Home

New Weapons

The list below is a sample of the varieties of weapons that have been invented in the desperation of the war against the dark god. Most of these weapons originated with a specific race or culture, and they are rarely used by other peoples.

Simple Weapons Cost Dmg (S) Dmg (M) Crit Range Weight Type
Ranged Weapons
Sling, great 3 vp 1d4 1d6 x2 60 ft. 1 lb. Bludgeoning
Shard arrows 12 vp 1d3 1d6 16-20/— 1/2 lb. Piercing
 
Light Melee Weapons
Farmer's rope -- 1 1d2 x2 5 lb. Bludgeoning
Tack whip 12 vp 1d3 1d4 x2 7 lb. Slashing
 
Exotic Weapons Cost Dmg (S) Dmg (M) Crit Range Weight Type
Light Melee Weapons
Cedeku 15 vp 1d4 1d6 19-20/x2 3 lb. Slashing
Fighting knife 10 vp 1d4 1d6 19-20/x3 2 lb. Piercing/Slashing
Sepi 8 vp 1d4 1d6 18-20/x2 2 lb. Slashing
 
One-Handed Melee Weapons
Staghorn 8 vp 1d4 1d6 x2 6 lb. Piercing
Urutuk hatchet 30 vp 1d6 1d8 x3 20 ft. 4 lb. Slashing
Vardatch 6 vp 1d10 1d12 x2 12 lb. Slashing
Vardatch, crafted 312 vp 1d8 1d10 special 10 lb. Slashing
 
Two-Handed Melee Weapons
Atharak 2 vp 1d4 1d6 x2 4 lb. Bludgeoning
Lance, halfling* 10 vp 1d6 1d8 x3 5 lb. Piercing
Lance, Sarcosan* 20 vp 1d6 1d8 x3 20 ft. 4 lb. Piercing
Spear, Dornish horse* 8 vp 1d8 1d10 x3 12 lb. Piercing
Vardatch, greater 10 vp 2d6 2d8 x2 16 lb. Slashing
 
Ranged Weapons
Inutek 2 vp 1d2 1d3 x2 20 ft. 6 lb. Bludgeoning
Longbow, icewood 500 vp 1d6 1d8 x3 120 ft. 4 lb. Piercing
 
* Reach weapon

 

Atharak: Elflings use their incredible agility to overcome their lack of strength, and this strategy extends to their weapon choices. An Atharak is one such weapon; it appears to be nothing more than a length of braided leather and rope with two hollowed out stones tied to the ends, but in the hands of a trained elfling warrior it can become a whirlwind of stinging attacks.

The atharak has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. Because the atharak can be wrapped around an enemy's leg or other limb, you can make trip attacks with it. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strenght modifier to attack rolls with an atharak sized for you, even though it isn't a light weapon for you.

An atharak may also be used as a double weapon. You can fight with it as if fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. When the atharak is used in this way, it does not have reach. Switching between this method of wielding an atharak and the normal method is the same action as drawing a weapon (which means that it can be done for free by those with the Quick Draw feat).

Finally, an atharak is easily disguised as a piece of harness, equipment, or clothing. Search or Spot checks made to notice an atharak or identify it as a weapon among other goods suffer a -4 penalty.

Cedeku: This small, hook-bladed sword is commonly used by Sarcosan warriors in their off hands when fighting on foot. Because of the cedeku's hooked blade, you can make trip attacks with it. Additionally, the cedeku is considered a one-handed weapon for the purposes of opposed disarm rolls, meaning it does not suffer the normal -4 penalty for being a light weapon.

Farmer's Rope: These long, knotted ropes, originally used by agrarian halflings as standardized measuring tools for calculating the size of thier fields. Over the years, however, the heavy hemp ropes have been adapted to work as weapons that, while not terribly damaging, do allow relatively unskilled halflings to harass and confuse their foes.

Farmer's ropes give their wielders a +2 circumstance bonus on attack bonus on attack rolls when used to distract an opponent with the aid another combat action. They deal no damage against creatures with armor bonuses of +3 or higher, however, nor can the ropes be used to distract such opponents.

Fighting Knife, Snow Elf: These wicked blades drive deeply into opponents' flesh, doing as much damage on the way out as they did on the way in. The snow elves often wield one in each hand when fighting orcs.

