Creative Crafter: The Kengō is the ultimate expert on all weapons, both melee and ranged, large and small. In fact he is so knowledgeable he is able to actually invent his own weapons, creating extremely personal arms according to his own tastes. He may invent both melee and ranged weapons with this ability.
The Kengō’s player must give the weapon a suitable name, be able to draw or otherwise visually design the weapon to some extent and be able to explain to his DM how it works to lend a degree of realism and visualisation to the game. This prevents players from designing exceedingly improbable or impossible weapons (for example a simple 10 inch wooden stick with 10 foot reach that deals slashing damage and gives trip, disarm and grappling bonuses). Crafting a new weapon requires a normal craft check for the equivalent weapon, which is 5 higher than normal. Designed weapons may be master crafted and/or composite (if they are ranged) as normal (with the DC+5). Non-thrown ranged weapons require separate ammunition, like a bow needs arrows, and do not receive a Str bonus to damage unless composite.
The weapons the Kengō makes are not restricted to just himself; he may make weapons for his party or even sell them. Any character may use the weapons and the Simple and Martial Weapon Proficiency feats apply to the new simple and martial weapons (Exotic Weapon Proficiency must be taken separately). The weapons may even be enchanted.
The DM may require certain weapons to be made of a certain material (for example a club with 3 damage die increases may be required to have an lead core and steel exterior). Any other qualities and their cost the player wishes to apply must be discussed with the DM.
If the DM approves the player may buy extra weapon quality points for 500 gp (or more, depending on the DM) per point. If the player has more Craft skills, such as engineering or alchemy the DM could allow the Kengō to make even more elaborate weapons.
First the Kengō chooses a category of weapon, which determines the amount of weapon quality points and the base cost of the weapon.
Table - Weapon Type
Weapon Type | Weapon Quality Points | Base cost |
Simple | 1 | 50 |
Martial | 2 | 250 |
Exotic | 3 | 500 |
Secondly the Kengō chooses a weapon size, which determines the base damage of the weapon, the range increment of ranged weapons and the weight of the weapon. This table specifies weapons for medium creatures and must be adjusted for different sizes. All weapons have a base critical range of 20 and a base critical multiplier of 2.
Table - Weapon Size
Weapon type | Weapon damage | Range Increment | Weight (lb) |
Light | 1d4 | n/a | 2 |
One-Handed | 1d6 | n/a | 6 |
Two-Handed | 1d10 | n/a | 15 |
Ranged | 1d6 | 80 ft | 5 |
The Kengō must choose a type of damage: piercing, slashing or bludgeoning (a second damage type may be chosen as a special weapon quality) and he must choose whether the weapon deals lethal or nonlethal damage.
The Kengō may spend the Weapon Quality Points on the weapon to increase the base damage, critical range or multiplier or give it reach or any other special abilities. He may also choose to lower the damage die of the weapon by 1 as a drawback (or take another drawback) to provide him with an extra quality point. Weapon qualities that grant a numerical bonus or penalty (for example increased damage dice, critical range, reach and skill bonuses) stack if taken more than once. A DM may allow other qualities or drawbacks if the player wishes to use them.
Table – Weapon Qualities
Weapon Quality Point Cost
Damage die 1 up 1
Critical range +1 1
Critical multiplier +1 1
Extra damage type (slashing/piercing/bludgeoning) 1
Extra damage type (lethal/non-lethal) 1
Extra damage type (fire/frost/acid/shocking) 1
Extra damage type (magic) 1
Thrown weapon (for every 10 ft, melee only) 1
Reach (for every extra 5 ft, melee only) 1
Reach weapon against adjacent squares 1
Double weapon 1
Set against charge 1
Double charge damage 1
Trip attack 1
Disarm bonus 1
Grapple attack 1
Sunder bonus 1
Easily concealable 1
Skill bonus 1
Hand-and-a-half 1
Increase range increment 30 ft (not for thrown) 1
Decrease range increment 30 ft (not for thrown) -1
Cannot be disarmed 0 (special)
Non-light weapon finesse 0 (special)
Reload dependent (drawback) -3/-2/-1 (special)
One-handed ranged weapon 1/2 (special)
Damage die 1 down -1
No mounted combat -1
Hard to make -1
Extra required skill -1
Specific materials -1
Weapon Qualities
Some weapon qualities require a little enlightenment, which is provided here.
