Weapons

Weapons

Some weapons that have been removed or replaced by current Pathfinder Rules. See Removed Material for more details.

Alchemy Blade:

This short sword is intentional hollow, from pommel to the groves along the blade. The pommel can be removed, allowing the contents of one splash weapon (alchemist fire, acid, holy water, etc) to be feed into the tube within the grip. Doing so is a standard action that provokes. While it can be wielded as a short sword and qualifies as such for feats and other abilities, it requires the Exotic Weapon Proficiency feat to use it the way it was intended. So long as the Alchemy Blade is filled with one splash weapon, a successful hit also delivers the contents of the splash weapon to the target. No other creatures are affected by this splash weapon and if the Alchemy Blade confirms a critical hit, the splash weapon damage is not doubled. Once the splash weapon has been delivered, the Alchemy Blade must be refilled to be used again. If an Alchemy Blade gains the broken condition, any splash weapon stored inside is lost. Crafting an Alchemy Blade requires a single Craft (alchemy) check, DC 20, in addition to the normal crafting checks.

Gauntlet, Scorpion Claw:

This gauntlet are made from the pincers of adolescent giant scorpions. Because of the serration of the chitin used, if someone wields two (or more) scorpion claw gauntlets, the weapons provide a total +2 circumstance bonus to CMB and CMD concerning grapple checks.

Long Knife, Drow:

As long as a short sword, but balanced for dagger-like throwing, the drow long knife is a common back-up weapon for the drow of Xen'drik.

Sand Pipe:

This tube is typically made of metal or bone, is about 2 feet long and hollow. As a standard action, it can be blown into to generate a 15 foot cone to deliver a single dose of sand. Avoiding the effect of the cone requires a Reflex save equal to 10 + 1/2 the wielder's Hit Dice + his Dexterity modifier. A sand pipe only requires one hand to wield, but two hands and a standard action that provokes to reload it.

Sand, Blinding:

Blinding sand is just regular sand, although preferably the fine granular sand of the desert and not that of a beach. Those that are affected by blinding sand from a sand pipe are blinded for 1d6 rounds.

Sand, Burning:

Burning sand is alchemically treated sand, usually green. It is made from dried flakes of alchemist fire. Those that are affected by burning sand take 1d6 points of fire damage and have caught on fire. The Craft (alchemy) DC for burning sand is DC 20.

Sand, Sunscald:

Sunscald sand is usually blue and is an incredible dehydrator. Those affected by sunscald are at a -4 to saves to resist extreme heat or sunlight for the following 24 hours or until they are immersed in fresh water. Those that would actually take non-lethal damage from extreme heat or sunlight while affected by sunscald sand find that the damage is lethal instead. The Craft (alchemy) DC for sunscald sand is DC 25.

Ribbonweave Staff:

A favored among changelings and other masters of deception, the ribbonweave staff looks like a normal walking cane, similar to a sword cane. While 'sheathed', a Perception check, DC 20, is needed to notice it. When the wielder is about to release it, the DC drops to 10. The handle and the base of the cane are actually attached by a length of sharpened chain links, making the weapon good of slashing or strangling.

Scimitar, Valenar Double:

The Valenar double scimitar is used almost exclusively by the elven riders of Valenar. Comprised by two scimitars bound pommel to pommel, the blade looks much like a crescent moon. Easily wielded from horseback, they are even more deadly when used on foot as part of a whirling dance. Feats that apply to the scimitar also apply to the Valenar double scimitar. Elves with Valenar as their region of origin treat the Valenar double scimitar as a martial weapon and a traditional elven weapon.

Scorpion Chain, Drow:

A longer, lighter version of the spiked chain that is used primarily by drow warriors of Xen'drik. Like a spiked chain, it is apt in disarming or tripping opponents, but it has a longer reach. The ends of the chain are fixed with a weight dagger that is often poisoned and allows for the wielder to strike at both adjacent foes and those within reach equally well. Drow scorpion chains can be used with Weapon Finesse. Drow with Xen'Drik as their region of origin treat the Drow Scorpion Chain as a martial weapon.

Sharrash, Talenta:

Used primarily while mounted, the Talenta Sharrash is a scythe-like pole-arm meant to trip and cripple enemies the halflings run down on the backs of dinosaurs. However, sharrashes do have one design flaw. When used on foot, the lack of an anchor on the mount's saddle tends to leave the Sharrash stuck in the flesh of the enemy. If you confirm a critical hit while on foot, the opponent (if still alive) gets a free disarm attempt that does not provoke to take the sharrash out of your hands. Halflings with the Talenta Plains as their region of origin treat the Talenta Sharrash as a martial weapon.

