Weapons

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Below are the amended and somewhat House-Ruled weapons allowed in this game. Please use the stats and abilities featured here, not the ones from the Core Rulebook. Additionally, other weapons not listed here may still exist, but they will be a reskin of one of the weapons below. For example, a Chelaxian arming sword, a Kellish scimitar, and a Tian-Shu jian will all use the stats for a longsword.

Simple Weapons

Unarmed Attacks Damage Cost Critical Type Weight Range Special
Steel Knuckles 1d3 1 gp x2 B 1 lb subduing
Unarmed Strike 1d3 x2 B nonlethal
Light Melee Damage Cost Critical Type Weight Range Special
Aruval 1d4 2 gp x3 S 2 lbs trip
Cestus 1d4 4 gp x3 B 1 lbs locked, subduing
Dagger 1d4 1 gp 19-20×2 S or P 1 lb 10ft
Mace, light 1d6 5 gp x2 B 4 lbs
1-Handed Melee Damage Cost Critical Type Weight Range Special
Club 1d6 x2 B 3 lbs
Mace, heavy 1d8 8gp x2 B 8 lbs
Mace, flanged 1d6 6 gp x3 B & P 6 lbs
Makraka (Sickle) 1d6 11 gp x3 S 3 lbs trip
Shortspear 1d6 5 sp x2 P 2 lbs 50ft brace
2-Handed Melee Damage Cost Critical Type Weight Range Special
Greatclub 1d8 5 sp x2 B 8 lbs
Longspear 1d8 5 gp x3 P 8 lbs brace, reach
Quarterstaff 1d6/1d6 x2 B 8 lbs double
Spear 1d8 8 gp x3 P 4 lbs 30ft brace
Warscythe 1d8 8 gp x2 S 5 lbs reach, trip
Ranged Weapons Damage Cost Critical Type Weight Range Special
Blowgun 1d2 x2 P 1 lb 20ft
  Darts(20) 1 gp 0.5 lb
Crossbow, heavy 1d10 50 gp 19-20×2 P 8 lbs 120ft
Crossbow, light 1d8 35 gp 19-20×2 P 4 lbs 80ft
  Bolts(10) 1 gp P 1 lb
  Bolts, Bladed (10) 1 gp S 1 lb half see text
  Bolts, Blunt (10) 1 gp B 1 lb half see text
Shortbow 1d6 10 gp x3 P 2 lbs 60ft
Shortbow, composite 1d6 20 gp x3 P 2 lbs 70ft see text
  Arrows (20) 1 gp P 1 lb
  Arrows, Bladed (20) 1 gp S 1 lb half see text
  Arrows, Blunt (20) 1 gp B 1 lb half see text
Sling 1d4 x2 B 1 lbs 50ft
  Bullets, sling (10) 1 sp P 1 lb


Martial Weapons

Light Melee Damage Cost Critical Type Weight Range Special
Baton/Tonfa 1d8 2 gp x2 B 1 lbs subduing
Hammer 1d6 4 gp x3 B 2 lbs
Handaxe 1d6 4 gp x3 S 3 lbs 10ft
Shortsword 1d6 20 gp 19-20×2 P 2 lbs
Starknife 1d6 24 gp x3 P 3 lbs 20ft
1-Handed Melee Damage Cost Critical Type Weight Range Special
Battleaxe 1d8 12 gp x3 S 6 lbs
Flail, light 1d10 6 gp x2 B 5 lbs
Longsword 1d8 40 gp 19-20×2 S 4 lbs
Rapier 1d8 40 gp 19-20×2 P 2 lbs
Scourge 1d8 3 gp x3 S 2 lbs nonlethal; see text
Warhammer 1d8 12 gp x3 B 5 lbs
2-Handed Melee Damage Cost Critical Type Weight Range Special
Glaive 1d10 50 gp 19-20×2 S 10 lbs reach
Greataxe 2d6 20 gp x3 S 12 lbs
Greatsword 2d6 80 gp 19-20×2 S 6 lbs
Flail, heavy2d8 10 gp x2 B 10 lbs
Maul 2d6 15 gp x3 B 15 lbs
Poleaxe 1d8 10 gp x3 P or S 10 lbs brace, reach, trip
Polehammer 1d8 8 gp x3 B or P 12 lbs brace, reach, trip
Trident 1d10 9 gp x3 P 8 lbs brace, reach
Ranged Weapons Damage Cost Critical Type Weight Range Special
Chakram 1d8 1 gp x2 S 1 lb 30ft
Longbow 1d8 30 gp x3 P 2 lbs 100ft
Longbow, composite 1d8 60 gp x3 P 2 lbs 110ft see text
  Arrows (20) 1 gp P 1 lb
  Arrows, Bladed (20) 1 gp S 1 lb half see text
  Arrows, Blunt (20) 1 gp B 1 lb half see text