Damage die 1 up/down: The damage die of the weapon is adjusted, the path, from small to big is represented here. For bigger sizes or more extravagant weapons the path may be extrapolated. Increasing the damage die beyond 2d8 requires DM approval.
1-1d3-1d4-1d6-1d8-1d10-1d12-2d8
Critical range: the critical range of the weapon is increased by 1. The critical range of weapons may only exceed 18-20 upon DM approval.
Critical multiplier: the critical multiplier of the weapon is increased by 1. The critical multiplier of weapons may only exceed 4 upon DM approval.
Extra damage type (slashing/piercing/bludgeoning): The weapon deals a second type of damage, in addition to the initial type, for example a spiked mace may deal both bludgeoning and piercing damage. The types of damage must be determinable by a representation of the weapon (to prevent player from designing, for example, bludgeoning rapiers). This quality may be chosen more than once, each time it’s chosen it deals an extra type of damage.
Extra damage type (lethal/nonlethal): This quality can be chosen to enable a weapon to switch between lethal and nonlethal damage (for example a sword which is designed to strike with both the sharp and the blunt end).
Extra damage type (fire/frost/acid/electric): A player with Craft: Alchemy may choose to let a weapon deal fire, frost, acid or electric damage as well as the base damage, which costs a respective cartridge (alchemist’s fire, acid bomb etc…) for each 10 rounds of combat. Once used, the cartridge is active for the total 10 rounds; for example ‘spare’ rounds cannot be saved for the next combat. Reloading a cartridge costs a standard action and provokes an attack of opportunity. Generally, the cartridge must be loaded during combat to become active unless the DM allows the player to design a weapon that can be loaded before combat and triggered in combat.This quality may be chosen more than once, each time it’s chosen it deals an extra type of damage. The crafter may even choose to forgo the original type of damage (slashing/piercing/bludgeoning) entirely for new type (fire/frost/acid/electric). If the weapon deals two or more kinds of elemental damage types simultaneously, the player must discuss with the DM how the weapon should be loaded (e.g. with two seperate cartridges at the same time, a blended cartridge or some other way).
Extra damage type (magic): If the player has one of the Craft: Alchemy, Spellcraft or Knowledge: Arcana skills he may opt to include some magical runes and materials in the weapon, making it able to deal magic damage. Note that this does not count as an enchantment (so no +1 bonus) but rather makes the weapon’s damage count (wholly or partly, the player’s choice) as magical for purposes of damage reduction. This ability does not function in an antimagic field.
The crafter may even choose to forgo the original type of damage (slashing/piercing/bludgeoning) entirely for new type (magic).
Thrown weapon: The weapons may be used as a melee weapon or be thrown as a ranged weapon (normal rules for thrown weapons apply) with a base range increment of 10 ft, which may be increased by selecting this quality more than once.
Reach: The melee weapon has an extra 5 ft reach, which may be increased by selecting this quality more than once, but may not be used against adjacent foes.
Reach weapon against adjacent foes: The reach weapon may be used against adjacent foes.
Double weapon: This quality may only be applied to two-handed weapons. The weapon is composed of two conjoined medium one-handed weapons, which must be designed separately, with a quality point penalty on both (for example a martial double weapon can only be composed of the equivalent of two simple weapons) and allows the Kengō to deal ignore the penalty for using a non-light weapon in his off-hand while fighting with two weapons. The double-weapon and both encompassed weapons must be paid for separately (for example an exotic double-weapons composed of two martial weapons would cost 1500 gp). If the weapon is enchanted both encompassed weapons must be paid for separately.
Set against charge: If you use a ready action to set the weapon against a charge, you deal double damage on a successful hit against a charging character.
Double charge damage: If the weapon is used from a mount while charging the weapon deals double damage. While mounted, the weapon may be used in one hand.
Trip attack: The weapon may be used to trip opponents, if you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped. This property may be chosen more than once, each time improving the bonus with +2.
Disarm bonus: 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). This property may be chosen more than once, each time improving the bonus with +2.
Grapple attack: A successful attack with the weapon allows the wielder to start a grapple, if the grapple check is lost the wielder may choose to drop the weapon instead of being grappled. This property may be chosen more than once, each time improving the bonus with +2.
Sunder bonus: The weapon is fastened in such a way that can easily capture another weapon and damage it by applying a high amount of pressure on certain points on the opponent’s weapon. This property may be chosen more than once, each time improving the bonus with +2.
