Basin Razor - a thin blade that is hidden in a small metal case.
The blade is hidden inside and can be released as a free action. Conceal: +4 to sleight of hand to hide the razor
Ammon Greeting - a black iron gauntlet that gives off a faint hum.
Silenni Duel - a thin but sharp blade meant for slicing fish and nets.
Chirai Fishing Spear - A wooden spear with sharpened forward facing hooks.
Nugget Cleaver - A heavy short blade used mainly for ending livestock.
Stun Baton - This slender rod has an insulated grip and a conductive tip. You can spend a charge as a free action once per round.
Anese Naginata - An extremely long flat bladed spear.
Reach - 15ft, you cannot attack creatures within 5 or 10 ft. One Direction: When you attack on your turn you choose a direction you threaten in that cone out to your reach, you can change this cone on your turn when you attack, you do not threaten anything not in that cone.
Basea Urban Bolter - A squat crossbow meant to provide some cover during street fights.
Can fire 2 bolts as part of the semi-automatic option, when reloading you can reload 2 bolts as though you were loading 1.
Reprise Yeti Stopper - A heavy and hardy crossbow that needs both hands to handle the kickback.
Vastwood Guide - A sturdy reliable machete for getting thru the jungle. The hilt can be opened up to store 1lb worth of materials. (flint, tinder, etc)
Mocto - A gladius weighted for combat. If you power attack reduce the penalty by 1.
Hedron Mining Boots - small pitons are sharpened into the front to provide traction while climbing.
When taking 10 during a climb check, you can add +5 to climb checks.
Sule'Nei Scarf - a very long red and gold scarf, you can see each end has a metal disk in it.
It can be used as a double weapon or as an off hand weapon if you are using a different weapon in the main hand. When you use it as two handed weapon it has reach.
Sordai Lawstaff - A decorated and heavy tipped metal staff.
Junction Defender - A dull single edged blade etched with legal writings.
Pauldron Gidgee - A long light spear barbed meant to be used while on stilts.
Mercadyne Foil - A fine beam of constant energy with a hilt.
It cannot do lethal damage, powered.
Darge Honorblade - A thick broadsword made for being in thick of battle.
Exotic Proficiency feat will allow you to use it one handed.
Sandis Sampler - The head of the spear has a built in syringe.
Sample: If the imbedded syringe has a solution it can be injected into the target on a successful hit, or it can take a blood sample.
Novo-Soul Sheppard - A long walking stick carved with the head of one of the nine.
Verdant Hunter - A very compact bow for close quarters.
Godsface Siege Bow - A massive bow that stands taller than most people.
Corlian Gladius (350gp) - 3lbs - Light - Always Masterwork - 1d6 slashing/piercing damage, 19-20/x3 critical.
With Exotic Weapon Proficiency, you gain an extra +2 to AC when fighting defensively or using Combat Expertise.
Corlian Mastersword (475gp) - 7lbs - 2H - Always Masterwork - 1d8 slashing/piercing damage, 19-20/x3 critical.
With Exotic Weapon Proficiency, you can use as a 1-handed weapon, and gain an extra +2 to AC when fighting defensively or using Combat Expertise.
Stun Baton (1000 gp) - 5lbs - Light - 1d6 subdual bludgeoning damage and 1d8 electric damage, 20/x2 critical.
This slender rod has an insulated grip and a conductive tip. All bludgeoning damage dealt by an active stun baton is nonlethal, while the electrical charge can be either nonlethal or lethal. By activating a control in the handle as a swift action, the wielder can switch the attack between a nonlethal jolt and a lethal shock. On a confirmed critical hit, a target must succeed at a Fortitude saving throw (DC = 10 + the damage dealt by the critical hit) or be staggered for 1 round.
Gravlets - Magnetized Gallows metal, used normal for construction but some have found a use for combat situations with larger metallic opponents.
(8000gp) - 3lbs - 1H - 1d6* - 19-20/x2 - *polarize(1d6) *breach
Gallows made - ignores damage reduction for constructs and undead
*damage is increased by two sizes when fighting an opponent mostly made of metal this applies as well to the polarized target.
