Weapons and improvised weapons are utilized by your character in order to impact, damage, and otherwise defeat hostile threats. Given herein are a list of premade weapons, as well as core Weapon properties and their effects.
Weapon Notations
- Damage Dice (Dmg): This indicates the number and type of dice that you roll when determining the damage that you deal when making an attack with this weapon.
- Critical Threat (Threat): A weapon’s critical threat indicates where on a d20 a critical hit is threatened by rolling equal to or higher than the critical threat score on the d20. When determining if you critically threaten on an attack, only the natural d20 result matters. Modifiers to the d20 such as from Rank bonus do not adjust the natural result of the d20 and thus do not determine if a threat is achieved. Such threats must be confirmed by making an additional attack roll at the same bonus, known as a critical confirmation roll, if the confirmation roll meets or exceeds the targets AC, the attack is a confirmed critical hit and thus is considered a Strong Critical, dealing double damage and a critical effect occurs based upon the Critical Rating of the weapon. Should you confirm a critical hit with another natural 20, a Hot Streak is achieved, see Chapter 08 – Rules for more information.
- Critical Rating (Crit): A weapon’s Critical Rating indicates the power of critical hit effects when such an attack is achieved.
- Damage Type (Type): A weapon’s type indicates the damage type that it most commonly deals when making an attack with the weapon.
- Weapon Benefits (Benefit): A weapon’s benefit is an additional boon that is provided to the wielder of the weapon that they gain when at the indicated skill rank in the given weapon skill. These abilities do not cost anything to acquire, but only apply when using the given weapon.
Weapon Properties
Armor Piercer (2)
- While wielding a weapon with this property, you can make a single attack as a Basic Action that locks out a Push-the-Attack for the turn. This attack treats the damage track as 4 higher. This property may be taken multiple times, increasing the steps by 4 each time.
Astonishing (2)
- A weapon with this property that is used to Dazzle a target with Dirty Trick may choose to instead cause the target to be Fascinated for the duration of the Dirty Trick or until targeted with a hostile action instead of the Dazzled condition.
Attached (2)
- This weapon cannot be disarmed or stolen while worn.
Barrage {R} (1)
- A ranged weapon with this property may spend additional pieces of ammunition, up to half of your Rank bonus in the weapons skill, to increase the weapons damage track by 1 for each piece of ammo spent on that attack.
Blocking (2)
- This weapon increases the benefits of fighting defensively and total defense by 2 while wielding it.
Brace {R} (2)
- These weapons do double damage against charging opponents, this includes readied actions or if the enemy somehow provokes an Attack of Opportunity.
Brawling {R} (2)
- A weapon with this property provides a +2 bonus to a single Maneuver skill that this weapon is used to perform, chosen when this property is taken.
Breaching (1)
- You may make a special attack as a Basic Action with this weapon to gain Advantage on the attack against a target with more DR than your attack bonus.
Breaker (1)
- A weapon with this property that is used to Sunder ignores an amount of object Hardness equal to your attack Attribute modifier.
Brittle (-1)
- This weapon gains the Broken condition on a fumble, and is destroyed completely if you fumble again or critically fail.
Bulky (-2)
- A ranged weapon with this property must be emplaced or braced against something, otherwise attacks with it suffer from Disadvantage.
Burst Fire {R} (1)
- A ranged weapon with this property has a second firing mode that allows you to spend more ammunition for damage. The weapon can expend an additional amount of ammunition to gain a bonus to damage equal to 1+half of your Rank bonus in the weapon skill bonus for each additional ammunition spent this way. This can be purchased multiple times to increase the amount of ammunition that can be used by 1 each time.
Casting Focus {R} (1)
- A weapon with this property can be used as a focus for Spellcasting applying any appropriate properties and quality benefits to the effects of the spell.
Chained {R} (2)
- This weapon treats the targets physical shield bonuses as 1 lower. This increases by 1 at journeyman and master rank in the weapons skill.
Cleaving {R} (3)
- When using a weapon with this property you can make one additional Stage 1 attack if you successfully hit with the cleave attack. Additionally, if you have Great Cleave, you can 5ft step between cleave attacks to move in range of a new target for a cleave attack.
Collateral Damage (2)
- A weapon with this property that is used with the Overrun maneuver automatically deals minimum weapon damage to any target that you successfully Overrun.
Controlling (2)
- When a weapon with this property is used to Grapple a target, you do not suffer from the Grappled condition as long as you are in control of the Grapple.
Couched (1)
- A two-handed melee, mage, crossbow, or firearm with this property can be used one-handed while mounted.
Defensive (2)
- You gain a +2 bonus on Parry checks when using this weapon.
Discombobulate (2)
- A weapon with this property that is used to deafen a target with dirty trick may choose to forgo the Deafened condition and instead confuse the target for 1 round.
Disposable (-1)
- This property requires that the weapon possesses the Fragile property.
- Weapons with this property have a 100 percent chance to be destroyed when used.
Double (1)
- This melee weapon counts as two weapons for talents and abilities. Each weapon may be designed differently but must take this property.
Dragging (2)
- A weapon with this property that is used to Reposition a target allows you to move targets within the weapon’s reach as well as pushing them up to 1 square outside the reach.
Dueling (1)
- You increase your Initiative by 1 while wielding this weapon and fighting a single enemy. This property can be purchased multiple times increasing the bonus by 1 each time.
Enlarged (2)
- A weapon with this property can perform a single Maneuver skill against targets one size category larger than normal, chosen when this property is taken.
Fatal (3)
- Add Critical Rating to coup de grace save DC and to Death Attacks. This caps out at half of your Highest Rank Bonus in the given weapon skill.
Firearm {R} (0)
- Weapons with this property ignore untyped damage reduction from armor, shields, and natural defenses; however, these weapons require bullet ammunition to benefit from this property.
Foul (2)
- A weapon with this property that is used to Sicken a target with Dirty Trick lowers the damage track of weapons the target uses by 2 instead of inflicting the Weakened 2 condition.
Fragile (-1)
- Weapons with this property have a 50 percent chance to be destroyed when used.
Greater True Reach (2)
- Requires True Reach
- A weapon with this property can strike opponents within 15 feet.
Gripping (2)
- A weapon with this property that is used to disarm a target allows you to hand off the disarmed item to another target or location within your reach if you so choose.
Gruesome Display (2)
- A weapon with this property that is used to Shaken a single target with a Dirty Trick and succeeds on the check can choose to instead cause any enemy who witnesses the Dirty Trick to be targeted by a Dirty Trick attempt and become Shaken instead.
Heavy (0)
- Requires: Two-Handed
- Weight: +100 percent; Extra +0.5 STR multiplier.
- You must take a Basic Action to recover after attacking and you cannot attack again until you recover. If this weapon also possesses the Sundering property, you instead gain your whole STR modifier as DR Bypass.
Impactful (3)
- This property can only be taken on a ranged weapon.
- You increase the range for effects such as point-blank shot and other abilities by 1 Range Increment for attacks made with this weapon.
Light {R} (1)
- -50 percent Weight, and such weapons cannot be wielded two-handed.
- Light Melee weapons have a throwing range of 10 ft for free.
Magical Ammunition {R} (2)
- This weapon requires training in a magic school skill to fire its projectiles. It requires no normal ammunition to fire its projectiles. If the weapon deals one of the four basic elements instead of physical damage it requires 1 mana per 5 shots in place of ammunition.
- Additionally, you add your magic modifier to damage with these weapons.
Matching (2)
- This property must be taken on a pair of weapons made to be used together. While you are using a pair of matching weapons, you decrease the penalty for two-weapon fighting by 1.
Obscure (2)
- While wielding a weapon with this quality, you gain Advantage on Sleight of Hand checks made to conceal it on your person.
- This property costs 1 less if used on a Light Weapon
Plowing (1)
- A weapon with this property that is used to perform a Bullrush maneuver treats your size as being the threatened area for purposes of who and how many targets you may hit with the bullrush.
Range 1 (2)
- Requires: Ranged Weapon
- Type – Range Increments
- Light – 20ft
- One Handed – 30ft
- Two-Handed – 40ft
- Thrown Weapons reverse the numbers for Range Increment; for example, a two-handed thrown weapon would use the Light thrown weapon’s range to determine its base Range Increment.
