Post by Head Moderator on Aug 30, 2013 3:04:49 GMT -5
CRAFTING: You must have Artisan Crafting (weaponsmithing) to craft weapons, and you must have Artisan Crafting (bowyer/fletcher) to craft bows, crossbows and arrows. You must have Artisan Crafting (gunsmithing) to craft gunpowder weapons. Crafting follows the same rules as elsewhere, 1CP per 500gp cost (Lowest 1CP) and you pay 1/4 of the cost to craft.
Name of Weapon [Dice Effect] [Cost]
1. Be sure to check your gold.
2. You may purchase as many weapons as you have the gold, but during combat you may only use one, unless you have the dual-wield skill and are allowed to use two. You MAY switch out different weapons for each attack such as using a ranged weapon first then melee when you get closer.
3. Send this to our Treasury Mod to order new weapons:
Name & SN:
Current Gold:
List Purchases & Cost:
Ending Gold:
Note: If you wish to sell back a weapon, please follow the procedures found for selling any other item, which can be found by clicking here.
YOUR CHARACTER'S SIZE CATEGORY
Every race is marked as to what size they are. It is logical that a longsword for a human would be much bigger and do more damage than a longsword for a gnome. The majority of our races are "medium", so the damage listed below is for medium size. There are a few races that are bigger than medium, and smaller. In this case, use this chart:
BIG - +1 to your dmg roll. So, a 1d6 longsword will do 1d7. +500gp.
MEDIUM - Listed below.
SMALL - -1 to your dmg roll. So, a 1d6 longsword will do 1d5. -500gp.
TINY - -2 to your dmg roll. So, a 1d6 longsword will do 1d4. -1000gp.
LIGHT MELEE WEAPONS : May be chosen for Dual-Wield skill.
Battlebook [1d4] 1500gp
Bladed Fan [1d3] 1000gp
Braid Blade [1d3] 1000gp
Brass Knuckles [1d3] 1000gp
Cat O'Nine Tails [1d4] 1500gp
Dagger [1d4] 1500gp
Dagger, Stiletto [1d4] 1500gp
Dagger, Parrying [1d4] 1500gp
Dagger, Punching (Katar) [1d5] 2000gp
Dagger, Bone [1d3] 1000gp
Drow Long Knife [1d4] 1500gp
Druid Boline [1d5] 2000gp
Elven Lightblade [1d5] 2000gp
Finger Blades [1d5] 2000gp
Gauntlet [1d3] 1000gp (Considered Unarmed)
Gauntlet, Spiked [1d4] 1500gp
Halfspear [1d4] 1500gp
Hammer, Light [1d5] 2000gp
Hook Hand [1d4] 1500gp
Kama [1d4] 1500gp
Knife, Simple [1d3] 1000gp
Knife, Brass [1d3] 1000gp
Knife, Sea [1d4] 1500gp
Kukri, Light [1d3] 1000gp
Mace, Light [1d5] 2000gp
Net (non-lethal) [1d3] 1000gp
Nunchaku [1d3] 1000gp
Sai [1d3] 1000gp
Sap (non-lethal) [1d3] 1000gp
Sapara [1d4]
Seax [1d5] 2000gp
Shortsword (Gladius) [1d5] 2000gp
Siangham [1d4] 1500gp
Sickle [1d5] 2000gp
Sword Cane [1d5] 2000gp
Wooden Stake [1d4] 1500gp
Sea Knife: This has a long handle, short blade, used underwater. Tied to foot.
Brass Knife: Often used on ships for cutting ropes, will not rust.
Hook Hand: You cannot be disarmed.
ONE-HANDED MELEE WEAPONS May be chosen for Dual-Wield skill.
Axe [1d6] 2500gp
Bastard Sword [1d6] 2500gp
Ball and Chain [1d8] 3500gp
Battle Hook [1d8] 3500gp
Bo Stick [1d5] 2000gp
Broadsword [1d8] 3500gp
Club (Shillelagh) [1d5] 2000gp
Cutlass [1d6] 2500gp
Dagger, Kris [1d5] 2000gp
Dueling Cane [1d4] 1500gp
Elven Thinblade [1d6] 2500gp
Falcata [1d6] 2500gp
Falchion [1d8] 3500gp
Flail [1d6] 2500gp
Gladius [1d6] 2500gp
Heavy Claw [1d6] 2500gp
Heavy Mace [1d6] 2500gp
Karambit [1d6] 2500gp
Katana [1d8] 3500gp
Kukri, Heavy [1d6] 2500gp
Longsword [1d6] 2500gp
Morningstar [1d8] 3500gp
Rapier [1d5] 2000gp
Saber [1d6] 2500gp
Sawtooth Saber [1d8] 3500gp
Schiavona [1d6] 2500gp
Scimitar (Dao)(Shamshir) [1d6] 2500gp
Scourge [1d8] 3500gp
Shortspear [1d6] 2500gp
Sword, Butterfly [1d6] 2500gp
Sword, Khopesh [1d6] 2500gp
Sword Cane [1d6] 2500gp
Tonfa [1d5] 2000gp
Trident [1d5] 2000gp
War Axe [1d8] 3500gp
Warhammer [1d6] 2500gp
Whip (non-lethal) [1d3] 1000gp
TWO-HANDED MELEE WEAPONS
Bear Paws [1d4/1d4] 3000gp
Bardiche (Halberd) [2d8] 7000gp
Bec de Corbin (Lucerne Hammer) [2d8] 7000gp
Claymore (Greatsword) [2d8] 7000gp
Dire Flail [1d8/1d8] 7000gp
Dwarven Urgrosh [1d8/1d6] 6000gp *Axe/Spear*
Double Axe [1d8/1d8] 7000gp
Elven Curveblade [2d8] 7000gp
Elven Courtblade [2d8] 7000gp
Fauchard [2d6] 5000gp
Garotte, Wire [1d8] *two-handed* 3500gp
Garotte, Cord [1d6] *two-handed* 2500gp
Glaive [2d8] 7000gp
Great Bastard Sword [2d6] 5000gp
Great Katana [2d8] 7000gp
Great Scimitar [2d8] 7000gp
Great Warhammer [2d6] 5000gp
Greatsword (Claymore) [2d8] 7000gp
Greataxe [2d8] 7000gp
Greatclub [2d8] 7000gp
Guisarme (Guan Dao) [2d8] 7000gp
Heavy War Staff [2d8] 7000gp
Ironshod Quarterstaff [2d6 or 1d6/1d6] 5000gp
Lance [2d8] 7000gp *Can be used one-handed while mounted.*
Longspear [2d5] 4000gp
Maul [2d5] 4000gp
Partisan (Ranseur) [2d4] 3000gp
Poleaxe [2d5] 4000gp
Quarterstaff [2d4 OR 1d4/1d4] 3000gp
Scythe [2d5] 4000gp
Spear [2d4] 3000gp
Spiked Chain [2d5] 4000gp
Sword, Flamberge [2d8] 7000gp
Two-Bladed Sword [1d8/1d8] 7000gp
^Fullblade [3d6] 7,500
^This weapon is a two-handed weapon for a creature of Large Size only. It is larger than a greatsword by about 18 inches. It simply cannot be used as a one-handed weapon by any size creature.