You gain a +4 to your CMB and CMD for each size category you are smaller than a metal opponent.
You have a permanent spider climb effect when engaged with an item mostly made of metal.
Solutions - a thick metal band of mithril imbued with mawine to create a brutal close combat weapon. When it strikes it makes a distinctive bell sound.
(1000gp) - 1H - 1d6* - 18-20/x2 - Unarmed/Monk* Echo* Deflect* Breach* Polarize**
** When you confirm a critical hit the target gains polarize (1d10)
You gain a +2 bonus to your CMD against disarm attempts made to disarm you of a solution.
Sule’Nei Dancing Blade (2500gp) Exotic - 4lbs - 1H - 1d10 slashing damage, 19-20/x2 critical.
Deflect - Finesse - performance
You may use Weapon Finesse with this weapon, despite it not being a Light weapon.
With Exotic Weapon Proficiency, when you move and attack in the same turn, you gain a +2 Dodge bonus to AC and +2 to deflect rolls
With Exotic Weapon Proficiency, when you take the total defense action you can shield yourself or an adjacent ally, this uses 1 charge.
Zai Warsleeves - Sunwrap and gallows circuitry allows for making a light weapon that wraps from hands to elbows.
(5000gp) - 2lbs - 1H - 1d3* - 20/x2 - Deflect* Unarmed* Shield*
Energy Absorption - When you deflect a ranged attack or hit with an unarmed melee attack you gain 1 charge, if you defect an energy attack or score an unarmed critical you gain 2 charges. These charges last until the end of the combat then they disperse. As a free action you can spend a charge to gain 1d6 temporary shields.
Corlian Crossbow (500gp) - 10lbs - 2H - 1d12 piercing damage, 19-20/x2 critical, 120ft range. 5 bolt clips, full round action to reload with a new clip that provokes. As long as you are wielding with 2 hands, taking iterative shots does not take extra actions (you can use the clip to set new bolts as a free action), though the crossbow can still be fired as a standard action in one hand. In place of a 5 bolt clip, as a full round action with a successful DC 10 Knowledge (Engineering) you can load an explosive; this halves the range increment for the crossbow. (Analog)
Basea Bolts - (1000gp) - Ammunition - (50 bolts) - Damage one size smaller than the crossbow it is loaded into.
Basea Bolts are created with mawine, and so ignore all metal armor bonus to AC, any ranged attack is treated as a touch attack.
Annuli (Chakram) (5000gp) - 1lb -1H thrown - 1d8 slashing damage, 20/x3 critical, 30ft range.
You may make a ranged touch attack against an ally to grant them a shield.
With Exotic Weapon Proficiency, you may use the Annuli as a melee weapon at no penalty.
SmallShot - Not made to be immediately lethal, Dalam wanted something small and compact that would be able to be kept in a purse or pocket without much notice, and assist people in defending themselves.
(500g) - 2lbs - 1H - 1d6 - 20/x2 - 20ft - (4 shots) *Analog *Aurora
+2 to sleight of hand checks to conceal it
Revolver (300gp) - 4lbs - 1H - 1d6 damage, 20/x3 critical, 30ft range (6 Shots).
Touch 8: When firing at a target within your first range increment, if that target’s Natural and Armor bonus to AC combine to less than 8, apply your attacks against the target’s touch AC. (Analog)
Pistol (400gp) - 4lbs - 1H - 1d8 damage, 20/x4 critical, 40ft range (10 shots).
Touch 10: When firing at a target within your first range increment, if that target’s Natural and Armor bonus to AC combine to less than 10, apply your attacks against the target’s touch AC. (Analog) - Semi-Auto
Seeker Pistol (800gp) - 4lbs - 1H - 1d8 damage, 20/x4 critical, 50ft range (12 shots).
As a move action, you may switch the Seeker Pistol between lethal and non-lethal damage modes. With Exotic Weapon Proficiency, you may switch between modes as an immediate action.