Easily concealable: The weapon is shaped in such a way that it can easily be hidden on your person, either by simply stuffing in your clothing or disguising it as something else. It grants a +2 bonus on Sleight of Hand checks to conceal the weapon. This property may be chosen more than once, each time improving the bonus with +2.
Light weapons can be completely hidden but one- or two-handed weapons need to be disguised as something else, like a walking cane or musical instrument.
If the DM allows it, the player may give a weapon this ability for free by creating a special piece of equipment, which acts as a camouflaged sheath (which is at least as big as the weapon). This is treated in game rules as crafting a second weapon, which hides the primary weapon. For example: you want to create a rapier hidden in a cane. For the cane we take the basis of a one-handed, bludgeoning, exotic weapon, which’s quality points are all spent on easily concealable (granted to both the cane and the concealed weapon). The result: a club which deals 1d6 bludgeoning damage with a critical of 20/2 and which grants a +6 bonus on Sleight of Hand check to “hide” (disguise) both the cane as a weapon and the rapier inside the cane.
The weapon itself should be slightly altered to make it blend in with the sheath (for example the handle of a weapon should resemble the top of a cane). When a camouflaged weapon is unsheathed it is easily recognized as a concealable weapon (which are often illegal) and any opponents that see the weapon will recognize it as being a weapon when they encounter it at a later time.
The sheath/weapon (in this case the cane) cannot be used as a weapon when the concealed weapon is drawn, because it loses too much mass to be effective as a weapon (the cane without the rapier is simply a light hollow wooden tube), unless the sheath/weapon is at least one size larger than the concealed weapon, but the sheath/weapon “loses” one size category. For example: a rapier could be hidden in one end of a quarterstaff, when the rapier is drawn, the other end can still be used as a one-handed club.
The specifics of this option are a rather grey area and should be discussed with the DM.
Hand-and-a-half: The weapon is designed in such a way that it can be used in two hands by untrained individuals but in one hand by trained individuals. This trait can only be applied to two-handed weapons. Exotic weapons with trait count as martial weapons and martial weapons with this trait count as simple weapons when used in two hands but characters with the appropriate weapon proficiency can use it as a one-handed weapon.
Skill bonus: The weapon is constructed in such a way that it gives a +2 bonus to some skills. The way the weapon is advantageous to the skill must be logical (a mace would, for example, not give a bonus to Knowledge: Arcana). Each time this quality is selected it applies to one skill although the DM may opt, if it can be explained, to let the player give the bonus to 2 synergised or related skills by selecting this trait once (for example a smith’s war hammer giving the bonus to both armour and weapon smithing. Examples of these kinds of weapons may include prospector’s picks (Profession: mining), smith’s hammers (Craft), hunter’s cleavers (Survival and Profession: Cooking) and mountaineer’s picks (Climb). This property may be chosen more than once, each time improving the bonus with +2.
Non-light weapon finesse: This may only be applied to melee weapons. The Weapon Finesse feat may be used with the weapon, even though it is not a light weapon. The drawback of this ability is that you do not receive a 1½ Str bonus while wielding the weapon in 2 hands. This ability must be represented and explained accurately by the player.
Cannot be disarmed: The weapon cannot be disarmed due to the fact that is connected by some kind of clamp or chain to the wielder. This property is limited to light and one-handed weapons (as well as one handed ranged weapons) and may not be applied to thrown weapons. The weapon must be locked (in the manner of a locked gauntlet) beforehand. While locked it impairs the use of the hand which cannot effectively be used for actions other than attacking (delivering a penalty on checks involving that hand). The weapon can, while locked, not be drawn or put away, it first needs to be unfastened, in the manner of a locked gauntlet.
Reload dependent: This is a weapon drawback and it is most often used in ranged weapons (slings and crossbows are a perfect example) but some melee weapons have also been encountered.
A simple mechanism (most often a triggered spring or bow) may have been built in the weapon (like a crossbow) or the structure of the weapon may not allow rapid firing (for example a sling).
This quality may be taken for as a drawback, which grants extra quality points.
If taken as a drawback this quality offers no benefits but the weapon requires a reload after each use, which provokes an attack of opportunity. The amount of extra quality points depends on the reload time; -3 for a full turn, -2 for a standard action or -1 for a movement action. The wielder may take the Rapid Reload feat to reduce the reload time.
Reload-dependent melee weapons may or may not require ammunition, depending on the design but the ammunition may not be enchanted in any way.