Exotic Weapons


Light Melee Damage Cost Critical Type Weight Range Special
Beast Claws 1d4 4 gp 18-20×2 S or P 1 lb locked
Sunblade 1d6 15 gp 19-20×2 S & P 1 lb 10ft disarm
1-Handed Melee Damage Cost Critical Type Weight Range Special
Bastard Sword 1d8 60 gp 19-20×2 S 3 lbs hand & a half
Bullwhip 1d6 10 gp x2 S 3 lbs disarm, nonlethal, reach
Diremaul 1d8 20 gp x3 B 10 lbs hand-and-a-half
Macana 1d8 25 gp x3 S or P 8 lbs
Moonblade 1d8 40 gp 19-20×2 S & P 5 lbs disarm
2-Handed Melee Damage Cost Critical Type Weight Range Special
Bastard Sword 2d6 60 gp 19-20×2 S 3 lbs hand & a half
Cicada Wing Sword 1d8/1d8 50 gp 19-20×2 S 7 lbs double
Elven Curveblade 1d10 100 gp 18-20×2 S 4 lbs
Diremaul 2d6 20 gp x3 B 10 lbs hand-and-a-half
Dragon Spear 1d8/1d8 50 gp x3 P 7 lbs double
Rope Dart 1d8 22 gp x3 P 10 lbs grapple, reach; see text
Sickle Chain 1d8/1d8 12 gp 19-20×2 S or B 6 lbs double, grapple; see text
Spiked Chain 1d8 25 gp 19-20×2 S 10 lbs trip, reach; see text
Three-Section Staff 1d8 10 gp x3 B 6 lbs trip, reach; see text
Ranged Weapons Damage Cost Critical Type Weight Range Special
Bola 1d4 10 gp x3 B 2 lbs 10 ft nonlethal
Crossbow, hand 1d4 80 gp 19-20×2 P 1 lbs 30 ft
  Bolts (10) 1 gp 1 lb
Greatbow 1d10 50 gp x3 P 3 lbs 150 ft
Greatbow, composite 1d10 100 gp x3 P 3 lbs 160 ft
  Arrows (20) 1 gp 1 lb
Musket 2d8 450 gp 19-20×3 B & P 8 lbs 100 ft see text
Musket, axe 2d6/1d8 300 gp 19-20×3 B & P / S 10 lbs 60 ft see text
Pistol 1d10 100 gp 19-20×3 B & P 3 lbs 30 ft see text
Pistol, double-barreled 1d10 200 gp 19-20×3 B & P 4 lbs 20 ft see text
  Alchemical cartridge (10) 4 gp 1 lbs
  Powder & shot (12) 2 gp 2 lbs

Special Notes

Brace: This weapon can be braced to receive a charge, dealing double damage on a successful hit.
Disarm: This weapon grants a +1 bonus when used to make a disarm combat maneuver.
Double: This weapon counts as if the user were wielding a light weapon in each hand, and the wielder may make an attack with each end as a standard action, as if he possessed the Two-Weapon Fighting feat.
Hand and a Half: This weapon has different dice codes for damage when wielded in one or two hands.
Grapple: This weapon can be used to make a grapple combat maneuver, even if normally wielded in one or more hands, and grants a +1 bonus when used to make a grapple maneuver.
Locked: This weapon cannot be disarmed.
Nonlethal: This weapon can only deal nonlethal damage.
Reach: This weapon has a reach of 10ft, but suffers a -2 penalty to attack adjacent squares.
Subduing: This weapon can be used to deal nonlethal damage without the usual -4 penalty.
Trip: This weapon grants a +1 bonus when used to make a trip combat maneuver. If the wielder fails a trip attempt, he can drop the weapon to avoid being tripped.

Masterwork Weapon Benefits

Masterwork weapons gain a +1 bonus to hit. They cost triple the base weapon cost; i.e. a regular longsword costs 40gp, but a masterwork longsword costs 120gp.

