HOUSE RULES
WEAPONS I really did want to avoid reinventing the wheel, but after I pulled from a few sources and made a few changes to fit the flavor of the setting I realized that having my own list of weapons to use was just better.
Light Simple: These weapons can be used with finesse, assuming they are melee weapons. They also count as light weapons in the offhand for the purpose of Two Weapon Fighting.
WEAPON Damage Range Threat Multiplier Cost Notes
Chakram 1d8 20' 18-20 x3 7gp
Club 1d6 --- 20 x2 1gp
Dagger 1d4 20' 19-20 x2 3gp
Darts* 1d3 30' 19-20 x3 2gp They come in clusters of 3
Javelin* 1d8 50' 19-20 x3 5gp
Nunchuck 1d6 --- 20 x2 5gp
Short spear 1d6+1 15' 19-20 x3 7gp
Shuriken 1d3+1 30' 18-20 x3 3gp They come in clusters of 5
Slingshot --- 30' 20 x3 2gp See below
Spiked Gauntlet 1d6 --- 20 x2 8gp
Stiletto* 1d3 --- 15-20 x4 15gp
Throwing Axe 1d6 15' 20 x3 3gp
Throwing Hammer 1d4+1 20' 20 x3 3gp
Throwing Knife 1d4 30' 19-20 x2 5gp They come in clusters of 2
Simple: These weapons are available to most characters. They are fairly inexpensive, functional, and typically do not require a lot of training to use.
WEAPON Damage Range Threat Multiplier Cost Notes
Boomerang 1d6 60' 19-20 x2 3gp Will return to sender by next turn
Club, Great 1d10 --- 20 x2 5gp 2-Handed
Hand Axe 1d6 10' 20 x3 4gp
Mace 1d8 --- 20 x3 10gp
Quarterstaff 1d6 --- 20 x2 5gp 2-Handed
Spear 1d8+1 10' 19-20 x3 10gp 1 or 2-Handed
Light Martial: These weapons are availble to most warrior classes. They ere often expensive, require significant training, and regularly provide advantages to specific combat styles. These weapons can be used with finesse and count as light weapons for Two Weapon Fighting. Obviously they must be melee weapons for that to apply.
WEAPON Damage Range Threat Multiplier Cost Notes
Cahulaks* 1d10 10' 18-20 x3 40gp See below
Combat Hammer 1d4+1 --- 19-20 x3 15gp
Combat Hatchet 1d4+1 20' 19-20 x3 20gp
Combat Net 1d3 20' 20 x2 10gp
Gladius 1d6+1 --- 19-20 x3 50gp See below
Kukri 1d4 --- 19-20 x2 15gp
Machete 1d6 --- 18-20 x3 40gp
Ninja-to 1d6 --- 19-20 x3 35gp
Rapier* 1d6 --- 18-20 x2 60gp
Sai* 1d4 15' 19-20 x3 20gp See below
Scimitar 1d6 --- 18-20 x2 55gp
Short sword 1d4+1 --- 19-20 x2 25gp
Tonfa 1d6 --- 20 x2 25gp See below
Tortoise Shell 1d8 --- 20 x3 35gp See below
Whip, Chain 2d4 --- 18-20 x2 50gp See below
Whip, Razor 1d6+1 10' 18-20 x2 50gp See below
Whip, Thorn 1d4+1 10' 18-20 x2 35gp See below
Wrist claw* 2d3 --- 19-20 x4 45gp
Martial: These weapons are all fairly pricey. They require a certain degree of skill and training to use properly and a phony can be spotted a mile away. Unless specified otherwise, all of these weapons can be used one or two handed. The cannot be used with finesse or in the off hand without a significant penalty.
WEAPON Damage Range Threat Multiplier Cost Notes
Bastard sword 1d10 --- 19-20 x2 50gp Exotic to use 1-Handed
Battle Axe 1d8 --- 20 x3 35gp
Broadsword 2d4 --- 19-20 x2 40gp
Flail 3d4 --- 19-20 x3 75gp
Great Axe 2d6+2 --- 20 x3 115gp 2-Handed
Great Mace 1d12 --- 20 x2 50gp 2-Handed
Greatsword 3d4 --- 19-20 x2 150gp 2-Handed
Halberd 1d10 --- 19-20 x2 45gp 2-Handed
Lance* 3d12 --- 18-20 x4 100gp Single use; Only charge attack
Long spear* 1d12 --- 19-20 x3 55gp 2-Handed
Longbow 1d8 70' 20 x2 50gp
Longbow, Composite 1d8 100' 20 x2 100gp
Longsword 1d8 --- 18-20 x2 100gp
Lotulis* 3d4 --- 18-20 x3 150gp 2-Handed
Lucerne Hammer* 1d12 --- 19-20 x3 90gp 2-Handed
Maul 1d12 --- 20 x3 90gp Exotic to use 1-Handed
Military Pick* 2d4 --- 19-20 x4 85gp
Military Fork* 2d4 --- 18-20 x3 135gp 2-Handed
Morningstar 1d8 --- 19-20 x2 65gp
Naginata 1d10 --- 18-20 x2 120gp 2-Handed
Sabre 1d8 --- 18-20 x2 75gp +2 charge damage
Shortbow 1d6 50' 20 x2 30gp
Triblade* 2d4+2 --- 18-20 x3 200gp 2-Handed
Trident* 1d8 15' 19-20 x3 110gp
Warhammer 1d8 --- 20 x2 50gp
Warspear* 1d12+2 15' 19-20 x3 100gp See below
Exotic: These weapons are rare, have limited access, or are difficult to use and require very specific training. Double weapons may be used with Two weapon fighting and count as a light weapon in each hand. They may also be used with finesse.
