Weapons

Post has published by ..

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
NameCostDamageThreatCritTypeBenefitPropertiesWeight
Arming Sword30 sp2d10192SlashC, B, A3 lb.
Bastard Sword30 sp2d6+1d10202P / SA, C, CVersatile4.5 lb.
Claymore50 sp1d8+2d10201SlashA, C, AHeavy, Sundering, Two-Handed11.25 lb.
Estoc30 sp2d8192PierceA, A, CArmor Piercer3 lb.
Falchion50 sp2d10192SlashA, C, CCleaving, Two-Handed3.75 lb.
Glaive50 sp2d8+1d10191SlashA, B, BReach, Two-Handed6 lb.
Greatsword50 sp2d8+1d10201SlashC, B, BCleaving, Heavy, Two-Handed10 lb.
Katana30 sp1d8+1d10193SlashA, C, C3.5 lb.
Longsword50 sp2d8+1d10191P / SA, B, ATwo-Handed, Versatile6 lb.
Naginata50 sp2d6+1d10193SlashA, C, AReach, Two-Handed4.5 lb.
Sabre30 sp2d6182SlashA, C, CDefensive2 lb.
Two-Bladed Sword50 sp1d6+1d8+1d10192SlashA, B, CDouble, Two-Handed5.25 lb.
Prefabricated Heavy Blade Descriptions
  • Arming Sword:
  • Bastard Sword:
  • Claymore:
  • Estoc:
  • Falchion:
  • Glaive:
  • Greatsword:
  • Katana:
  • Longsword:
  • Naginata:
  • Sabre:
  • Two-Bladed Sword:
Light Blades
NameCostDamageThreatCritTypeBenefitPropertiesWeight
Dagger15 sp1d8+1d10192PierceB, A, CLight, Obscure0.87 lb.
Dirk15 sp1d10205PierceB, C, BFatal, Light0.37 lb.
Dueling Dagger15 sp1d6+1d8193SlashB, B, CDefensive, Light0.62 lb.
Knife15 sp1d8184SlashB, C, CLight, Obscure0.25 lb.
Kukri30 sp1d6+1d8181SlashC, B, CLight, Matched0.62 lb.
Ninjato15 sp2d6182PierceA, A, BLight, Subtle0.5 lb.
Rapier30 sp2d6182PierceA, B, AArmor Piercer1 lb.
Rondel Dagger15 sp2d6+1d10201PierceB, A, AArmor Piercer, Light1.12 lb.
Sai15 sp2d8204BluntB, B, BGripping, Light0.75 lb.
Scimitar30 sp2d8182SlashA, C, C1.5 lb.
Shortsword30 sp1d8+1d10193PierceA, C, C1.75 lb.
Twinblade15 sp2d8192SlashA, A, CLight, Matching0.75 lb.
Wakizashi15 sp2d6182SlashC, B, ADefensive, Light0.5 lb.
Xiphos30 sp2d10192SlashA, C, A2 lb.
Prefabricated Light Blade Descriptions
  • Dagger:
  • Dirk:
  • Dueling Dagger:
  • Knife:
  • Kukri:
  • Ninjato:
  • Rapier:
  • Rondel Dagger:
  • Sai:
  • Scimitar:
  • Shortsword:
  • Twinblade:
  • Wakizashi:
  • Xiphos:

