Weapons

SM stands Stature minimum, and describes the minimum Stature required to wield the weapon in one hand. Wielding a weapon in two hands increases the wielder's effective SM by 5. Dual wielding decreases the wielder’s effective SM by 5.

To make a larger version of a weapon, double the damage die and range, multiply the weight by 8, and increase the SM by 15. This weapon is twice the length of the original, with all the normal properties. To make a half sized version of a weapon, reduce the SM by 15, divide the weight by 8, and halve the damage and range. The cost to make these depends on the area and resources available, giants may struggle to make mini weapons which would increase the price, and larger weapons require more materials and thus cost more.

Type refers to the type of damage normally done by the weapon, some weapons are capable of doing more than one kind of damage. These are bludgeoning, slashing, and piercing.

Range refers to how close a creature needs to be before the weapon is effective. Weapons with two ranges listed may be thrown or used in close quarters, with the second number being the range increment. A range of 0 indicates that a creature must be adjacent to its target before striking it with the weapon.

Monk in the special column indicates that this is a weapon usable by monks with their class abilities.

Brace:

When wielding a brace weapon you may ready an action to attack a creature, if that creature charges you, the weapon deals double dice damage.

Double:

This property refers to the fact that both ends of the weapon may be used to attack. The wielder’s effective Stature is not affected by using both ends of the double weapon to attack with both hands.

Tactical Exploits:

Weapons with an exploit listed in the special column allow the wielder to use the weapon for the given exploit, even if weapons are not usually used for that exploit. The touch attack to perform the exploit is made using the same bonuses that you would get with your weapon, and you can add any enhancement bonuses of the weapon to the exploit as well. While some exploits can normally only be performed against creatures within your natural reach, reach weapons allow for their listed exploits within the range you threaten with them.

\*Bayonets may be mounted on the end of firearms, allowing the wielder of the firearm to attack in melee using the bayonet, without incurring an attack of opportunity. Enhancements made to a bayonet are separate than those made to the firearm.

\*\*Lances do double damage when used to attack at the end of a mounted charge. A lance may be used as a long spear if dismounted, in which case it gains the brace feature.

\*\*\*Increase the DC to find a Bichuwa hidden on someone’s person by 4.

\*\*\*\*Gnomish spikes consist of brass knuckles with a long metal spike attached, and may be used as either bludgeoning or piercing weapons.

\*\*\*\*\*When wielding a Goblin Blockystabby two-handed, the wielder gains a +2 shield bonus to AC.

**Ranged Weapons:**

Simple Weapons

Martial Weapons

Specialized Weapons

Notes:

Range refers to range increment. Firing at a target beyond this is possible, but causes a -2 to hit. Each range increment fired into past the first doubles this penalty, and the maximum range of a weapon is 5 range increments.

Reloading a blowgun, bow, or atlatl is a swift action. Reloading a sling is no action. Reloading a hand crossbow is a swift action, reloading a regular crossbow is a move action, and reloading a heavy crossbow is a standard action.

Toxin in the special column refers to this weapon being frequently used to deliver toxins.

Melee in the special column refers to this weapon also being usable as a melee weapon in a pinch, as a short spear in the case of the javelin, handaxe for a throwing axe, and as a quarterstaff for the halfling sling-staff. Damage is not changed when using these weapons in melee versus at range.

\*The atlatl is a device used to launch darts (small javelins) at high speed and with great precision.

\*\*The pilum functions as a javelin, but if it hits a target, you may choose to forgo doing damage to instead deny the target an AC bonus from shields until a standard action is taken to remove it.

\*\*\*Bolas may be used to make grapple checks at a distance. A target grappled by bolas must make a GR with a DC of 16+attacker’s CB+attacker’s P or fall prone.

**Natural Weapons:**

Though these vary depending on the creature using them, these attacks share similar properties.

Bite: This attack’s damage counts as bludgeoning, piercing and slashing and deals damage as an off-hand weapon, unless otherwise stated. Bites which deal damage as a one-handed or two-handed weapon have the grapple property.

Claw: This attack deals slashing damage as a one-handed weapon. The limb used to make a claw attack cannot be used to make a weapon attack in the same round.

Gore: A gore attack deals piercing damage as a one-handed weapon. On a charge, it deals damage as a two-handed weapon.

Rake: A rake attack functions as a natural attack, but can only be performed when a creature uses the Pounce ability. It deals slashing damage as a one-handed weapon.

Slam: All creatures possess a slam attack, though often it is not listed, or their specific slam attack is better than the one possessed by all creatures. Its properties are: 1d2 SM 5 26x2. Slam attacks deal half their damage, though not with any additional effects, if their attack misses but would have hit the target’s touch AC as long as the attack is made against a creature with Stature at least 50 lower than the attacker’s Stature. Slams possess the “shove” property.

Unarmed Strike: Unarmed strikes are a more refined method of using the body in combat. They are considered both natural and manufactured weapons. Though every creature is capable of making an unarmed strike, they must gain proficiency with unarmed strikes as a manufactured weapon in order to use them. Unarmed strikes can be used to make any exploit and so have each of them as a listed property.

Unique Natural Weapons: Many creatures have specific and unique natural weapons, these are listed in the creature’s entry with necessary details.

**Improvised Weapons:**

Anything can be used as a weapon, and almost everything has been used to kill someone at some point. Improvised weapons can take two forms: using a weapon with which the wielder is not proficient, and wielding an object not designed to be used as a weapon in this manner.

When using a weapon with which the wielder is not proficient, they take a penalty to the attack roll equal to 4 + 1/4 their level. The weapon’s critical threshold is increased by 2 and the weapon’s damage is treated as if the weapon were designed for a creature of 15 lower Stature.

When wielding a weapon that was not designed to be used as a weapon in this manner, refer to the following table. This table lists values for a creature not proficient with the object, so a creature proficient would decrease the critical threshold by 2 and deal double the listed damage. These objects can be used in melee, thrown, used with two hands, or used to perform exploits as normal weapons. This is designed to give a basic framework of the properties of various non-weapon objects, but there will always be surprises. For objects not listed here, approximate damage and SM based on weapon weight, and find the closest match.

\* Upon a critical hit, a bottle breaks, becoming a broken bottle.

\*\* A very hot beverage deals 1d4 fire damage as a touch attack which depletes the beverage. Foul Play only for blinding.

\*\*\* Deals 1d3 fire damage to the target, flammable objects may catch fire.