WEAPONS

The scarcity of iron and other metals means most Athasian weapons are made of more readily available materials like wood, obsidian and bone. Less durable than steel, such weapons are prone to breaking and gain the fragile quality – if the wielder rolls a 1 or scores a critical threat but fails to confirm, the weapon gains the broken condition.

Weapons typically constructed of metal suffer a -1 penalty to hit when made of other materials and may cause less damage. Simple, non-metal weapons such as bolas, clubs, quarterstaves, slings and whips suffer no penalty and cost 1 percent the normal price, as do some uniquely Athasian weapons commonly built from alternative materials. Such weapons are marked with a * in the table below. Bows and crossbows suffer the listed penalties when using non-metal ammunition. Masterwork weapons made from alternate materials retain the fragile quality and any damage reduction, although the masterwork bonus to hit can offset the penalty to hit. Magical or psionic weapons of any material lose the fragile quality as well as any penalties to hit or damage.

MATERIALS

Bone: Costs 10 percent normal price and weighs half as much as steel. Reduce the damage dice of bludgeoning weapons by one step.

Bronze: Costs 50 percent the normal price. No penalty to hit or damage but retains the fragile quality.

Iron: As normal.

Obsidian: Costs 10 percent normal price and weighs 75 percent as much as steel. Long bladed weapons are difficult to make unless reinforced.

Steel: Costs 200 percent of the normal cost. Increase the damage dice of piercing and slashing weapons by one step.

Stone: Costs 5 percent normal price and weighs 75 percent as much as steel. Large bladed weapons are difficult or impossible to make; reduce the damage die of slashing weapons by one size.

Wood: Costs 5 percent normal price and weighs half as much as steel. Bladed weapons are difficult or impossible to make; reduce the damage dice of slashing weapons by one size.

NEW SPECIAL QUALITIES

Buckler: The weapon also can be used as a buckler. The wielder does not suffer the usual -1 penalty to hit when using it as a weapon.

Defense: The wielder suffers half the normal penalty to hit (round down) when fighting defensively or using the Combat Expertise feat.

Finesse: A finesse weapon can be used with the Weapon Finesse feat even though it is not a light weapon.

Poison (x): The weapon can hold a number of doses of poison equal to the listed value. The DC of poison administered with the weapon is increased by 1.

Versatile: Increase the damage die by one step (1d6 to 1d8, 1d8 to 1d10, etc.) when the weapon is wielded with two hands.

Blocking: When you use this weapon to fight defensively, you gain a +1 shield bonus to AC. 

Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.

Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack. 

Disarm: When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.

Distracting: You gain a +2 bonus on Bluff skill checks to feint in combat while wielding this weapon. 

Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.

Fragile: Weapons and armor with the fragile quality cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Masterwork and magical fragile weapons and armor lack these flaws unless otherwise noted in the item description or the special material description. If a weapon gains the broken condition in this way, that weapon is considered to have taken damage equal to half its hit points +1. This damage is repaired either by something that addresses the effect that granted the weapon the broken condition (like quick clear in the case of firearm misfires or the Field Repair feat) or by the repair methods described in the broken condition. When an effect that grants the broken condition is removed, the weapon regains the hit points it lost when the broken condition was applied. Damage done by an attack against a weapon (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition.

Grapple: On a successful critical hit with a weapon of this type, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon’s reach, you end the grapple with that action.

*Monk: A monk weapon can be used by a monk to perform a flurry of blows.

Nonlethal: These weapons deal nonlethal damage.

Performance: When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a combat performance check, you gain a +2 bonus on that check. See Gladiator Weapons below for more information.

Reach: You use a reach weapon to strike opponents 10 feet away, but you can’t use it against an adjacent foe.

***Strength (#): This feature is usually only applied to ranged weapons (such as composite bows). Some weapons function better in the hands of stronger users. All such weapons are made with a particular Strength rating (that is, each requires a minimum Strength modifier to use with proficiency and this number is included in parenthesis). If your Strength bonus is less than the strength rating of the weapon, you can’t effectively use it, so you take a –2 penalty on attacks with it. For example, the default (lowest form of) composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A weapon with the Strength 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 100 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow.

Sunder: When you use a sunder weapon, you get a +2 bonus on Combat Maneuver Checks to sunder attempts.