Note: Weapons with two damages allow you to hit two opponents with each blade/side. The second attack damage is ONLY the weapon damage.
RANGED WEAPONS
Arbalest, Heavy [2d6]5000gp
Arbalest, Light [2d5] 4000gp
Atlatl [1d6] 2500gp
Axe, Throwing (Set of 5) [1d5] 2000gp
Blowgun [1d3] 1000gp
Blowgun, Greater [1d4] 1500gp
Bola [1d4] 1500gp
Boomerang [1d4] 1500gp
Chakram [1d6] 2500gp
*Crossbow, Hand [1d3] 1000gp
Crossbow, Heavy [2d4] 3000gp
Crossbow, Light [1d4] 1500gp
Dart (Set of 5) [1d3] 1000gp
Handbow [1d3] 1000gp
Harpoon [2d5] 4000gp
Hunga Munga [1d6] 2500gp
Javelin [1d5] 2000gp
Longbow [2d5] 4000gp
Longbow, Composite [2d8] 7000gp
Shortbow [2d3] 2000gp
Shortbow, Composite [2d6] 5000gp
Shuriken (Set of 5) [1d4] 1500gp
Sling [1d3] 1000gp
Throwing Knives (Set of 5) [1d4] 1500gp
*You may use a hand crossbow as a Dual-Wield weapon with the skill "Dual-Wield".
*Sets are enchanted together, so for instance a set of 5 throwing knives would all be counted as one weapon and have up to 5 points of enchantment upon them.
GUNPOWDER WEAPONS
Unless you have the skill "Easy Reload", you must use a round of combat to reload your weapon when the bullets have been used. Each weapon states how many shots it holds before needing to be reloaded. All gunpowder weapons are subject to the gunpowder misfire rules. Guns are relatively RARE and UNPREDICTABLE in our world, and you must have Artisan Crafting (gunsmithing) or Engineering Knack to create them. This is why they cost more than normal weapons at the same level of damage. The extra cost includes your mundane bullets and black powder, you do not have to keep purchasing this to use your weapon. Special ammunition as well as magical ammunition must be purchased.
*Pocket Palmer Pistol [1d5] 4000gp
Small single-shot pistol, with a 10 foot range, easily concealed in a lady's purse or a man's pocket, or palmed (Hence the name "palmer"). A small sized character can use this without penalty.
Pepperbox [1d6] 7000gp
This pistol has six barrels instead of one. The entire barrel housing can be quickly rotated by hand between shots (a free action requiring one free hand), allowing all six bullets to be fired before the weapon must be reloaded. Each barrel of a pepperbox uses either a bullet and a single dose of black powder or a single alchemical cartridge as ammunition.
*Privateer Pistol [1d6] 4500gp
The single-shot wheellock pistol is one of the most common firearms, it is still rare enough to be an object of envy or curiosity to most. A pistol uses either a bullet and a singe dose of black powder or an alchemical cartridge as ammunition.
*Flintlock Pistol [1d8] 6000gp *Crafted by a Gunsmith ONLY, cannot PURCHASE*
Upon pulling the firearm's trigger, the pan containing the black powder is exposed and a piece of flint scraped above it. The resulting sparks ignite this priming, causing the weapon to fire. This elegantly simple weapon is favored by gunsmiths and is often heavily personalized and elaborately decorated. Flintlocks are the rarest of guns in our world, they are considered the cutting edge of gunsmithing technology. Often, aristocrats purchase them in a set, for dueling.
*Dragon Pistol [1d8] 5500gp
Like a miniature blunderbuss, the dragon pistol fires pellets or one bullet from its flared barrel. The dragon pistol fires in a 15-foot cone when firing pellets, and has a 10-foot range increment when firing a bullet. For ammunition, a dragon pistol uses a bullet or group of pellets and a single dose of black powder, or else a single alchemical cartridge (with either bullets or pellets) as ammunition.
*Double-Barreled Pistol [1d6/1d6 or 2d6] 7,000gp
This pistol has two parallel barrels; each barrel can be fired independently as a separate action, or both can be shot at once with the same action. If both barrels are shot at once, they must both target the same creature or object.