Range 2 (1)
- Requires: Range 1, Ranged Weapon
- Type – Range Increments
- Light – 40ft
- One Handed – 60ft
- Two-Handed – 100ft
- Thrown Weapons reverse the numbers for Range Increment; for example, a two-handed thrown weapon would use the Light thrown weapon’s range to determine its base Range Increment.
Range 3 (1)
- Requires: Range 2, Ranged Weapon
- Type – Range Increments
- Light – 90ft
- One Handed – 120ft
- Two-Handed – 200ft
- Thrown Weapons reverse the numbers for Range Increment; for example, a two-handed thrown weapon would use the Light thrown weapon’s range to determine its base Range Increment.
Reach (1)
- Requires: Two Handed unless the weapon is a Rare weapon or otherwise specified.
- These Weapons can strike at opponents 10-feet away (including Diagonals), but cannot target adjacent opponents.
Reflective (2)
- A weapon with this property that is used to Blind a target with Dirty Trick also makes the Dirty Trick check against enemies adjacent to the initial target.
Repeating {R} (2)
- This property allows a weapon to hold multiple pieces of ammunition before needing to be reloaded. At base the weapon can hold 5 pieces of ammunition. By spending an additional point, the amount of ammunition is doubled, this can be done multiple times.
Repelling (2)
- A weapon with this property gives +2 to Repel checks made using this weapon.
Restraining (2)
- A weapon with this property that is used to grapple a target may be used to tie up a pinned target using the Lashing skill instead of having to draw another restraining item. When using the weapon this way it is locked on the restrained target until removed.
Returning {R} (2)
- A ranged weapon with this property returns to the location it was used from at the start of your next turn unless stopped by something.
Semi Auto {R} (3)
- A ranged weapon with this property may make an additional stage 3 Iterative attack as a Quick Action.
Slow {R} (-1)
- These weapons require a Basic Action to reload.
Snagging (2)
- A weapon with this property that is used to trip a target also causes the target to fall into an adjacent square of your choosing.
Snick (1)
- A weapon with this property that is used to perform a Steal maneuver negates the Disadvantage from a fastened or secured object.
Spraying Attack (2)
- A ranged weapon with this property and the Repeating property may make a special attack as a Basic Action targeting all enemies in a 15-foot radius. Targets in the area of effect must make a Body save with a DC 10+attack bonus or take the damage of the attack. This attack uses a full clip of ammunition. Using this on consecutive turns increases the critical fumble range of the weapon by 1, lowering it again by 1 for each turn not used.
Staggering (2)
- When a weapon with this property triggers a Strong Critical the target’s Movement speed is halved for a number of rounds equal to the weapons Critical Rating.
Striking {R} (3)
- This weapon deals an additional 50 percent damage if used to attack a hostile creature on a charge. If you are charging while mounted it deals 100 percent more damage instead of 50 percent.
Subtle (2)
- A weapon with this property that is used to make an attack against a target that you have successfully Feinted and that is still Flat-Footed treats the damage that it deals as Precision damage.
Sundering {R} (2)
- A weapon with this property bypasses armor and natural DR equal to half of your Strength modifier.
Tangling (2)
- A weapon with this property that is used to Entangle a target with Dirty Trick Anchors the target for the duration of the Dirty Trick as well.
True Reach {R} (2)
- Requires: Reach
- These Weapons can strike opponents up to 10-feet away, even adjacent threats.
Two-Handed (0)
- Requires: 2-hands to wield.
- Increase Weight by 50%
- Increase damage track by 3 steps.
Unbalanced (-1)
- This weapon increases the Iterative penalty from attacks made with it by 1.
Versatile (1)
- Your weapon can deal an additional type of physical damage. This can be taken up to two times, once for each damage type that the weapon does not already possess.
- Damage Types: Bludgeoning, Piercing, or Slashing
Volatile (-1)
- On a Fumble, these weapons critically fail on a confirmation roll of 1-3.
Weapon Groups
Weapon groups are broken down into two categories, the master category and the sub category. The master category determines what group benefits the weapon subcategories have access to. In addition, weapons within the master category share overlap in training. Skill ranks in one subcategory gives half the rank bonus to all other weapon skills within the master category if untrained. Additionally certain talents and abilities such as weapon focus and training apply to all weapons in the master category. Restricted weapon properties and property cost alterations are still based on the subcategory of specific weapon skills.
Weapon Group Benefits
As mentioned above the skill rank benefits of a weapon group are based on the master category of the weapons, with every weapon in that category able to use the chosen benefit. Each master group provides a single benefit chosen from three at apprentice, professional, and grandmaster rank in a skill within that category.
Alternatively, each weapon has these weapon benefits tied to the weapon itself, allowing you to benefit from the given benefit, even while you are specialized in another aspect of the weapon group; however, if you choose to benefit from a weapon’s specialization, you do not benefit from your personalized benefits.
Blades
Heavy Blades
- Property Access: This weapon group has access to the sundering and cleaving restricted properties.
- Special Rules: This weapon group has no additional special rules.
Light Blades
- Property Access: This weapon group has access to the light restricted properties.
- Special Rules: The light property costs 0 points for this weapon group. Additionally increases to the damage track start at 1 point higher, however Critical Rating costs 1 less to start.
Skill Rank Benefits
Blade Benefits
Apprentice
- Close at Hand (A): When you would take the Recovery Action or another similar action, grabbing or drawing weapons from this category is a Free Action.
- Deep Cuts (B): If you critically threaten but do not confirm, you still apply half the appropriate critical effect.
- Hidden Edge (C): you gain half of your Rank bonus in the weapon skill to Sleight of Hand checks made to conceal weapons in this category.
Professional
- Insistent (A): Enemies take half of your Rank bonus as a penalty to Parry checks made against these weapons.
- Pinpoint (B): You gain your rank bonus as Precision damage that you deal with these weapons.
- Razor Sharp (C): You increase the Critical Rating of these weapons by half of your rank bonus with the weapon.
Grandmaster
- Clean Cuts (A): You gain a +1 damage per weapon damage die on consecutive attacks made against the same target. This has a cap equal to half of your Rank bonus with the weapon.
- Cutting Edge (B): You roll weapon damage dice twice and take the better result when dealing damage with these weapons.
- Deadly Touch (C): Coup De Grace and Death attacks you make with these weapons deal 2.5 times damage instead of double.
Impacting
Axes
- Property Access: This weapon group has access to the light and cleaving restricted properties.
- Special Rules: This weapon group has no additional special rules.
Hammers
- Property Access: This weapon group has access to the sundering and light restricted properties.
- Special Rules: This weapon group has no additional special rules.
Flails
- Property Access: This weapon group has access to the sundering and chained restricted properties.
- Special Rules: This weapon group has no additional special rules.
Skill Rank Benefits
Impacting Benefits
Apprentice
- Batter (A): You add the weapons Critical Rating to damage against enemies with shields or armor.
- Hew (B): Choose a single material such as metal, wood, etc. Treat the Hardness and DR of objects and creatures made from the chosen material as 50 percent lower.
- Sap (C): Add half of your Rank bonus to the nonlethal damage dealt with these weapons.
Professional
- Bludgeon (A): After succeeding on a Sunder check, checks made with the affected item suffer a penalty equal to the sundering weapons Critical Rating until the start of your next turn.
- Carry Through (B): When you are successfully Parried you may make a Disarm check as an Immediate Action.
- Concuss (C): Half the damage reduced by DR from armor is instead dealt as nonlethal.
Grandmaster
- Crushing (A): Strong Criticals with these weapons made against armored opponents have an additional 0.5 damage multiplier.
- Inertia (B): Nonlethal damage dealt with these weapons have their attack Attribute modifier to damage multiplier increased by 1.0.
- Shell Cracker (C): Multiple sunder checks on the same target on the same turn count as one application of damage for the purposes of Hardness.
Ranged
Bows
- Property Access: This weapon group has access to the slow restricted property.
- Special Rules: This weapon group may purchase the ranged 1 property for free, and must be two handed.
Crossbows
- Property Access: This weapon group has access to the Light, Slow, Repeating, Burst Fire, and Semi Auto restricted properties.
- Special Rules: This weapon group may purchase the ranged 1 property for free.
Thrown
- Property Access: This weapon group has access to the Light, Barrage, and Returning restricted properties.
- Special Rules: This weapon group counts as Ranged, Ammunition and Melee for Properties, and can be used for either type of attack.
Skill Rank Benefits
Ranged Benefits
Apprentice
- Pierce (A): You bypass an amount of DR equal to your Rank bonus with these weapons.