Trip*: You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

Close Weapons

SimpleCostDmg (S)Dmg (M)CriticalWeightTypeSpecial
Braxat fist*1 cp1d21d3×21 lb.B/P
Gauntlet*2 cp1d21d3×21 lb.B
Gauntlet, spiked*5 cp1d31d4×21 lb.P
Rope gauntlet*10 cp1d31d4×22 lbs.B/S
MartialCostDmg (S)Dmg (M)CriticalWeightTypeSpecial
Armor spikes+10 gp1d41d6x2+10 lbs.P
Cestus*5 cp1d31d419-20/×21 lb.B/P
ExoticCostDmg (S)Dmg (M)CriticalWeightTypeSpecial
Talid*10 cp1d41d619-20/x22 lb.B/P/S

LIGHT MELEE WEAPONS

SimpleCostDmg (S)Dmg (M)CriticalRangeWeightTypeSpecial
Dagger2 gp1d31d419–20/×210 ft.1 lb.P/S
Mace, light5 gp1d41d6×24 lbs.B
Punch dagger2 gp1d31d4x31 lb.P
Sickle6 gp1d41d6×22 lbs.Strip
MartialCostDmg (S)Dmg (M)CriticalRangeWeightTypeSpecial
Axe, throwing8 gp1d41d6×210 ft.2 lbs.S
Hammer, light1 gp1d31d4×220 ft.2 lbs.B
Handaxe6 gp1d41d6x33 lbs.S
Hand fork4 gp1d31d4x43 lbs.P
Kukri8 gp1d31d418–20/x22 lbs.S
Puchik5 gp1d41d6x32 lbs.P
Sap*1 cp1d41d6×22 lbs.Bnonlethal
Shield, light*1d21d3×2specialB
Spiked shield, light+10 gp1d31d4×2+5 lbs.P
Starknife8 gp1d31d4x320 ft.3 lbs.P
Sword, short10 gp1d41d619–20/×22 lbs.P
Widow’s knife5 gp1d31d4x32 lb.P/Spoison 2
Wrist razors8 gp1d41d619-20/x22 lbs.S
ExoticCostDmg (S)Dmg (M)CriticalRangeWeightTypeSpecial
Aklys*5 cp1d61d8×220 ft.2 lbs.Btrip
Bard’s friend10 gp1d31d418-20/x21 lb.P/Spoison 3
Bragnoggen*30 cp1d41d6x24 lbs.B/Sreach
Forearm axe30 gp1d41d6x36 lbs.Sbuckler
Flying talon15 gp1d31d4×25 lbs.Pdisarm, reach, trip
Maulaxe25 gp1d41d6x310 ft.5 lbs.B/S
Sabre, sawtooth35 gp1d61d819-20/×22 lbs.S
Singing sticks*30 cp1d41d6x21 lb.Bdefense
Tortoise blade25 gp1d41d619-20/x25 lbs.Pbuckler
Whip*1 cp1d21d3×22 lbs.Sdisarm, finesse, nonlethal, 15’ reach, trip
Whip, scorpion*15 cp1d31d4×23 lbs.Sdisarm, finesse, poison 3, 15’ reach, trip

ONE-HANDED MELEE WEAPONS

SimpleCostDmg (S)Dmg (M)CriticalRangeWeightTypeSpecial
Club*1 cp1d41d6×210 ft.3 lbs.B
Mace, heavy8 gp1d61d8×26 lbs.B
Morningstar12 gp1d61d8×28 lbs.B/P
Shortspear*1 cp1d41d6×220 ft.3 lbs.P
MartialCostDmg (S)Dmg (M)CriticalRangeWeightTypeSpecial
Alak*20 cp1d41d6x36 lbs.Pdisarm
Battleaxe10 gp1d61d8x36 lbs.S
Carrikal*40 cp1d61d8x36 lbs.S
Flail8 gp1d61d8×2_5 lbs.Bdisarm, trip
Longsword15 gp1d61d819–20/×24 lbs.S
Heart pick8 gp1d41d6x46 lbs.P
Impaler*20 cp1d61d8x35 lbs.Pversatile
Rapier20 gp1d41d618–20/×22 lbs.Pfinesse
Scimitar15 gp1d41d618–20/×24 lbs.Sfinesse
Shield, heavy1d31d4×2specialB
Spiked shield, heavy+10 gp1d41d6×2+5 lbs.P
Sword, bastard35 gp1d61d819–20/×26 lbs.Sversatile
Tembo sword*40 cp1d61d819-20/×24 lbs.S
Trident15 gp1d61d8×210 ft.4 lbs.Pbrace
Waraxe30 gp1d61d8x38 lbs.Sversatile
Warhammer12 gp1d61d8x35 lbs.B
ExoticCostDmg (S)Dmg (M)CriticalRangeWeightTypeSpecial
Alhulak*40 cp1d41d6×39 lbs.Pdisarm, finesse, reach, trip
Hook sword20 gp1d61d819-20/×28 lbs.Strip
Rhoka25 gp1d61d818-20/×26 lbs.P/S