Blunderbuss [2d5] 6000gp
This weapon fires pellets or a bullet from its trumpet-shaped barrel, making it an effective fowling weapon or close-fighting personal defense weapon. The blunderbuss fires in a 15-foot cone when firing pellets, and has a 10-foot range increment when firing a bullet. A blunderbuss uses a bullet or pellets and a single dose of black powder or a single alchemical cartridge as ammunition. It is sometimes referred to as a musketoon. This does bludgeoning and piercing damage.
Gorgon Musket [2d4] 5000gp
A wheellock musket with a short barrel suitable for use in close quarters. Also known as an arquebus.
Long Musket [2d6] 7000gp
This long-barreled firearm has a much greater range than a pistol. A musket uses either a bullet and a single dose of black powder or an alchemical cartridge as its ammunition.
Revolving Matchlock [2d6] 7000gp
This long-barreled firearm is similar to the long musket in size and range, but has the convenience of the pepperbox in the form of a revolving cylinder with chambers for ammunition, allowing six shots to be fired without reloading. The cylinder can be turned by hand as a free action to prepare the next shot.
Double-Barreled Musket [2d4/2d4 or 4d4] 12,000gp
This musket has two parallel barrels; each barrel can be shot independently as a separate action, or both can be fired at once as the same attack. If both barrels are fired at once, they must both target the same creature or object. Each barrel of a double-barreled musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition.
*This is a one-handed weapon. You may use this weapon as a Dual-Wield weapon with the skill "Dual-Wield".
SPECIALTY WEAPONS
Bladed Crossbow [1d4 melee] [1d8 ranged] 5,000gp
This light crossbow is crafted entirely from metal to make it as strong as possible. A small blade sits beneath the prod, allowing a character to use this as a melee tool as well. A bladed crossbow functions as a dagger when wielded in melee.
Melee Hardened Bow [1d8 melee] [2d8 ranged] 8,000gp
These bows, first made by elves, have been crafted to stand up to melee combat. Unlike swordbows, they are wooden and remain a bow at all times, but they are of a dense and hardened wood, thicker and heavier than a normal bow and can be wielded like a quarterstaff doing bludgeoning damage. You can freely change from melee to ranged each round. Magical enhancements effect it as one weapon, but if the enchantment is only for ranged weapons you cannot use that enchantment while wielding it in melee combat, and vice versa.
Swordbow [1d6 melee] [2d5 ranged] 6,000gp
The limbs of this bow appear to be made of sharpened metal, as if the bow had been crafted from two thin, flexible swords. This longbow changes into a longsword (or vice versa) when activated. You can interchange bow and sword attacks as part of the same full attack action. In sword form, the weapon features a bowlike grip and a pommel that resembles the curving tip of a bow. In bow form, the weapon is made of metal, and each limb of the bow resembles a sword blade. A swordbow can have special weapon properties added to it (such as fire); such properties cost twice the normal amount (again, as if improving two separate weapons) and apply to both weapons if possible. If a property can’t apply to both weapons it applies only to the swordbow when it is in an eligible form (for instance, a ranged enchantment is only useful in bow form). If a property can apply to the weapon in only one of its forms, it does not cost double the regular price.
Swordbow, Great [2d8 melee] [2d8 ranged] 13,500gp
This massive bow is made entirely razorsharp steel, yet it clearly functions as a potent ranged weapon. This item functions as a swordbow (see above), except that its two forms are a composite longbow and a greatsword.
Swordbow, Light [1d5 melee] [2d3 ranged] 4000gp
Small and compact, this bow seems made of thin, but strong, metal sharp enough to rival the deadliest of swords. This item functions as a swordbow (see above), except that its two forms are a shortbow and a rapier.
Bone Bow [2d10]10,000gp
This powerful oversized bow is designed to fire exceptionally large arrows specially made for it. The bow has a long, thick spike protruding from both arms; these spikes are used to brace against a solid object (either ground or overhanging protrusion or ceiling) to aid in drawing the bow's string.
Footbow [2d8] 7000gp
This exotic weapon functions as a composite longbow but it's design allows it to be used in flight, with the archer holding the bow in her feet and drawing it with one or both hands.
*Prodd [1d3] 1000gp
The prodd resembles a light crossbow but is designed to fire the same lead bullets used in slings. It deals less damage than a regular light crossbow, but ammunition is cheap and rocks may be used in a pinch. You draw a prodd back by pulling a lever.
Icechucker [2d5]4000gp
The icechucker appears to be a large crossbow at a casual glance, larger even than the heavy crossbow. It's launching mechanism is designed to fire large shards of ice (usually icicles) rather than regular crossbow bolts. You draw an icechucker by pulling on a thick lever on the underside of the weapon. If icicles aren't available, you may load a javelin into it. You roll dmg for the icechucker, not the javelin when you use it.
Note: Icechuckers would normally be found in the Northern areas of our world.
Bow Blade [1d4] 1500gp
Some archers add blades to the grips or risers of their weapons. Bowyers can craft bows that allow such blades to be permanently affixed.
Crossbow Bayonet [Knife: 1d6]2500gp OR [Sword: 2d4] 3000gp
Bayonets easily fit onto light or heavy crossbows, attaching to the stock below where the bolt fires. Crossbow bayonets come in two kinds: knife and sword. A knife bayonet attached to a crossbow functions as a shortspear, while a sword bayonet attached to a crossbow is treated as a spear. A crossbow with an attached bayonet cannot be thrown as a true spear can be, though it can be set against a charge. A hand crossbow is too small to accept a bayonet.
Note: You may attach knife bayonets to one handed guns, and sword bayonets to two handed guns for the same price.
Hand Crossbow Blade [1d4] 1500gp
Adding a short blade to the front of a hand crossbow allows you to defend yourself in melee combat without having to draw a different weapon. The blade functions as a dagger.
Note: You may attach a hand crossbow blade to a pocket palmer pistol for the same price.