- Steady (B): You increase the range of these weapons by 5ft per Strength modifier.
- Twitch (C): You gain a +2 bonus to Feint with these weapons.
Professional
- Easy Target (A): You add your Rank bonus to damage with these weapons against Flat-Footed or unarmored targets.
- Emplaced (B): You gain a +1 to attack with these weapons when firing from Prone, this increases by 1 at master rank.
- Scavenger (C): You increase your chance to recover ammunition by 5 percent per rank in the weapon skill.
Grandmaster
- Backpedal (A): Once per round after taking an attack action you may 5ft step even if you have already moved or 5ft stepped previously in the turn.
- Puncture (B): When using this weapon within half the first range increment, you double the amount of DR the weapon bypasses.
- Strong Shot (C): When using this weapon within its second range increment, you reduce the penalties by 1 and increase your attack Attribute to damage multiplier by 0.5.
Hafts
Polearms
- Property Access: This weapon group has access to the Brace, True Reach, and Striking restricted properties.
- Special Rules: This weapon group may purchase reach for free.
Spears
- Property Access: This weapon group has access to the Brace, Light, True Reach, and Striking restricted properties.
- Special Rules: This weapon group may purchase brace for free.
Skill Rank Benefits
Haft Benefits
Apprentice
- Counterbalance (A): You gain half of your Rank bonus in the weapon as a bonus on Acrobatics check made to long jump and keep your balance while wielding these weapons.
- Giant Killer (B): You gain a +1 to attack against creatures larger than you with these weapons.
- Multi-Pronged (C): When you ready a brace with these weapons you may attack an additional charging enemy.
Professional
- Crowd Control (A): While wielding these weapons enemies treat the first square into or through your Threatened Area as Difficult Terrain.
- Leverage (B): These weapons may Trip or Reposition creatures two sizes larger than you at base instead of one.
- Lineman (C): Enemies take a penalty to hit you when charging equal to half of your Rank bonus while wielding these weapons.
Grandmaster
- Forceful Thrust (A): Whenever you attack with one of these weapons on the same turn after moving you increase the damage track with the weapon on the first attack by half of your Rank bonus with the weapon.
- Impale (B): You may choose to have Brace attacks with these weapons count as a critical threaten instead of dealing double damage by default.
- Over The Top (C): You ignore partial Cover against enemies within your reach with these weapons but not those adjacent to you.
Inherent
Close
- Property Access: This weapon group has access to the Light and Brawling restricted properties.
- Special Rules: This weapon group may purchase light for free.
Natural
- Property Access: This weapon group has access to the Light and Brawling restricted properties.
- Special Rules: This weapon group may purchase light for free, may not take two handed, and are not usually purchasable.
Skill Rank Benefits
Inherent Benefits
Apprentice
- In Plain Sight (A): These weapons require a Knowledge check to notice instead of Perception when concealed.
- Mighty Blows (B): When attacking a target with these weapons and multiple squares of the target are within your threatened area you increase the damage track with these weapons by 1 for each square past the first, up to your rank bonus with the weapon.
- Tight Grip (C): You add half of your Rank bonus to CMD vs Disarm checks made against you when using these weapons.
Professional
- Savage Maneuvers (A): When you deal damage with these weapons against a target you are Grappling you bypass half of their natural and armor DR.
- Rough Up (B): When you maintain a Grapple while using these weapons you may apply your weapon damage for free.
- Within Reach (C): All increases in reach while using these weapons count as being natural reach.
Grandmaster
- Double Down (A): When you would successfully maintain a Grapple check you may instead choose to let the target go to deal damage with these weapons twice.
- Palming (B): You may draw and conceal these weapons as a Free Action whenever you succeed on a Feint check or defeat an enemy.
- Raw Strength (C): When you hit a hostile creature with these weapons all successive attacks increase your Attribute modifier to damage multiplier by 0.5.
Special
Monk
- Property Access: This weapon group has access to the Light, Brawling, and Chained restricted properties.
- Special Rules: This weapon group has no special rules.
Primitive
- Property Access: This weapon group has access to the Light, True Reach, Striking, Repeating, and Barrage restricted properties.
- Special Rules: This weapon group may have their price halved, or may take reach without two handed.
Skill Rank Benefits
Special Benefits
Apprentice
- As One (A): Abilities that can only be used through natural attacks may be used through these weapons.
- Crude (B): These weapons take no penalty from the Broken condition.
- Tools of Trade (C): You gain Advantage to hide or disguise these weapons as mundane tools or other items.
Professional
- Coursing Strength (A): After using a Ki point, Martial Tradition ability, or combat stance ability, you gain your Rank bonus to damage with these weapons until the start of your next turn.
- Improvised (B): You may temporarily treat these weapons as improvised, gaining the penalties as appropriate to treat the weapon as if it had an additional property it qualifies for of your choice. Once chosen this effect persists until the end of the current encounter.
- Traumatic (C): When you trigger a Strong Critical with one of these weapons and the weapon deals multiple types of damage you apply the critical effects for all damage types instead of choosing one.
Grandmaster
- Counterplay (A): When you successfully Repel or Parry with one of these weapons you may make an Attack of Opportunity against the attacker.
- Deadly Simplicity (B): These weapons gain your Rank bonus to damage.
- Unyielding (C): You gain Advantage on Repel checks when using these weapons to Repel maneuvers.
Firearms
Pistols
- Property Access: This weapon group has access to the Firearm, Slow, Semi-Auto, and Repeating restricted properties.
- Special Rules: This weapon group must have the Volatile properties. These weapons require Rare Weapon training, and have their base price quadrupled.
Longarms
- Property Access: This weapon group has access to the Firearm, Sundering, and Slow restricted properties.
- Special Rules: This weapon group must have the Slow property. These weapons require Rare Weapon training, and have their base price quadrupled.
Automatics
- Property Access: This weapon group has access to the Firearm, Slow, Repeating, Burst Fire, and Semi Auto restricted properties.
- Special Rules: This weapon group must have the Volatile and Slow properties. These weapons require Rare Weapon training, and have their base price quadrupled.
Skill Rank Benefits
Firearms Benefits
Apprentice
- Boomstick (A): When you defeat a hostile creature with one of these weapons, you may make a free Intimidation check against all enemies within 30ft of you who have witnessed the action.
- Redirect (B): Once per day, you may reroll a Critical Fumble confirmation with these weapons.
- Side Saddle (C): Once per combat you may load a single bullet into your weapon as a Free Action on your turn.
Professional
- Emplaced (A): You gain a +1 to attack with these weapons when firing from Prone, this increases by 1 at master rank.
- Tracer Rounds (B): Every consecutive attack you make against the same target on the same turn with these weapons reduces the penalty from Range Increment by 1.
- Zero In (C): For every round that you attempt to attack the same target with one of these weapons you increase the damage track of the weapon by 1. This has a cap equal to half of your Rank bonus with the weapon.
Grandmaster
- Indirect (A): You may increase the Iterative attack penalty with attacks made on this weapon by 1 step to ignore Cover a target is benefiting from.
- Overpacked (B): You double the Critical Rating when using these weapons.
- Perforate (C): You gain a bonus to damage equal to half of the target’s mundane armor-based DR with these weapons.
Mage Weapons
Scepters
- Property Access: This weapon group has access to the Magical Ammunition, Casting Focus, Striking, and Brace restricted properties.
- Special Rules: This weapon group gains the Magical Ammunition property for free but must spend the property cost to deal elemental damage, and must be melee.
Staffs
- Property Access: This weapon group has access to the Magical Ammunition, Casting Focus, and Barrage restricted properties.
- Special Rules: This weapon group gains the Magical Ammunition property for free, and can be melee or ranged.
Wands
- Property Access: This weapon group has access to the Light, Casting Focus, Magical Ammunition restricted properties.
- Special Rules: This weapon group gains the Magical Ammunition property for free but must spend the property cost to deal elemental damage, and can be melee or ranged.
Skill Rank Benefits
Mage Weapons Benefits
Apprentice
- Conduit (A): Your hand counts as empty while wielding these weapons for the purposes of spellcasting and other magical abilities.
- Controlled (B): You add any permanent quality, trait, talent, or magic bonuses to attack with these weapons to any Mana Control checks you make while wielding one of these weapons. This has a cap equal to your rank bonus with these weapons.
- Empowered (C): After you cast a spell the next Attack action you make in the same encounter with this weapon gains a bonus to attack equal to the level of the spell.
