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New Weapons |
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All weapons on this page are considered to be exotic weapons unless otherwise noted. | |||||||||||||||||||||||||||||||||||||||||
Blowgun | |||||||||||||||||||||||||||||||||||||||||
The blowgun is most often used by primitive tribes to deliver poison to an unfortunate target. This weapon requires two hands to use. Loadin a blowgun is a move-equivalent action that provokes attacks of opportunity. The blowgun has a maximum range of five range increments. The halfling blowgun is for Small users. | |||||||||||||||||||||||||||||||||||||||||
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Bolas | |||||||||||||||||||||||||||||||||||||||||
A bolas is a set of three weighted balls connected by leather cords. To attack, you whirl the bolas in a circle over your head and then fling it at a target. The bolas connect with your opponent with a successful ranged touch attack: Disregard any armor, shield, or natural armor bonus of the target. A target struck by bolas must make a Reflex save (with a DC equal to the modified attack roll of the bolas's wielder). If the saving throw fails, the target takes subdual damage and is cosidered pinned (See "Grapple" on page 137 in the Player's Handbook.) The bolas can pin only a Tiny, Small, or Medium-size target. To escape the bolas, the pinned character must either break out (Strength check, DC 20), wriggle free (Escape Artist check, DC 20), or cut (or be cut) loose (5 hp and only slashing weapons do damage). Regardless of the method, escaping is a full-round action. If the saving throw succeeds, the target suffers normal subdual damage but is not pinned. The barbed bolas is similar to a normal bolas, except that its weighted balls are studded with barbed hooks. The barbed bolas functions identically to the bolas except that its damage is not subdual damage. In addition, on any failed attempt to break or wriggle free, the grappled character takes an additional 1d4 points of damage. | |||||||||||||||||||||||||||||||||||||||||
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Buckler-Axe, Dwarven | |||||||||||||||||||||||||||||||||||||||||
This weapon is favored by dwarven fighters. In addition to its obvious protective qualities, it proves a capable off-hand weapon or emergency weapon when disarmed. Though at first glance the dwarven buckler-axe appears similar to a standard buckler, this weapon has enlarged blade-like edges at its top and bottom, allowing the wielder to swing it like a handaxe The dwarven buckler-axe also functions as a buckler, granting a +1 armor bonus, inflicting a -1 armor check penalty, and incurring a 5% arcane spell failure chance. | |||||||||||||||||||||||||||||||||||||||||
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Chatkcha | |||||||||||||||||||||||||||||||||||||||||
This strange three-pointed crystalline or obsidian wedge was originally common to some humanoid tribes that lacked metalworking technology. However, it is now becoming more common among peoples with the ability to forge metal. As a result, most chatkcha encountered are now constructed of metal. The statistics given below are for a metal chatkcha. The chatkcha returns to its thrower on a miss. To catch a returning chatkcha, the character must make an attack roll (as if she were throwing the chatkcha) and hit AC 10. Failure indicates that the weapon falls to the ground 10 feet away from the thrower in a random direction. A nonproficient user who fails in his attempt to catch the chatkcha also suffers 1d4 damage from the weapon's sharp edges. | |||||||||||||||||||||||||||||||||||||||||
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Crescent Knife | |||||||||||||||||||||||||||||||||||||||||
This weapon, which resembles a crescent-shaped blade affixed to a crossbar handle, allows its wielder to make two simultaneous attack rolls (using the same modifier) each time he attacks with it. Each attack is resolved separately. Half the user's strength modifier is added to each damage roll. | |||||||||||||||||||||||||||||||||||||||||
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Elven Arrows | |||||||||||||||||||||||||||||||||||||||||
In addition to masterwork and magic arrows, elves have a variety of other ammunition: Blunt Arrow: These masterwork arrows have specially crafted wooden tips. They cause subdual damage instead of normal damage. Flight Arrow: The light shaft and special design of this masterwork arrow increases the bow's range increment by 20 feet. Signal Arrow: This masterwork arrow is specially designed to emulate a bird's call when fired. Elven fletchers craft the arrows to make calls that will be recognized as signals by the elves of the community. For example, a hawk's cry might be used to signal an attack, and an owl's cry might be used to signal a stealthy advance. A successful Wilderness Lore check (DC 20) can be made to determine whether the birdcall comes from a bird or another source. The intricate carving of the arrows makes them clumsy in flight, resulting in a -2 penalty if they are used to attack. Smoke Arrow: The arrow is essentially a smokestick (Player's Handbook, p. 114) in the shape of an arrow that can be ignited and fired from a bow. It trails smoke behind and creates a cloud of smoke in a 10-foot cube where it strikes, but the arrow deals no damage. The smoke dissipates normally. Smoke arrows provide excellent concealment for elven warriors, allowing them to make quick raids or retreats. Sunrod Arrow: These masterwork iron arrows are basically sunrods (Player's Handbook, p. 114) in the form of an arrow. At the end of its flight, provided the arrow strikes something as hard as a wooden surface or harder, the arrow will light up as a sunrod, but will only glow for 3 hours instead of the normal 6. Thunder Arrow: Thunder arrows have thunderstones (Player's Handbook, p. 114) at their tip. A direct hit inflicts no damage but does trigger the thunderstone's sonic attack. Misses should be treated as an attack with a grenade-like weapon (Player's Handbook, p. 138). Tindertwig Arrow: The arrow's head is coated with the same alchemical substance that coats a tindertwig (Player's Handbook, p. 114). If the arrow strikes a stone or other rough surface there is a 75% chance it will ignite. A wooden or metal surface will ignite a tindertwig arrow 50% of the time, and a cloth or other soft surface will ignite one of these arrows only 25% of the time. Note - these arrows are not considered to be exotic weapons. Anyone proficient with a bow can use these arrows normally. | |||||||||||||||||||||||||||||||||||||||||