Bladed Scarf [1d3] 1000gp
This dangerous scarf looks like a normal scarf on one side, though it is embedded with small blades on the other side and can be used as a weapon.
Archer's Bracers 3, 000 - 5,000 - 7,000 - 10,000 - 15,000gp
Archers can buy these leather bracers, that when worn allows them a +1 to +5 to all damage made with bow and arrow. These bracers also give you a +1 to all shots in an Archery match, regardless of which one you own.
[Slot: Bracers]
RANGED WEAPON AMMUNITION
Acid Bullets 500gp
These hollow bullets are filled with acid, and shatter when striking a target, doing 1d3 extra acid damage. Against creatures weak to acid, they do double damage.
[Artisan: Gunsmithing or Engineering Knack]
Adamantine Arrows 1000gp
These arrows bypass any defenses one has from armor that is lower strength than adamantine itself. They can be used 5 times before they need to be replaced, if they are scavenged.
[Artisan: Weaponsmithing & Fletching]
Adamantine Bullet 1000gp
These bullets bypass any defenses one has from armor that is lower strength than adamantine itself. They can be used 5 times before they need to be replaced, if they are scavenged.
[Artisan: Gunsmithing or Engineering Knack]
Alchemist's Fire Arrow 500gp
These arrow's shafts are packed with alchemist fire, and when they hit and shatter the alchemical compounds burst into flames, doing 1d3 extra damage. Against creatures weak to fire, they do double damage. One use.
[Artisan: Fletching or Alchemy]
Alchemist's Fire Bullet 500gp
These hollow bullets are packed with alchemist fire, and when they hit and shatter the alchemical compounds burst into flames, doing 1d3 extra damage. Against creatures weak to fire, they do double damage. One use.
[Artisan: Gunsmithing or Alchemy]
Blunt Arrow: 100gp
These specially made arrows with blunt wooden tips are made to do non lethal damage.
[Artisan: Fletching]
Dragon's Breath Cartridge 1000gp
This cartridge contains alchemical compounds that, when fired, produce a cone of fire instead of the normal attack of a one-handed or two-handed firearm with the scatter weapon quality (such as a blunderbuss). This does an extra 1d5 damage to all in the cone (per DM). These cartridges cannot be used in firearms that don't have the scatter weapon quality. One Use.
[Engineering Knack]
Enchanted Arrows, Bolts, Bullets 500gp | 125gp | 1CP
You can craft specialized bolts, bullets or arrows for ranged weapons that do an extra 1d3 dmg when they hit such as fire, ice, electricity, acid burst. Makes 2 Arrows.
[Craft Magic Item]
Entangling Shot Cartridge 250gp
This mix of black powder and an alchemically treated resin strong enough to survive the shot can only be loaded into a blunderbuss, a dragon pistol, or other scatter weapon. It deals half damage to those hit by a cone attack made with this weapon, but any creature hit by the shot must succeed at a DC 15 Acrobatics saving throw or become entangled for 1 round. One Use.
[Engineering Knack]
Flare Cartridge 150gp
When a flare cartridge hits its target, it only deals half damage, but the creature struck is blinded for 1 round (Endurance DC 15 negates). Flare cartridges are also useful for sending up signal flares. Flares can only be used to attack single creatures; they do not work as a shot for a cone scatter attack. One Use.
[Craft Magic Item or Alchemy]
Holy Bolt 150gp
Holy bolts are blessed by a Devout and assist in fighting evil or undead, or those weak to Holy, doing double damage. Holy bolts can only be used once.
[Craft Magic Item]
Holy Bullets 150gp
Holy bullets are blessed by a Devout and assist in fighting evil or undead, or those weak to Holy, doing double damage. Holy bullets can only be used once.
[Craft Magic Item]
Limning Arrow 250gp
Upon hitting a target in magical concealment, it outlines the target with a yellowish glow for one round of combat.
[Craft Magic Item]
Pocked Bullet 250gp
This ammunition is pitted with a pattern of small pocks into which separately purchased poison compounds can be applied. Use of these bullets decreases the poison's DC by 2.
[Artisan: Gunsmithing or Engineering Knack]
Rope Arrow 500gp
Rope arrows have a silk rope that unfurls from inside the arrows shaft when it hits a surface. The rope is a strengthened silk and can hold a total weight of 200lb per rope. The rope unfurls to a length of 40ft. The arrow is not re-usable
[Artisan: Fletching]
Salt Cartridge 150gp
This mix of black powder and rock salt can only be loaded into a blunderbuss, a dragon pistol, or other scatter weapon. It deals nonlethal instead of lethal damage. You can only use it with a scatter weapon's cone attack. One Use.
[Artisan: Gunsmithing or Engineering Knack]
Serpentstongue Arrow 500gp
This elven made arrow have sharp edges and prongs, and are especially made to sever a rope or strap. Used in combat they do slashing and piercing damage, and give a 1d3 extra damage to the attack.
[Artisan: Fletching]
Signal Arrow: 100gp for 5
This arrow is specially designed to emulate a bird’s call when fired. Elven fletchers first crafted the arrows to make calls that will be recognized as signals by the elves of the community. For example, a hawk’s cry might signal an attack, and an owl’s screech might signal a stealthy advance. The intricate carving on the arrow shafts makes them clumsy in flight, so they are useless for using in combat.
[Artisan: Fletching]
Silver Arrow 150gp
Silver arrows are extremely useful against lycanthropes and any creature weak to silver. Against such creatures they do double damage if hit. Silver arrows can only be used once.
[Artisan: Weaponsmithing & Fletching]
Silver Bullets 150gp
Silver bullets are extremely useful against lycanthropes and any creature weak to silver. Against such creatures they do double damage if hit. Silver bullets can only be used once.