One-handed ranged weapon: This quality allows some ranged weapons to be used in one hand and it may only be taken for reload dependent ranged weapons. This quality allows the weapon to be used in one hand either with or without a -2 penalty to hit (which does not apply if it is used in two hands), which cost respectively 1 and 2 quality points.
A weapon without the penalty counts as a light weapon (as if it was a melee weapon) in some respects and can easily be concealed or used in two weapon fighting. A weapon with the penalty may be used in two hands without a penalty or as a one-handed weapon for two weapon fighting with the -2.
No mounted combat: The weapon is too unwieldy to be used from the back of a mount, this usually just applies to certain large ranged weapons, as they are naturally cumbersome, but some especially complicated and heavy melee weapons may be too much for mounted combat.
This trait should only be taken for non-ranged weapons if the DM approves and if the player is able to explain why the weapon shouldn’t work from the back of a steed but would on the ground (swinging a weapon is mostly the same in both cases, but aiming a longbow could pose difficulties with a horse in the way).
Hard to make: The weapon is extremely difficult to make and only the best artificers are able to reproduce the incredibly complex alloys, designs and structures. The skill check to make this weapon is increased by 10. This property may be chosen more than once, each time improving the penalty with 10.
Selecting this trait might need approval of the DM; a freakishly big sword might not require nearly as much skill as an incredibly complex multi-firing crossbow.
Extra required skill: The weapon is a synergy of one or more schools of artifice, it might be the result of smithing and alchemy, producing new alloys, or of mechanics and leatherworking, which might result in special bow strings. The skill choice should be logical and might require a DM’s approval (for example the Jump skill might be required for a pole-jump quarterstaff but could not be used in the construction of, say, a longbow).
The weapon requires a second skill check, which is as high as the primary Craft: Weapon check (including penalties such as the “Hard to make” feature). The smith makes the check himself but others may aid in the creation as if they were using the “Aid Another” rule. In discussion with the DM this feature may be chosen more than once, each time adding another required skill.
Required materials: Some arms may need to be made of specialized materials to increase the durability of vulnerable parts or decrease the overall weight to make it more wieldable.
The weapon needs to be made of special materials or a combination thereof, increasing the combined cost by at least 1500 gold pieces (or more in the case of expensive materials, such as adamantine). The weapon does not display the special properties of the material, as a regular weapon made of that material would, but the crafter may choose to apply a second layer of the material which does improve the weapon (for example a very long glaive with a huge blade might require an adamantine core but it still counts as a normal weapon, unless the crafter opts to make the blade adamantine too).
The weapon’s business end (the damage type) may never be made of a material that is not features in the core construction (for example, a sword with a adamantine core cannot be made of mithril). Some weapons might need this trait as part of their DM-required design, to decrease the weight for example, but as long as it does not exceed the 1500 gold pieces limit it does not get an extra quality point. In discussion with the DM this feature may be chosen more than once, each time adding another required material.
Examples of New Weapons:
Double dagger: Simple, large, 2H, piercing, melee, qualities: damage down (-1), reach (1), double (1), finessable.
Result: 2 handed double piercing melee weapon: 1d4 dmg, crit 20/2, reach 10ft , can be used with Weapon Finesse.
The double dagger is one of the easiest weapons to make, only surpassed by the spear and club; the construction involves taking a long quarterstaff and adding the blade of a dagger to each end which, like a pick, points outwards. The result is an easy to use six feet pole with two small triangular blades perpendicular to the shaft. The blades are not curved and rather light, making the weapon less likely to inflict lethal wounds, but the long handle allows the user to launch volleys of attacks at a distance.
Sting ring: Simple, tiny, light, 1H, melee, piercing, qualities: damage down (2), concealable (3).
Result: tiny, one-handed light piercing melee weapon: 1 dmg, crit 20/2, Sleight of Hand +6
The Sting ring is a very minimalist weapon; it’s simply a signet ring with a small hollow spike or blade on the inside. It’s not much of a weapon but as a medium to covertly deliver poisons it’s pure gold. The seal of the ring opens to reveal a small reservoir of venom with a small channel leading the poison to the needle, a simple slap will deliver it to the target. The sting ring is not used much outside of the more seedy or aristocratic circles, one of the many similarities between crooks and kings.
Un-Arm Strike: Simple, Light, Melee, Bludgeoning and Qualities: disarm bonus, sunder bonus, damage down, cannot be disarmed, non-lethal damage
Result: one-handed light melee non-lethal bludgeoning melee weapon: 1d3 non-lethal dmg, crit 20/2, +2 on disarm, +2 on sunder, cannot be disarmed.