Touch 12: When firing at a target within your first range increment, if that target’s Natural and Armor bonus to AC combine to less than 12, apply your attacks against the target’s touch AC. (Aurora, Recall) - Semi-Auto
Prism Pistol (2000gp) - 4lbs - 1H - 2d6 damage, 20/x4 critical, 50ft range (12 shots)(Powered)
As a swift action, you may switch the Seeker Pistol between lethal and non-lethal damage modes.
With Exotic Weapon Proficiency, you may switch between modes as an immediate action.
Touch 15: When firing at a target within your first range increment, if that target’s Natural and Armor bonus to AC combine to less than 15, apply your attacks against the target’s touch AC. (Aurora, Recall, Polarize (1d6), Breach) - Semi-Auto
You can expend 1 charge to make the damage have the force descriptor for the 1 round.
Grave Pistol (6000gp) - 4lbs - 1H - 2d6 damage, 20/x4 critical - 80ft range (15 shots) (Powered)
You can switch between lethal and non-lethal as a free action.
Touch 15: When firing at a target within your first range increment, if that target’s Natural and Armor bonus to AC combine to less than 15, apply your attacks against the target’s touch AC. (Recall, Polarize (1d8), Breach) - Semi-Auto
You can expend 1 charge to make the damage have the force descriptor for the 1 round.
1 item slot
Rifle (500gp) - 8lbs - 2H - 1d10 damage, 20/x4 critical, 80ft range (5 shots).
Touch 14: When firing at a target within your first range increment, if that target’s Natural and Armor bonus to AC combine to less than 14, apply your attacks against the target’s touch AC. (Analog) - Semi-Auto
Heavy Rifle (900gp) - 15lbs - 2H - 2d8 damage, 20/x4 critical, 100ft range (10 shots).
Touch 15: When firing at a target within your first range increment, if that target’s Natural and Armor bonus to AC combine to less than 15, apply your attacks against the target’s touch AC. (Analog) - Automatic
Jones Rifle - a trustworthy rifle made for hunting in the open plains between Golden and Junction
(2000gp) - 10lbs - 2H - 2d6 damage, 20/x4 critical, 70ft range (8 shots).
As long as you are making a single attack and not using iterative attacks, you can extend your first range increment by 70ft.
Touch 16: When firing at a target within your first range increment, if that target’s Natural and Armor bonus to AC combine to less than 16, apply your attacks against the target’s touch AC. (Analog)
Rethi Autorifle - Ammon seekers needed a more potent weapon for dealing with modern threats.
(2500gp) - 8lbs - 2H - 3d6 damage, 20/x4 critical, 60ft range (30 shots).
Can be fired with one hand at a -4 penalty
Touch 15: When firing at a target within your first range increment, if that target’s Natural and Armor bonus to AC combine to less than 15, apply your attacks against the target’s touch AC. Automatic - Semi-Automatic - Breach - Aurora
One item slot
Shotgun (250gp) - 10lbs - 2H - 2d6 damage, 20/x2 critical, 25ft range, 6lbs (4 shots).
Touch 16: If not using this weapon’s Scatter quality, when firing at a target within your first range increment, if that target’s Natural and Armor bonus to AC combine to less than 16, apply your attacks against the target’s touch AC. (Analog, Scatter)
Corlian Thumper - (1250gp) - 12lbs - 2H - 2d6 damage, 20/x3 30ft range, 8lbs (6 shots).
Touch 16: When firing at a target within your first range increment, if that target’s Natural and Armor bonus to AC combine to less than 16, apply your attacks against the target’s touch AC. (Analog)
When a target is hit, it must make a Fortitude save DC (15+Dex mod) or they are staggered for one round.
A confirmed critical hit reduces the armor or natural armor bonus provided by 3 for 1 minute, this stacks up to the current natural armor or armor bonus.
Assault Shotgun (1600gp) - 15lbs - 2H - 2d8 damage, 20/x2 critical, 25ft range, 6lbs (8 shots).