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Gythka | |||||||||||||||||||||||||||||||||||||||||
This polearm has razor-sharp slashing blades - originally made of obsidian or similar materials - at both ends. Like the chatkcha, the gythka was often used by species without metalworking skills, but it is now more commonly found constructed of metal. Because of the unique shape of the gythka's blades, you can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the gythka to avoid being tripped. A gythka is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal penalties associated with fighting with two weapons: a one-handed weapon and a light weapon. (See the "Attacking with Two Weapons" section in Chapter 8: Combat in the Player's Handbook.) Note that you can make two trip attempts with the gythka as a full-round action. A creature using a double weapon in one hand, such as an ogre using a gythka, can't use it as a double weapon. | |||||||||||||||||||||||||||||||||||||||||
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Lajatang | |||||||||||||||||||||||||||||||||||||||||
The lajatang is a staff with a crescent-shaped blade at each end. It is common to Eastern cultures or any culture with a tradition of monks and martial artists. A lajatang is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal penalties associated with fighting with two weapons: a one-handed weapon and a light weapon. (See the "Attacking with Two Weapons" section in Chapter 8: Combat in the Player's Handbook.) A creature using a double weapon in one hand, such as a human using a halfling lajatang, can't use it as a double weapon. A monk using a lajatang can strike with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers. The monk can only use her more favorable number of attacks per round with one end of the weapon. The halfling lajatang is for Small monks. | |||||||||||||||||||||||||||||||||||||||||
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Mancatcher | |||||||||||||||||||||||||||||||||||||||||
The mancatcher is used by city guards and others who prefer to capture their opponents unharmed. A wielder who hits a Small or Medium-size opponent with a mancatcher can immediately initiate a grapple (as a free action) without provoking an attack of opportunity. (See "Grapple" in Chapter 8: Combat of the Player's Handbook for more information.) In addition to the normal options available to a grappler, the wielder of a mancatcher can attempt to pull his target to the ground (the equivalent of a trip attack, though no attack roll is necessary). The mancatcher has reach and cannot be used against adjacent opponents. | |||||||||||||||||||||||||||||||||||||||||
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Scimitar, Double | |||||||||||||||||||||||||||||||||||||||||
The curved blades of the double scimitar are used most effectively when spinning and twirling with the weapon. Despite its size, the weapon benefits more from quick, precise movements than from brute force. The feat Weapon Finesse can be used with this weapon. The double scimitar is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you are using a one-handed weapon and a light weapon (see Attacking with Two Weapons on page 124 of the Player's Handbook). A creature using a double weapon in one hand can't use it as a double weapon. | |||||||||||||||||||||||||||||||||||||||||
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Scimitar, Great | |||||||||||||||||||||||||||||||||||||||||
The great scimitar is common to Arabian-style settings and is often wielded by strong humanoid creatures (such as orcs). | |||||||||||||||||||||||||||||||||||||||||
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Scourge | |||||||||||||||||||||||||||||||||||||||||
This three-tailed whip allows the wielder to make three simultaneous attack rolls (at the same modifier) with each attack. Each attack roll is resolved separately. The scourge is often dipped in an insinuative poison to take advantage of its multiple attacks. Each of the three separate tails is kept short in order to minimize tangling, which means that it does not have the reach that a normal whip has. | |||||||||||||||||||||||||||||||||||||||||
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Skiprock, halfling | |||||||||||||||||||||||||||||||||||||||||
These polished, perfectly weighted stones are prized by halflings, for they are designed to ricochet off one target to strike a second. If the halfling skiprock hits its target, it ricochets toward another target (of the thrower's choice) adjacent to the original target (that is, within 5 feet). The thrower immediately makes a second attack roll for the skiprock against the new target, using the same attack modifier as the first roll (but with an additional -2 penalty). | |||||||||||||||||||||||||||||||||||||||||
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Thinblade, Elven | |||||||||||||||||||||||||||||||||||||||||
This rapierlike weapon is favored by dextrous elven fighters and rogues alike. Its thin, flexible blade slips easily into the seams of armor. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an elven thinblade. | |||||||||||||||||||||||||||||||||||||||||
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