Weapon Descriptions

ARROWS, BLADED/BLUNT
These arrows have specially-designed heads to deal damage in different ways (blunt arrows deal bludgeoning damage, bladed arrows deal slashing damage). Due to their somewhat unwieldy nature and lack of graceful aerodynamics, using bladed and blunt arrows decreases a bow’s range (and range increments) by half.

ARUVAL
An aruval is a machete-like blade with a hooked end, used as an agricultural tool by the early Khorvairan people. As tools have developed and become more sophisticated, the aruval has not seen as much use in a potato field and increased use on a battlefield, due to their cheap production cost.

BATON/TONFA
These I or L shaped fighting sticks can be used to deal nonlethal damage without taking a penalty to the attack rolls. This makes them the favored weapon of law enforcement, along with a number of more sinister organizations who prefer live capture.

BEAST CLAWS
Beast claws are comprised of between three and five short blades joined by straps of hardened leather which attach to the palm, wrist and lower arm, enabling claw-like attacks. Due to the method of their attachment, beast claws cannot be disarmed. Beast claws incur a -2 armor check penalty on skill rolls using the hands (e.g. Climb, Sleight of Hand etc).

BOLA
Heavy weights joined together by a cord or chain, bolas are a thrown weapon designed to trip and entangled the enemy rather than do significant damage.

BOLTS, BLADED/BLUNT
These bolts have specially-designed heads to deal damage in different ways (blunt bolts deal bludgeoning damage, bladed bolts deal slashing damage). Due to their somewhat unwieldy nature and lack of graceful aerodynamics, using bladed and blunt bolts decreases a crossbow’s range (and range increments) by half.

BULLWHIP
Cousin to the scourge, the bullwhip is a single-tailed whip of braided leather. It creates a particularly loud, sharp noise when cracked, and is primarily used to control livestock. A bullwhip deals nonlethal damage, however some more lethal variants have been developed. The scorpion whip binds razor-blades into its long tail, and costs +25gp. An even rarer variant, the urumi, also known as a whipsword, is made up of long, thin, flexible metal blades. An urumi costs +100gp, and always counts as a masterwork weapon. When not being wielded, a bullwhip may be worn around the waist as a belt. Due to its flexibility, a bullwhip – in any of the above forms – has 15ft reach.

CICADA WING SWORD
Also known as the two-bladed sword, the cicada wing sword has a long haft, around 3ft in length, with a 2ft-long blade at each end. Variants of the cicada wing sword shape the blades in different ways, but broad, single-edged straight blades are most common, giving this weapon its peculiar name.

DIREMAUL
A brutal but simple weapon, in its most primitive form a diremaul is a heavy weight at the end of a hardened wood pole, although its modern interpretations are more finely-wrought and use metal rather than stone or wood.

DRAGON SPEAR
A finely crafted spear with two sharpened ends, the dragon spear is one of the favored weapons of the elves. Legend claims that the first dragon spears were crafted from dragonbone, thus giving them their name. Even today, these spears are rarely made of metal; bone, ironwood, or similarly natural materials are more common sources for their construction.

GREATBOW
While not as tall as the longbow, the greatbow (or shaerehe) was developed by the Aerenal elves over generations to be the pinnacle weapon of archery. A greatbow is more than just a weapon for hunting or war, it is an art form, and is usually decorated with intricate etching and dyes, and affixed with beads, feathers, or other symbolic effects.

GREATBOW, COMPOSITE
A composite bow increases range and allows the archer to use the bow while mounted, and adds their full strength bonus to damage.

LONGBOW, COMPOSITE
A composite bow increases range and allows the archer to use the bow while mounted, and adds their full strength bonus to damage.

MACANA
A macana is a broad, one-handed sword of wood or metal, edged with protruding serrated blades. Ancient versions of this weapon often used obsidian glass, or shark or crocodile teeth, to create the blade’s vicious, ripping edge.

MACE, FLANGED
A flanged mace is often quite a decorative weapon, but in its decoration lies the danger. The metal flanges along the sides of this mace provide points that can be driven through an opponent’s skull or certain types of armor. The flanged mace causes piercing as well as bludgeoning damage on a successful hit.

MAKRAKA
The makraka was once cousin to the aruval, a larger, sickle-like harvesting tool for threshing crops. While still functional as a tool, and often disguised that way, the makraka is a weapon honed by centuries of use. In some areas, this weapon has a longer wooden handle and is known as a kama. A harvesting sickle uses the statistics of a makraka but incurs the usual penalty on attack rolls for being an improvised weapon.

