_ Fluff Text Here._
Exotic weapons are tricky weapons that are either very difficult to find, or are incredibly hard to learn how to use correctly. These sorts of weapons are not very efficient for equipping a military with, but often wind up in the hands of adventurers, mercenaries, and other characters looking for a complex edge in combat.
|Weapons||Cost||Dmg (M)||Type||Critical||Range Increment||Special|
|Braid-blade||50 GP||1d4||S||18-20/x2||-||Hands Free, Monastery Weapon|
|Braid-club||50 GP||1d4||B||19-20/x3||-||Hands Free, Monastery Weapon|
|Braid-spike||50 GP||1d4||P||19-20/x3||-||Hands Free, Monastery Weapon|
|Chain-dagger||50 GP||1d6||P||19-20/x3||-||Improved Reach, Tripping, Combat Maneuver (Disarm)|
|Whip||50 GP||1d4||S||18-20/x3||-||Obscene Reach, Tripping, Combat Maneuver (Trip, Disarm), Intimidating|
|Spring-blade||50 GP||1d6||P/S||18-20/x3||-||Strapped, Sudden Draw|
|Spinning sword||55 GP||1d6||S||18-20/x2||-||Improved Obscene Reach|
|Military Pick||55 GP||1d10||P/S||19-20/x4||-||Brutal, Armor Penetrating (2)|
|Gunblade axe||55 GP||1d8||S||19-20/x3||-||Gunblade (2d4)|
|Gunblade hammer||55 GP||1d8||B||19-20/x3||-||Gunblade (2d4)|
|Gunblade spear||55 GP||1d6||P||19-20/x2||-||Gunblade (2d4), Reach, Charge Breaker, Dismount|
|Gunblade sword||55 GP||1d8||P||18-20/x2||-||Gunblade (2d4)|
|Dire sword||65 GP||2d8||S||18-20/x2||-||Dismount|
|Double spear||65 GP||1d10||P||18-20/x2||-||Double, Charge Breaker, Improved Reach, Dismount|
|Double scythe-hammer||135 GP||2d4||BPS||19-20/x4||-||Double, Improved Reach, Tripping, Exceptional|
|Meteor Hammer||65 GP||1d6||B||19-20/x3||-||Improved Obscene Reach, Double, Finesse, Tripping, Combat Maneuver (Disarm)|
|Nunchaku||65 GP||1d8||B||19-20/x3||-||Nunchaku, Monastary Weapon, Tripping, Combat Maneuver (Disarm)|
|Pinwheel Spade||65 GP||1d8||B/S||18-20/x2||4p||Double, Improved Reach, Throwing|
|Giant axe||65 GP||2d8||S||19-20/x3||-||Intimidating|
|Gore maul||65 GP||3d6||B||19-20/x2||-||-|
|Spiked chain||65 GP||2d4||P/S||18-20/x2||-||Improved Reach, Finesse, Tripping, Combat Maneuver (Disarm)|
|Tunnel urgosh||65 GP||1d10||P/S||18-20/x3||-||Double, Charge Breaker, Improved Reach|
|War Scythe||65 GP||2d6||S||19-20/x4||-||Tripping, Improved Combat Maneuver (Tripping)|
|Battle bow||70 GP||1d6||P||19-20/x3||18p||Ready Reload, Mighty Brass, Melee Adaption|
|Battle bow (melee)||-||1d8||S||19-20/x3||-||Double, Tripping, Combat Maneuver (Bull Rush)|
|War crossbow||70 GP||2d4||P||18-20/x2||16p||Mighty, Melee Adaption Clip (5)|
|War crossbow (melee)||-||1d8||S||19-20/x4||-||Finesse, Charge Breaker, Armor Penetration (2)|
All of the following are the special properties of the weapons above.
Armor Penetration (Variable)
A weapon with this property ignores the first (Variable) points of Armor Class granted to its target from sources of [Hard Armor]4, (E.g. Armor, Natural Armor, Shields, Cover, etc).