Professional
- Channeling (A): When using Spell Strike or other similar spells through one of these weapons you may increase the spells Critical Rating by the weapons Critical Rating.
- Follow Up (B): You may take the Push the Attack action with this weapon after casting a spell, however you take Iterative penalties as if you had already made a single attack.
- Overflowing (C): After casting a spell the next attack you make in the same encounter with these weapons may be made in an AoE template of your choice, with a AoE scaling of 5 feet per Spell Level of the spell.
Grandmaster
- Empowering (A): When using spell strike or other similar spells through one of these weapons you lower the Critical Threat of the weapon by the level of the spell.
- Focus (B): When using one of these weapons as part of a ritual check, binding check, or mana control check you gain a number of rerolls per scene equal to the quality tier of the weapon.
- Sustaining (C): When you cast a spell that can be Sustained, you may use a wielded weapon from this category to Sustain the spell for you, however that weapon is not usable while it sustains the spell. This includes any abilities, passive bonuses from quality/enchantment, and other abilities that may apply to spellcasting or other checks.
Prefabricated Weapons
Bladed Weapons
Heavy Blades
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Weight |
| Arming Sword | 30 sp | 2d10 | 19 | 2 | Slash | C, B, A | — | 3 lb. |
| Bastard Sword | 30 sp | 2d6+1d10 | 20 | 2 | P / S | A, C, C | Versatile | 4.5 lb. |
| Claymore | 50 sp | 1d8+2d10 | 20 | 1 | Slash | A, C, A | Heavy, Sundering, Two-Handed | 11.25 lb. |
| Estoc | 30 sp | 2d8 | 19 | 2 | Pierce | A, A, C | Armor Piercer | 3 lb. |
| Falchion | 50 sp | 2d10 | 19 | 2 | Slash | A, C, C | Cleaving, Two-Handed | 3.75 lb. |
| Glaive | 50 sp | 2d8+1d10 | 19 | 1 | Slash | A, B, B | Reach, Two-Handed | 6 lb. |
| Greatsword | 50 sp | 2d8+1d10 | 20 | 1 | Slash | C, B, B | Cleaving, Heavy, Two-Handed | 10 lb. |
| Katana | 30 sp | 1d8+1d10 | 19 | 3 | Slash | A, C, C | — | 3.5 lb. |
| Longsword | 50 sp | 2d8+1d10 | 19 | 1 | P / S | A, B, A | Two-Handed, Versatile | 6 lb. |
| Naginata | 50 sp | 2d6+1d10 | 19 | 3 | Slash | A, C, A | Reach, Two-Handed | 4.5 lb. |
| Sabre | 30 sp | 2d6 | 18 | 2 | Slash | A, C, C | Defensive | 2 lb. |
| Two-Bladed Sword | 50 sp | 1d6+1d8+1d10 | 19 | 2 | Slash | A, B, C | Double, Two-Handed | 5.25 lb. |
Prefabricated Heavy Blade Descriptions
- Arming Sword:
- Bastard Sword:
- Claymore:
- Estoc:
- Falchion:
- Glaive:
- Greatsword:
- Katana:
- Longsword:
- Naginata:
- Sabre:
- Two-Bladed Sword:
Light Blades
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Weight |
| Dagger | 15 sp | 1d8+1d10 | 19 | 2 | Pierce | B, A, C | Light, Obscure | 0.87 lb. |
| Dirk | 15 sp | 1d10 | 20 | 5 | Pierce | B, C, B | Fatal, Light | 0.37 lb. |
| Dueling Dagger | 15 sp | 1d6+1d8 | 19 | 3 | Slash | B, B, C | Defensive, Light | 0.62 lb. |
| Knife | 15 sp | 1d8 | 18 | 4 | Slash | B, C, C | Light, Obscure | 0.25 lb. |
| Kukri | 30 sp | 1d6+1d8 | 18 | 1 | Slash | C, B, C | Light, Matched | 0.62 lb. |
| Ninjato | 15 sp | 2d6 | 18 | 2 | Pierce | A, A, B | Light, Subtle | 0.5 lb. |
| Rapier | 30 sp | 2d6 | 18 | 2 | Pierce | A, B, A | Armor Piercer | 1 lb. |
| Rondel Dagger | 15 sp | 2d6+1d10 | 20 | 1 | Pierce | B, A, A | Armor Piercer, Light | 1.12 lb. |
| Sai | 15 sp | 2d8 | 20 | 4 | Blunt | B, B, B | Gripping, Light | 0.75 lb. |
| Scimitar | 30 sp | 2d8 | 18 | 2 | Slash | A, C, C | — | 1.5 lb. |
| Shortsword | 30 sp | 1d8+1d10 | 19 | 3 | Pierce | A, C, C | — | 1.75 lb. |
| Twinblade | 15 sp | 2d8 | 19 | 2 | Slash | A, A, C | Light, Matching | 0.75 lb. |
| Wakizashi | 15 sp | 2d6 | 18 | 2 | Slash | C, B, A | Defensive, Light | 0.5 lb. |
| Xiphos | 30 sp | 2d10 | 19 | 2 | Slash | A, C, A | — | 2 lb. |
Prefabricated Light Blade Descriptions
- Dagger:
- Dirk:
- Dueling Dagger:
- Knife:
- Kukri:
- Ninjato:
- Rapier:
- Rondel Dagger:
- Sai:
- Scimitar:
- Shortsword:
- Twinblade:
- Wakizashi:
- Xiphos:
Impacting Weapons
Axes
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Weight |
| Bardiche | 50 sp | 1d8+2d10 | 20 | 2 | Slash | A, C, A | Reach, Two-Handed | 10.12 lb. |
| Battleaxe | 30 sp | 2d6+1d10 | 20 | 3 | Slash | A, B, A | — | 6.75 lb. |
| Bearded Axe | 50 sp | 2d10 | 20 | 1 | Slash | B, B, C | Cleaving, Two-Handed | 5.62 lb. |
| Broadaxe | 50 sp | 3d10 | 20 | 2 | Slash | A, B, A | Two-Handed | 11.25 lb. |
| Double Axe | 50 sp | 2d8+1d10 | 20 | 3 | Slash | A, B, A | Double, Two-Handed | 9 lb. |
| Greataxe | 50 sp | 2d6+1d10 | 20 | 3 | Slash | A, A, A | Cleaving, Heavy, Two-Handed | 11.25 lb. |
| Hatchet | 15 sp | 1d8+1d10 | 19 | 2 | Slash | B, B, C | Light | 2.62 lb. |
| Heavy Pick | 50 sp | 2d10 | 18 | 3 | Pierce | B, A, C | Two-Handed | 5.62 lb. |
| Light Pick | 30 sp | 1d6+1d8 | 18 | 2 | Pierce | B, A, C | Light | 1.87 lb. |
| Waraxe | 50 sp | 1d6+1d8+1d10 | 20 | 4 | Slash | A, C, A | Heavy, Two-Handed | 13.12 lb. |
| War Pick | 30 sp | 2d8 | 19 | 2 | Pierce | B, A, A | Armor Piercer | 4.5 lb. |
Prefabricated Axe Descriptions
- Bardiche:
- Battleaxe:
- Bearded Axe:
- Broadaxe:
- Double Axe:
- Greataxe:
- Hatchet:
- Heavy Pick:
- Light Pick:
- Waraxe:
- War Pick:
Hammers
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Weight |
| Battlehammer | 30 sp | 1d8+1d10 | 20 | 3 | Blunt | A, C, A | Staggering | 5.25 lb. |
| Club | 15 sp | 2d8 | 20 | 4 | Blunt | C, A, B | Light | 2.25 lb. |
| Cudgel | 30 sp | 2d6+1d10 | 20 | 3 | Blunt | C. C, A | — | 6.75 lb. |
| Flanged Mace | 50 sp | 2d8+1d10 | 20 | 2 | Blunt | A, C, C | Heavy, Sundering, Two-Handed | 16.88 lb. |
| Greatclub | 50 sp | 2d6+2d10 | 20 | 1 | Blunt | C, C, A | Two-Handed | 12.38 lb. |