The Un-Arm Strike was invented by a sheriff with a love for bad puns and a tendency to steal or break the weapons of his enemies to capture them alive, it consists of a large heavily armoured and leather-padded gauntlet which is especially fortified on the inside of the palm and fingers, which are studded with small blunt spikes. It can be used to simply attack opponent without lethal force but also to catch the opponent’s blade in the hand and either take it or break it, the fingers of the hand easily lock into place and provide an extremely strong grip on the weapon. With a quick twist of the hand the studs on the palm and fingers can easily break the blade.
The Un-Arm Strike is very popular among enforcers of the law, bounty hunters and paladins who use it to take enemies out without killing them.
Some Kengō and even duellists use one Un-Arm Strike in one hand and use steal their opponent’s weapon to use it in their own other hand.
Dwarf’s Lance: Martial, melee, 2H, piercing, qualities: double charge damage, reach 2, crit multiplier 2, reload dependent 3
Result: large, two-handed (one-handed on mount) piercing melee weapon: 2d6 dmg, crit 20/4, reach 15 ft (cannot be used against adjacent opponents), standard action reload.
The dwarfs didn’t in fact invent this weapon but found its use among them quickly as part of their cavalry, earning the nickname Dwarf’s Lance. It is in fact not even a lance, or even spear-like weapon, but consists of a 4 feet handle joined, at an axis, with a three feet shaft, tipped with a wicked pick-like spike, rather like a switchblade knife. The handle is fitted with a powerful spring-driven mechanism, before battle the shaft is folded along the handle and clicked into place. When the mounted warrior charges he makes a lunging attack, whether over- or underhand, at triggers the mechanism at the appropriate time. The shaft, with the spike, is launched and swings in a 180-degree arc. The combination of the wielder’s lunge and the weapon’s spring-loaded arc culminating at one point in the movement results in a horrendously powerful attack.
Requiem: Martial, ranged, piercing, qualities: easily concealed (3), decrease range (1), skill bonus (perform)
Result: medium 2 handed ranged weapon: 1d6 dmg, crit 20/x2, range 30 ft, +4 to Sleight of Hand, +2 to Perform (any stringed instrument).
The Requiem looks like a simple but rather thin lute or any other stringed instrument and only the most careful inspection reveals that the neck is strangely curved and one of the strings is a bit thicker than the others. The instrument is in fact not meant for music but for mayhem; when the opportunity arises the performer lifts the Requiem in one hand, gripping it at the base of the neck, and uses the weapon as a short-ranged but powerful bow, drawing arrows across the strings. In combat the arrow-string creates a deep menacing sound, which results in rather unsettling tone accompanying every shot. An accomplished bard may even be able to play music and shoot the bow at the same time.
The Requiem obviously finds it’s way into the hands of bards but also those of musically talented rogues and assassins, who appreciate a hidden but powerful bow.
Climber’s Claw: Martial, light, 1H, piercing, melee, qualities: thrown (1), skill bonus (1)
Result: small one-handed light piercing melee weapon: 1d4 dmg, crit 20/2, can be thrown (range 10 ft), Climb skill +2.
The Climber’s Claw is a well-balanced weapon consisting of a small curved handle which is topped by a curved sickle-like curved spike. A small ring has replaced the pommel, which often has a rope tied to it. The Claw is popular among mountaineers, rangers and rogues, who appreciate the combination of a useful tool and a weapon, especially in the more dangerous climbing environments. It is very well balanced so it can be thrown easily and retrieved by the rope tied to the end, which helps in crossing large gaps while mountaineering, as well as retrieving your weapon if an attack misses. After all you can’t very well climb back down the mountain to get it back, can you?
Talon: Exotic, Light, Melee, Piercing, and Qualities: Reach 5 ft, crit range +2.
Result: Light piercing melee weapon: 1d4 dmg, crit 18-20/2 5ft reach.
The Talon is composed of a long thin shaft with a claw-like wickedly curved spike on the business end; the shaft is composed of mithril, to reduce weight, and the core is made of adamantine to increase the durability of the relatively weak shaft. The spike is lined with a sharp edge on the inside of the curve, which assist the spike to easily penetrate armour and flesh.
