | 1 | 100 | |
Storage | 3 | 1,450 |
This prosthesis replaces a missing limb. It restores functionality, but it is no more durable than and doesn’t otherwise function differently than a normal limb for your species. A prosthetic limb can replace one you’ve lost, or you can have a limb removed in order to replace it with a prosthetic.
A storage prosthetic limb has a built-in concealed storage compartment, which functions as a hideaway limb (see above).
Respiration Compounder
System Lungs
Price 250; Level 1
A respiration compounder consists of a series of modules that attach to your lungs, letting you survive longer without having to breathe. Treat your Constitution score as though it were doubled for the purpose of how long you can hold your breath. You also gain a +4 bonus to Constitution checks to continue holding your breath. This doesn’t protect you from other dangers of an airless environment.
The compounder also filters your air, granting a +2 bonus to saving throws against inhaled poisons or other airborne toxins.
Retinal Reflectors
System Eyes
Price 1,350; Level 3
These sheets of reflective material can be implanted behind the retina, granting you low-light vision and a +1 enhancement bonus to vision-based Perception checks.
Speed Suspension
System All legs
Model | Level | Price | DR |
---|---|---|---|
Minimal | 4 | 1,900 | |
Standard | 8 | 8,800 | |
Complete | 12 | 32,900 |
You increase your land speed by replacing joints and tendons in your legs with high-performance cybernetics. A minimal speed suspension replaces only a few parts, increasing your land speed by 10 feet. A standard suspension is more invasive and increases your land speed by 20 feet. Replacing all your leg joints and tendons with a complete speed suspension increases your land speed by 30 feet. You can install a speed suspension into prosthetic legs. Extra speed from these augmentations is treated as an enhancement bonus.
Vocal Modulator
System Throat
Price 125; Level 1
A vocal modulator includes a series of miniature actuators built specifically to reshape your voice box, along with miniature hyper-resonant chambers that dynamically close or open. This allows you to change the pitch, timbre, and tone of your voice. You can more easily imitate accents or pronounce alien languages. When using Disguise to change your appearance, you gain a +2 circumstance bonus if the change in your voice also helps your disguise (at the GM’s discretion).
Wide-Spectrum Ocular Implant
System Eyes
Price 2,825; Level 5
These cybernetic spheres replace your eyes entirely. You gain low-light vision, as well as the ability to see infrared and ultraviolet light. These enhancements grant you a +2 bonus to vision-based Perception checks and allow you to notice some things people who can see only the red-violet light spectrum can’t, including the lasers from darkvision capacitors. This doesn’t grant you darkvision, but in darkness you can see significant sources of heat due to your infrared vision.
Functioning similarly to cybernetics, biotech items include modifications to your DNA combined with implants of biological origin that integrate into your physiology. Biotech mostly operates by the same rules as cybernetics and uses the same implantation slots.
Name | Level | Price | System |
---|---|---|---|
Gill sheath | 1 | 95 | Lungs |
Dragon gland, wyrmling | 2 | 755 | Throat |
Venom spur | 2 | 625 | Hand |
Wildwise | 2 | 500 | Throat |
Adaptive biochains | 3 | Varies | Varies |
Climbing suckers | 3 | 1,200 | All feet |
Tympanal cluster | 4 | 2,150 | Ears |
Skin of the chameleon | 6 | 4,050 | Skin |
Dragon gland, standard | 10 | 19,125 | Throat |
Dragon gland, wyrm | 16 | 181,500 | Throat |
Adaptive Biochains
System Varies
Price Varies; Level 3
You can duplicate the effects of cybernetics with biotech by using adaptive biochains—microscopic cells that can reform themselves into replacements for technology within the body of a living host. This replicates the effects of any cybernetic augmentation, but it costs an additional 10% due to the price of the biochains. Adaptive biochains can also be used to replace any existing cybernetic with a biotech version of the same device; doing so has the same price and time as introducing a new adaptive biochain.
Climbing Suckers
System All feet
Price 1,200; Level 3
The soles of your feet become covered in fleshy slats you can open and close, providing you a climb speed of 20 feet. You don’t need to attempt Athletics checks to traverse a vertical or horizontal surface (even upside down). You don’t benefit from climbing suckers unless you’re barefoot or wearing custom clothing, and you can not be wearing more than light armor. Climbing suckers integrate into your natural feet and do not require you to replace your feet and legs. Climbing suckers can be installed into the feet of prosthetic legs.
Dragon Gland
System Throat
Model | Level | Price |
---|---|---|
Wyrmling | 2 | 755 |
Standard | 10 | 19,125 |
Wyrm | 16 | 181,500 |
You implant an arcanicus gland modified to function for a creature of your race at the back of your throat. You can trigger this gland as a standard action to expel a breath weapon in a 15-foot cone as an Extraordinary ability. Choose the damage type when the organ is biocrafted, picking from the following list: acid, cold, electricity, or fire. You are not harmed by using your own breath weapon. Once you’ve used your breath weapon, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
A wyrmling dragon gland deals 3d6 damage, a standard gland deals 9d6 damage, and a wyrm gland deals 18d6 damage. Targets in the area can attempt a Reflex save (DC = 10 + half your level + your Constitution modifier) to take only half damage.