| Greathammer | 50 sp | 2d8+1d10 | 20 | 2 | Blunt | A, C, C | Heavy, Sundering, Two-Handed | 15 lb. |
| Heavy Mace | 30 sp | 1d8+1d10 | 20 | 3 | Blunt | A, C, A | Sundering | 5.25 lb. |
| Mace | 15 sp | 2d6+1d10 | 20 | 2 | Blunt | A, C, A | Light | 3.38 lb. |
| Maul | 50 sp | 1d6+1d8+1d10 | 20 | 3 | Blunt | A, A, C | Sundering, Two-Handed | 7.88 lb. |
| Sap | 15 sp | 1d6+1d8 | 20 | 4 | Blunt | C, C, B | Light, Obscure | 1.88 lb. |
| Spiked Club | 30 sp | 2d6+1d10 | 19 | 1 | Pierce | C, C, A | — | 6.75 lb. |
| Warhammer | 30 sp | 1d8+1d10 | 19 | 2 | B / S | A, B, A | Versatile | 5.25 lb. |
Prefabricated Hammer Descriptions
- Battlehammer:
- Club:
- Cudgel:
- Flanged Mace:
- Greatclub:
- Greathammer:
- Heavy Mace:
- Mace:
- Maul:
- Sap:
- Spiked Club:
- Warhammer:
Flails
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Weight |
| Battle Flail | 50 sp | 3d10 | 20 | 2 | Blunt | A, C, A | Heavy, Two-Handed | 12.5 lb. |
| Dire Flail | 50 sp | 2d8+1d10 | 20 | 3 | Blunt | A, A, C | Chained, Heavy, Two-Handed | 10 lb. |
| Flail | 30 sp | 2d6+1d10 | 20 | 2 | Blunt | A, B, A | Chained | 4.5 lb. |
| Great Flail | 50 sp | 2d6+1d10 | 20 | 3 | Blunt | A, C, A | Chained, Sundering, Two-Handed | 3 lb. |
| Heavy Flail | 30 sp | 1d8+1d10 | 20 | 2 | Blunt | A, B, C | Chained, Sundering | 5.25 lb. |
| Morningstar | 30 sp | 2d10 | 20 | 2 | Blunt | A, C, A | Sundering | 4 lb. |
Prefabricated Flail Descriptions
- Battle Flail:
- Dire Flail:
- Flail:
- Great Flail:
- Heavy Flail:
- Morningstar:
Ranged Weapons
Bows
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Weight |
| Elven Bow | 50 sp | 2d6+1d10 | 19 | 2 | Pierce | B, A, C | Range 3, Two-Handed | 2.25 lb. |
| Greatbow | 50 sp | 1d8+2d10 | 20 | 2 | Pierce | A, A, B | Range 2, Two-Handed | 3.38 lb. |
| Longbow | 50 sp | 2d8+1d10 | 20 | 1 | Pierce | B, A, C | Impactful, Range 2, Two-Handed | 3 lb. |
| Recurve Bow | 50 sp | 2d10 | 18 | 2 | Pierce | A, A, A | Range 2, Two-Handed | 1.88 lb. |
| Short Bow | 50 sp | 2d6+1d10 | 19 | 3 | Pierce | B, C, A | Range 1, Two-Handed | 2.25 lb. |
| Siege Bow | 50 sp | 3d10 | 20 | 1 | Pierce | A, A, B | Range 3, Slow, Two-Handed | 3.75 lb. |
Prefabricated Bow Descriptions
- Elven Bow:
- Greatbow:
- Longbow:
- Recurve Bow:
- Short Bow:
- Siege Bow:
Crossbows
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Weight |
| Arbalest Crossbow | 50 sp | 2d8+1d10 | 20 | 1 | Pierce | A, B, B | Heavy, Impactful, Range 2, Slow, Two-Handed | 10 lb. |
| Hand Crossbow | 15 sp | 1d6+1d8 | 18 | 3 | Pierce | B, A, C | Light, Range 1, Slow | 1.25 lb. |
| Heavy Crossbow | 50 sp | 2d8+1d10 | 19 | 1 | Pierce | A, B, C | Range 3, Slow, Two-Handed | 6 lb. |
| Heavy Repeating Crossbow | 50 sp | 1d6+1d8+1d10 | 19 | 1 | Pierce | A, B, C | Range 2, Repeating, Slow, Two-Handed | 5.25 lb. |
| Light Crossbow | 30 sp | 2d10 | 19 | 2 | Pierce | A, A, B | Range 2, Slow | 4 lb. |
| Light Repeating Crossbow | 30 sp | 2d8 | 19 | 2 | Pierce | A, A, B | Range 2, Repeating, Slow | 3 lb. |
| Gyro Crossbow | 50 sp | 2d6+1d10 | 20 | 1 | Pierce | A, A, B | Range 2, Repeating, Semi-Auto, Slow, Two-Handed | 4.5 lb. |
| Rivet Crossbow | 50 sp | 2d10 | 19 | 1 | Pierce | A, A, C | Burst Fire, Range 3, Repeating, Slow, Two-Handed | 3.75 lb. |
| Rotor Crossbow | 15 sp | 2d8 | 19 | 2 | Pierce | B, A, C | Light, Range 1, Repeating, Slow | 1.5 lb. |
Prefabricated Crossbows Descriptions
- Arbalest Crossbow:
- Hand Crossbow:
- Heavy Crossbow:
- Heavy Repeating Crossbow:
- Light Crossbow:
- Light Repeating Crossbow:
- Gyro Crossbow:
- Rivet Crossbow:
- Rotor Crossbow:
Thrown
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Wt. |
| Atlatl | 15 sp | 1d8+1d10 | 20 | 1 | Pierce | A, A, B | Light, Range 2 | 0.88 lb. |
| Bola | 30 sp | 1d6 | 18 | 1 | Blunt | B, A, C | Range 1, Restraining, Snagging | 0.25 lb. |
| Boomerang | 30 sp | 2d8 | 20 | 1 | Blunt | B, A, C | Range 2, Returning | 1.5 lb. |
| Dart | 0.6 sp | 2d6 | 18 | 2 | Pierce | A, C, B | Fragile, Light, Range 1 | 0.5 lb. |
| Harpoon | 30 sp | 2d8 | 20 | 3 | Pierce | A, A, B | Range 2 | 1.5 lb. |
| Javelin | 1.2 sp | 2d8 | 20 | 3 | Pierce | A, A, B | Fragile, Range 3 | 1.5 lb. |
| Kusari Gama | 30 sp | 2d8 | 20 | 1 | B / S | A, A, B | Double, Range 1 / Returning(B), Snagging(S) | 1.5 lb. |
| Kunai | 0.3 sp | 2d6 | 20 | 2 | Pierce | A, A, B | Barrage, Disposable, Light, Obscure, Range 1, Subtle | 0.5 lb. |
| Net | 30 sp | 1d6 | 19 | 1 | Blunt | B, A, C | Range 1, Restraining, Snagging, Tangling | 0.25 lb. |
| Pilum | 30 sp | 2d8 | 20 | 2 | Pierce | A, A, B | Breaker, Range 2 | 1.5 lb. |
| Shuriken | 0.3 sp | 1d10 | 18 | 1 | Slash | C, A, A | Barrage, Disposable, Light, Range 1, Subtle | 0.38 lb. |
| Sling | 30 sp | 2d8 | 20 | 4 | Blunt | B, A, C | Range 1, Unbalanced | 1.5 lb. |
| Thrown Axe | 15 sp | 1d8+1d10 | 20 | 2 | Slash | A, A, B | Light, Range 1 | 0.88 lb. |
| Thrown Knife | 15 sp | 2d6 | 19 | 1 | Pierce | C, A, A | Light, Range 1, Subtle | 0.5 lb. |
| Thrown Hammer | 15 sp | 2d10 | 20 | 1 | Blunt | A, A, B | Light, Range 1 | 1 lb. |
Prefabricated Thrown Descriptions
- Atlatl:
- Bola:
- Boomerang:
- Dart:
- Harpoon:
- Javelin:
- Kusari Gama:
- Kunai:
- Net:
- Pilum:
- Shuriken:
- Sling:
- Thrown Axe:
- Thrown Knife:
- Thrown Hammer:
Hafted Weapons
Polearms
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Weight |
| Battle Staff | 50 sp | 2d10 | 19 | 2 | Blunt | A, B, A | Defensive, Double, Two-Handed | 5.63 lb. |
| Battle Trident | 50 sp | 2d6+1d10 | 20 | 4 | Pierce | C, B, B | Brace, Reach, Two-Handed | 6.75 lb. |
| Bec de Corbin | 50 sp | 2d6+1d10 | 19 | 3 | P / S | B, A, C | Reach, Two-Handed, Versatile | 6.75 lb. |
| Earthbreaker | 50 sp | 2d6+2d10 | 20 | 1 | Blunt | B, C, A | Two-Handed | 12.38 lb. |
| Fauchard | 50 sp | 2d10 | 19 | 2 | P / S | B, B, C | Defensive, Two-Handed, Versatile | 5.63 lb. |
