Weapons
Everyone's favorite aspect of any system are the tools we can used to fell foes and break things. Weapons are a straight forward way of doing it. No fighter or warrior is complete without something in hand to level at their foe.
Using a weapon is done by Rolling a 1d20 and adding Base Attack Bonus+ Strength or Dexterity (Whichever is higher) + Any other modifiers to attack. If your base attack bonus has a / then a number after it that means during a round you get a second attack, third, etc...
Below is a chart of weapons organized by specialization groupings. This will describe some weapons that go by a dozen different names with a simple moniker since there are not a whole lot of differences between weapons.
| Name | Dmg | Critical | Type | Range | Weight | Cost |
|---|---|---|---|---|---|---|
| Short BladesS | ||||||
| DaggerT,G | 1d4 | 19-20 x2 | P | 15 ft | .5 lbs | 4 sp |
| Long KnifeG | 1d6 | 19-20 x2 | S | - | 1 lbs | 6 sp |
| Kukri | 1d4 | 18-20 x2 | S | - | 2 lbs | 3 g |
| KatarD | 1d6 | x2 | P & S | - | 1 lbs | 1 gp |
| Arming Sword | 1d8 | 19-20 x2 | S or P | - | 2.5 lbs | 6 gp |
| Khopesh/SickleTr | 1d6 | x3 | S | - | 1.5 lb | 5 gp |
| Long Blades | ||||||
| Long SwordB, H | 1d10 | 19-20 x2 | S or P | - | 3.5 lbs | 10 gp |
| GreatswordH | 2d6 | 19-20 x2 | S or P | - | 5 lbs | 30 gp |
| TuckH | 1d12 | x3 | P | - | 4 lbs | 5 gp |
| KriegmesserS | 2d4 | 18-20 x2 | S | - | 3 lbs | 3 gp |
| DadaoS | 1d8 | x4 | S | - | 4 lbs | 1 gp |
| AxesTr | ||||||
| WaraxeS | 1d8 | x3 | S | - | 2 lbs | 1 g |
| TomahawkS | 1d6 | 19-20 x2 | S | 15 ft | 2 lbs | 8 g |
| Huntsman AxeR | 2d6 | x3 | S or P | - | 4 lbs | 5 gp |
| Battle Axe | 1d12 | x4 | S or P | - | 6 lbs | 6 gp |
| HurlbatT | 1d6 | x3 | S | 20 ft* | .25 lbs | 2 sp |
| Blunt | ||||||
| Light MaceG | 1d6 | x2 | B | - | 2 lbs | 1 gp |
| Heavy Mace | 1d8 | x2 | B | - | 3.5 lbs | 6 gp |
| Morning Star | 1d8 | x3 | B & P | - | 3.5 lbs | 6 gp |
| War Hammer | 1d10 | x3 | B & P | - | 6 lbs | 15 gp |
| War Pick* | 1d8 | x4 | P | - | 3 lbs | 6 gp |
| Battle Mace | 2d6 | x2 | B | - | 8 lbs | 30 gp |
| FlailR | 1d10 | x2 | B | - | 4 lbs | 5 gp |
| Throwing Hammer | 1d8 | x3 | B | 20 ft* | 5 lbs | 2 sp |
| PolearmsR | ||||||
| SpearT | 1d8 | x3 | P | 15 ft | 4 lbs | 1 gp |
| BillTr | 2d4 | 19-20 x2 | P | - | 4.5 lbs | 5 gp |
| HalberdTr | 1d10 | x3 | P or S | - | 4.5 lbs | 5 gp |
| RanseurD | 2d4 | x2 | P | - | 4 lbs | 20 gp |
| Stave | 1d6 | x2 | B | - | 2.5 lbs | - |
| Pole hammer | 1d12 | x3 | B or P | - | 5 lbs | 8 gp |
| War ScytheTr | 1d10 | x4 | S & P | - | 5 lbs | 1 gp |
| Marksman | ||||||
| Short Bow | 1d8 | x3 | P | 130 ft | 1 lb | 1 gp |
| Longbow | 1d10 | x3 | P | 200 ft | 1.5 lbs | 6 gp |
| SlingS | 1d6 | x2 | * | 30 ft | - | - |
| AtlatlS | 1d6 | x3 | P | 80 ft | - | - |
| Throwing Dagger/DartS | 1d4 | 19-20 x2 | P | 25 ft | .25 lbs | 1 gp |
| Bola | 1d3 | x2 | B | 30 ft | .25 lbs | .2 sp |
| Unique Weapons | ||||||
| Goblin Crossbow | 2d6 | x2 | P | 100 ft | 8 lbs | 60 gp |
B - Can be used with a buckler
T - Can be thrown
S - Can be used with a shield of any size
D - Can be used to disarm and has a +2 circumstance bonus to it
G - Can be used in a grapple instead of unarmed attacks
H - Can be used in the half-sword or quillon striking form
Tr - Can be used to trip and has a +2 circumstance bonus to it
R - Reach Weapon
*See special rules in description
| Are two handed weapons | |
| Are one handed weapons | |
| Are Ranged Only | |
| Unique Weapons |
Weapon Terms
There are several terms used within the chart and game play that all mean specific things and have specific mechanics associated with them. Please refer to the list below for how they work and what they are.