Hatchet, Urutuk: This long-handled axe is balanced for close fighting and throwing. Kurgun dwarves often wield one in each hand. Even though they are one-handed weapons, urutuk hatchets are considered light weapons when determining penalties for fighting with tow weapons (but not for the purposes of the Power Attack feat).

Inutek: This weapon consists of a rope that is knotted at one end with two other shorter ropes that form a sort of open lasso. Heavy stones, or sometimes metal weights, are tied to the ends of the shroter ropes giving them weight and stability in the air. This weapon was created by gnome-raised dwarrow. Dwarrow defenders especially love to use these weapons to bring their enemies "down to size."

When an inutek strikes a target, the shorter ropes wrap around him, which has two effects. First, the weightsbludgeon the target, dealing damage. Second, the force of the impact and flailing of the ropes knocks the target off balance. The attacker may immediately make a ranged trip attack against the target. You can't be tripped during your own attempt when using an inutek, and the size penalty for being smaller than Medium is reduced by 4.

Lance, Halfling: While the halflings have learned to use their steeds' momentum to make more damaging attacks, their favored weapons are not the gaudy lances of medieval lore. Rather, halfling wogren riders have adapted their culture's preference for the spear and created a light lance that is simpler but just as effective.

Halfling lances are often bound with rawhide and a complex web sheath to the wogren saddle, such that the rider need only pivot the lance upward with one hand to use it effectively. When attached in this manner, the halfling may use the lance one-handed of his wogren mount's Strength modifier to the attack and damage roll. Attaching and detaching the spear from the webbing is a full-round action that may provoke attacks of opportunity.

Halfling lances that are attached deal double damage when used from the back of a charging wogren, or triple damage if the wielder has the Spirited Charge feat.

Halfling lances must be used as two-handed weapons if not attached to the saddle, and may be used on foot as spears (they deal double damage when set to receive a charge).

Lance, Sarcosan: The Sarcosan lance deals double damage when used from the back of a charging mount, or triple damage if the wielder has the Spirited Charge feat. It has reach, so you can strike opponents 10 feat away with it, but you can't use it against adjacent foes. While mounted, you can wield a Sarcosan lance with one hand.

Sarcosan lances may be thrown as part of a special charge attack that culminates in a ranged attack with the lance, in which case the normal rules for extra damage when charging with a lance still apply.

Longbow, Icewood (restricted): These pwerful weapons are granted to those Erunsil who have proven themselves in battle. They have +2 hardness and +10 hit points, and are considered masterwork for the purpose of crafting times, though the creator must spend twice the normal time if he wishes to grant the normal +1 enhancement bonus to attack rolls as well. All icewood bows are composite longbows, though their strength ratings are variable.

This variable strength rating is one of the icewood bow's exceptional properties. It adapts itself to the Strenght of any proficient wielder, gaining a Strength rating equal to the wielder's Strength modifier. However, thanks to a combination of the bow's resilience, flexibility, and powerful pull, the bow's arrows do damage as if the wielder's Strength modifier was doubled, up to a maximum of a +6 Strength bonus to damage.

On the other hand, if attempted to be drawn by anyone with a 16 Strength or greater who is not proficient in the bow's use, it shatters. This has allowed the weaker snow elves to match their orcish opponents' strength in combat while preventing their foes from gaining much benefit from, or indeed learning how to use, the weapons.

Finally, the mystical properties of the icewood from which the bow is crafted means that it is easily enchanted; doing so costs only one-half of the standard resources of time and XP.

Sepi: Jungle elves typically wield one of these wide, curved blades in each hand.

Shard Arrows: Crafted from slivers of bone, jagged metal, and obsidian, shard arrows are favorite wildlander weapons. They are essential in slowing pursuing opponents as well as in inhibiting the wildlander's biggest fear: spellcasting legates.

Shard arrows do only half damage on a successful hit. When a shard arrow scores a critical hit, it deals no additional damage. However, the arrowhead shatters in the wound on a critical hit, as long as the opponent has an armor bonus of +4 or less. This sends the metal shards ripping through the flesh of the target. Though this causes no additional damage, the excruciating pain of having these tiny hooks of metal embedded in muscle tissue can make sudden movements impossible. First, the target must make a Fortitude save (DC 10 + 1 for every shard arrow embedded in his flesh) or suffer a cumulative 5 ft. penalty to its movement rate and suffer 2 cumulative points of temporary Dexterity damage. Second, the target must make a Concentration check when casting spells or using spell-like abilities just as if it were taking continuous damage from the arrow (DC 10 + spell level + 1 for every shard arrow embedded in his flesh), or the spell fails. Finally, if the target is reduced to 0 Dexterity by multiple arrows, it is paralyzed by pain.