Impacting Weapons

Axes
NameCostDamageThreatCritTypeBenefitPropertiesWeight
Bardiche50 sp1d8+2d10202SlashA, C, AReach, Two-Handed10.12 lb.
Battleaxe30 sp2d6+1d10203SlashA, B, A6.75 lb.
Bearded Axe50 sp2d10201SlashB, B, CCleaving, Two-Handed5.62 lb.
Broadaxe50 sp3d10202SlashA, B, ATwo-Handed11.25 lb.
Double Axe50 sp2d8+1d10203SlashA, B, ADouble, Two-Handed9 lb.
Greataxe50 sp2d6+1d10203SlashA, A, ACleaving, Heavy, Two-Handed11.25 lb.
Hatchet15 sp1d8+1d10192SlashB, B, CLight2.62 lb.
Heavy Pick50 sp2d10183PierceB, A, CTwo-Handed5.62 lb.
Light Pick30 sp1d6+1d8182PierceB, A, CLight1.87 lb.
Waraxe50 sp1d6+1d8+1d10204SlashA, C, AHeavy, Two-Handed13.12 lb.
War Pick30 sp2d8192PierceB, A, AArmor Piercer4.5 lb.
Prefabricated Axe Descriptions
  • Bardiche:
  • Battleaxe:
  • Bearded Axe:
  • Broadaxe:
  • Double Axe:
  • Greataxe:
  • Hatchet:
  • Heavy Pick:
  • Light Pick:
  • Waraxe:
  • War Pick:
Hammers
NameCostDamageThreatCritTypeBenefitPropertiesWeight
Battlehammer30 sp1d8+1d10203BluntA, C, AStaggering5.25 lb.
Club15 sp2d8204BluntC, A, BLight2.25 lb.
Cudgel30 sp2d6+1d10203BluntC. C, A6.75 lb.
Flanged Mace50 sp2d8+1d10202BluntA, C, CHeavy, Sundering, Two-Handed16.88 lb.
Greatclub50 sp2d6+2d10201BluntC, C, ATwo-Handed12.38 lb.
Greathammer50 sp2d8+1d10202BluntA, C, CHeavy, Sundering, Two-Handed15 lb.
Heavy Mace30 sp1d8+1d10203BluntA, C, ASundering5.25 lb.
Mace15 sp2d6+1d10202BluntA, C, ALight3.38 lb.
Maul50 sp1d6+1d8+1d10203BluntA, A, CSundering, Two-Handed7.88 lb.
Sap15 sp1d6+1d8204BluntC, C, BLight, Obscure1.88 lb.
Spiked Club30 sp2d6+1d10191PierceC, C, A6.75 lb.
Warhammer30 sp1d8+1d10192B / SA, B, AVersatile5.25 lb.
Prefabricated Hammer Descriptions
  • Battlehammer:
  • Club:
  • Cudgel:
  • Flanged Mace:
  • Greatclub:
  • Greathammer:
  • Heavy Mace:
  • Mace:
  • Maul:
  • Sap:
  • Spiked Club:
  • Warhammer:
Flails
NameCostDamageThreatCritTypeBenefitPropertiesWeight
Battle Flail50 sp3d10202BluntA, C, AHeavy, Two-Handed12.5 lb.
Dire Flail50 sp2d8+1d10203BluntA, A, CChained, Heavy, Two-Handed10 lb.
Flail30 sp2d6+1d10202BluntA, B, AChained4.5 lb.
Great Flail50 sp2d6+1d10203BluntA, C, AChained, Sundering, Two-Handed3 lb.
Heavy Flail30 sp1d8+1d10202BluntA, B, CChained, Sundering5.25 lb.
Morningstar30 sp2d10202BluntA, C, ASundering4 lb.
Prefabricated Flail Descriptions
  • Battle Flail:
  • Dire Flail:
  • Flail:
  • Great Flail:
  • Heavy Flail:
  • Morningstar:

Ranged Weapons

Bows
NameCostDamageThreatCritTypeBenefitPropertiesWeight
Elven Bow50 sp2d6+1d10192PierceB, A, CRange 3, Two-Handed2.25 lb.
Greatbow50 sp1d8+2d10202PierceA, A, BRange 2, Two-Handed3.38 lb.
Longbow50 sp2d8+1d10201PierceB, A, CImpactful, Range 2, Two-Handed3 lb.
Recurve Bow50 sp2d10182PierceA, A, ARange 2, Two-Handed1.88 lb.
Short Bow50 sp2d6+1d10193PierceB, C, ARange 1, Two-Handed2.25 lb.
Siege Bow50 sp3d10201PierceA, A, BRange 3, Slow, Two-Handed3.75 lb.
Prefabricated Bow Descriptions
  • Elven Bow:
  • Greatbow:
  • Longbow:
  • Recurve Bow:
  • Short Bow:
  • Siege Bow:
Crossbows
NameCostDamageThreatCritTypeBenefitPropertiesWeight
Arbalest Crossbow50 sp2d8+1d10201PierceA, B, BHeavy, Impactful, Range 2, Slow, Two-Handed10 lb.
Hand Crossbow15 sp1d6+1d8183PierceB, A, CLight, Range 1, Slow1.25 lb.
Heavy Crossbow50 sp2d8+1d10191PierceA, B, CRange 3, Slow, Two-Handed6 lb.
Heavy Repeating Crossbow50 sp1d6+1d8+1d10191PierceA, B, CRange 2, Repeating, Slow, Two-Handed5.25 lb.
Light Crossbow30 sp2d10192PierceA, A, BRange 2, Slow4 lb.
Light Repeating Crossbow30 sp2d8192PierceA, A, BRange 2, Repeating, Slow3 lb.
Gyro Crossbow50 sp2d6+1d10201PierceA, A, BRange 2, Repeating, Semi-Auto, Slow, Two-Handed4.5 lb.
Rivet Crossbow50 sp2d10191PierceA, A, CBurst Fire, Range 3, Repeating, Slow, Two-Handed3.75 lb.
Rotor Crossbow15 sp2d8192PierceB, A, CLight, Range 1, Repeating, Slow1.5 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
NameCostDamageThreatCritTypeBenefitPropertiesWt.
Atlatl15 sp1d8+1d10201PierceA, A, BLight, Range 20.88 lb.
Bola30 sp1d6181BluntB, A, CRange 1, Restraining, Snagging0.25 lb.
Boomerang30 sp2d8201BluntB, A, CRange 2, Returning1.5 lb.
Dart0.6 sp2d6182PierceA, C, BFragile, Light, Range 10.5 lb.
Harpoon30 sp2d8203PierceA, A, BRange 21.5 lb.
Javelin1.2 sp2d8203PierceA, A, BFragile, Range 31.5 lb.
Kusari Gama30 sp2d8201B / SA, A, BDouble, Range 1 / Returning(B), Snagging(S)1.5 lb.
Kunai0.3 sp2d6202PierceA, A, BBarrage, Disposable, Light, Obscure, Range 1, Subtle0.5 lb.
Net30 sp1d6191BluntB, A, CRange 1, Restraining, Snagging, Tangling0.25 lb.
Pilum30 sp2d8202PierceA, A, BBreaker, Range 21.5 lb.
Shuriken0.3 sp1d10181SlashC, A, ABarrage, Disposable, Light, Range 1, Subtle0.38 lb.
Sling30 sp2d8204BluntB, A, CRange 1, Unbalanced1.5 lb.
Thrown Axe15 sp1d8+1d10202SlashA, A, BLight, Range 10.88 lb.
Thrown Knife15 sp2d6191PierceC, A, ALight, Range 1, Subtle0.5 lb.
Thrown Hammer15 sp2d10201BluntA, A, BLight, Range 11 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
NameCostDamageThreatCritTypeBenefitPropertiesWeight
Battle Staff50 sp2d10192BluntA, B, ADefensive, Double, Two-Handed5.63 lb.
Battle Trident50 sp2d6+1d10204PierceC, B, BBrace, Reach, Two-Handed6.75 lb.
Bec de Corbin50 sp2d6+1d10193P / SB, A, CReach, Two-Handed, Versatile6.75 lb.
Earthbreaker50 sp2d6+2d10201BluntB, C, ATwo-Handed12.38 lb.
Fauchard50 sp2d10192P / SB, B, CDefensive, Two-Handed, Versatile5.63 lb.
Guisarme50 sp1d8+2d10201PierceB, B, CReach, Snagging, Two-Handed10.13 lb.
Halberd50 sp2d6+1d10182SlashB, A, AReach, Two-Handed6.75 lb.
Kanabo50 sp2d6+1d10201BluntB, C, AArmor Piercer, Striking, Heavy, Two-Handed11.25 lb.
Lance50 sp2d10191PierceB, A, ACouched, Reach, Striking, Two-Handed5.63 lb.
Lucerne Hammer50 sp3d10201B / PB, A, AReach, Two-Handed, Versatile11.25 lb.
Nodachi50 sp2d10191SlashC, A, ABrace, Reach, Two-Handed, Striking5.63 lb.
Quarterstaff50 sp1d8+2d10201BluntA, A, CTrue Reach, Two-Handed10.13 lb.
Trident30 sp2d8204PierceC, C, BBrace4.5 lb.
War Lance50 sp2d10201PierceB, A, ACollateral Damage, Couched, Heavy, Reach, Striking, Two-Handed9.38 lb.
War Scythe50 sp2d8183SlashB, A, ATrue Reach, Two-Handed3.38 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
NameCostDamageThreatCritTypeBenefitPropertiesWeight
Battlespear50 sp2d8+1d10201PierceB, A, ABrace, True Reach, Two-Handed6 lb.
Longspear50 sp3d10201PierceA, B, CBrace, Heavy, Reach, Two-Handed12.5 lb.
Pike50 sp2d6+1d10202PierceC, A, ABrace, Reach, Striking, Two-Handed4.5 lb.
Ranseur50 sp3d10201PierceC, C, BBrace, Reach, Two-Handed7.5 lb.
Siangham15 sp2d6183PierceB, B, BBrace, Light1 lb.
Shortspear30 sp1d8+1d10192PierceB, C, ABrace, Range 13.5 lb.
Spear50 sp2d8+1d10201PierceA, C, CBrace, Reach, Range 1, Two-Handed6 lb.
Yari50 sp2d10191PierceB, A, CBrace, Reach, Striking, Two-Handed3.75 lb.
Prefabricated Spear Descriptions
  • Battlespear:
  • Longspear:
  • Pike:
  • Ranseur:
  • Siangham:
  • Shortspear:
  • Spear:
  • Yari:

Inherent Weapons

Close
NameCostDamageThreatCritTypeBenefitPropertiesWt.
Brass Knuckles15 sp1d8+1d10202BluntA, A, CAttached, Light, Matching0.88 lb.
Caestus15 sp1d6+1d8204BluntA, A, AAttached, Light0.63 lb.
Clawed Paw15 sp1d6+1d8193SlashB, B, ABrawling (Grapple), Light0.63 lb.
Crescent Moon15 sp2d10203SlashB, A, CLight, Matching1 lb.
Garrote15 sp1d6205SlashA, A, CBrawling (Grapple), Fatal, Light0.13 lb.
Hook Hand15 sp2d6202PierceA, B, AAttached, Brawling (Grapple), Light, Snagging0.5 lb.
Punching Dagger15 sp2d6181PierceC, B, BLight, Matching, Subtle0.5 lb.
Scizore30 sp1d8+1d10201SlashB, A, CAttached, Defensive1.75 lb.
Whip15 sp1d6201SlashA, C, CControlling, Gripping, Light, Reach, Restraining, Snagging, Snick0.13 lb.
Wooden Stake15 sp1d10205PierceA, A, CFatal, Light0.38 lb.
Prefabricated Close Descriptions
  • Brass Knuckles:
  • Caestus:
  • Clawed Paw:
  • Crescent Moon:
  • Garrote:
  • Hook Hand:
  • Punching Dagger:
  • Scizore:
  • Whip:
  • Wooden Stake:
Natural
NameDamageThreatCritTypeBenefitProperties
Bite2d8203B/P/SB, A, A
Claw2d6202SlashB, B, CLight
Gore2d8193PierceB, C, CTrue Reach
Hoof2d6202BluntB, C, CLight
Pincers2d6192B & PB, A, AGrab, Light
Slam2d10203BluntB, B, C
Sting2d6193PierceB, C, CPoison, Special[*]
Tail2d8202BluntB, B, CTrue Reach
Tentacle2d8202BluntB, A, AGrab, True Reach
Unarmed Strike1d6[†]201/2 RankBluntB, B, CLight
Wing2d6202B / SB, C, CLight
Prefabricated Natural Descriptions
  • Bite:
  • Claw:
  • Gore:
  • Hoof:
  • Pincers:
  • Slam:
  • Sting:
  • Tail:
  • Tentacle:
  • Unarmed Strike:
  • Wing:

Special Weapons

Monk
NameCostDamageThreatCritTypeBenefitPropertiesWeight
Bo Staff50 sp2d8+1d10201BluntA, A, BDefensive, Double, Two-Handed6 lb.
Eagle’s Claw15 sp1d8+1d10202SlashA, A, BLight, Matching1.75 lb.
Hand Wraps15 sp2d8203BluntA, A, ALight, Matching1.5 lb.
Ka Sin Ke50 sp2d10192PierceA, A, BBrawling (Trip), Reach, Two-Handed3.75 lb.
Nunchaku15 sp2d6202BluntA, A, ADefensive, Light, Matching1 lb.
Spiked Chain50 sp2d6+1d10202PierceA, A, AChained, Double, Reach, Two-Handed4.5 lb.
Prefabricated Monk Descriptions
  • Bo Staff:
  • Eagle’s Claw:
  • Hand Wraps:
  • Ka Sin Ke:
  • Nunchaku:
  • Spiked Chain:
Primitive
NameCostDamageThreatCritTypeBenefitPropertiesWt.
Frying Pan15 sp1d6+1d8205BluntC, B, ADiscombobulate, Unbalanced3.75 lb.
Hammer7.5 sp1d6+1d8192B / PC, C, BBreaching, Light, Versatile1.88 lb.
Hoe25 sp2d10181P / SC, B, ADragging, Two-Handed, Unbalanced, Versatile5.63 lb.
Lumber Axe25 sp2d8+1d10203SlashB, B, BBreaker, Heavy, Two-Handed15 lb.
Mining Pick25 sp2d10182PierceB, B, BBreaching, Breaker, Heavy, Two-Handed9.38 lb.
Rake25 sp2d6+1d10204B/P/SC, C, CTwo-Handed, Unbalanced, Versatile6.75 lb.
Saw25 sp2d8192SlashC, B, CBreaker, Staggering, True Reach, Two-Handed, Unbalanced3.38 lb.
Scythe25 sp1d8+1d10204SlashC, B, AHeavy, Reach, Striking, Two-Handed, Unbalanced7.5 lb.
Shovel25 sp2d10191B/P/SC, B, BDefensive, Two-Handed, Versatile5.63 lb.
Slingshot25 sp2d8194BluntB, B, BBarrage, Range I, Two-Handed, Unbalanced3.38 lb.
Spade15 sp1d6+1d8191B/P/SC, B, BDefensive, Versatile3.75 lb.
Trowel7.5 sp1d8181B/P/SC, B, BDefensive, Light, Versatile0.75 lb.
Prefabricated Primitive Descriptions
  • Frying Pan:
  • Hammer:
  • Hoe:
  • Lumber Axe:
  • Mining Pick:
  • Rake:
  • Saw:
  • Scythe:
  • Shovel:
  • Slingshot:
  • Spade:
  • Trowel:

Firearm Weapons

Pistols
NameCostDamageThreatCritTypeBenefitPropertiesWeight
Breech-Load Pistol120 sp2d6+1d10192BluntC, C, CArmor Piercer, Firearm, Range 1, Rare, Slow, Volatile2.25 lb.
Flintlock Pistol120 sp2d10193BluntA, C, BArmor Piercer, Firearm, Range 1, Rare, Slow, Volatile2 lb.
Matchlock Pistol120 sp2d6+1d10193BluntB, C, AArmor Piercer, Brittle, Firearm, Range 1, Rare, Slow, Volatile2.25 lb.
Pepperbox60 sp2d10191BluntC, B, CFirearm, Light, Range 2, Rare, Repeating 1, Slow, Volatile1 lb.
Revolver120 sp2d8202BluntC, C, AFirearm, Range 2, Rare, Repeating 2, Semi Auto, Slow, Volatile1.5 lb.
Prefabricated Pistols Descriptions
  • Breech-Load Pistol:
  • Flintlock Pistol:
  • Matchlock Pistol:
  • Pepperbox:
  • Revolver:
Longarms
NameCostDamageThreatCritTypeBenefitPropertiesWeight
Arquebus200 sp1d8+2d10204BluntC, A, BFirearm, Range 2, Rare, Slow, Two-Handed,  Volatile10.13 lb.
Blunderbuss200 sp2d8+1d10204BluntA, C, CFirearm, Range 1, Rare, Slow, Spraying Attack, Two-Handed,  Volatile15 lb.
Culverin200 sp2d6+2d10201BluntB, A, ABulky, Firearm, Heavy, Range 1, Rare, Slow, Sundering, Two-Handed, Volatile12.38 lb.
Fire Lance200 sp2d8+1d10184BluntB, B, BBrittle, Firearm, Range 1, Rare, Slow, Two-Handed,  Volatile9 lb.
Musket200 sp3d10192BluntC, A, CFirearm, Range 2, Rare, Slow, Two-Handed,  Volatile11.25 lb.
Rolling Block Rifle200 sp2d10181BluntB, A, AFirearm, Range 3, Rare, Slow, Sundering, Two-Handed5.63 lb.
Trench Gun200 sp2d6+1d10192BluntA, C, CFirearm, Range 1, Rare, Slow, Spraying Attack, Two-Handed6.75 lb.
Prefabricated Longarms Descriptions
  • Arquebus:
  • Blunderbuss:
  • Culverin:
  • Fire Lance:
  • Musket:
  • Rolling Block Rifle:
  • Trench Gun:
Automatics
NameCostDamageThreatCritTypeBenefitPropertiesWeight
Carbine Rifle200 sp1d8+1d10183BluntC, B, BFirearm, Range 3, Rare, Repeating, Slow, Two-Handed, Volatile3 lb.
Gatling Rifle200 sp2d6+1d10202BluntB, A, CBulky, Burst Fire, Firearm, Heavy, Range 2, Rare, Repeating 4, Slow, Spraying Attack, Two-Handed, Volatile7.5 lb.
Repeating Rifle200 sp2d10191BluntB, C, CFirearm, Range 2, Rare, Repeating 2, Semi Auto, Slow, Two-Handed, Volatile3.75 lb.
Prefabricated Automatics Descriptions
  • Carbine Rifle:
  • Gatling Rifle:
  • Repeating Rifle:

Mage Weapons

Scepters
NameCostDamageThreatCritTypeBenefitPropertiesWt.
Dueling Scepter30 sp1d6+1d8201SlashA, B, ACasting Focus, Defensive, Magical Ammunition, Range 2,2.5 lb.
Energy Scepter30 sp2d6204BluntA, A, ACasting Focus, Magical Ammunition, Range 1,2 lb.
Scepter30 sp2d10201BluntB, C, CCasting Focus, Magical Ammunition, Range 1,4 lb.
War Scepter30 sp2d8201BluntC, B, BCasting Focus, Magical Ammunition, Range 3,3 lb.
Prefabricated Scepters Descriptions
  • Dueling Scepter:
  • Energy Scepter:
  • Scepter:
  • War Scepter:
Staffs
NameCostDamageThreatCritTypeBenefitPropertiesWt.
Arcane Staff50 sp2d10191BluntC, B, BCasting Focus, Magical Ammunition, Range 2, Two-Handed,5.63 lb.
Duelist Staff50 sp2d10201SlashA, B, ACasting Focus, Defensive, Magical Ammunition, Range 2, Two-Handed,5.63 lb.
Eagle Staff50 sp2d6+1d10201BluntA, C, CCasting Focus, Magical Ammunition, Range 3, Two-Handed,6.75 lb.
Magic Staff50 sp2d8204BluntB, A, ACasting Focus, Magical Ammunition, Range 2, Two-Handed,3.38 lb.
Prefabricated Staffs Descriptions
  • Arcane Staff:
  • Duelist Staff:
  • Eagle Staff:
  • Magic Staff:
Wands
NameCostDamageThreatCritTypeBenefitPropertiesWt.
Dueling Wand15 sp1d6+1d8201SlashA, B, ACasting Focus, Defensive, Light, Magical Ammunition, Range 2,0.63 lb.
Hex Wand15 sp2d6204BluntA, A, ACasting Focus, Light, Magical Ammunition, Range 1,0.5 lb.
Quill Wand15 sp1d6+1d8202PierceC, C, BCasting Focus, Light, Magical Ammunition, Range 3,0.63 lb.
Wand15 sp2d6193BluntB, B, CCasting 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.

TYPEWEAPONCOST
Barbed Arrow/Bolt (10)Bows/Crossbows3 sp per
Blunt Arrow/Bolt (10)Bows/Crossbows1 sp per
Cartridge Bullet (5)FirearmsDouble Bullet Cost
Grappling Hook Arrow/Bolt (10)Bows/Crossbows1 sp per
Padded Shot (5)Two-Handed Firearms10 sp per
Pellet Bullet (5)Firearms10 sp per
Salt Shot (5)Firearms5 sp per
Serrated Arrow/Bolt (10)Bows/Crossbows3 sp per
Serrated Sling Shot/Dart (5)Primitive1.5 sp per
Soft Sling Shot/Dart (5)Primitive0.4 sp per
Standard Arrow/Bolt (20)Bows/Crossbow0.5 sp per
Standard Bullet (10)Firearms2.5 sp per
Standard Sling Shot/Dart (10)Primitive0.2 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.

TYPECOSTTYPECOST
Dragon’s Breath Charge+10 sp per Elemental TierSmoke Charge+2 sp
Gas Charge+1 spSnare Charge+5 sp
Igniting Charge+5 spSplintering Charge+2.5 sp
Injection Charge+5 spSponge Charge+5 sp
Marking Charge+2 spStar 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.

A password will be emailed to you.