MAUL
Weaponized from mundane sledgehammers, the maul is an enormous, brick-shaped chunk of steel attached to a 3ft-long wood or steel handle. Rarely decorated, the maul has a reputation of being a barbaric weapon, but in reality it is just as dangerous as the most finely crafted sword.

MOONBLADE
A moonblade is a flat metal ring where one quarter-segment has a padded grip with a cross guard. Attached to each upper edge of the moonblade is a crescent-shaped blade. Larger than their counterpart, the sunblade, moonblades are sometimes wielded as a pair but more commonly used one-handed.

MUSKET
This long-barreled firearm has a much greater range than a pistol. A musket misfires on a natural 1 when using powder. Using an alchemical cartridge removes the risk of a misfire. Reloading a musket is a full-round action.

MUSKET, AXE
This short musket features an axe blade at the end of its barrel. It can be used as both a musket and a battleaxe. It is considered a double weapon for the purposes of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the axe are considered broken. An axe-musket misfires on a natural 1-2 when using powder. Using an alchemical cartridge removes the risk of a misfire. Reloading an axe-musket is a full-round action.

PISTOL
The basic single-shot pistol is one of the most common firearms, although it is still rare enough to be an object of envy or curiosity to most. As such, it can take a variety of different forms, from wildly ornate masterpieces in the shape of fire-breathing dragons to the more common woodhandled pistols, or nothing more than a simple metal tube with a triggering device. A pistol misfires on a natural 1 when using powder. Using an alchemical cartridge removes the risk of a misfire. Reloading a pistol is a move action.

PISTOL, DOUBLE-BARRELED
This pistol has two parallel barrels; each barrel can be fired independently as a separate action, or both can be shot at once with the same action. If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imposing a –4 penalty on each shot. A double-barreled pistol misfires on a natural 1-2 when using powder. Using an alchemical cartridge removes the risk of a misfire. Reloading a double-barreled pistol is a move action.

ROPE DART
A long chain with two thin metal darts on each end, the rope dart allows for swift piercing attacks at range while never leaving the wielder defenseless. The rope dart has a 10ft reach, but unlike most reach weapons, it does not suffer the penalty for attacking adjacent creatures.

SCOURGE
A whip made up of several hardened leather strips, the scourge originated as an animal goad and gravitated to a form of punishment against criminals or slaves. Its blows are painful, but not inherently deadly, and most scourges deal nonlethal damage. Weaponized versions, known as razor scourges, braid thin metal blades into the straps. A razor scourge costs +10gp and deals lethal damage.

SHORTBOW, COMPOSITE
A composite bow increases range and allows the archer to use the bow while mounted, and adds their full strength bonus to damage.

SICKLE CHAIN
A sickle-chain utilizes a long weighted chain, swung at an attacker, attached to a sickle held in the main hand, which the wielder uses to make quick strikes at enemies immobilized or caught off-balance by attacks with the chain. Attacks with the chain deal bludgeoning damage and have 10ft reach. Attacks with the sickle deal slashing damage and normal reach.

SPIKED CHAIN
Contrary to popular belief, and over-imaginative representation in mosaic and other art forms, the spiked chain is not covered in barbs along its entire length; only the last 12 inches of the 10ft long chain are bladed at each end, allowing a warrior to wield the weapon without fear of impaling his own hands. The spiked chain has a 10ft reach, but unlike most reach weapons, it does not suffer the penalty for attacking adjacent creatures.

STARKNIFE
From a central metal ring, four straight, tapering metal blades extend like points on a compass rose. A wielder can stab with the starknife or throw it.

STEEL KNUCKLES
A thick band of steel, often ridged or studded, fastened to a steel grip with rings for the wielder’s fingers; steel knuckles are a favorite of tavern brawlers, and people whose job involves breaking kneecaps.

SUNBLADE
A sunblade is a flat metal ring where one quarter-segment has a padded grip with a cross guard and each of the other three segments have protruding flame-styled blades. They are often wielded as a pair.

THREE-SECTION STAFF
The three-section staff is a sleek, simple weapon: three lengths of hardened wood joined together by a short chain. This staff has a 10ft reach, but unlike most reach weapons, it does not suffer the penalty for attacking adjacent creatures.

WARSCYTHE
Developed from the observation of peasants affixing scythe blades to poles as a rudimentary weapon, the warscythe is a polearm between 8-10ft in length with a single-edged blade affixed to one end. Although superficially similar to a glaive, a warscythe is lighter and easier to wield, but often poorly manufactured, represented by its lower threat range.

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Weapons

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