TWO-HANDED MELEE WEAPONS

SimpleCostDmg (S)Dmg (M)CriticalRangeWeightTypeSpecial
Greatclub*5 cp1d81d10×28 lbs.B
Longspear*5 cp1d61d8x39 lbs.Pbrace, reach
Quarterstaff*1 cp1d4/1d41d6/1d6×24 lbs.Bdouble
Spear*2 cp1d61d8x320 ft.6 lbs.Pbrace
MartialCostDmg (S)Dmg (M)CriticalRangeWeightTypeSpecial
B’rohg fork15 gp1d81d10x412 lbs.P
Datchi club*10 cp1d61d8x310 lbs.B/Preach
Earth breaker40 gp1d102d6x314 lbs.B
Falchion75 gp1d62d418–20/×28 lbs.S
Flail, heavy15 gp1d81d1019-20/×210 lbs.Bdisarm, trip
Glaive8 gp1d81d10x310 lbs.Sreach
Greataxe20 gp1d101d12x312 lbs.S
Greatsword50 gp1d102d619–20/×28 lbs.S
Great terbutje*10 sp1d102d619–20/×28 lbs.S
Halberd10 gp1d81d10x312 lbs.P/Sbrace, trip
Lance*10 cp1d61d8x310 lbs.Preach
Pickaxe14 gp1d61d8x412 lbs.P
Quad fauchard12 gp1d81d10x310 lbs.P/Sbrace, reach
Ranseur10 gp1d62d4x312 lbs.Pdisarm, reach
Scythe18 gp1d62d4x410 lbs.P/Strip
Spear, totem15 gp1d81d10x310 ft.6 lbs.P/S
Trikal15 gp1d81d10x310 lbs.Strip
ExoticCostDmg (S)Dmg (M)CriticalRangeWeightTypeSpecial
Cahulak*10 sp1d4/1d41d6/1d6×312 lbs.Pdisarm, double or reach, finesse, trip
Chain, Spiked25 gp1d41d6×210 lbs.P/Sdisarm, finesse, reach*, trip
Dragon’s paw30 gp1d6/1d61d8/1d8x39 lbs.Pdefense, double
Hamanu’s staff*90 cp1d6/1d61d8/1d8x28 lbs.B/P/Sdouble
Garrote*50 cp1d62d4x21 lb.Bgrapple
Gythka25 gp1d6/1d61d8/1d819-20/x212 lbs.P/Sdouble
Lotulis30 gp1d6/1d61d8/1d819-20/x210 lbs.P/Sdouble, trip
Sky hammer50 gp1d81d10×215 lbs.Breach*

RANGED WEAPONS

SimpleCostDmg (S)Dmg (M)CriticalRangeWeightTypeSpecial
Blowgun*2 cp11d2×220 ft.1 lb.P
Blowgun darts (10)*.5 cp1 lb.
Crossbow, heavy*50 cp1d81d1019–20/×2120 ft.8 lbs.P
Crossbow, light*35 cp1d61d819–20/×280 ft.4 lbs.P
Crossbow bolts (10)1 gp1 lb.
Dart*.5 cp1d31d4×220 ft.1/2 lb.P
Javelin*1 cp1d41d6×230 ft.2 lbs.P
Sling*1d31d4×250 ft.B
Sling bullets (10)*.1 cp2 lbs.
MartialCostDmg (S)Dmg (M)CriticalRangeWeightTypeSpecial
Chatka*20 cp1d61d8×230 ft.1 lb.S
Longbow*75 cp1d61d8x3100 ft.3 lbs.P
Longbow, composite*100 cp1d61d8x3110 ft.3 lbs.P
Shortbow*30 cp1d41d6x360 ft.2 lbs.P
Shortbow, composite*75 cp1d41d6x370 ft.2 lbs.P
Arrows (20)1 gp3 lbs.P
ExoticCostDmg (S)Dmg (M)CriticalRangeWeightTypeSpecial
Bola*5 cp1d31d4×210 ft.2 lbs.Bnonlethal,  trip
Bola, Brutal*15 cp1d31d4×210 ft.2 lbs.B/Ptrip
Crossbow, double*300 cp1d61d819-20/×280 ft.18 lbs.P
Crossbow, hand*100 cp1d31d419–20/×230 ft.2 lbs.P
Crossbow bolts (10)1 gp1 lb.
Dejada*20 cp1d31d4×250 ft.2 lbs.B
Sling bullets (10)*.1 cp1d31d4×22 lbs.
Pelota (10)*2 cp1d41d619–20/×25 lbs.B/P
Net*20 cp10 ft.6 lbs.special
Shuriken (5)1 gp11d2×210 ft.1/2 lbs.Pspecial
Sling staff20 gp1d61d8x380 ft.3 lbs.B/P
Sling bullets (10)*.1 cp1d31d4×22 lbs.

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