A weapon with this property is used to clip its enemies while making a large circular loop. Such a weapon flies back to a proficient user after being used to make an attack. To catch a boomerang weapon, the user must make an attack roll against AC 10, as if they were throwing the weapon. Failure indicates the weapon scatters 10 feet in a random direction (refer to splash weapon rules for details on scattering in a random direction). Such a weapon may be used as part of a full attack action, if it is successfully caught repeatedly. Further, all Missile Supply Checks involving Boomerang weapons always gain a +2 bonus.
A weapon with this property re-rolls 1s when rolling damage.
Combat Maneuver (Variable)
A weapon with this property grants its wielder a +2 bonus to all checks regarding a single combat maneuver, including checks made to resist such a combat maneuver.
Combat Maneuver, Improved (Variable)
A weapon with this property grants its wielder a +4 bonus to all checks regarding a single combat maneuver, including checks made to resist such a combat maneuver.
A weapon with this property grants a +4 bonus to Sleight of Hand checks to be hidden.
Once per round, if a weapon with this property is used to attack against an opponent who used the Charge action on their turn, the weapon’s base damage is doubled. A character must declare this ability before rolling damage, but they may wait to see if their attack is successful before declaring its use.
Ammunition for a weapon with this property comes in clip or case of (Variable) rounds, reloading a clip requires standard reload time. While the clip is loaded, ammunition within the clip is automatically reloaded (as a non-action).
This special property reduces the price of the weapon to a negligible amount, effectively making the weapon easy enough to find or to create from readily available materials that may be gained at no price. Such a weapon does not break Vow of Nonwealth, and has a Craft DC 5 points lower than normal. Increasing the quality of this weapon still increases its price (and such a weapon would break a Vow of Nonwealth), however it still benefits from the reduced craft DC.
When used against a mounted opponent, this weapon increases the DC of the opponents Ride check to remain in the saddle by 5, this applies to both attacks (see Handle Animal ) and trip attacks made to dismount the target (see Trip), however this property does not grant a weapon the ability to make trip attempts.
A weapon with this property is effectively two weapons, and may be treated as either a one handed weapon and a light weapon when both sides are used in the same round, or a single two handed weapon when only one end is used in a round. When used as two weapons the character may add their full Strength bonus to both their effective 1-handed and light weapon sides. The wielder may choose which end to use as their primary weapon and which as their off-hand weapon as a [Free Action] on their turn.
Note: Double weapons enhanced the same as any other weapon, but if the crafter so chooses they may enhance the two ends differently at a price equal to +1 the highest cost.
Rather than a proper property, this describes the [Quality] of a weapon, which represents how well crafted it is. Common weapons are the standard run of the mill weapon, Exceptional is the next step above Common, followed by Superior, and then Masterwork.
This increase in [Quality] raises the price and capacity of the weapon in question.
A weapon with this property may be used with Weapon Finesse2 even if it is not a light weapon.
A weapon with this property is designed to be lit, and can function as a reusable torch, shedding light just as if it were a torch while lit. If this weapon is lit, it deals 1 point of fire damage on a successful attack. Such a weapon requires a daily upkeep of soaking with ½ a pint of oil and treatment.
A weapon with this property actually has a small firearm mechanism is built into the hilt or base of the weapon, which can be fired through a smoothed shaft in the middle of the business end. Along the grip of the handle is a miniature firing mechanism, as well as a channel into which the ammunition can be loaded.
Loading a gunblade requires a [Move Action] that provokes attacks of opportunity; the Rapid Reload7 feat
reduces this to a on [Free Action]. A gunblade cannot fire its ammunition at range, instead, it discharges it in conjunction with a successful melee attack. Any time a wielder that is proficient with the gunblade strikes a foe in melee with a loaded Gunblade, the mechanism automatically triggers, discharging the ammunition directly into the target of the attack. The target takes damage equal to the base damage of the weapon as well as an additional 2d4 piercing damage.
A weapon with this property is designed to be equipped in a non-traditional “limb,” and may be worn in any conceivable location, such as dangling from a braided beard, on the end of a tail, strapped to the
elbows, protruding from armor, or even woven into sufficiently long hair. Such a weapon does not fill a “hand” and may be used in conjunction with other weapons as a part of [Multiweapon Fighting]. However, such a weapon is difficult to use and provokes an attack of opportunity whenever the wielder attacks with it, similar to attacking with an unarmed attack (Special abilities that allow for unarmed attacks without provoking Attacks of Opportunity apply to these types of weapon as well, such as the Improved Unarmed Strike feat.)