[Artisan: Gunsmithing or Engineering Knack]
Splintering Bolt 1000gp
This bolt for a crossbow is actually a dozen smaller bolts bound together and designed to come apart from the force of being fired. When fired, they separate creating a cone of metal tipped splinters that will hit anything within the 30 feet cone. All enemies in the cone area (per DM) take damage.
[Artisan: Fletching]
Tracer Bullets 250gp
These firearm bullets deal no damage, but instead cause a pale glow to outline the magically concealed target, causing invisible foes to be visible to all for 1 round.
[Craft Magic Item]
Unholy Bolt 150gp
Unholy bolts are blessed by an evil Devout and assist in fighting creatures of good, those weak to Unholy, doing double damage. Unholy bolts can only be used once.
[Craft Magic Item]
Unholy Bullets 150gp
Unholy bullets are blessed by an evil Devout and assist in fighting creatures of good, those weak to Unholy, doing double damage. Unholy bullets can only be used once.
[Craft Magic Item]
HIDDEN BLADES
Scoundrels generally avoid fair fights. Many hide various weapons about their bodies to glean whatever advantage they can. A hidden blade is a springloaded blade attached to the inside of armor or boots or strapped to the scoundrel’s body. Attacking with a hidden blade imposes a –2 penalty on your Melee Strike. Discovering a hidden blade before it has been activated requires a DC 15 Search check.
Boot Blade [1d4] 1500gp
The most common hidden blade, a boot blade is concealed in the sole of a boot, usually under the toes. The wearer activates the blade by striking a certain part of the boot (usually the toe) against the ground, which flips the weapon it into position. Treat a boot blade as a dagger.
Elbow Blade [1d5] 2000gp
Hidden within bracers or the forearm piece of a suit of armor, elbow blades jut out backward and lie flat against the back of the bearer’s upper arm. Activating an elbow blade usually requires a flick or twist of the wrist. Treat an elbow blade as a punching dagger.
Knee Blade [1d5] 2000gp
Held within the greaves of a suit of armor, a knee blade extends with a quick upward thrust of the knee. The flat of the blade rests against the bearer’s thigh, allowing for full range of movement. Treat a knee blade as a short sword.
Sleeve Blade [1d4] 1500gp
Strapped to the forearm of its wearer, a sleeve blade lies hidden under a long-sleeved shirt or dress. Making a quick downward flick with the wrist triggers the mechanism, extending the blade beyond the top of the wearer’s hand. Treat a sleeve blade as a dagger.
Instrument Blade [1d4] 1500gp
Most stringed or wind instruments have a long, narrow section that can conceal a thin blade. Releasing a hidden catch allows the blade to spring forth. Such a blade functions as a dagger. Any stringed instrument whose neck is designed to hide a blade includes reinforcing metal bars for added support.
READY-MADE WEAPONS
These weapons cannot be crafted, you must purchase them at the stated price from the Emporium. If there are open enchantment points, you may have a crafter add enchantments, but that is all.
Ankh of Justice 10,000gp ☼
This lawful-aligned 2d8 greatsword has an ankh shaped hilt. Once a week, it can bring the wielder back to life as per a resurrection spell or skill, without loss of one of your five rezzes. The wielder need only be holding the sword when he dies in order for the resurrection to take place. It happens immediately.
Axe of the Sea Reaver 8,000gp ☼
The blade of this large 2d8 greataxe looks like the curved tail fi n of some great fish, and the haft is sculpted to look like a long series of complex sailor’s knots. The axe smells of brine. This greataxe allows you to float atop the water, no matter your weight.
Backstabber 3,000gp ☼ ☼
This 1d5 short sword adds and extra 1d of damage to your Surprise Strike Skill (allowing you to roll 2d5 dmg on Surprise Strike). If you do not have Surprise Strike it does not bestow that skill on you.
Beaststriker Club 7,000gp ☼ ☼
This 1d5 club is often decorated with large teeth and carved with stylized images of different animals. Once per combat, the wielder may transform the club into the head or limb of an animal; the weapon's damage does not change but the type of damage changes to one of the following to suit the shape of the club:bite (piercing), claw (slashing), gore (piercing), slam (bludgeoning), sting (piercing), or talon (slashing).
Blazing Skylance 10,000gp ☼ ☼ ☼
Red and orange flames lick the length of this silver 2d8 lance. The haft is wrapped in strips of red scaled leather. Once per combat, you can command this lance to fire a 15-foot bolt of searing flames from its tip, dealing an extra 1d8 points of fire damage to your target.
Bow of Death Strike 16,500gp ☼ ☼ ☼ ☼
This deadly 2d5 longbow confers an extra +3 lethal damage when it strikes a target. Additionally, once per combat, you may delay a full turn to take careful aim at your target. On your next turn, roll your ranged Strike. If you hit, roll 1dX where X is the targets maximum HP. You deal that much lethal damage to the target.
Bow of the Frostmoon 12,500gp ☼ ☼ ☼
This elegant composite longbow (2d8) is carved of rowan and inlaid with silver tracery in an elven design. Its tips are shod with silver, and its grip is wound with blue metal wire. When you wield this bow, it functions as a normal composite longbow. If you are chaotic good, neutral good, or chaotic neutral it adjusts its pull automatically, allowing you to add an additional bonus of half your Quickness Trait to your damage roll with each arrow fired. If you are of the Devout Class, this bow also functions as a frost weapon, imbuing all arrows you shoot from it with the frost attribute.
Crystal Echoblade 5,000gp ☼ ☼
This longsword’s blade is crafted from jagged violet crystal. When you hold it close to your ear, you hear a faint hum. A crystal echoblade normally functions as a 1d6 longsword, but is enhanced by a bard's musical ability. If you use your bardic music ability while this weapon is on your person, the blade resonates in harmony. When the weapon is used in the same combat, it deals additional sonic damage of your Charisma bonus with each successful strike.
