Weapon Classes / Weapon Notes / Weapon Damage Stats / Weapon List


Weapon Classes

    

 Every armament has a Weapon Class. Generally, this indicates how much training it requires to be proficient with that weapon.
  • Simple weapons are peasant arms, such as clubs or knives; something anyone could grab and swing without training.
  • Trained weapons are warriors' tools, either designed to be used with specific fighting tactics or at least with a modicum of expertise.
  • Exotic are simply unusual weapons, either foreign to a particular character, or very rare to the campaign.
  • Unique weapons are so specialized or complex to use that they require months or years of training to effectively utilize in battle.

     The following chart describes the weapon classes, and which weapon class proficiencies each character class begins play with. (For example, bards begin play being proficient with Class A weapons.) Characters may spend proficiency points to buy more weapon classes to be proficient in, if they want. (See the proficiency pages for more info.)

     Once a character is proficient in a specific weapon class, she may use all weapons in that same class, except for Class X. Each unique weapon with a class of X must be learned by itself, by spending a proficiency point.

     Non-Proficiency: Using a weapon from a class in which you're not proficient earns you an attack penalty as outlined below:

Bard, Thief, Druid -4
Cleric, Monk -3
Fighter -2
Magic User -5

 

WEAPON CLASSES

PCs' STARTING PROFICIENCIES

 
A - simple melee Bard - A
B - simple projectile Cleric - A
C - trained melee Fighter - A, B, C
D - trained projectile Mage - A
E - exotic melee Monk - A, and either B or C
F - exotic projectile Thief - A, B
X - unique  

 

Weapon Notes

         On the following Master Weapons List, the column headings are explained below. Also, within the "Notes" column are several terms written entirely in capital letters; these terms have specific meanings and are described below.

    

Class This is which weapon class (A-X) the item falls into, per the chart above. Rate of Fire

The number of shots per round the user may fire.

Damage This is the Low, Medium, and Heavy damage stats for each weapon. (Damage is explained in more detail below.) Range Increment

For every increment of the listed distance, the user has a -2 penalty to hit. Thrown weapons have a max range of 5 increments, missile weapons 10.

Critical This is the extra damage done on a successful critical hit. (Criticals are explained in more detail below.)

Weight

In pounds.

Initiative

This is the number added to the user's initiative roll. Cumbersome weapons have positive penalty modifiers.

Notes

This may be flavor text about the weapon in Penderyn campaign terms, or technical notes about the item's game use. Also, see "Notes Terms" below.

"Notes" Terms - In the "Notes" column, you may see these designations.
Break A called shot to a target weapon ignores 3 Hardness points when dealing breaking damage. Martial Monks and martial artists may use these as Paired without penalties and without spending proficiency points.
Disarm Add bonuses to disarm attempts. Paired Spending a proficiency point allows you to wield two of these weapons simultaneously at only 0/-2 penalties.
Double

This weapon may be used two-handed to attack twice, with -2/-4 penalties.

Parry Add bonuses to parrying.
Entangle User may snare target, who makes a Str. roll against the attack roll to escape each rd. Entangled opponents fight at and have AC lowered by -4. Subdual Causes subdual damage instead of wounding.
Finesse May use Dex bonus instead of Str bonus to hit.

 

 

 

Master Weapons Chart

         Weapon damage is no longer a random die roll. Each weapon now has three damage stats. The first number (“Heavy” damage) is the maximum damage the weapon can do, and indicates a direct hit, a seriously injuring strike. The second number (“Medium” damage) is partial damage, a solid hit that wounds the target. The third number (“Light” damage) is a glancing blow that injures, but not a lot. How much damage you do with a weapon depends on how well you roll your attack d20.

           If you roll your minimum “to hit” number against your target’s AC, your weapon does its Light damage. If you score three points above the target’s AC, it does Medium damage. If you score nine points above the target’s AC, your weapon does Heavy damage.

           Class Damage Bonuses are then added to this weapon damage number.