| Guisarme | 50 sp | 1d8+2d10 | 20 | 1 | Pierce | B, B, C | Reach, Snagging, Two-Handed | 10.13 lb. |
| Halberd | 50 sp | 2d6+1d10 | 18 | 2 | Slash | B, A, A | Reach, Two-Handed | 6.75 lb. |
| Kanabo | 50 sp | 2d6+1d10 | 20 | 1 | Blunt | B, C, A | Armor Piercer, Striking, Heavy, Two-Handed | 11.25 lb. |
| Lance | 50 sp | 2d10 | 19 | 1 | Pierce | B, A, A | Couched, Reach, Striking, Two-Handed | 5.63 lb. |
| Lucerne Hammer | 50 sp | 3d10 | 20 | 1 | B / P | B, A, A | Reach, Two-Handed, Versatile | 11.25 lb. |
| Nodachi | 50 sp | 2d10 | 19 | 1 | Slash | C, A, A | Brace, Reach, Two-Handed, Striking | 5.63 lb. |
| Quarterstaff | 50 sp | 1d8+2d10 | 20 | 1 | Blunt | A, A, C | True Reach, Two-Handed | 10.13 lb. |
| Trident | 30 sp | 2d8 | 20 | 4 | Pierce | C, C, B | Brace | 4.5 lb. |
| War Lance | 50 sp | 2d10 | 20 | 1 | Pierce | B, A, A | Collateral Damage, Couched, Heavy, Reach, Striking, Two-Handed | 9.38 lb. |
| War Scythe | 50 sp | 2d8 | 18 | 3 | Slash | B, A, A | True Reach, Two-Handed | 3.38 lb. |
Prefabricated Polearm Descriptions
- Battle Staff:
- Battle Trident:
- Bec de Corbin:
- Earthbreaker:
- Fauchard:
- Guisarme:
- Halberd:
- Kanabo:
- Lance:
- Lucerne Hammer:
- Nodachi:
- Quarterstaff:
- Trident:
- War Lance:
- War Scythe:
Spears
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Weight |
| Battlespear | 50 sp | 2d8+1d10 | 20 | 1 | Pierce | B, A, A | Brace, True Reach, Two-Handed | 6 lb. |
| Longspear | 50 sp | 3d10 | 20 | 1 | Pierce | A, B, C | Brace, Heavy, Reach, Two-Handed | 12.5 lb. |
| Pike | 50 sp | 2d6+1d10 | 20 | 2 | Pierce | C, A, A | Brace, Reach, Striking, Two-Handed | 4.5 lb. |
| Ranseur | 50 sp | 3d10 | 20 | 1 | Pierce | C, C, B | Brace, Reach, Two-Handed | 7.5 lb. |
| Siangham | 15 sp | 2d6 | 18 | 3 | Pierce | B, B, B | Brace, Light | 1 lb. |
| Shortspear | 30 sp | 1d8+1d10 | 19 | 2 | Pierce | B, C, A | Brace, Range 1 | 3.5 lb. |
| Spear | 50 sp | 2d8+1d10 | 20 | 1 | Pierce | A, C, C | Brace, Reach, Range 1, Two-Handed | 6 lb. |
| Yari | 50 sp | 2d10 | 19 | 1 | Pierce | B, A, C | Brace, Reach, Striking, Two-Handed | 3.75 lb. |
Prefabricated Spear Descriptions
- Battlespear:
- Longspear:
- Pike:
- Ranseur:
- Siangham:
- Shortspear:
- Spear:
- Yari:
Inherent Weapons
Close
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Wt. |
| Brass Knuckles | 15 sp | 1d8+1d10 | 20 | 2 | Blunt | A, A, C | Attached, Light, Matching | 0.88 lb. |
| Caestus | 15 sp | 1d6+1d8 | 20 | 4 | Blunt | A, A, A | Attached, Light | 0.63 lb. |
| Clawed Paw | 15 sp | 1d6+1d8 | 19 | 3 | Slash | B, B, A | Brawling (Grapple), Light | 0.63 lb. |
| Crescent Moon | 15 sp | 2d10 | 20 | 3 | Slash | B, A, C | Light, Matching | 1 lb. |
| Garrote | 15 sp | 1d6 | 20 | 5 | Slash | A, A, C | Brawling (Grapple), Fatal, Light | 0.13 lb. |
| Hook Hand | 15 sp | 2d6 | 20 | 2 | Pierce | A, B, A | Attached, Brawling (Grapple), Light, Snagging | 0.5 lb. |
| Punching Dagger | 15 sp | 2d6 | 18 | 1 | Pierce | C, B, B | Light, Matching, Subtle | 0.5 lb. |
| Scizore | 30 sp | 1d8+1d10 | 20 | 1 | Slash | B, A, C | Attached, Defensive | 1.75 lb. |
| Whip | 15 sp | 1d6 | 20 | 1 | Slash | A, C, C | Controlling, Gripping, Light, Reach, Restraining, Snagging, Snick | 0.13 lb. |
| Wooden Stake | 15 sp | 1d10 | 20 | 5 | Pierce | A, A, C | Fatal, Light | 0.38 lb. |
Prefabricated Close Descriptions
- Brass Knuckles:
- Caestus:
- Clawed Paw:
- Crescent Moon:
- Garrote:
- Hook Hand:
- Punching Dagger:
- Scizore:
- Whip:
- Wooden Stake:
Natural
| Name | Damage | Threat | Crit | Type | Benefit | Properties |
| Bite | 2d8 | 20 | 3 | B/P/S | B, A, A | — |
| Claw | 2d6 | 20 | 2 | Slash | B, B, C | Light |
| Gore | 2d8 | 19 | 3 | Pierce | B, C, C | True Reach |
| Hoof | 2d6 | 20 | 2 | Blunt | B, C, C | Light |
| Pincers | 2d6 | 19 | 2 | B & P | B, A, A | Grab, Light |
| Slam | 2d10 | 20 | 3 | Blunt | B, B, C | — |
| Sting | 2d6 | 19 | 3 | Pierce | B, C, C | Poison, Special[*] |
| Tail | 2d8 | 20 | 2 | Blunt | B, B, C | True Reach |
| Tentacle | 2d8 | 20 | 2 | Blunt | B, A, A | Grab, True Reach |
| Unarmed Strike | 1d6[†] | 20 | 1/2 Rank | Blunt | B, B, C | Light |
| Wing | 2d6 | 20 | 2 | B / S | B, C, C | Light |
Prefabricated Natural Descriptions
- Bite:
- Claw:
- Gore:
- Hoof:
- Pincers:
- Slam:
- Sting:
- Tail:
- Tentacle:
- Unarmed Strike:
- Wing:
Special Weapons
Monk
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Weight |
| Bo Staff | 50 sp | 2d8+1d10 | 20 | 1 | Blunt | A, A, B | Defensive, Double, Two-Handed | 6 lb. |
| Eagle’s Claw | 15 sp | 1d8+1d10 | 20 | 2 | Slash | A, A, B | Light, Matching | 1.75 lb. |
| Hand Wraps | 15 sp | 2d8 | 20 | 3 | Blunt | A, A, A | Light, Matching | 1.5 lb. |
| Ka Sin Ke | 50 sp | 2d10 | 19 | 2 | Pierce | A, A, B | Brawling (Trip), Reach, Two-Handed | 3.75 lb. |
| Nunchaku | 15 sp | 2d6 | 20 | 2 | Blunt | A, A, A | Defensive, Light, Matching | 1 lb. |
| Spiked Chain | 50 sp | 2d6+1d10 | 20 | 2 | Pierce | A, A, A | Chained, Double, Reach, Two-Handed | 4.5 lb. |
Prefabricated Monk Descriptions
- Bo Staff:
- Eagle’s Claw:
- Hand Wraps:
- Ka Sin Ke:
- Nunchaku:
- Spiked Chain:
Primitive
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Wt. |
| Frying Pan | 15 sp | 1d6+1d8 | 20 | 5 | Blunt | C, B, A | Discombobulate, Unbalanced | 3.75 lb. |
| Hammer | 7.5 sp | 1d6+1d8 | 19 | 2 | B / P | C, C, B | Breaching, Light, Versatile | 1.88 lb. |
| Hoe | 25 sp | 2d10 | 18 | 1 | P / S | C, B, A | Dragging, Two-Handed, Unbalanced, Versatile | 5.63 lb. |
| Lumber Axe | 25 sp | 2d8+1d10 | 20 | 3 | Slash | B, B, B | Breaker, Heavy, Two-Handed | 15 lb. |
| Mining Pick | 25 sp | 2d10 | 18 | 2 | Pierce | B, B, B | Breaching, Breaker, Heavy, Two-Handed | 9.38 lb. |
| Rake | 25 sp | 2d6+1d10 | 20 | 4 | B/P/S | C, C, C | Two-Handed, Unbalanced, Versatile | 6.75 lb. |
