Core Archaic Weapons

Return to Home

Return to Equipment Guide

**Kunai (PL 2)**

   Kunai normally had a leaf-shaped blade and a handle with a ring on the pommel for attaching a rope. The attached rope allows the kunai's handle to be wrapped to function as a grip, or to be strapped to a stick as a makeshift spear; to be tied to the body for concealment; to be used as an anchor or piton, and sometimes to be used as the Chinese Rope Dart. The balanced design of a kunai makes it an exceptionally suitable throwing weapon granting it even greater versatility.

A kunai has a throwing range equal to 3 meters + a number of meters equal to the Ste mod of the person throwing it.

**Kukri (PL 1)**

   This heavy, curved knife has its sharp edge on the inside of the curve.

**No-datchi (PL 2)**

   This is the great sword version of the katana, most often used for it's heavy blade and leverage against calvary and armored infantry. This weapon cannot be used one-handed.

**Longsword (PL 1)**

    This classic, straight blade is the weapon of knighthood and valor.

**Wakizashi (PL 2)**

    The wakizashi is the second sword that make up the samurais daisho. The sword is more or less a short sword. It's typically used for extremely close quarters combat such as in a house or tight alley. It is also used as an off hand weapon in tandem with the katana.

**Kodatchi (PL 2)**

    The kodatchi also sometimes called the shield sword is has a blade somewhat less curved than other Japanese swords mid-length between a katana and a wakizashi. When wielded as a off-hand weapon it provides a +1 block bonus to Defense Class.

**Rapier (PL 3)**

    You can use the Weapon Finesse feat page 102) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon for you. You can’t wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.

**Greatbow (PL 0)**

You need at least two hands to use a greatbow. A greatbow sized for a medium character is 6 feet or more in length when strung. A greatbow is too unwieldy to use while mounted. Like other bows, if you have a penalty for low Strength, apply it to damage rolls when using a greatbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite greatbow (see below) but not a regular greatbow.

**Longbow (PL 0)**

    You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.

**Shortbow (PL 0)**

You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.

**Arrows (PL 0)**

    An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

**Greatbow, composite (PL 1)**

You need at least two hands to use a greatbow. A greatbow sized for a medium character is 6 feet or more in length when strung. A greatbow is too unwieldy to use while mounted. Like other bows, if you have a penalty for low Strength, apply it to damage rolls when using a greatbow. Composite greatbows follow all of the normal rules for composite bows, including strength ratings. Each point of Strength bonus granted by the bow adds +2 to the Purchase TN..

**Longbow, Composite (PL 1)**

You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow shaped even when unstrung.
All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it.
The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating (representing an especially heavy pull) to take advantage of an above-average Strength score; this 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 +2 to the Purchase TN..

**Shortbow, Composite (PL 1)**

You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow shaped even when unstrung. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. Each point of Strength bonus granted by the bow adds +2 to the Purchase TN..

**Handaxe (PL 1)**

A small Axe meant to be carried and wielded one-handed.

**Cutlass (PL 2)**

    A light slashing weapon especially favored by pirates and other nautical raiders, the cutlass is a heavy blade about 2 feet long with a curved edge. It is easy to wield in close quarters and can deal vicious gashes to an opponent. Its heavy basket hilt gives the wielder a +2 circumstance bonus on any checks to resist being disarmed.

**Maul (PL 2)**

    The maul is simply a two-handed warhammer of enormous size.

**Hammer (PL 1)**

    This is a small sledge light enough to throw.

**Harpoon (PL 1)**

The harpoon is a broad-bladed spear forged with barbs. The shaft of the harpoon has a trailing rope attached, to control harpooned opponents. Though designed for hunting whales and other large sea creatures, the harpoon can be used on dry land.

If it deals damage, the harpoon lodges in an opponent who fails a Reflex saving throw (TN 10 + the damage dealt). A harpooned creature moves at only half speed and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the harpooned creature can move only within the limits that the rope allows (the trailing rope is 30 feet long). If the harpooned creature attempts to cast a spell, it must succeed on a TN 15 Concentration check or lose the spell.

The harpooned creature can pull the harpoon from its wound if it has two free hands and takes a full-round action to do so, but it deals damage to itself equal to the initial damage the harpoon dealt. A character who succeeds on a TN 15 Heal check can remove a harpoon without further damage.

**Sap (PL 1)**

A sap comes in handy when you want to knock an opponent out instead of killing it.

**Battleaxe (PL 1)**

    A battleaxe is an axe specifically designed for combat. Battle axes were specialized versions of utility axes. Most are suitable for use in one hand.

**Trident (PL 1)**

    This three-tined piercing weapon can be thrown just as a shortspear or spear can be, but its range increment is shorter because it’s not as aerodynamic as those other weapons. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.

**Greataxe (PL 1)**

    A greataxe is a military two-handed melee weapon in the axe weapon group.

**Hammer, double (PL 1)**

A double hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you were attacking with a one-handed weapon and a light weapon.

**Scythe (PL 1)**

    While it resembles the standard farm implement of the same name, this scythe is balanced and strengthened for war. The design of the scythe focuses tremendous force on the sharp point, as well as allowing devastating slashes with the blade edge. Because of a scythe’s shape, you can use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.

**Shield, Heavy or Light**

You can bash with a shield instead of using it for defense. See Armor, later in this chapter.