         Critical Hits: If a player rolls a natural "20" on an attack roll, this is called a "threat" because there's a chance of a critical hit. Another attack roll is made, and if the player rolls a second successful hit, then the weapon has scored critical damage. Most weapons can achieve critical hits. If a weapon cannot  inflict a critical strike, there is an "O" listed in its Critical column on the Master Weapons Chart. If a weapon has a number listed in its "Critical" column, that means it scores a threat on any roll of that number of higher.

            Critical hits add the Heavy and Medium damage together. A weapon with "+M" in the "Critical" column is assumed to do Heavy + Medium damage on a critical hit. Some weapons are more massively damaging, though, and instead of an extra Medium wound, may do an extra Heavy wound on a critical. This is noted as "+H" in the critical column of the Master Weapons Chart. If there's a "+H", then the weapon simply doubles its Heavy damage on a successful Critical Hit.

             For example, the great axe has a damage code of 8/6/4. A normal critical hit by another weapon with those damage ratings would do 14 points (Heavy +Medium damage.) However, the "+H" note in the critical column for the great axe adds a Heavy wound instead of the regular Medium wound, for a total of 16 damage!   Owch!

          Master Weapons Chart

Weapon

Class

Damage

Crit

Cost

Init

ROF

Rng Inc

Weight

Notes

Arrow

     

(Single / Dozen)

           

Armor piercing

 

5/3/2

-

5sp (3gp)

-

2

-

1/10

+1 to hit from composite bows. +1 vs. metal armor, +2 vs. lesser armor.

Axehead

 

5/3/2

-

5sp (3gp)

-

1

-

1/10

Slashes rather than pierces, for cutting rope or strings.

Barbed

 

5/3/2*

-

5sp (3gp)

-

2

-

1/10

Goblinoid design. *Spend 1-3 rds. removing carefully, or take 1 damage.

Bird

 

2/1/1

-

3sp (3ep)

-

2

-

1/10

SUBDUAL. -3 attack against any armor due to the blunted head.

Flight (Standard)

 

5/3/2

-

2sp (1gp)

-

2

-

1/10

   

Flight, Stone

 

4/2/1

-

5cp (5sp)

-

2

-

1/10

-2 vs. metal armor, -1 vs. lesser armor  

Frog Crotch

 

5/3/2

-

5sp (3gp)

-

2

-

1/10

"Y" shaped, edged on the inside. Slashes rather than pierces, for cutting rope or strings or thin wood.

Hollow Tip

 

2/1/1

-

2 gp ea.

-

2

-

1/10

Ceramic tip filled with various substances, shatters on impact.

Incendiary

 

as other

-

+5 cp each

-

1

-

1/10

Arrow dipped in pitch and lit. Target makes a FOR Save (16) or takes +1 dam.

Sheaf (War)

 

7/5/3

-

4sp (3ep)

-

2

-

1/10

Only a long bow is powerful enough to fire these.

Signal

 

2/1/1

-

1sp (1ep)

-

2

-

1/10

-3 attack; heard up to 1 mile away.  

Silver tip

 

5/3/2

-

1 gp ea.

-

2

-

1/10

   

Target (Training)

 

3/2/1

-

5cp (5sp)

-

2

-

1/10

-2 attack; fire-hardened tip.  

Axe

                   

Battleaxe

C

7/5/3

+M

5 gp

-

-

-

  If used two handed, critical hits add +M damage.

Gnar Ar

E

7/4/2

+M

60 gp

+1

-

-

15

DOUBLE. Gnollish double-headed axe  

Greataxe

C

8/6/4

+H

15 gp

+1

-

-

10

Two handed weapon.  

Hand/Throwing

A/D

5/3/2

+M

1 gp

-

1

10'

2

Throwing the axe without Class D proficiency garners a  non-proficiency penalty.

Pahkatrakkar

E

6/4/2

+M

10 gp

     

6

ENTANGLE. Hobgoblin chain-axe.  