| Saw | 25 sp | 2d8 | 19 | 2 | Slash | C, B, C | Breaker, Staggering, True Reach, Two-Handed, Unbalanced | 3.38 lb. |
| Scythe | 25 sp | 1d8+1d10 | 20 | 4 | Slash | C, B, A | Heavy, Reach, Striking, Two-Handed, Unbalanced | 7.5 lb. |
| Shovel | 25 sp | 2d10 | 19 | 1 | B/P/S | C, B, B | Defensive, Two-Handed, Versatile | 5.63 lb. |
| Slingshot | 25 sp | 2d8 | 19 | 4 | Blunt | B, B, B | Barrage, Range I, Two-Handed, Unbalanced | 3.38 lb. |
| Spade | 15 sp | 1d6+1d8 | 19 | 1 | B/P/S | C, B, B | Defensive, Versatile | 3.75 lb. |
| Trowel | 7.5 sp | 1d8 | 18 | 1 | B/P/S | C, B, B | Defensive, Light, Versatile | 0.75 lb. |
Prefabricated Primitive Descriptions
- Frying Pan:
- Hammer:
- Hoe:
- Lumber Axe:
- Mining Pick:
- Rake:
- Saw:
- Scythe:
- Shovel:
- Slingshot:
- Spade:
- Trowel:
Firearm Weapons
Pistols
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Weight |
| Breech-Load Pistol | 120 sp | 2d6+1d10 | 19 | 2 | Blunt | C, C, C | Armor Piercer, Firearm, Range 1, Rare, Slow, Volatile | 2.25 lb. |
| Flintlock Pistol | 120 sp | 2d10 | 19 | 3 | Blunt | A, C, B | Armor Piercer, Firearm, Range 1, Rare, Slow, Volatile | 2 lb. |
| Matchlock Pistol | 120 sp | 2d6+1d10 | 19 | 3 | Blunt | B, C, A | Armor Piercer, Brittle, Firearm, Range 1, Rare, Slow, Volatile | 2.25 lb. |
| Pepperbox | 60 sp | 2d10 | 19 | 1 | Blunt | C, B, C | Firearm, Light, Range 2, Rare, Repeating 1, Slow, Volatile | 1 lb. |
| Revolver | 120 sp | 2d8 | 20 | 2 | Blunt | C, C, A | Firearm, Range 2, Rare, Repeating 2, Semi Auto, Slow, Volatile | 1.5 lb. |
Prefabricated Pistols Descriptions
- Breech-Load Pistol:
- Flintlock Pistol:
- Matchlock Pistol:
- Pepperbox:
- Revolver:
Longarms
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Weight |
| Arquebus | 200 sp | 1d8+2d10 | 20 | 4 | Blunt | C, A, B | Firearm, Range 2, Rare, Slow, Two-Handed, Volatile | 10.13 lb. |
| Blunderbuss | 200 sp | 2d8+1d10 | 20 | 4 | Blunt | A, C, C | Firearm, Range 1, Rare, Slow, Spraying Attack, Two-Handed, Volatile | 15 lb. |
| Culverin | 200 sp | 2d6+2d10 | 20 | 1 | Blunt | B, A, A | Bulky, Firearm, Heavy, Range 1, Rare, Slow, Sundering, Two-Handed, Volatile | 12.38 lb. |
| Fire Lance | 200 sp | 2d8+1d10 | 18 | 4 | Blunt | B, B, B | Brittle, Firearm, Range 1, Rare, Slow, Two-Handed, Volatile | 9 lb. |
| Musket | 200 sp | 3d10 | 19 | 2 | Blunt | C, A, C | Firearm, Range 2, Rare, Slow, Two-Handed, Volatile | 11.25 lb. |
| Rolling Block Rifle | 200 sp | 2d10 | 18 | 1 | Blunt | B, A, A | Firearm, Range 3, Rare, Slow, Sundering, Two-Handed | 5.63 lb. |
| Trench Gun | 200 sp | 2d6+1d10 | 19 | 2 | Blunt | A, C, C | Firearm, Range 1, Rare, Slow, Spraying Attack, Two-Handed | 6.75 lb. |
Prefabricated Longarms Descriptions
- Arquebus:
- Blunderbuss:
- Culverin:
- Fire Lance:
- Musket:
- Rolling Block Rifle:
- Trench Gun:
Automatics
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Weight |
| Carbine Rifle | 200 sp | 1d8+1d10 | 18 | 3 | Blunt | C, B, B | Firearm, Range 3, Rare, Repeating, Slow, Two-Handed, Volatile | 3 lb. |
| Gatling Rifle | 200 sp | 2d6+1d10 | 20 | 2 | Blunt | B, A, C | Bulky, Burst Fire, Firearm, Heavy, Range 2, Rare, Repeating 4, Slow, Spraying Attack, Two-Handed, Volatile | 7.5 lb. |
| Repeating Rifle | 200 sp | 2d10 | 19 | 1 | Blunt | B, C, C | Firearm, Range 2, Rare, Repeating 2, Semi Auto, Slow, Two-Handed, Volatile | 3.75 lb. |
Prefabricated Automatics Descriptions
- Carbine Rifle:
- Gatling Rifle:
- Repeating Rifle:
Mage Weapons
Scepters
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Wt. |
| Dueling Scepter | 30 sp | 1d6+1d8 | 20 | 1 | Slash | A, B, A | Casting Focus, Defensive, Magical Ammunition, Range 2, | 2.5 lb. |
| Energy Scepter | 30 sp | 2d6 | 20 | 4 | Blunt | A, A, A | Casting Focus, Magical Ammunition, Range 1, | 2 lb. |
| Scepter | 30 sp | 2d10 | 20 | 1 | Blunt | B, C, C | Casting Focus, Magical Ammunition, Range 1, | 4 lb. |
| War Scepter | 30 sp | 2d8 | 20 | 1 | Blunt | C, B, B | Casting Focus, Magical Ammunition, Range 3, | 3 lb. |
Prefabricated Scepters Descriptions
- Dueling Scepter:
- Energy Scepter:
- Scepter:
- War Scepter:
Staffs
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Wt. |
| Arcane Staff | 50 sp | 2d10 | 19 | 1 | Blunt | C, B, B | Casting Focus, Magical Ammunition, Range 2, Two-Handed, | 5.63 lb. |
| Duelist Staff | 50 sp | 2d10 | 20 | 1 | Slash | A, B, A | Casting Focus, Defensive, Magical Ammunition, Range 2, Two-Handed, | 5.63 lb. |
| Eagle Staff | 50 sp | 2d6+1d10 | 20 | 1 | Blunt | A, C, C | Casting Focus, Magical Ammunition, Range 3, Two-Handed, | 6.75 lb. |
| Magic Staff | 50 sp | 2d8 | 20 | 4 | Blunt | B, A, A | Casting Focus, Magical Ammunition, Range 2, Two-Handed, | 3.38 lb. |
Prefabricated Staffs Descriptions
- Arcane Staff:
- Duelist Staff:
- Eagle Staff:
- Magic Staff:
Wands
| Name | Cost | Damage | Threat | Crit | Type | Benefit | Properties | Wt. |
| Dueling Wand | 15 sp | 1d6+1d8 | 20 | 1 | Slash | A, B, A | Casting Focus, Defensive, Light, Magical Ammunition, Range 2, | 0.63 lb. |
| Hex Wand | 15 sp | 2d6 | 20 | 4 | Blunt | A, A, A | Casting Focus, Light, Magical Ammunition, Range 1, | 0.5 lb. |
| Quill Wand | 15 sp | 1d6+1d8 | 20 | 2 | Pierce | C, C, B | Casting Focus, Light, Magical Ammunition, Range 3, | 0.63 lb. |
| Wand | 15 sp | 2d6 | 19 | 3 | Blunt | B, B, C | Casting Focus, Light, Magical Ammunition, Range 1, | 0.5 lb. |
Prefabricated Wands Descriptions
- Dueling Wand:
- Hex Wand:
- Quill Wand:
- Wand:
Ammunition
Ammunition Types
The following list is of basic ammunition types that can be used with a variety of different weapons. Every 20 Standard Arrows/Bolts weights 1lb, every 10 Bullets and other ammunition weights 1lb. These weights may change depending on other ammunition modifiers such as material, quality, etc.