A character may not wield anymore than 2 hands-free weapons at a given time.
A weapon with this property is not designed to actually deal damage, but is rather used to make special attacks, or initiate combat maneuvers without dealing damage. The benefit of such a weapon is that any attack rolls made with it require a [Touch Attack] rather than a melee or ranged attack. An additional benefit is that such a weapon generally does not violate Vows of Nonviolence and the like.
A thrown weapon with this property allows the wielder to use their Strength modifier for attack rolls, rather than their Dexterity modifier.
A projectile weapon with this property may be fired one-handed without penalty. For [Multiweapon Fighting] purposes it is considered a light weapon. The projectile weapon still requires a free-hand to load (unless it has the Clip property, in which the clip still requires a free-hand to load, but the ammunition within automatically reloads itself.)
A weapon with this property grants its wielder a +2 [Item Bonus] to Intimidate checks to demoralize foes in combat.
A weapon with the Mastery Property is both a simple weapon and a martial weapon, usually altering the complexity of the weapon (Simple Mastery Weapons tend to be Two-Handed Weapons, and Martial Mastery Weapons tend to be One-Handed weapons.)
This property allows a ranged weapon to be used as a melee ranged weapon with great effect. The ranged aspects of this weapon are the same as it’s melee use unless otherwise stated.
Note: A projectile weapon with this property functions as a two-haned weapon, while a throwing weapon functions as a one-handed weapon.
Characters add Strength bonus to damage when using a Mighty Projectile weapon.
Characters add 1.5 their Strength bonus to damage when using a Mighty Brass Projectile weapon.
A weapon with the Mastery Property can substitute a Monk’s Unarmed Damage progression for its base damage. Further, any abilities that function off of Unarmed Strike may be used in conjunction with this weapon. 6
A weapon with this property can leave its targets devastated with a well placed attack. On a successful critical hit a weapon with this property deals 1d6 Constitution damage as well as it’s additional damage.
A weapon with this property is effectively two weapons, and may be treated as either as two light weapons when both sides are used in the same round, or a single two handed weapon when only one end is used in a round. However, unlike other double weapons a nunchacku weapon only counts as one weapon (rather than two) for purposes of magically enhancing it, or for spells that affect it. Effectively the nunchaku only has one ‘end.’
Special: The Weapon Finesse2 feat applies to nunchaku double weapons, despite them being two-handed weapons.
A weapon with this property has reach, doubling the natural reach of its wielder, or adding 1 pace to the wielder’s natural reach, whichever is greater. However such a weapon cannot be used to strike foes within the wielder’s natural reach.
A weapon with this property has reach, doubling the natural reach of its wielder, or adding 1 pace to the wielder’s natural reach, whichever is greater. An improved reach weapon can be used to strike foes within the wielder’s natural reach.
A weapon with this property has incredible reach, tripling the natural reach of its wielder, or adding 2 paces to the wielder’s natural reach, whichever is greater. However such a weapon cannot be used to strike foes within the wielder’s natural reach.
Reach, Obscene Improved
A weapon with this property has incredible reach, tripling the natural reach of its wielder, or adding 2 paces to the wielder’s natural reach, whichever is greater. An improved obscene reach weapon can be used to strike foes within the wielder’s natural reach.
A ready reload projectile weapon can be reloaded as a [Free action], but requires the use of a free hand.
- Ricochet *
As a [full-attack action] a wielder with a ricochet weapon may throw it with a ricocheting attack. If the ricochet weapon strikes its target, it ricochets toward another target of the thrower’s choice in a straight line from the original target within a distance equal to its first range increment. The ricochet weapon may bounce like this a total number of times equal to the number of attacks within the wielder’s attack
progression +1. Each new attack suffers a -2 cumulative penalty to its attack roll. All of the attacks made with the ricochet weapon use the initial attack roll, but calculate damage separately. Critical hits, sneak attack damage, and other precision-based damage only apply to the first attack made with the ricochet weapon. The ricochet weapon may be used to attack objects such as walls or ceilings in order to bounce at another target from a new angle, potentially overcoming cover in some cases. The wielder may also attack themselves with the ricochet weapon in order to retrieve it at the end of this insane attack. To catch a returning ricochet weapon the thrower must make an attack roll (as if they were throwing the weapon) against an AC 15. Failure indicates that the ricochet weapon strikes the thrower and lands 20 feet away from the thrower in a random direction.