Urgrosh

E

5/4/2

+M

50 gp

-

-

-

15

DOUBLE. Dwarvish "spear-axe"  

Belaying pin

A

3/2/1

O

2 cp

-

-

-

  Makeshift sailors' weapon  

Blowgun

F

-

O

1 sp

-

-

-

  +1 attack if braced; -1 to -3 if windy  

Barbed Dart

 

3/2/1

O

1 sp

-

1

10'

1/10

   

Needle

 

1/1/1

O

2 cp

-

1

10'

1/10

   

Pellet

 

1/1/0

O

-

-

1

15'

1/10

   

Bo stick

C

5/3/2

+M

-

-

-

-

2

DOUBLE. Short staff or walking cane.  

Bolas

F

3/2/1

+M

5 sp

+1

1

20'

  SUBDUAL. ENTANGLE. This was a Tanjarin weapon, adopted by halflings.

Boomerang

F

5/3/2

+M

3 sp

-

1

30'

1

Does NOT return!  

Bow

                Bow strings snap on fumbles.  

Composite, long

D

-

+M

100 gp

+1

-

110'

     

Composite, short

D

-

+M

75 gp

-

-

70'

     

Daikyu

F

-

+M

130 gp

+1

-

100'

4

Jatanese weapon, 7' tall.  

Long

D

-

+M

75 gp

+1

-

100'

     

Pellot

F

3/2/1

O

40 gp

-

-

50'

2

Includes gnome slingshots, which have a range inc. of 10'.

Short

D

-

+M

30 gp

-

-

60'

     

Great

F

-

+H

see notes

+1

-

110'

5

Very rare. +1attack & damage for each Str ability modifier point of the user. Costs 1,000 gp per damage "plus."

Brass knuckles

A

+2*

+M

5 sp

-1

-

-

 

SUBDUAL. *Increases subdual damage from regular punches.

Caltrop

A

3/2/1

O

2 sp/ ten

-

Set of five, in a 5' area

-

1/10

Victims smaller than L size make a REF Save (15) or take damage, then make a 2nd REF Save or be lame for 24 hours (1/3 MV rate). Wearing hard soles adds +2 to Saves. Carefully moving (1/3 MV) negates caltrops.

Cestus

A

4/2/1

+M

1 gp

-

-

-

  Spiked glove. Replaces regular punching damage with wounding damage.

Chain

E

4/3/2

+M

5 sp

-

1

10'

  DISARM +2. ENTANGLE. Str checks to escape are at -2. Usually 6-10' long.

Chain, Ladies'

A

3/2/1

+M

5 gp

-

-

-

1

Decorative bracelets and finger-loops with sharp barbs. Punches do wounding instead of subdual damage. A women's self-defense item.

Chakram (Disc)

F

5/3/2

+M

15 gp

-

-

25'

2

Sharply-edged discus. Does NOT return!  

Club

A

5/3/2

+M

-

-

-

10'

  Pretty much anything you pick up and whack someone with can be a club.

Crossbow

       

 

      Bow strings snap on fumblesAll crossbows fire underwater at 1/2 range inc.

Chu-ko-nu

F

-

+M

450 gp

-

2

80'

9

Repeating crossbow. Holds 10 bolt clip.

Dual

D

-

19+M

150 gp

-

1/2

80'

9

Hobgoblin design. Holds two quarrels. Simultaneous firing is at -1 attack, but bolt damage is doubled. Uses Medium bolts.

Hand

D

-

+M

{300 gp}

-

1

30'

  Illegal in most lawful cities. Goblinoid design.  

Heavy

D

-

19+M

50 gp

+1

1

120'

     

Light

B

-

+M

35 gp

-

1

80'

  May be fired one-handed at -1 attack. Gnomes like this weapon.

Medium

D

-

+M

40 gp

+1

1/2

100'

10

   

Siege

F

-

18+M

100 gp

+1

1/3

150'

15

Massive, used with a brace. The kick imposes an additional -1 attack penalty for every range increment if not braced.

Dagger

A

4/2/1

+M

2 gp

-

 

10'

     

Bone

A

2/1/1

+M

1 sp

-

1

10'

  Breaks on a fumble.  

Parrying

C

3/2/1

+M

5 gp

-

-

-

  PARRY +1. BREAK. Ineffective against pole arms. Two prongs spring from sides to catch weapons.