Reach blade: Exotic, 2H, Melee, Slashing, Qualities: reach, adjacent, crit range 1
Result: 2 handed slashing melee weapon: 1d10 dmg, crit 19-20/2 10 ft reach, can be used to adjacent foes.
The reach blade is what happens when a great sword and a halberd meet, it has a 3 feet long handle and a 4 feet long blade, allowing the wielder to make devastating attacks both close by and far off by simply changing the grip on the sword.
Double glaive: Exotic, 2H, Melee, Slashing and qualities: double, reach, crit range 1 up
Result: 2 handed slashing melee double weapon: 1d6 dmg, crit 19-20/2, 10 ft reach.
This weapon is basically a modified glaive with a blade on each end. To reduce weight the blades themselves are much lighter but the curve of the edge is much more wicked, increasing the amount of lethal wounds.
This weapon is, although not used much, popular among gladiators and specialist bodyguards, who enjoy keeping the enemy at arm’s length and still be able to launch a volley of strikes.
Long shot: Exotic, Ranged, Bludgeoning, Qualities: damage 3 up, crit multiplier 1 up, range 1 down
Result: 2 handed bludgeoning ranged weapon: 2d6, crit 20/3, 50ft range. May be composite (+10 range, Str modifier to damage).
The Long shot is composed of a long handle ending in a half-closed metal hand; a large iron ball is placed in the hand and the wielder makes a slinging movement, which accelerates the ball causing it to be thrown far away. The sheer weight of the ball makes it difficult to apply enough force to increase the damage, which can be compensated by making the handle more curved and more elastic, allowing more strength to be invested in the sling of the ball.
Wizard-killer: Exotic, 2H, Melee, Piercing, Qualities: Thrown, Grapple, Reach
Result: 2 handed, piercing melee weapon: 1d10 dmg, crit 20/2, 10ft reach, 10ft range increment.
The Wizard-killer is a spear-like weapon with an open pincer-like blade composed of two sickles joined at an axis. The weapon is hollow and a strong silk rope runs through the shaft, which is connected to a handle, if this handle is pulled the sickles meet, creating a pincer-like movement, which can be used to grapple opponents. The rope running through the shaft can be very long (simple silk rope can be tied to the end) and be tied to the wrist when thrown, enabling the user to start a grapple by throwing the weapon. This weapon is used by warriors to take out flying spell casters on the battlefield by grappling them in mid-air and pulling them down to their level.
The smith must purchase at least 50 ft of silk rope to make this weapon, 10 feet of which runs through the shaft, the remaining 40 feet are used in grappling after a throw. The basic weapon thus only allows grapples to be initiated within 40 ft but the rope may be extended (full round action for every 100 ft) to allow for more distant opponents.
Whirlwind: Exotic, 2H, Melee, Slashing, Qualities: double, reach 2, nlw finesse
Result: 2 handed, slashing, double melee weapon: 1d6 dmg, crit 20/2, 15 ft reach, weapon finesse may be used but it never grants a 1½ Str bonus on damage.
The Whirlwind is a weapon mostly used by drug-addled dervishes on battlefields and arenas; it’s composed of a 2 circular hoops, each about 10 inches in diameter. A long leather rope runs through both hoops and ends on both sides of the rope in three wedge-shaped blades varying in size, the largest on the extreme end, middle one just after that and the smallest on the inside.
The Whirlwind is, like it’s namesake, spun in circles at frightening speeds and used as to deliver a lot of devastating precise strikes at a distance. The wielder puts his hands through both loops and uses both the rope itself and the hoops as handles for the weapon, depending on the particular attack. The Whirlwind is especially popular among rogues and swashbucklers, who appreciate the speed and precision of the weapon while keeping themselves out of harm’s way.
Sleeve-shot: Exotic, Ranged, Piercing, Qualities: reload dependent (-3), one-handed (2), concealable (3)
Result: light piercing ranged weapon: 1d6 dmg, crit 20/x2, range 60 ft, +6 to Sleight of Hand, requires a full turn to reload.
The Sleeve-shot is a weapon used by many rogues and assassins to deliver unexpected sneak attacks. It is composed of a compact crossbow with a very small but extremely strong bow piece on a fiddly mechanism, it is easily concealed in the sleeves of a garment, even if locked and loaded. The shot is triggered by a tiny wire, which is connected to a ring on one of the fingers; a small twitch of the finger will fire the shot. The wire running to the ring prevents the user to wield a weapon in the hand while the Sleeve-shot is loaded, it trigger the shot.