Dagger of Defiance 8,000gp ☼ ☼
This beautiful dagger seems light, almost fragile, with its stylized porcelain hilt. Its blade is long and thin, like a tiny rapier. It grants it's user a +3 to saves against enchantment, mind effects and fear when it is being wielded.
Dawnstar 8,500gp ☼
This 1d8 morningstar has a spiked adamantine head and a knob of the same metal bonded to the end of the haft. The junctures of the haft and the metal portions are decorated with glowing, cabochon-cut rubies. If you are lawful good, neutral good, chaotic good, or neutral, then this weapon functions as a radiance weapon, doing damage to creatures weak to radiance/prismatic energy. It is also considered 'holy'.
Drill Blade 22,000gp ☼ ☼ ☼
This 1d8 sword is indeed a unique one. Its cylindrical blade is made of adamantine, with veins of Fever Iron running down through the cylinder blade. The tip and hilt of this weapon are made up of Elysian Bronze. What makes this made so unique is its function as a weapon. A unique 3 part cylinder makes up the blade, each of the three portions rotate. The top bit quickly rotates clockwise, central rotates at a normal counter clockwise pace and bottom rotates at a slower clockwise pace. Once per combat, this weapon is able to drill its way through an opponents armor ignoring defense for that one attack.
Dwarf Crusher 13,000gp ☼ ☼ ☼
This enormous 2d8 greatclub bears thick patches of rusted metal bracing a spiked stone weight set within the gnarled head. This adamantine greatclub can only be activated by a bearer who has a STR of 10 or higher and the Power Attack skill. Once per combat, a target of the Dwarf Crusher is treated as having a DC of 10 for the attack.
Durandal 8,500gp ☼ ☼
Durandal is a well-used adamantine gladius (1d6) whose hilt contains a thread from the cloak worn by Blessed Ruth. It is an intelligent, holy sword that possesses empathy with the wielder. Once per adventure, Durandal can cast a remove fear effect upon its wielder(only). Durandal uses its empathy to urge the wielder to be brave and righteous, particularly when faced with overwhelming danger.
Earth Prodd 1,500gp
The 1d3 prodd resembles a light crossbow but is designed to fire the same lead bullets used in slings. This particular prodd is marked with runin designs meaning 'earth' and magically fires small bullets made of solid rock that appear when needed. You draw a prodd back by pulling a lever.
Elquillar 10,000gp ☼
Elquillar is an elven curveblade 2d8, but it is able to become any type of sword, scimitar or dagger. Whatever form it is in, it has that form's dmg so a longsword would be 1d6. Such a transformation occurs whenever the wielder desires another weapon to appear, without taking a round to switch. Multicolored runes appear spelling out its name appear on the blade regardless of its current shape or any efforts to conceal them. Elquillar's master may alter his own shape and gain a +5 to Disguise while the blade is kept on his person. When Elquillar is grasped in hand, its wielder's mind is unable to be read. Finally, whenever this weapon touches (or wounds in combat) a creature that is in anything other than his natural form, Elquillar returns the target to its true shape; such as a dragon in human form, a lycan, a polymorphed creature, doppleganger or changeling.
Elven Doublebow 12,000gp ☼ ☼
This double stringed 2d5 longbow is used to fire two arrows at once, enabling you to roll your combat dice twice against the same target as two arrows fly forth. ONCE per combat.
Elven Songsword 3,500gp
This 1d6 longsword is crafted with specially designed holes in the blade that cause the sword to whistle musically and resonate at different pitches when swung and struck against an object or foe. It is both a musical instrument and a weapon, and it takes considerable skill to fully use it in combat.
Fishgutter 4,000gp ☼
This 1d6 scimitar appear in many amphibious and aquatic societies. This weapon allows its wielder to move with ease underwater, needing no special checks in order to fight beneath the waves.
Foe Reaver 12,000gp
First made by frost giants, this 2d8 greataxe has a pale blue sheen. In the hands of someone weak to fire, it grants an extra +5 Defense against fire attacks.
Ghost Net 4,000gp
This sheet of gossamer-thin netting has an iridescent sheen. You can throw this item at a target as though it were an ordinary net. It has no effect against corporeal targets, but any incorporeal target hit by a ghost net is treated as corporeal for the purpose of dealing damage to it with physical or magical attacks (though the net doesn’t entangle an incorporeal target). It can be hit with normal weapons (though its normal damage reduction, if any, still applies). A creature caught in a ghost net cannot turn ethereal. The incorporeal creature can release itself from the ghost net with a DC17 Escape check.
Grayflame Greatsword 15,500gp ☼ ☼ ☼ ☼ ☼
This magnificent 2d8 greatsword responds to channeled positive and negative energy. When the wielder channels energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, and acts as if enchanted with "Fire" against creatures struck by the weapon. When charged with positive energy, the flame is a silvery gray, and the weapon counts as a "good" and "silver" weapon for the purpose of bypassing damage reduction. When charged with negative energy, the flame is an ashen gray, and the weapon counts as an "evil" and "cold iron" weapon for the purpose of bypassing damage reduction.
Lash of the Sands 4,500gp ☼ ☼ ☼
This desiccating whip is formed of permanently stabilized shapesand and does 1d5 damage. It is twice as heavy as a normal whip and deals lethal damage, which is effective even against opponents in armor. The whip can also entangle an opponent that it hits once per combat. The target gets an Acrbatics save against DC10 + Wielder's Quickness to avoid the entangling. The entangled opponent loses one turn of combat, and the wielder is unable to use the whip while it is entangled.