Ribbon

E

3/2/1

+M

1 gp

-

1

20'

1

Sharp tip on decorative cord, whirled like a sling.

Shuung

E

3/2/1

+M

12 gp

-

1

10'

2

DOUBLE. Orcish double-bladed knife.

Silver

A

4/2/1

+M

5 gp

-

1

10'

1

   

Stone

A

3/2/1

+M

2 sp

-

1

10'

  Breaks on a fumble.  

Dart

B

3/2/1

+M

5 sp

-

3

20'

1/2

   

Fang

E

5/3/2

+M

10 gp

-

-

-

5

Heavy iron weapon, modeled on an elephant goad. Has one sharp end, with a hook below it.

Flail

 

                 

Footman's

C

6/4/3

+M

15 gp

-

-

-

5

DISARM +2.  

Horseman's

C

4/3/2

+M

8 gp

-

-

-

     

Gaff/ Hook

A

4/2/1

+M

5 cp

-

-

-

  Makeshift teamsters' weapon and farm tool.  

Garrote

E

4/2/1

O

-

+1

-

-

1/2

SUBDUAL. Automatic 4 dam. each rd unless target wins contested Str check.

Glove, Cat

A

4/2/1

+M

5 gp ea.

-1

-

-

1/2

FINESSE. Metal tips in the fingers rake for damage. Often PAIRED.

Gunsen  (Iron Fan)

E

3/2/1

O

8 gp

 

-

-

1

PARRY +1. Jatanese. Can act as a buckler for a proficient character.

Hammer

                   

Double

D

7/5/3

+M

25 gp

-

-'

-

8

DOUBLE. This two-headed sledgehammer is popular with Kyriss Region goblinoids such as orogs and ogres.

Ibbidji daink

E

4/3/1

+M

5 gp

-

-

10'

5

DOUBLE. Gnomish hook-hammer. One end has a metal hook , the other a rounded iron mallet.

Light

A

4/2/1

+M

1 gp

 

1

20'

3

Common dwarf soldier's weapon.

 

War

C

7/5/3

+M

3 gp

-

-

-

  Two handed weapon favored by Kyriss Region gnolls and hobgoblins.

Harpoon

D

4/3/2

+M

20 gp

-

1

25'

  Used aboard fishing ships for catching large prey.  

Javelin

D

5/3/2

+M

5 sp

-

1

30'

  +M dam vs. charging Large opponent  

Jitte

C

4/2/1

+M

3 gp

-

-

-

3

DISARM +1 (against blades only.) Jatanese self defense weapon.  

Jo stick

C

5/3/2

+M

-

-1

-

-

4

Could also be a cane or walking staff.  

Kiseru

A

3/2/1

+M

1 gp

     

1

Jatanese iron smoking pipe, can be used as a weapon in a pinch.  

Kama

C

5/3/2

+M

12 sp

-

-

-

3

PAIRED. MARTIAL. Jatanese sickles.  

Knife

A

3/2/1

+M

5 sp

-

1

10'

1/2

   

Bone

A

2/1/1

+M

3 cp

-1

1

10'

1/2

PAIRED. Breaks on a fumble.  

Buckle

A

3/2/1

+M

5 gp

-

-

-

1/2

Simple knife, hidden horizontally in a thick belt.  

Cinquedea

A

5/3/2

+M

10 gp

-

1

3'

2

Name means "Five fingers" in Oryllec. It's almost a short sword.

Kidney (dirk)

A

3/2/1

+M

3 gp

-1

1

10'

1/2

PAIRED. -3 vs. metal armor, -2 vs. leather, -1 vs. padded, +1 vs. unarmored. Very sharp but thin knife, usually for self defense.

Long

A

4/3/2

+M

6 gp

-

1

10'

1

PAIRED. A favorite soldiers' weapon, double-edged.

Push

A

3/2/2

+M

4 gp

-

-

-

1/2

Dwarvish design. Hilt is held in a fist, blade extends between the fingers.

Saw-backed

A

3/2/1

+M

2 gp

-

-

-

1

Can slice 2" of soft wood or rope, or 1" of hard wood, in one round, ignores Hardness less than 5.