General Terminology
Weapon Group: These are groups of weapons specified within the above chart for the purposes of feat categories. Examples of this are proficiency feats, focus feats, and specialization feats. As with all things in this set up, this is just a suggested grouping set, though more can be created by working with the DM as needed.
Damage: This shows what kind of die to roll for damage rolls.
Damage Type: This is the type of damage the weapon deals. Some creatures are resistant to some types of damage.
P: Piercing weapon, deals piercing damage.
S: Slashing weapon, deals slashing damage.
B: Blunt weapon, deals bludgeoning damage.
Critical: This shows the critical range and multiplier of a weapon.
One Handed Weapon: This is a weapon that can be used in one hand, allowing for the free hand to cast spells or use a shield.
Two Handed Weapon: Any weapon that is typically wielded in two hands is a two-handed weapon. Weapons like this typically cannot have a shield equipped at the same time, unless otherwise specified. Spells cannot be cast while wielding a two handed weapon. These kinds of weapons gain a 50% bonus from their strength in damage. For example if your character has a +4 to strength. The bonus to damage will be +6 instead. This bonus only applies if a shield is not being used with a two handed weapon.
Reach Weapon: This is a term for a weapon that can attack a set of tiles one step further than adjacent squares. Attacks made at the full distance are at a full attack bonus, while attacks and damage rolls made to enemies in adjacent squares are at a -2 penalty.
Thrown Weapon: Thrown weapons are weapons that are thrown at a range. These are counted as ranged attacks for mechanics though they apply 1/2 strength modifier instead of none.
Ranged Only: These are weapons that cannot make melee attacks.
Masterwork: Masterwork weapons gain a +1 bonus to attack, and an extra 2 base hardness and 5 hp. Masterwork weapons cost 60 gp more than the base cost of the weapon. For weapons that do not have a cost, the masterwork cost will be 60 gp.
Composite Bows: Composite bows are crafted as masterwork and require a higher strength to draw, but in turn allow strength mod to be applied to damage. Minimum strength required to pull a composite bow is 14
Technical Weapons
Disarming Weapon: These are weapons that are able to make disarm attacks, rather than having to use your hands. For reach weapons this can be done in adjacent or the reach squares. They gain a +2 circumstance bonus when defending from or attempting disarm attacks.
Tripping Weapon: These are weapons that are able to make trip attacks, rather than having to use your hands. For reach weapons this can be done in adjacent or reach squares. They gain a +2 circumstance bonus when defending from or initiating trip attacks.
Grapple Weapon: This is a weapon that can be used in place of unarmed attacks while in a grapple.
Alternate Attack Options
Half-Sword: This is a term for gripping the sword by the blade with a leading hand to increase point control. As a free action specify that your character will be half-swording for the round. Gain +2 to all attack rolls in the round and a -4 to all damage.
Quillon Strike: This is a term for holding a long sword by the blade and striking with the quillons. All damage becomes bludgeoning and piercing for this attack. It is a move action to re-adjust grip and another move action to change your grip back. While using this form take a -2 penalty to all attacks and outright ignore 2 points of any damage reduction type.