Further, all Missile Supply Checks involving Ricochet weapons always gain a +2 bonus.
A weapon with this property reduces the penalties for shooting while mounted by 2.
(Usually the penalty is -4) .
A weapon with this property is designed to make shields unwieldy, and inconvenient for their bearers. If this weapon is used to Sunder a shield, and successfully deals damage to the shield, the weapon (or its ammunition, in the case of a projectile weapon) is stuck in the shield. Removing this weapon takes 2d4 rounds. While this weapon is attached to a shield, the target must drop the shield or suffer a -2 penalty to [Armor Class], attack rolls, and Reflex saves due to the added weight and awkwardness, this penalty stacks with itself (in the case of multiple weapons lodged in the shield).
Obviously, the wielder loses use of the weapon while it is attached in this way. Ranged weapons with this property may be used to Sunder shields within their first range increment.
A weapon with this property is grafted into its wielder’s body, and requires a DC 15 Heal check and 1 hour’s time to install, uninstall, or change. Such a weapon may be wielded without being grafted down, but does not benefit from this property. While grafted this weapon cannot be disarmed from wielder. This grafting replaces the end of the limb with a weapon and such a limb may not be used for any activity besides holding the weapon, or very basic needs
A weapon with this property is strapped to its wielder’s body, and requires 5 full round actions to strap down. Such a weapon may be wielded without being strapped down, but does not benefit from this property. While strapped this weapon provides the wielder with a +10 circumstance bonus to avoid being disarmed of the strapped weapon. While this weapon is strapped the hand that it is equipped to may not be used for any activity besides holding the weapon.
A weapon with this property may be drawn and sheathed as a free action.3
This property allows a melee weapon to be used as a thrown ranged weapon with great effect. The ranged aspects of this weapon are the same as it’s melee use unless otherwise stated.
Note: A weapon with this property continues to function as a weapon of its type (Light, One-handed, Two-Handed) for the purposes of [Multiweapon Fighting], and the number of hands required to throw it.
A melee weapon with this property may be used to make a trip attempt. If the wielder of the this weapon is tripped during their own trip attempt they may simply drop the weapon to avoid being tripped.
Weapon of Rank (Variable)
A weapon with this property notates a specific rank, office, or other prestigious entitlement. Such a weapon may designate the owner as a king, general, living legend, knight, officer of the law, assassin of a feared guild, a beloved bloodline of magi, or even something so simple as a small band of miscreants.
Such a weapon is readily recognized by individuals familiar with the rank it denotes, and provides a +4 bonus to Diplomacy checks involving characters that respect the denotes, but inferring a -4 penalty for Diplomacy those who are particularly against the rank it denotes, and an identical penalty applies if a character learns that the owner of this weapon is not in fact of the rank it denotes.
A weapon with this property provides a +1 shield bonus to Armor Class when it’s wielded. If a weapon with this property gains an [Enhancement] bonus to attack rolls, that [Enhancement] bonus also increases the shield bonus from this property. This weapon suffers from the -1 ACP of a normal shield.
|If players opt to use a d20, these critical ranges are too high. Players utilizing a d20 for attacks have their threat range reduced by 1. (E.g. 19-20 becomes 20, 18-20 becomes 19-20 and so on.)|
1 There are many more exotic weapons to write, but for now this is a basic list…
2 Weapon Finesse Feat may be altered thus this text may be at fault.
3 This is intended to provide bonuses, but may be lackluster as is.
4 [Hard Armor] is a temporary rule that is used until something more succinct can be written…
5 There is a feat in the works to allow a gunblade to be used as a Ranged Weapon.
6 Monk class and Weapon choices may alter later…
7 Rapid Feat may be altered thus this text may be at fault.