Stiletto

A

3/2/1

+M

5 sp

-

1

10'

1/2

PAIRED. Long, sharp knife popular in Yanir.  

Stone

A

2/1/1

+M

5 cp

-

1

10'

1/2

PAIRED. Breaks on a fumble.  

Throwing

D

4/3/2

+H

8 gp

-

3

20'

1/2

They're designed to damage with the force of the throw. If held, damage is only 2.

Folding

A

3/2/1

+M

1 gp

-

-

-

1/2

Gnomish design. Easier to conceal. Locks in place once unfolded.

Lajatang

X

8/6/4

+M

10 gp

-

-

-

6

Martial arts staff weapon, requiring extensive training to properly use.

Lance

 

                 

Heavy

C

10/8/5

+M

15 gp

+1

-

-

  +M dam w/ a charging mount  

Jousting

C

3/1/0

+M

20 gp

+1

-

-

  +M dam w/ a charging mount  

Light

C

6/4/3

+M

6 gp

-

-

-

  +M dam w/ a charging mount  

Medium

C

7/5/3

+M

10 gp

-

-

-

  +M dam w/ a charging mount  

Lasso

X

-

O

5 sp

+2

1

20'

  ENTANGLE. 15-50' long. (See CFH for rope tricks). Severed by 2 pts edged dam.

Mace

 

                 

Footman's

A

6/4/3

+M

8 gp

-

-

-

10

Makeshift maces are -1/-1.  

Horseman's

A

5/3/2

+M

4 gp

-

-

-

5

   

Two Handed

A

8/6/4

+M

20 gp

-

-

-

15

Popular with Saraamon clerics and bugbear tribes.

Main-Gauche

E

4/2/1

+M

3 gp

-

-

-

  PARRY +2. DISARM +1. This is a fencing dagger for parrying sword thrusts.

Mancatcher

E

2/1/1

O

30 gp

-

-

-

Target AC is considered 10. Riders dismounted on a hit. Target may escape with Str roll against DC 18 (taking 2 dam in the process). Once used, automatically inflicts 2 damage each round, with a 25% chance to knock target prone.

Metsubishi

F

0*

O

4gp

-

-

1'

1/4

Pouch and tube, blows blinding powder into target's face. *FOR Save or be subdued for 1-3 rds.

Morning Star

C

7/5/3

+M

10 gp

-

-

-

     

Needles

F

1

O

 

-

1-20

2'

1/10

A single needle can be spit from a straw, or up to 20 from the mouth. If spit, every point rolled above the target's AC is +1 damage. Fumble swallows the needles!

Net

F

-

O

5 gp

+1

1

10'

ENTANGLE +1. PARRY +1. DISARM +1. Attackers may follow up attack (at +4) to further entangle victims; each entangle adds 4 Difficulty to escape. (Unfolded nets attack at -3.)

Nunchaku

E

4/2/1

+M  

-

-

-

2

FINESSE. PARRY +1. DISARM +2. PAIRED. MARTIAL.

Pick

 

  +M              

Horseman's

C

5/3/2

+M

5 gp

-

-

-

4

   

Footman's

C

6/4/3

+M

8 gp

-

-

-

6

DISARM +2. Duergar and svirfneblin like these arms.

Polearm

 

                 

Awl pike

C

7/5/3

+H

5 gp

+1

-

-

  +M dam set against a charge.  

Bardiche

C

7/5/3

+M

7 gp

+1

-

-

     

Bec de corbin

C

7/5/3

+M

8 gp

+1

-

-

     

Bill-guisarme

C

7/5/3

+M

7 gp

+1

-

-

     

Fauchard

C

5/3/2

+M

5 gp

+1

-

-

     

Fauchard-fork

C

7/5/3

+M

8 gp

+1

-

-

     

Glaive

C

5/3/2

+M

6 gp

+1

-

-

  +H dam vs. charging L opponent.  

Glaive-guisarme

C

7/5/3

+M

10 gp

+1

-

-

  +H dam vs. charging L opponent.  