Weapon Hardness/HP: Since there are too many weapons here to give individual values the values are recorded in the chart below.
| Type | Hardness | HP |
|---|---|---|
| Light Bladed Weapons | 5 | 5 |
| Long Bladed Weapons | 5 | 10 |
| Wood shafted weapons | 2 | 10 |
| Bows/Crossbows | 2 | 5 |
Weapon Descriptions
Dagger: A simple spike of metal attached to a handle. They are primarily for stabbing and getting into the visor of armor users. Complicated grappling techniques are associated with daggers such as rondel daggers, baselards, and bollock daggers. Any weapon that fits this bill, such as a stiletto, can use the dagger's stats.
Long Knife: Sometimes called shortswords these are too short to be an arming sword, but focused on cut and thrust more so than a dagger. These are versatile blades than can be used for a number of applications, quite popular with travelers.
Kukri: Popular slashing knives, used to clear brush and reeds with ease, they have a sharp inward curve, sort of like a sickle, and a heavy front. They serve somewhere between a hatchet and a machete. Any front heavy slashing focused blade would use the stats of a kukri.
Katar: Sometimes called a punching dagger, the handle is perpendicular to the blade with metal langets on either side to protect the user's arm. If activated these can split into three points and be used to disarm.
Arming Sword: The typical blade for self professed heroes, especially in fairy tales. This is a fairly long sword that is wielded with one hand, typically paired with a shield. Much more typically this blade is used by archers as a backup weapon. Any relatively long blade, too long to be a longknife but too short to be used well in two hands would be an arming sword.
Khopesh/Sickle: Both of these weapons are different but would have the same effective. A reduced cutting contact surface be it inward curve like a sickle or an outward curve like a khopesh. Both have a hooked shape that is useful for tripping.
Longsword: Sometimes called a hand-and-a-half or bastard sword. This is a weapon that describes blades that it is possible to swing one handed but is best used two handed.
Bola: Two heave weights tied to a string. These are spun over head and thrown at a targets feet. This weapon simultaneously does damage and a trip attack.
Weapon Groups
Weapon groups are groups of weapons that fall along the line of training types, roles, and themes. Below will be some examples of weapon groupings, and by no means are all there is. These can be created as needed. Typically they consist of 3-5 Weapons and are named according to the idea of who would use them. When creating them keep the concept of the group's user in mind. Work with your GM on the matter and see if they have input. Most feats that enhance weapons will enhance groups at the more general level.
Archer: Short bow, Longbow, Arming Sword and Dagger
Ranger: Short Bow, Longsword, Tomahawk, and War Axe
Berserker: Greatsword, Battle Axe, Hurlbat, and Battle Mace
Druid: Sickle, Long Knife, Short bow, Atlatl and Sling.
Infantry: Spear, Bill, Arming Sword, War Hammer, and Heavy Mace.
Militiaman: Stave, Longknife, Kreigmesser, Shortbow, and War Scythe.
Guard: Light Mace, Longbow, Halberd, and Ranseur
Mage: Arming Sword, Long Knife, Heavy Macy, Sickle, and Handaxe
Scout: Sling, Short bow, Longbow, Throwing Dagger, and Long Knife
Swordsman: Long Knife, Kreigmesser, Longsword, Greatsword and Tuck
Wanderer: Kukri, Long Knife, Stave, and Short bow
Kobold Essentials: Short Bow, Spear, Dagger, Long Knife, War Pick
Kobold Warrior: Atlatl, Ranseur, Arming Sword, War Axe, War Hammer
Hunter: Spear, Atlatl, Longsword, Longknife, Huntsman Axe
Wanderlust: Longbow, Unarmed, Stave, Dagger and Hurlbat
Salt Outrider: Bolas, Spear, Shortbow, pole hammer, long knife
Weapon Proficiency
When creating your character, the progression chart you choose determines how many weapons your character is proficient with. When you are proficient with a weapon all features function as you would expect. If your character is not proficient with a weapon they receive a -2 penalty in the use of the weapon, cannot make full round attacks with the weapon, cannot use any of the secondary features of a weapon -- such as half-sword -- and they cannot fight defensively in any capacity with the weapon.
Typically to gain proficiency a character needs the, "Weapons Training (Weapon Group,)" feat. Which is obtained whenever a feat or bonus feat is gained. Some progressions offer individual weapon proficiency or an entire group.