These effects persist until a successful Heal check (DC 20) is made, one per shard arrow critical hit, or until all damage by each arrow is magically healed.

Shard arrows deal no damage and have no special effect on critical hits against opponents with an armor bonus of +5 or higher.

The price and weight listed fro shard arrows are for an individual arrow; they are both heavier and more difficult to make than a normal arrow.

Sling, Great: This sling consists of a long leather strap with a large pouch in the middle for seating stones and bullets. The weapon is designed to be swung with two hands, and it dellivers its ammunition with significantly more power than a normal sling. It uses standard sling bullets or stones.

Spear, Dornish Horse: This heavy lance was a favorite of the Dornish cavalry. Eschewing the long, lighter lances of the Sarcosans, the Dorns favored the heavy lance that took advantage of their natural size and strength.

On foot, the Dornish horse spear is in most respects like a longspear. It has reach, and it deals double damage when set to receive a charge. It is more awkward than normal lances when mounted, however, requiring the wielder to choke up on the haft in order to bring it to bear. As such, while the wielder is mounted, it offers neither reach nor the ability to use it with one hand. Most Dorns prefer their weapons two-handed and up-close-and-personal, however, so this is not usually seen as a big drawback.

Like a standard lance, the Dornish horse spear deals double damage when used from the back of a charging mount, or triple damage if the wielder has the Spirited Charge feat.

Staghorn: This exotic weapon consists of a set of overlapping stag horns mounted to a leather backing that is bound to the forearm, with the horns jutting outward over the hand. The horns are often coated with steel to make their tips sharper and the rest of the horns more durable in battle. The snow elves use these weapons for both offense and defense; the staghorn has the same shield bonus, armor check penalty, and arcan spell failure chance as a heavy shield, but may also be used as a light weapon. Snow elf warriors commonly wield them as off-hand weapons when they believe they will be unable to make good use of their bows.

Because of the staghorn's shape, you can use it to make trip attacks. You also get a +2 bonus on opposed attack rolls during disarm attempts.

Vardatch: This crude, brutal weapon, which translates to "cleaver" in the orcish tongue, is a heavy, broad-bladed sword with a blunt edge and a serrated edge. The vardatch is considered a slashing weapon, though it does not so much slash as tear. They are sturdy, heavy, and cheap to produce.

A vardatch is too large to use in one hand without special training; thus it is an exotic weapon. Wielding a vardatch with one hand, even
with the appropriate Exotic Weapon Proficiency, requires a Strength of at least 13. A Medium character can use a vardatch two-handed as a martial weapon, and a Large creature can use it one-handed in the same way.

Vardatch, Crafted: While vardatches are easy to manufacture for rand and file orcs, and supremely effective in their use, there are those among the orcish ranks who rise to positions of command or who hone their fighting skills beyond mere hacking and cleaving. These orcs or oruks may be commissioned with crafted vardatches.

A crafted vardatch is too large to use in one hand without special training; thus it is an exotic weapon. Wielding a crafted vardatch with one hand, even with the appropriate Exotic Weapon Proficiency, requires a Strength of at least 13. A Medium character can use a crafted vardatch two-handed as a martial weapon, and a Large creature can use it one-handed in the same way. Orcs in command positions may use crafted vardatches as if they were martial weapons.

Crafted vardatches are better balanced than normal vardatches, and may be used to inflict two different kinds of wounds at the wielder's whim: a sweeping attack that has a threat range of 19-20/x2, or a heavy attack that has a threat range of 20/x3.

All crafted vardatches are masterwork weapons.

Vardatch, Greater: Built on the same principle as the vardatch, but even larger, the greater vardatch is favored by oruk battleragers and by those orcs who disdain shields in favor of killing power. It is too large to wield in two hands without special training; thus it is an exotic weapon. Wielding a greater vardatch, even with the appropriate Exotic Weapon Proficiency, requires a Strength of at least 16.

A Large creature can use a greater vardatch two-handed as a martial weapon.