Spear Spikard:

This device looks like a hybrid of a short spear and a light crossbow. While it is wielded like a short spear and qualifies as such for feats and other abilities, it requires the Exotic Weapon Proficiency feat to use it the way it was intended. The crossbow mechanism is loaded like a light crossbow, typically a move action, but Rapid Reload for crossbows would apply here too. If it is loaded and wielded by someone with the Exotic Weapon Proficiency feat, the bolt automatically fires and hits on a successful melee hit, dealing an extra 1d4 points of piercing for Small and 1d6 for Medium. The bolt cannot be fired if the Spear Spikard is thrown, nor can it be fired separately from the melee attack. If the Spear Spikard confirms a critical hit, the damage from the bolt is not doubled. Once it has fired, the crossbow mechanism must be reloaded to gain this benefit again. The crossbow mechanism uses standard light crossbow bolts. The Craft DC for this weapon is 20.

Tangat, Talenta:

The Talenta Tangat is the battle sword of choice of halfling warriors. It has the mass to provide heavy swings without getting stuck while weighted properly to be used on foot or mounted. Halflings with the Talenta Plains as their region of origin treat the Talenta Tangat as a martial weapon.

War Spikard:

This massive two-handed warhammer has been designed with a heavy crossbow mechanism inside the head. The crossbow mechanism reloads like a heavy crossbow, typically a standard action, but Rapid Reload for crossbows would apply here too. If it is loaded, the bolt automatically fires and hits on a successful melee hit, dealing an extra 1d6 points of piercing for Small and 1d8 for Medium. The bolt cannot be fired separately from the melee attack. If the War Spikared confirms a critical hit, the damage from the bolt is not doubled. Once it has fired, the cross mechanism must be reloaded to gain this benefit again. The crossbow mechanism uses standard heavy crossbow bolts. The Craft DC for this weapon is 20.

Zulaat:

A double ended glaive, typically only found in the hands of the Reidran military. It is made of strong, light wood and two curved edges. Wielding this weapon typically requires two hands, but having proficiency in this weapon also covers knowing how to wield in one hand, underhanded and behind the back for leverage, and still threaten the squares immediately around you (temporarily giving up the reach quality). Going between two handed, one handed and back again requires a swift action, however.

Improvised Weapons

In order to use an improvised weapon, it must weigh less than half the attacker's light load weight. Two-handed improvised weapons cannot weigh more than the attacker's heavy load weight. Improvised weapons cannot be masterwork and thus cannot be enchanted. Below is a list of improvised weapons as well as some new special qualities for them. As a general rule, improvised weapons do not have a cost because no one is going to carry them intentionally into battle. Also see using creatures as weapons in Combat Options.

New Weapon Qualities

Break: The weapon automatically receives the broken condition when it successfully confirms a critical hit. If it already has the broken condition when it successfully confirms a critical hit, the weapon is destroyed after the damage is dealt.

Distraction: By readying a standard action in response to someone else's attack against you, you gain 20% concealment for that one attack. You cannot ready this type of action more than once per round.

Fabric: Weapons with the fabric quality act exactly the same as a net, with the additional benefit of blinding the target while he is entangled.

Fire: The weapon will catch someone on fire with a successful hit in addition to the damage dealt, dealing 1d6 points of fire damage per round. This is non-magical fire and can be extinguished normally.

Fixed: The weapon is fixed a single point in space via a hinge. Thus it can only be used to threaten a fixed number of squares.

Full: The weapon can, and usually is, used to contain something that might be immediately dangerous. If it is 'full', then on a successful hit, it empties its contents onto the target. If the attack is unsuccessful, then the contents are emptied into a square adjacent to the target. The cost of this material is separate from the weapon. The qualities of this material can vary, but examples include:

    • Acid or fire damage from acids, alchemical liquids, burnish ash, hot oil or boiling water. Light weapons usually deal 1d4 to 1d6. One-handed weapons usually deal 1d6 to 2d6, whle two-handed weapons could deal between 5d6 to 20d6 for complete immersion.

    • Fortitude save, DC 15, or become nauseated for 1 round from trash or filth

    • Acrobatics check, DC 15, or fall prone from grease or marbles

    • The target is immediately extinguished from being on fire from water

    • -5' to the target's movement and -2 to CMB, CMD and Acrobatics checks from something sticky, like glue or tar. The target must spend a full-round action that provokes to scrap it off.