Leafcutter 10,000gp
Leafcutter is a 1d8 war axe forged of an unusual bluish-silver metal called vakar with a perpetually oily sheen. The haft is carved from the thighbone of a fire giant, and the grip has been wrapped with a fine steel chain. Minute etchings along one of the axe's double edges appear to be runes, though closer inspection reveals that they are merely a series of hash marks: There are forty-seven in all. This weapon was forged during a heated war between elves and dwarves, and defeated dozens of elven warlords (one for each mark on the blade). Since it is vakar, it seeps a clear, odorless oil corrosive to elven skin and does double weapon damage to elves. It is alloyed with alchemical silver, and is effective against creatures weak to silver as well.
Loyal Khopesh 3,500gp ☼ ☼
(Shapeshifting Focus)
This 1d6 khopesh sword is most powerful when wielding by a shapeshifter. If held while the owner shifts, then the damage and enchantments of the weapon can now be used as a claw weapon with the same damage in the hand that was holding the khopesh. No other techs or skills (such as clawstrike) can be used with that hand when this is used.
Morningstar of the Many 12,000gp ☼ ☼ ☼ ☼
It is said that these 1d8 morningstars have been dipped in the blood of creatures from every known plane on the Great Wheel. When you wield it, a morningstar of the many functions only if you are chaotic evil, neutral evil, or chaotic neutral. The weapon overcomes damage reduction as if it has all four of the alignment descriptors (chaotic, evil, good, and lawful).
Necromancer's Athame 5,500gp ☼ ☼
(Black Mage Focus)
This pallid length of sharpened thighbone is carved into the shape of a 1d4 dagger, but with tiny holes bored into it at equal intervals, almost like a flute. A necromancer may inscribe any one necromancy spell into the dagger, allowing use of it as an extra spell in combat. Once the spell is carved, it cannot be changed.
Nightwatcher 6,500gp ☼ ☼ ☼
This adamantine 1d6 longsword grants low-light vision to it's bearer. If you already have low-light vision, it doubles the range. This sword also has the ability to disperse magical darkness 3 times per week. While in darkness or magical darkness, this sword detects hostile approachers, warning the bearer by the hilt growing colder the closer they come. The cold is not so harsh as to damage the bearer.
Pistol of the Infinite Sky 11,000gp ☼ ☼ ☼
An infinity symbol is engraved on both sides of this masterfully crafted 1d8 flintlock pistol's mother of pearl grip, and the barrel is adorned with gold depicting the moon, planets, and stars against a night sky of the pistol's cold black steel. This pistol never needs to be reloaded. After one shot is fired, a bullet and powder magically appear in the chamber. This ammunition never suffers a misfire.
Quietus 10,000gp ☼ ☼ ☼ ☼
(Priest Profession Focus)
This 1d6 longsword is enchanted with Baneful (Undead - extra 1d5), as well as Phantom (strike incorporeal), making it a powerful weapon against the undead. The bearer cannot be turned undead, and if you are a Priest Profession, your boost to Divine Turning is now +5.
Rapier of Disarming 13,000gp ☼ ☼
This extraordinary 1d5 rapier is made of a special alloy composed of white gold mixed with cold iron, mithral, and yellow gold. Strands of precious metals, like a myriad of capillary veins, run along the length of these elegant blades. The basket hilt is a work of art in itself, often composed of fragile looking metal strands interwoven with one another in a complex and often chaotic manner. Rumors say no two rapiers of disarming are the same. This weapon grants the skill "Disarm", but it allows you to use the skill up to three times in one combat. Also because of the unique makeup of the material, this weapon counts as "gold", "cold iron" and "mithral".
Rejavik 10,000gp
Rejavik is a 1d6 warhammer, surprisingly light for its larger-than-normal size. The haft is carved of black wood, half again as long and thick as a standard warhammer. The head itself is twice normal size and constructed of iron. Thick leather wraps the lower half of the haft, and beneath these carvings identify the weapon's name. It weighs no more than an ordinary warhammer. The head is actually crafted of two separate pieces, expertly joined. The head is hollow and the cavity is half-filled with iron filings and quicksilver. This allows the hammer to deliver blows of incredible might. When Rejavik is swung, the quicksilver and iron filings fill the upper portion of the hammerhead, increasing the speed at which the hammer is swung, giving it a +2 to Strike. When the hammer strikes, this mixture is flung forward, filling the front half of the head and increasing the impact of the blow, allowing a +3 to damage.
Serrated Terror 12,000gp
First made by fire giants, this 2d8 greatsword has a faint red sheen. In the hands of someone weak to cold, it grants an extra +5 Defense against cold attacks.
Spectral Sword 13,000gp ☼ ☼ ☼ ☼ ☼
Fashioned from the bone of a creature that died violently, this appears just to be a sword hilt made of bone. When grasped by a creature, a "blade" of shadowstuff appears that does 1d6 damage. This "blade" can be used against incorporeal creatures, and the damage inflicted by the shadowy blade is cold-based. It has the "Shadowreach" enchantment, "Phantom" and "Frost".
Spider Fang 2,000gp ☼
Of grotesque design, this seemingly organic dagger appears to be made from sharpened layers of purple-black chitin. Sinister weblike patterns cover its surface, and the blade occasionally twitches and jerks of its own accord. This 1d4 dagger quickly cuts through webs (magical or otherwise) without getting stuck. You can cut through a web entangling you or another creature during combat without it taking up your round of combat.
Staff of the Unyielding Oak 4,000gp ☼
This sturdy 2d4 quarterstaff is formed of living wood, as evidenced by the tender shoots and leaves along its length. A staff of the unyielding oak is actually a treant bound into quarterstaff form. When you wield this weapon, it functions as a quarterstaff. If you are neutral, neutral good, neutral evil, lawful neutral, or chaotic neutral, you can command the staff to become a treant which can converse with other treants and animated trees.