Touch 18: If not using this weapon’s Scatter quality, when firing at a target within your first range increment, if that target’s Natural and Armor bonus to AC combine to less than 18, apply your attacks against the target’s touch AC. (Analog, Scatter)
Sniper Rifle (2500gp) - 15lbs - 2H - 2d10 damage, 20/x4 critical, 800ft range, 14lbs.
Touch 20: When firing at a target within your first range increment, if that target’s Natural and Armor bonus to AC combine to less than 20, apply your attacks against the target’s touch AC. (Analog, Slow-Firing)
Ether Blade (1000gp) - 8lbs - 2H, reach - 1d10 force damage, 20/x2 critical, Powered
The Ether Blade can fire a bolt of Force as an attack action a maximum of 60ft for 1d8 damage for 1 charge; this ranged attack can be integrated into a full attack action.
Ether Gauntlet (2250gp) - 1lb - Light - 1d6 Force damage, 20/x2 critical, Maximum 30ft range. Powered
As a standard action, the Gauntlet may be used to make a ranged Bull Rush attempt, though the wielder does not add their Strength modifier to the check.
Overcharge: You can spend up to 5 charges in a single attack, doing 1d6 additional damage per charge used or adding +2 to your ranged Bull Rush CMB per charge used.
Mercadisk - an easy to use device meant to provide quick offense and low weight for people on the move.
(5000gp)Exotic Weapon Proficiency 1H - 1d8 - 20/x2 - 30ft *Force *thought *unwieldy
You gain a +2 Circumstance bonus to AC when charging and a +2 to CMB when performing a bull rush with this item.
It can only be thrown one range increment.
Constant Sword or Merca-Blade (5000gp) - 5lbs - Light - Exotic - 1d10 slashing damage, 19-20/x2 critical, 4lbs - Thought, Polarize(1d8), Fragile, Deflect
Powered
The constant blade forms a single blade from the Constant, when not in use it is simply a hilt.
It is a swift action to activate unless you have a sliver or telepathy and can activate as a free action.
On a critical threat you ignore any miss chance and damage reduction, and on a confirmed critical hit you can spend 1 charge to increase the critical multiplier by 1 (to x3).
Quantum Whip (10000gp) - 3lbs - Light - 2d6 slashing damage, 18-20/x3 critical, reach 15 ft, targets Touch AC, Powered.
It is a move action to activate the Quantum Whip; while activated, the Whip uses 1 charge per round. The Whip does not deal extra damage from its wielder having a high Strength score or from Power Attack. The Whip can not be used as a weapon in its inactive state.
The Whip is treated as adamantine for purposes of DR and hardness.
As a standard action, you may attempt to disrupt a Wall of Force or Force Field, disabling it for 1d6+1 rounds. Use your attack roll vs 11+ Caster level of the creator of the force effect or DC 20, whichever is higher.
Can be integrated
Bask Force Pistol (5000gp) - 3lbs - 1H - 1d6 force damage, 20/x3 critical, 30ft range, targets Touch AC, 2lbs, holds Powered.
1 charge is expended to fire beyond the first attack.
As a standard action, the Force Pistol may be used to make a ranged Bull Rush attempt, though the wielder does not add their Strength modifier to the check. - Semi-Auto
Can be integrated
Bask Force Rifle (8000gp) - 8lbs - 2H - 2d6 force damage, 20/x3 critical, 100ft range, targets Touch AC, 6lbs, Powered.
1 charge is expended to fire beyond the first attack.
As a standard action, the Force Rifle may be used to make a ranged Bull Rush attempt, though the wielder does not add their Strength modifier to the check. - Automatic
Energy Pistol (4000gp) - 4lbs -1H - 1d8 energy damage, 20/x2 critical, 50ft range, targets Touch AC, 2lbs, Powered.
1 charge is expended to fire beyond the first attack.
When purchased, choose Electric, Cold, or Fire for the Pistol’s energy type.