| TYPE | WEAPON | COST |
| Barbed Arrow/Bolt (10) | Bows/Crossbows | 3 sp per |
| Blunt Arrow/Bolt (10) | Bows/Crossbows | 1 sp per |
| Cartridge Bullet (5) | Firearms | Double Bullet Cost |
| Grappling Hook Arrow/Bolt (10) | Bows/Crossbows | 1 sp per |
| Padded Shot (5) | Two-Handed Firearms | 10 sp per |
| Pellet Bullet (5) | Firearms | 10 sp per |
| Salt Shot (5) | Firearms | 5 sp per |
| Serrated Arrow/Bolt (10) | Bows/Crossbows | 3 sp per |
| Serrated Sling Shot/Dart (5) | Primitive | 1.5 sp per |
| Soft Sling Shot/Dart (5) | Primitive | 0.4 sp per |
| Standard Arrow/Bolt (20) | Bows/Crossbow | 0.5 sp per |
| Standard Bullet (10) | Firearms | 2.5 sp per |
| Standard Sling Shot/Dart (10) | Primitive | 0.2 sp per |
Ammunition Description
- Barbed Arrow/Bolt: This ammunition has a series of inverted barbs on the end of it causing them to be difficult to remove and cause extreme pain while inserted. When a living target is struck with this ammunition they are Shaken until the shot is removed. Removing the shot requires a Heal check (DC=Half Damage Dealt), if the check fails the target takes an additional amount of damage equal to the difference the check failed by. This additional damage cannot be resisted.
- Blunt Arrow/Bolt: This ammunition has a padded head that inflicts nonlethal damage.
- Cartridge Bullet: These bullets are self-contained within metal jackets allowing for easier transportation and reloading. These bullets can be reloaded 1 step faster, this stacks with abilities such as rapid reload. In addition, this ammunition is immune to naturally occurring weather effects that would prevent the bullet from firing. This covers events such as a rainstorm, but not being submerged for extended periods of time.
- Grappling Hook Arrow/Bolt: This arrow is designed to catch on objects after being fired while carrying a rope, allowing it to be climbed or swing across like a grappling hook. This may also be used to reel in loose objects. Depending on the object fired at, the grappling arrow is not guaranteed to hold the weight of the user.
- Padded Shot: This shot replaces the normal bullet with a heavy bag that is meant to disorient the target. When a target is hit with this bullet, they take nonlethal damage and must make a Body save (DC=Half damage delt) or be knocked Prone.
- Pellet Bullet: This special shot releases a spray of pellets in a small arc allowing for multiple targets to be struck. This bullet is only effective within a weapons first range increment. However, it can deal damage to swarms and will hit adjacent creatures to the target dealing half damage to them if the attack roll also hits their AC.
- Salt Shot: This shot replaces the normal bullet with a brittle mineral that breaks up upon firing, causing extreme pain but no permanent damage. This ammunition deals nonlethal damage.
- Serrated Arrow/Bolt: This ammunition is made with a series of sharp razors that shred the target upon impact. A quarter of any Physical damage dealt with this ammunition is converted to Bleed damage.
- Serrated Sling Shot/Dart: This ammunition is covered in serrated edges. A quarter of any Physical damage dealt with this ammunition is converted to Bleed damage.
- Soft Sling Shot/Dart: This ammunition is made out of padded fiber that causes nonlethal damage.
Ammunition Charges
The following list is of different specialty charges that produce unique effects which may be applied to most basic ammunition. Depending on the specific ammunition type, the effects of a charge may differ slightly. Any piece of ammunition with a charge has its weight doubled. Only 1 charge can be applied to a piece of ammunition at a time by default.
| TYPE | COST | TYPE | COST |
| Dragon’s Breath Charge | +10 sp per Elemental Tier | Smoke Charge | +2 sp |
| Gas Charge | +1 sp | Snare Charge | +5 sp |
| Igniting Charge | +5 sp | Splintering Charge | +2.5 sp |
| Injection Charge | +5 sp | Sponge Charge | +5 sp |
| Marking Charge | +2 sp | Star Charge | +5 sp +light source cost, Double blinding version |
Ammunition Charge Description
- Dragon’s Breath Charge: This charge allows a piece of ammunition to deal additional elemental damage based on the material used to create the charge. By default, the 4 tier 1 elemental types(Acid, Cold, Electricity, and Fire) are the most common and allow the ammunition to deal an additional two damage die of the element, these extra damage dice are the same size as the base weapons die.
- Special: If this charge is used with pellet ammunition, the ammo gains no extra damage dealt, and instead converts half the damage of the attack to that element.
- Gas Charge: This charge causes an ammunition to release a 5ft cloud of contained material on the target’s square. This is commonly used to apply inhaled based poison effects. If the cost of the charge is doubled, the radius of the cloud increases by 5ft.
- Igniting Charge: This charge allows a piece of ammunition to ignite unattended objects/materials or to set a creature on fire. If targeting a creature, they receive a Body save (DC=10 + Crafter’s Rank Bonus + Ammunition Quality Tier) or be set on fire. If they fail the Body Save they then must make a Mind save at the same DC or be affected by Burning Panic.
- Special: If this charge is used on a piece of ammunition that requires a skill check to remove, such as barbed arrows, the burning effect is applied every round for a number of rounds equal to the weapons Critical Rating.
- Injection Charge: This charge allows a piece of ammunition to apply an injury based poison, disease, alchemical item, or other appropriate effect to creatures effected by the ammunition.
- Marking Charge: This charge is typically filled with bright dyes or other noticeable material that upon impact visually marks the target making them easier to spot. Creatures gain Advantage on Perception checks to visually notice marked creatures until the marking material is removed. Removing the marking material depends on the material used.
- Pheromone Charge: This charge causes a piece of ammunition to produce a strong scent upon impact, giving creatures with scent a +4 bonus to track the target. The scent lasts for a number of hours equal to the crafter’s Rank bonus. To remove the effects of the scent requires one minute of washing, however some especially pungent materials may require longer or a special technique to remove.
- Smoke Charge: This charge causes a piece of ammunition to release a 15 ft cloud of smoke upon impact. This smoke obscures vision for its duration of 2d4 rounds. Different dyes may be included to cause colored smoke if desired.
- Snare Charge: This charges allows a piece of ammunition to snare its target restricting their movement, however it only deals 25 percent of its normal damage. When this ammunition hits a target they gain the Entangled (Anchored) condition, with a DC to escape equal to 10 + crafters Rank bonus + ammunition Quality Tier.
- Special: If the ammunition requires other checks to remove, such as barbed arrows, both checks must be successful to escape.
- Splintering Charge: Upon hitting a target, this charge releases a 5ft square of caltrops or other similar effect. If the attack misses, use the splash weapons miss rules to determine where the caltrops land.
- Sponge Charge: This charge allows ammunition to apply touch based liquids materials or item effects.
- Star Charge: This charge allows a piece of ammunition to produce a bright light upon being fired. When this charge is created it can be chosen to either produce light for a duration equal to the weapons Critical Rating and with an area equal to the light source consumed during its crafting, or if double the materials are used the charge may instead produce a bright flash that blinds the target of the attack for a number of rounds equal to the weapons Critical Rating, if they fail a Body save (DC=10+weapons Critical Rating + crafter’s Rank bonus).
- Whistling Charge: This charge alters a piece of ammunition to create the desired sound upon its creation. When fired it creates the sound until it impacts its target.
[*] A sting attack’s reach is based upon the limb with which it is attached to; by default, a sting attack’s reach is 5 feet; however, if it is attached to a tail or something similar, the reach increases to 10 feet true reach.
[†] Unarmed strikes have their damage increased a number of steps on the damage track equal to your Highest Martial Rank bonus.