Stormbringer 16,500gp ☼ ☼ ☼ ☼ ☼
This 2d8 greatsword is enchanted with lightning element as well as thunderclap (thunderclap does 1d5 extra once per combat). When the weapon is drawn, the bearer gains immunity to electricity. The bearer is able to fly up to five feet above the ground, regardless of how strong the wind is around him.
Sword of Mighty Thews 12,500gp ☼ ☼ ☼ ☼
This ostentatious 1d8 falchion is decorated with golden filigree, and its hilt is set with a large ruby. Along its blade is an inscription in Draconic that reads, “Size is not strength.” It was designed for dragonslayers, and is a baneful (dragons) weapon (deals 1d5 extra damage). While wielding this falchion, you are immune to any aura of fear by any enemy. It also allows you to dodge any breath weapon from a dragon or draconic creature once per day.
Sword of Virtue Beyond Reproach 13,000gp ☼ ☼ ☼
The blade of this golden 1d6 longsword is set with four cabochon-cut rubies, and its pommel sports a ruby-centered golden sun. It functions as a "holy" sword, and also grants the user immunity to charm while it is wielded in one hand.
Sword that Never Forgets 23,000gp ☼ ☼ ☼ ☼ ☼
This 1d8 broadsword has a a thick wooden hilt wrapped in leather cord. The pommel is an intricately carved metal representation of a stern, bearded face. It is an intelligent sword that speaks Abyssal, Celestial, Common, and Infernal. It has darkvision 60 ft and has the Alert skill. In addition, the sword can heal up to 5 points of damage three times per day. The sword also remembers which foes have struck you and deals extra damage to them in retribution thereafter. If an enemy hits you with a weapon (including a natural weapon), the cudgel thereafter has a bonus of 2 higher weapon dice than normal higher than normal (making it 1d10). No disguise or shapechanging ability can guard against this ability. A sword that never forgets speaks little except during combat, during which it reminds you in stentorian tones about the transgressions of each enemy, whether it has witnessed them personally (“That bugbear hath wounded Maria most grievously”) or simply assumed wrongdoing based on creature type (“That succubus hath surely tempted many good men toward evil”).
War Widow 12,000gp ☼ ☼
This curious weapon is a battered 1d6 warhammer with a haft partially covered with black sackcloth. These weapons were created so that the warriors who used them died gloriously in battle, and not from diseased rations or tripwires. While carrying War Widow, it grants a +5 bonus to any checks made against the effects of disease, poison, and any trap effect. It functions as an anarchic warhammer.
Water Whip 6,000gp ☼ ☼
This strange weapon looks less like a traditional whip and more like a tube of water, tapering along its length to icicle sharpness at one end. The handle is crafted from a pale blue crystal shard. This 1d5 whip shimmers and undulates with deceptive grace when held. Unlike a normal whip, a water whip deals lethal damage. It also makes it difficult to disarm you. If the whip is knocked from your grasp, it immediately flows back into your hand at the beginning of your next turn (even if it is within someone else’s grasp) as long as it is within 30 feet of you.
AUGMENT CRYSTALS
These crystals cannot be crafted. You may only ever have ONE augment crystal on your weapon. The unique thing about augment crystals are that you may buy as many as you like, and trade them out as they are needed. It takes a round of combat to switch out an augment crystal with another. Augment crystals are placed inside a special clasp made for your weapon. Augment crystals are their own special magical item, they are not counted as innate to your weapon, in other words for instance if you were to drop your weapon with an augment crystal into Fizzwinken's machine, it would count as two items - the weapon and the augment crystal.
All augment crystals cost a flat 15,000gp.
Crystal of Adamant Weaponry
This is a small diamond crystal with a sphere of steel in the center. This crystal strengthens your weapon, allowing it to be immune to being sundered.
Crystal of Demolition
This blue-white diamond bears a tiny adamantine emblem of a hammer. Demolition crystals were designed for those who fight constructs, particularly those who battle enemy golems. Weapons with this crystal do an extra +5 damage to constructs and golems.
Crystal of Fiendslaying
This perfect crystal sphere emits a faint white glow. A fiendslayer crystal helps you fight creatures that are evil aligned. It grants a bonus of +5 damage to evil creatures.
Crystal of Illumination
This faceted, yellow crystal glows as if a small spark burns within it. The weapon sheds bright illumination in a 60-foot radius and shadowy illumination for 60 feet beyond that. It pierces even magical darkness.
Crystal of Lifedrinking
This transparent black crystal has a faint, sickly glow. A crystal of life drinking
bestows a small amount of life energy upon you each time you damage a living creature with the weapon to which the crystal is attached. Dealing nonlethal damage with the weapon doesn’t activate the crystal’s effect. Every time you deal damage to a living creature with the weapon this crystal is attached to, you heal 1 hit point of damage. When it has healed 15 hit points of damage, the crystal goes inert for 24 hours.
Crystal of Return
This crystal is the color of a cloudless sky. A crystal of return allows a weapon to leap into its owner’s hand from up to 30 feet away, even if it is in someone else's hand or you've been disarmed.
Crystal of Revelation
This tiger’s-eye gem bears a striking resemblance to the eye of a cat, its gaze seeming to dart about. A revelation crystal help you battle foes who rely on invisibility. When you damage an invisible creature using a weapon with this augment crystal attached, the creature emits a glowing golden aura for 1 round, allowing
everyone to know where it is located and where it moves during that duration. The aura is as bright as a torch.
Crystal of Swarmdeath
This crystal appears to be made of amber, and allows your weapon to gain the ability to combat swarms without the usual issues (such as swarms only taking half damage, or in some cases, weapons being unable to hit swarms at all).
Crystal of Truedeath
This amethyst is carved in the shape of a humanoid skull.This deals +5 damage to undead creatures, and also grants the weapon the ability to hit incorporeal undead creatures.