New
Weapons
Daizaku
Two-handed, exotic melee
Daizaku are the favorite weapons of minotaur warriors
as they come of age. The presentation of their first
Daizaku is an important step in a young minotaur’s
life. They are massive, slightly curved swords designed
to maximize the slashing surface instead of adding the
weight of the weapon as the direblade does.
A
daizaku is impossible to wield as a weapon without special
training. No character can use a daizaku if they are
not proficient with it.
A
daizaku is difficult to sheath and unsheathe, requiring
a full round to unsheathe and sheath. The Quick Draw
feat makes this a move equivalent action. In either
case, sheathing or unsheathing a daizaku is so involved
that it provokes and attack of opportunity.
Direblade
Two-handed, exotic melee
Direblades, also called minotaur hunting swords are
massive iron swords, with blades of upwards of ten feet
long. They rarely have guards or pommels to speak of.
They
are favored by the minotaurs as hunting weapons as they
view use of ranged weapons against mere game animals
as shameful as the animal has no chance to fight back.
A
direblade is impossible to wield as a weapon without
special training. No character can use a direblade if
they are not proficient with it.
A
direblade is difficult to sheath and unsheathe, requiring
a full round to unsheathe and sheath. The Quick Draw
feat makes this a move equivalent action. In either
case, sheathing or unsheathing a direblade is so involved
that it provokes and attack of opportunity.
Gattling
crossbow
Siege ranged weapon
A
Gattling Crossbow does not work like normal ranged weapons,
instead, The character targets a 10-foot-by-10-foot
area and makes an attack roll; the targeted area has
an AC of 10. If the attack succeeds, every creature
within the affected area must make a Reflex save (DC
15) or take the weapon’s damage. A Gattling Crossbow
shoots 10 bolts, and can only be used if the weapon
has 10 bolts in it.
The
crossbow can fire for 5 rounds before going empty and
requires two full round actions (and 50 crossbow bolts)
to reload.
Kari'dakai
Light, exotic melee weapon
A
kari'dakai resembles a thinner, slightly less curved
scythe blade set into a handle extending perpendicular
from the wide end of the blade. It is held so that the
blade can be held with the curve following the natural
curve of the forearm for a sweeping slash, or in a smooth
motion turned around to bring the devastating focused
point of the blade to bear.
Kari'dakai
are one handed light weapons for anyone with the appropriate
exotic weapon proficiency, and one handed weapons for
people with the appropriate martial weapon proficiency.
Katana
One Handed, exotic melee weapon
A katana is too large to use in one hand without special
training; thus, it is an exotic weapon. A character
can use a katana two-handed as a martial weapon.
Shinai
One handed, simple melee
A
shinai is a light training sword made of loosely bundled
straw or bamboo. A shinai only deals non-lethal damage.
Feats that
apply to the longsword or bastard sword also apply to
the shinai.
Swordbreaker
Light martial melee weapon
A
swordbreaker is a notched short sword with an oversized
hilt and pommel.
With a swordbreaker,
you get a +4 bonus on opposed attack rolls made to disarm
an enemy (including the roll to avoid being disarmed
if such an attempt fails). In addition, if you fight
with a swordbreaker in your off hand, you gain a +2
damage on sunder attempts. These sunder attempts need
not be made with the swordbreaker, the swordbreaker
needs only to be wielded at the same time.
Feats that
apply to the short sword also apply to the swordbreaker.
Whip,
Combat
Light, exotic melee weapon
A
whip deals non-lethal damage. The whip is treated as
a melee weapon with 15-foot reach, though you don’t
threaten the area into which you can make an attack.
Using a whip provokes an attack of opportunity, just
as if you had used a ranged weapon.
You can make
trip attacks with a whip. If you are tripped during
your own trip attempt, you can drop the whip to avoid
being tripped. When using a whip, you get a +2 bonus
on opposed attack rolls made to disarm an opponent (including
the roll to keep from being disarmed if the attack fails).
A whip can
be treated as 15ft of rope, granting a +4 bonus to use
rope checks to secure the whip as if it were a grappling
hook.
Proficiency
and feats that apply to the whip apply to the combat
whip as well.
Firearms
Firearms are a new class of ranged weapons that have
their own set of additional rules attached to them.