Guisarme

C

7/5/3

+M

5 gp

+1

-

-

     

Guisarme-voulge

C

7/5/3

+M

8 gp

+1

-

-

     

Halberd

C

8/6/4

+M

10 gp

+1

-

-

     

Hook fauchard

C

4/2/1

+M

10 gp

+1

-

-

     

Lucern hammer

C

7/5/3

+M

7 gp

+1

-

-

  +L dam set against a charge.  

Military fork

C

7/5/3

+M

5 gp

-

-

-

  +M dam vs. charging L opponent.  

Partisan

C

5/3/2

+M

10 gp

+1

-

-

  +M dam set against a charge.  

Ranseur

C

7/5/3

+M

6 gp

+1

-

-

  +M dam set against a charge.  

Spetum

C

6/4/3*

+M

5 gp

+1

-

-

  *This nasty weapon does an extra 2 pts of damage when pulled from the victim.  +M dam if set against a charge.

Voulge

C

7/5/3

+M

5 gp

+1

-

-

  +M dam set against a charge. An orc favorite.  

Quarrel

                Crossbow bolt types are not interchangeable.

Hand

 

3/2/1

-

1 gp

-

-

-

1/10

   

Heavy

 

4/3/2

-

3 sp

-

-

-

1/10

   

Light

 

4/2/1

-

1 sp

-

-

-

1/10

   

Medium

 

5/3/2

-

2 sp

-

-

-

1/10

   

Siege

 

8/6/4

-

5 sp

-

-

-

1/2

   

Quarterstaff

A

4/3/2

+M

-

-

-

-

  DOUBLE. A durable, heavy staff of 5-6', decently balanced for  fighting.

Sai

C

4/3/2

+M

4 gp

 

-

-

2

PARRY +2. DISARM +3. PAIRED. MARTIAL. BREAK. This is a metal fork.

Sang Kauw

X

7/5/3

+M

12 gp

-

-

10

DOUBLE. PARRY +1. A double-headed spear with a crescent blade in the center.

Sap

A

2/2/1

+M

10 sp

-

-

-

1/10

SUBDUAL. +H damage to an exposed head. This is a leather pouch filled with lead shot. No effect on helmets or targets larger than size M. A called head shot at -6 has 5% chance per dam pt (max 40%) to knock a humanoid target out.

Scourge

C

4/2/1

+M

1 gp

-

-

-

  A  favored goblinoid weapon. A cat o' nine tail whip, usually with barbed metal bits.

Scythe

A

6/4/3

+H

8 gp

 

-

-

7

   

Shuriken

D

              Jatanese "throwing star". Also used by goblinoids in the Kyriss Region.

Small

 

4/2/1

+M

12 sp

-

4

10'

1/10

   

Large

 

5/3/2

+M

1 gp

-

3

10'

1/4

   

Spike

 

3/2/1

+M

5 sp

-

2

10'

1/10

   

Siangkam

X

4/3/2

+M

3 gp

-

-

-

1/2

PARRY +1. PAIRED. MARTIAL. Jatanese spike; a metal shaft with a wooden handle. Resembles a very thick crossbow bolt, but can't be thrown. Difficult to use.

Sickle

A

4/3/2

+M

6 sp

-

-

-

  A commoner's weapon in the Cabryth region.

Sling

B

   

5 cp

     

1/2

   

Bullet

 

5/3/2

+M

1 cp

-

1

50'

-

   

Bullet, spiked

 

6/4/2

+M

10 cp

-

1

50'

-

-1 to attacks.  

Stone

 

3/2/1

+M

-

-

1

50'

-

-1 to attacks  

Sling, Staff

D

as above

 

2 sp

+1

1

60'

     

Sode Garami

X

3/2/1*

+M           ENTANGLE +2 *or damage. Jatanese "sleeve tangler" staff.

Spear

A/B

  +M

8 sp

           

One-handed

 

5/3/2

+M

-

-

1

20'

  +M dam w/ a charging mount or when set against a charge.

Two-handed

 

8/6/4

+M

-

-

-

-

  +M dam w/ a charging mount or when set against a charge.