WEAPON Damage Range Threat Multiplier Cost Notes
Bola 1d2 30' 20 x2 3gp See below
Blowgun 1d3 20' 20 x2 10gp
Burnstick 1d6 --- 20 x3 15gp See below
Burnstick, Great 1d10 --- 20 x3 25gp See below
Double Hammer 1d8 --- 20 x2 65gp See below
Double Mace 1d8 --- 20 x3 80gp See below
Double Sword 1d6 --- 19-20 x2 70gp See below
Orakku Katana 2d8 --- 19-20 x3 250gp See below
Orakku Wakizashi 1d8 --- 19-20 x2 150gp See below
Warfan 1d6 --- 18-20 x3 75gp
Crossbows: Are special because they count as simple & martial weapons. For those with martial weapon proficiency as a feat, using a crossbow out to 20' is a ranged touch attack. Those without martial weapon proficiency may still do so without a penalty, but they do not get the added advantage of the ranged touch attack.
WEAPON Damage Range Threat Multiplier Cost Notes
Crossbow, Hand 1d4 40' 19-20 x2 50gp
Crossbow, Heavy 1d10 80' 19-20 x2 90gp
Crossbow, Light 1d8 60' 19-20 x2 65gp
Crossbow, Punisher 1d8 75' 19-20 x2 100gp See below
Crossbow, Tombstone 1d10 80' 19-20 x2 150gp See below
Ammunition: Ammo gets used in most projectile attacks. There are different types of ammunition that affect the weapons that use them. Without ammunition, Bows, Crossbows, and Slingshots are all but useless.
AMMO Modifier Cost Notes
Slingshot Stone 1d3 2gp 20
Slingshot Stone Bullet 1d4 4gp 20, Additional 10' range
Slingshot Metal Bullet 1d4+1 6gp 10, Additional 10' range
Arrow --- 3gp 20
Arrow, Armor Piercing --- 4gp 1, Ignores DR from sources of armor
Arrow, Broadhead --- 10gp 8, +2 damage, -10' range
Arrow, Flaming 1d6 5gp 10, +1d6 fire damage, -20' range
Arrow, Flight --- 1gp 10, +20' of range
Bolt --- 3gp 20
Bolt, Armor Piercing --- 4gp 1, Ignores DR from sources of armor
Bolt, Breaching --- 15gp 5, +2d6 damage, -30' range
Bolt, Broadhead --- 10gp 8, +2 damage, -10' range
Bolt, Compliance --- 2gp 10, +1d4 shock damage, Nonlethal, -10'
Bolt, Illumination --- 1gp 3, Provides torchlight
Bolt, Flaming 1d6 5gp 10, +1d6 fire damage, -20' range
Bolt, Flight --- 1gp 10, +20' of range
* These weapons are considered armor piercing and bypass all damage reduction bonuses gained from equipped armor. Other damage reduction bonuses may still apply.
Bola -
Burnstick -
Burnstick, Great -
Cahulaks - These strange weapons are essentially a pair of grappling hooks connected by a 15' length of rope or thin chain. They can strike targets up to 10' away and are especially useful in tripping and disarming. +2 bonus to trip and disarm attempts. Cahulaks are rarely seen outside of the Ashlands. They are a favorite weapon of the Ashlundi elves who whip the razor hooks around with alarming speed and finesse.
Combat Hammer -
Combat Hatchet -
Combat Net -
Crossbow, Punisher -
Crossbow, Tombstone -
Double Hammer -
Double Mace -
Double Sword -
Gladius -
Lance -
Lotulis -
Military Fork -
Orakku Katana -
Orakku Wakizashi -
Sai -
Slingshot -
Tonfa -
Tortoise Shell -
Triblade - This polearm is similar to a trident. It consists of three double edged blades 18-26 inches long coming together in a single spear head made of three blades. The head is mounted on a 5 and a half to 6 foot long shaft. This polearm has reach and cannot be used against adjacent enemies. It can be set against a charge.
Warfan - This easily concealed weapon can be quick drawn with a DC 15 sleight of hand check, otherwise unfolding it is a move action. Razor sharp and razor thin. It is a favorite among female assassins and performers. +1 bonus to Performance checks.
Warspear -
Whip, Chain - This weapon is made of a thin chain and ends in a bladed or barbed tip. Despite this weapon having reach, it can be used against adjacent foes. It is not as reliable at disarming or tripping as other whips, but it can be used to grapple better with the barb or blade. +2 to grapple checks using this weapon.
Whip, Razor - This weapon has reach and cannot normally be used against adjacent foes. +2 bonus to trip and disarm attempts. It is rare even in the Ashlands.
Whip, Thorn - This weapon has reach and cannot normally be used against adjacent foes. It is particularly good for tripping and disarming. +2 bonus to trip and disarm attempts. This weapon is fairly common in the Ashlands.
This message was last edited by the GM at 01:52, Tue 05 Oct 2021.