In general, a firearm is a ranged projectile weapon
that uses a gunpowder explosion to propel lead bullets
or other projectiles.
Firearms
are very loud, applying a +10 circumstance bonus to
listen checks to hear them being discharged.
Light,
One-Handed and Two-handed Firearms
Firearms are categorized by the amount of effort it
takes to wield them just as melee weapons are. Firearms
not classified as two-handed can be used normally with
the two-weapon fighting option and related feats.
A
character with two weapon fighting, wielding a melee
weapon and a firearm can both fire and attack in melee
on a full attack. He still provokes attacks of opportunity
for firing a ranged weapon.
Pistol,
Dueling
Light simple ranged weapon (firearm)
Dueling
pistols are small, single shot pistols. Loading a dueling
pistol requires two hands, is a move equivalent action
that can be combined with a regular move action and
provokes an attack of opportunity.
Due
to its small size, a dueling pistol is easy to conceal,
granting a +4 equipment bonus to sleight of hand checks
made to conceal it.
Pistol,
Repeater
Light simple ranged weapon (firearm)
Repeater
pistols, also simply called ‘repeaters’
feature either a rotating drum or a spring loaded clip
that can hold up to six bullets at a time. A character
wielding a repeater can make full attacks as long as
there are bullets remaining in the weapon.
Fully
loading a repeater is a move equivalent action or as
a free action combined with a move action that provokes
an attack of opportunity. In either case, loading a
repeater requires two hands.
Shotgun
Two handed simple ranged weapon (firearm)
A
shotgun is a powerful weapon that fires heavy lead slugs.
A shotgun can fire two shots before it needs to be reloaded.
Loading a shotgun is a move equivalent action that provokes
an attack of opportunity.
Normally,
operating a shotgun requires two hands, but it can be
shot, but not loaded with one hand at a -4 penalty.
Hand
Cannon
One handed martial ranged weapon (firearm)
Easier to hold, but more difficult to control,
the hand cannon sports a shorter barrel than a shotgun
and a truncated stock. A hand cannon can fire two shots
before it needs to be reloaded. Fully loading a hand
cannon is a move equivalent action that provokes an
attack of opportunity.
A
hand cannon is treated a light for the purposes of concealing
it with a sleight of hand check.
Long
Rifle
Two handed martial ranged weapon (firearm)
A
long rifle is a powerful ranged weapon with greater
range and damage potential than other firearms. Loading
a long rifle is a move equivalent action that provokes
an attack of opportunity.
Grapple
Launcher
Two handed exotic ranged weapon (firearm)
A
grapple launcher is a modified shotgun that fires grapple
charges attached to rope instead of shells. It is normally
used as a tool, providing a +15 equipment bonus to use
rope checks involving setting a grappling hook. However,
well trained individuals can use a grapple launcher
as an offensive weapon.
Whenever
a character wits with an attack with a grapple launcher,
they may make a special grapple check without moving
into the opponent’s square and with bonuses to
grapple as if they were one size larger.
A
character grappled in this way can attempt to attack
the connecting line, but the AC of the line is equal
to the ranks in Use Rope the wielder of the grapple
launcher possesses plus 5.
Reloading
a grapple launcher is a full round action that provokes
an attack of opportunity.
Ammunition
Bullet,
Pistol (20)
Pistol
bullets are small cylinders of brass containing a lead
slug and enough gunpowder to propel it. They are the
ammunition for dueling pistols and repeater pistols.
Bullet,
Rifle (20)
Rifle
bullets are larger versions of pistol bullets. They
are the ammunition for long rifles.
Grapple
Charge (5)
A
grapple charge is a specially prepared device rigging
a grappling hook to the end of an oversized shotgun
shell. The grappling hook has a loop just behind the
irons for the attachment of rope.
Shell
(20)
Shells
are tin cartridges containing a heavy lead slug and
enough gunpowder to propel it. They are the ammunition
for shotguns, sawed-off shotguns and hand cannons.
Shell,
Scatter (20)
Scatter
shells are shotgun shells that contain multiple lead
pellets instead of the normal shells. Damage done by
scatter shells is bludgeoning instead of piercing.
Shell,
Tacky (20)
Tacky
shells as shotgun shells filled with an alchemical goo
in stead of a normal slug. The goo expands on impact,
preventing penetration. Damage done by a tacky shell
is non-lethal.
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