Spear, long

C

   

5 gp

 

Can't be thrown

    A Cabryth Plains weapon, popular among hybsils and valley elves.

One-handed

 

7/5/3

+M

-

+1

-

-

 

+M dam w/ a charging mount, +H damage when set against a charge.

Two-handed

 

10/8/5

+M

-

+1

-

-

 

+M dam w/ a charging mount, +H damage when set against a charge.

Sword

 

                 

Bastard

C

7/5/3*

+M

25 gp

+1

-

-

  *Using a bastard sword two-handed increases damage to 8/6/4 and eliminates the Initiative penalty.

Bokken

E

4/3/2

+M

3 sp

-

-

-

3

The boku-toh is a wooden practice katana, but deadly in its own right.

Broad

C

7/5/3

+M

10 gp

-

-

-

  DISARM +1. A favorite Kalimarin weapon for all races.  

Claymore

C

8/5/3

+M

25 gp

+1

-

-

  Saraamon Baronies Highlanders use these immense blades.

Cutlass

C

5/3/2

+M

12 gp

-

-

-

  DISARM +1. Popular Oryllec Isles weapon.  

Falchion

C

6/4/3

+M

17 gp

-

-

-

  Koparin sword. Also used by the Servants of Ki.  

Gladius

C

6/4/3

+M

50 gp

-

-

-

  Gerallik warrior's short weapon.  

Katana

E

8/6/4

+M

750 gp

     

4

Jatanese noble's weapon.  

Khopesh

E

7/5/3

+M

10 gp

+1

-

-

  DISARM +1. Koparin weapon.  

Kukri

C

5/3/2

19+M

10 gp

-

-

-

5

DISARM +1. Tanjarin design.  

Long

C

7/5/3

+M

15 gp

-

-

-

  Popular among elves and human Ceravan soldiers.

Machete

C

5/3/2

+M

10 gp

-

-

-

3

Popular in the Oryllec Isles, Tanjar, and among kobold tribes.

Rapier

C

6/4/3

+M

15 gp

-

-

-

  DISARM +2. FINESSE. An Oryllec Isles weapon.  

Saber

C

6/4/3

+M

17 gp

-

-

-

  DISARM +1. Favored by Cabryth Plains humans, and hybsils.  

Scimitar (Tulwar)

C

7/5/3

+M

15 gp

-

-

-

  Goblinoid, also popular in Kopar.

Short

C

5/3/2

+M

10 gp

-

-

-

     

Turakget

E

6/4/3

+M

70 gp

-

-

-

6

DOUBLE. Hobgoblin double-bladed sword.  

Two-handed

C

8/6/4

+M

50 gp

+1

-

-

  A Myracin region weapon.  

Wakizashi

E

7/5/3

+M

450 gp

-1

   

3

Jatanese noble's short sword.  

Tetsubo

A

7/5/3

+M

8 gp

-

-

-

8

Heavy Jatanese studded war staff, often bound in iron on one end.

Tonfa

E

4/3/2

+M

3 sp

-

-

-

2

PARRY +2. DISARM +1. PAIRED. MARTIAL.  

Trident

A

7/4/3

+M

15 gp

-

1

30'

5

Popular Yanir soldier's weapon and Saraamon goblinoid weapon.

Tri-Staff

X

5/3/2

+M

5 sp

-

-

-

5

PARRY +1. DISARM +1. BREAK. This is a monk's weapon, difficult to use.

Whip

X

3/2/1*

O

2 sp

-

-

15'

SUBDUAL. DISARM +2. ENTANGLE +2. 10-15' long. *No damage to targets with AC 13 or better. (They simply can't penetrate.)

 

Home     Campaign     Adventures     Players & PCs     Character Crafting     Humor & Reviews     Links

The Penderyn Campaign is the creation of Christopher Cecil.
All website content by Christopher Cecil unless otherwise noted.
The DM:  Email The DM  |  Read the DM's Welcome

 © 2000-2005, Christopher Cecil and Kris Biniek
 All Rights Reserved.

Website design by Kris Biniek 
Webmaster's Acknowledgements 

This site designed to be viewed at a resolution of 800 x 600 or better