If you have the Craft: Technological Arms and Armor feat, you can change the energy type by taking 1 hour and access to a workshop. - Semi-Auto
Can be integrated
Energy Rifle (6000gp) - 10lbs - 2H - 2d6 energy damage, 20/x2 critical, 150ft range, targets Touch AC, 6 lbs, Powered
1 charge is expended to fire beyond the first attack.
When purchased, choose Electric, Cold, or Fire for the Rifle’s energy type.
If you have the Craft: Technological Arms and Armor feat, you can change the energy type by taking 1 hour and access to a workshop. - Automatic
M&R Seeker Class Energy Rifle (Mercies) - A light two handed rifle to help seekers accomplish their jobs with faster accuracy and less collateral damage.
(9500gp) - 2H - force 1d6* - no crit - 60ft** - 5lbs - Aurora, Semi-automatic, Automatic - Powered
*Switch from lethal to non-lethal as a swift action
1 charge is expended to fire beyond the first attack.
M&RSCERs automatically hit their target in their range increment, the maximum range is 60ft unless overcharged.
It can be blocked by total cover, the shield spell, a mercadisk, or a force effect that covers the target.
Overcharge: * 2 charges - increase the damage size by one step.
Overcharge: ** 1 charge - increase the range by 60ft
Missile Launcher (10000gp) - 35lbs - Large 2 handed - no critical, 500ft range, holds 1 missile at a time.
It is a full round action to fire the Missile Launcher, and a full round action to reload. The Launcher targets Touch AC if fired at a single target. - Unwieldy
Missile (500gp) -5lbs - 12d6 Fire and Bludgeoning damage to a 30ft radius, DC 18 Reflex save for half damage, 20lb. Double damage against buildings and objects.
Static (300gp) - 5lbs - 6d6 Electric damage to a 40ft radius, DC 16 Reflex save for half damage, 20lb. Add 2d6 to the damage and +3 to the DC vs metal clad targets.
Grenade Launcher (8000gp) - 25lbs - Large 2 Handed - 80ft range, holds 10 charges. A grenade launcher is a bulky weapon that can fire any grenade a great distance.
Grenades propelled by a launcher can be set to detonate upon impact or at the start of the wielder’s next turn.
A grenade launcher requires charges to fire, but unless the weapon is also loaded with a grenade, any charges that are consumed are wasted.
A grenade launcher can hold up to 5 grenades at a time.
Loading a single grenade into a grenade launcher is a move action. - Unwieldy
The Sculptor - Used normally for carving stone or metal, a heavy weapon meant for taking down hedron vehicles.
(30000gp) Exotic Heavy - 50lbs - 6d6 sonic damage 20/x2 - 50ft - 20 charges *unwieldy *line *Powered
One item slot
Uses 2 charges for each shot, roll once for touch AC and it hits all the creatures in the line until it misses, roll to confirm criticals separately.
You can use 1 charge to do one of two effects - Add 30ft and reduce the damage by 2d6 or reduce to a 25ft line and increase the damage by 2d6.
Chain Gun (30000gp) - 100lbs - mounted on Ships/Hedron Vehicles or Golem Armor, 5d6 damage, 19-20/x4 critical, 200ft range, 200lb, holds 5 rounds.
The Chain Gun requires 2 people as a full round action to reload.
It cannot be used not mounted unless wielded in Golem Armor as a two handed exotic weapon. - Automatic, Unwieldy
Living Steel Tow - use living steel - (1000gp) - attaches to a PHV/Vith Golem Armor
Standard action to fire or Recall -
Ranged CMB: 40ft
Against targets with a lot of metal gain +4 to the CMB roll - a creature that is struck is considered grappled until they spend a full round action to break free, once they pass this check they can choose 1 square to begin in prone, each turn a failed check means it can be moved a distance equal to the base speed of the Hedech, any round it fails to break free it takes ramming damage as it is dragged across the ground
It is a swift action to release the net, leaving the target entangled until they pass a DC 22 STR or escape artist check as a full round action.
The living steel makes it so the net will repair itself usually within an hour as long as the majority of it is in sufficient pieces.