Reloading the weapon requires a lot of fiddling due to the complexity of the firing mechanism as well as a considerable amount of force to draw back the stiff bow piece.
Many rogues and assassin use the Sleeve-shot to deliver one or two initial unexpected attacks before combat.
Impact Hammer: Martial, Melee, 2H, Piercing, Qualities: reload dependant (-3), damage 3 up, crit multiplier 1 up, extra damage type (bludgeoning)
Result: two-handed piercing and bludgeoning melee weapon: 2d8 dmg, crit 20/3, full turn reload
The Impact Hammer finds its origins in mining and architecture where it was used to demolish buildings and break large rocks but it improved a very effective weapon on the battlefield. It’s mostly used in cavalry charges, sapping and even to take down large monsters by small teams by delivering horribly destructive strikes in the beginning of combat.
The Impact Hammer looks for the most part like a normal Great hammer but the head is replaced with a sturdy steel mechanism, in which a hollow adamantine pile driver with a lead core, is placed. When the Hammer strikes something the mechanism is triggered and the pile driver is shot into the target, dealing horrendous piercing damage (despite the name).
Bladed Gauntlet: Exotic, melee, 1H, slashing, qualities: finesse, cannot be disarmed, damage up 2, crit range up 1
Result: medium one-handed slashing melee weapon: 1d10 dmg, crit 19-20/2, cannot be disarmed, can be used with finesse, never gives 1½ Str bonus
The Bladed Gauntlet is almost a cliché among gladiators, assassins and even ninja’s but a very effective weapon nonetheless. The weapon consists of a large metal bracer with tight but comfortable lining and a large curved blade, almost that of a katana, that is fitted on the underside of the forearm, running along the edge of the hand. Different users may opt to fit the blade at different places, such as the back of the hand or top of the arm. It is an admittedly flashy and not very versatile weapon but offers the wielder the option to deal a relatively large amount of damage with a maximum of precision. Especially the fact that the blade is locked into place is an appreciated advantage among some physically weak and thus disarm-prone rogues, assassins and swashbucklers. A smaller version is often constructed for the off-hand of dual wielding warriors.
Farbow: Exotic, ranged, piercing, qualities: crit range (2), crit multiplier (1), range up (2), no mounted combat (-1), reload (-1), special: no moving and shooting (-1)
Result: large two-handed piercing ranged weapon: 1d6 dmg, crit 18-20/3, range 140 ft, no mounted combat, move action to reload. The Farbow may be composite (+10 range and Str to damage). A Farbow may not be shot if the character has moved in the same turn.
The Farbow is the hybrid between a longbow and a crossbow; it is the favourite of battlefield commanders who are fond of dirty (but effective) tactics, they tend to equip some ambushing expert marksmen with Farbow to take out enemy commanders, spell casters and flyers, benefiting from the long range and the ease of putting someone eye out with it. It also has found its way into the hands of “normal” assassins, who wait for they prey from a (far away) rooftop.
The Farbow has a long double-curved bow piece and perpendicular to it a simple (crossbow like) arrow-shaft, which greatly increases the accuracy but makes it a lot more cumbersome and decreases the movement in combat greatly. There is no trigger mechanism but an arrow is placed in the shaft and the bow is drawn to fire it like any normal long- or shortbow. The shaft assures a long and steady flight, allowing the wielder to direct his or her attention to the aiming and actually drawing the bow, which is quite a feat in itself.
Bolt-thrower: Martial, ranged, piercing, reload dependant (-1), no mounted combat (-1), may be made composite, damage 4 up.
Result: large, two-handed piercing ranged weapon: 2d8 dmg, crit 20/2, 80 ft range increment.
The Bolt-thrower is a naval artillery weapon, custom-made for far-firing flunkies in big airborne battles. It is a favourite for marines, raiding parties and pirates, who appreciate a mobile ballista for both sea, air and ground use.
The weapon itself looks like the handle for a crossbow, or if you’re into renaissance weapons, a musket. Under, and perpendicular to, the barrel there is a handle with two very strong springs, on in front and one behind this handle. To fire you draw the handle back along the barrel you cock the bolt-thrower and a bolt can be loaded. The springs can be adjusted to allow for greater power and harpoons can be used for other uses.
Another option, specialized for ship-to-ship combat and raiding, is to use fire-bomb bolts. Bolts of this kind deal fire damage but require the crafter to be a proficient alchemist (fire damage, Craft (Alchemy) needed).