Gill Sheath
System Lungs
Price 95; Level 1
An external lining striated with oxygen-filtering nodules coats the outside of your lungs. If you breathe in water, it filters into the lining, where the nodules extract the oxygen and deposit it into your lungs. This lets you breathe underwater or in the air. You still exhale normally.
Skin of The Chameleon
System Skin
Price 4,050; Level 6
This biotech modification replaces pigmentation cells in your skin. You can alter your skin to mimic the terrain or lighting conditions around you, giving you a +3 circumstance bonus to Stealth checks. You must be wearing custom clothing and no more than light armor to benefit from this biotech.
Tympanal Cluster
System Ears
Price 2,150; Level 4
A tympanal cluster consists of multiple small membranes of various sizes that can detect a wide range of sounds. They give you a +2 circumstance bonus to hearing-based Perception checks.
Venom Spur
System Hand
Price 625; Level 2
You implant a retractable stinger and venom sac into your hand. You can extend this stinger as a swift action but only while you aren’t holding anything in that hand. Attacks with your stinger deal 1d6 piercing damage and automatically inject venom into the target. An affected creature can attempt a Fortitude saving throw (DC = 10 + half your level + your Constitution modifier) to resist the effects of your venom. On a failed save, the creature takes 2d6 damage immediately and must attempt a new Fortitude saving throw at the start of its turn each round to end the effect. Each time it fails this save, it takes an additional 2d6 damage. Effects such as remove affliction and antitoxin affect this venom as though it were a poison.
Once used, the venom sac doesn’t refill until the next time you rest to regain Stamina Points. While it’s empty, you can still attack with the stinger but can’t envenomate your target.
Wildwise
System Throat
Price 500; Level 2
The soft purple fungus called wildwise attaches itself to your vocal cords and extends fine filaments into portions of your brain. It allows you to communicate in a general sense with animals and with magical beasts with an Intelligence score of 1 or 2. You can attempt Diplomacy checks to influence such creatures as well as understand in very vague terms information they try to convey to you. The information they give you usually consists of simple concepts such as “danger,” “food,” or “that way.”
Personal upgrades are a special class of augmentation that do not follow the normal system-limitation rules. Instead, these are broad upgrades that make changes across your entire body, while still allowing for other augmentations. Put more simply, buying a personal upgrade is the easiest way to increase your ability scores.
Personal upgrades may be cybernetics, biotech upgrades, mystical crystals, nanite enhancements, or various other forms of enhancement, and each permanently grants you additional ability score points. Using any of these sorts of items counts as a personal upgrade.
You can gain a total of three personal upgrades, regardless of the source. Each personal upgrade item has a Model number: mk 1, mk 2, or mk 3. A mk 1 personal upgrade grants you +2 points to a single ability score, a mk 2 personal upgrade grants +4 points to a single ability score, and a mk 3 personal upgrade grants you +6 points to a single ability score. Each of your personal upgrades must be a different Model number (for example, you cannot have three mk 1 upgrades, but you can have a mk 1, a mk 2, and a mk 3). You can boost an existing personal upgrade by paying the difference in price between the current Model and the next higher Model. For example, if you have a mk 1 synaptic accelerator granting you +2 points of Strength, you could increase that to a mk 2 synaptic accelerator granting you a total +4 points of Strength by paying 5,100 credits (the difference in price between the mk 1 and mk 2 Models). Be sure to keep track of what upgrades you have applied to which ability scores.
Below are three typical examples of personal upgrades: one each for purely technological upgrades, purely magical upgrades, and hybrid upgrades. These distinctions have no rules differences, but some societies may view them differently.
Model | Level | Price | Ability |
---|---|---|---|
Mk 1 | 3 | 1,400 | +2 |
Mk 2 | 7 | 6,500 | +4 |
Mk 3 | 14 | 75,000 | +6 |
Ability Crystal (Magic)
This crystal formed a mystical connection to the memories of heroes long ago. Any character can spend 1 hour communing with the crystal to gain additional ability points. This counts as a personal upgrade of the appropriate Model number. Once a character has used the crystal, its magic is forever spent.
Synaptic Accelerators (Technology)
These implants supercharge the synaptic connections in your brain, allowing you to process information faster and send impulses throughout your body more effectively. Synaptic accelerators grant you additional ability points. This counts as a personal upgrade of the appropriate Model number. It takes an hour to install a synaptic accelerator, and once a character has benefited from its technology, it is forever spent.
Synergizing Symbiote (Hybrid)
These tiny, biovat-grown, tadpole-like creatures form symbiotic relationships with other animals by attaching to their bodies and instinctively maximizing efficiency in the hosts’ biological systems, losing their own independence and functionally becoming a new organ. Synergizing symbiotes grant additional ability points. This counts as a personal upgrade of the appropriate Model number. It takes an hour to implant a synergizing symbiote, and once a character has benefited from it, it is forever spent.
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