Weapons

From Traykon Campaign Setting
Adventure Gear Magic Items
Unusual Materials Weapons
Armor Special Arrows
Trade Goods Alchemical Items
Bard Equipment Cleric Equipment
Mage Equipment Rogue Equipment
Horse Anatomy Services
Foodstuff Tavern Visit
Hirelings Furnishings

Weapon Rules

Without a doubt, weapons number among adventurers’ most coveted possessions. Whether weapons are used as tools to lay foul monsters low, as the medium for magical enhancements, or as outlets for a host of fundamental class abilities, few heroes head into the field without their favorite—or perhaps even a whole arsenal of their favorites. This section presents all manner of nonmagical weapons for PCs to purchase and put to use, whatever their adventures might entail. The weapons presented here should be relatively easy to find and purchase in most towns and cities, although GMs might wish to restrict the availability of some of the more expensive and exotic items.

From the common longsword to the exotic dwarven urgrosh, weapons come in a wide variety of shapes and sizes.

All weapons deal hit point damage. This damage is subtracted from the current hit points of any creature struck by the weapon. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). If a critical threat is scored, another attack roll is made, using the same modifiers as the original attack roll. If this second attack roll exceeds the target’s AC, the hit becomes a critical hit, dealing additional damage.

Weapons are grouped into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapon’s use (simple, martial, or exotic), the weapon’s usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).

Simple Melee

Simple Weapons Cost Damage Critical Range
Increment
Weight1 Type2
Unarmed Attacks
Brass Knuckles 1 gp 1d3 x2 - 1 lb. Bludgeoning
Gauntlet 2 gp 1d3 x2 1 lb. Bludgeoning
Unarmed strike 1d33 x2 Bludgeoning
Light Melee Weapons
Blade Boots 15 gp 1d4 19-20/x2 3 lb. Piercing
Cestus 5 gp 1d4 19-20/x2 1 lb. Bludgeoning, Piercing
Claw Bracer 30 gp 1d6 x2 2 lb. Piercing or Slashing
Cleaver 3 sp 1d4 x3 3 lb. Slashing
Dagger 2 gp 1d4 19–20/x2 10 ft. 1 lb. Piercing or Slashing
Dagger, punching 2 gp 1d4 x3 1 lb. Piercing
Dagger, stone 2 cp 1d3 x4 2 lb. Slashing
Gauntlet, Battle 25 gp 1d6 x2 5 lb. Bludgeoning
Gauntlet, Bladed 8 gp 1d4 19-20/x2 5 lb. Slashing
Gauntlet, spiked 5 gp 1d4 x2 1 lb. Piercing
Icepick 10 gp 1d3 18-20/x2 1 lb. Piercing
Kartika 6 2 gp 1d3 x2 5 ft. 3 lb. Piercing
Kunai 2 gp 1d4 x2 10 ft. 2 lb. Bludgeoning or Piercing
Mace, light 5 gp 1d6 x2 4 lb. Bludgeoning
Ritual Dagger 6 55 gp 1d3 x2 1 lb. Piercing
Sickle 6 gp 1d6 x2 2 lb. Slashing
Sling Staff 2 sp 1d4 x2 2 lb. Bludgeoning
One-Handed Melee Weapons
Club 1d6 x2 10 ft. 3 lb. Bludgeoning
Club, padded 1 gp 1d63 x2 4 lb. Bludgeoning
Cutlass 15 gp 1d6 19-20/x2 3 lb. Slashing and Piercing
Dorje 6 150 gp 1d6 x2 10 ft. 5 lb. Bludgeoning
Handled Net 10 gp 2 lb.
Mace, heavy 12 gp 1d8 x2 8 lb. Bludgeoning
Morningstar 8 gp 1d8 x2 6 lb. Bludgeoning and Piercing
Parasol 150 gp 1d6 x2 4 lb. Piercing and Bludgeoning
Ritual Scourge 6 30 gp 1d2 x2 2 lb. Slashing
Shortspear 1 gp 1d6 x2 20 ft. 3 lb. Piercing
Two-Handed Melee Weapons
Iron Staff 5 25 gp 1d6/1d6 x3 9 lb. Bludgeoning
Longspear 4 5 gp 1d8 x3 9 lb. Piercing
Quarterstaff 5 1d6/1d6 x2 4 lb. Bludgeoning
Spear 2 gp 1d8 x3 20 ft. 6 lb. Piercing
Spear, boar 5 gp 1d6 x2 _ 8 lb. Piercing
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.”
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.
6 Can not hit adjacent opponents.

Simple Ranged

Simple Weapons Cost Damage Critical Range Increment Weight1 Type2
Ranged Weapons
Blowgun, tiny 1 gp 10 ft. 1/2 lb.
Blowgun 5 gp 20 ft. 1 lb.
Blowgun, large 10 gp 40 ft. 3 lb.
Crossbow, heavy 50 gp 1d10 19–20/x2 120 ft. 8 lb. Piercing
Crossbow, light 35 gp 1d8 19–20/x2 80 ft. 4 lb. Piercing
Dart 5 sp 1d4 x2 20 ft. 1/2 lb. Piercing
Javelin 1 gp 1d6 x2 30 ft. 2 lb. Piercing
Sling 50 ft. 0 lb. Bludgeoning
Sling Staff 2 sp 1d4 x2 30 ft. 2 lb. Bludgeoning
Slingshot 5 sp 1d4 x2 40 ft. 1 lb. Bludgeoning
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.”
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.
6 Can not hit adjacent opponents.

Martial Melee

Martial Weapons Cost Damage Critical Range
Increment
Weight1 Type2
Light Melee Weapons
Axe, spiked throwing 14 gp 1d6 x3 10 ft. 6 lb. Piercing
Axe, throwing 8 gp 1d6 x2 10 ft. 2 lb. Slashing
Blade Gage 10 gp 1d6 19/20/x2 2 lb. Bludgeoning, Piercing
Gladius 450 gp 1d6 18-20/x2 3 lb. Piercing
Hammer, light 1 gp 1d4 x2 20 ft. 2 lb. Bludgeoning
Handaxe 6 gp 1d6 x3 3 lb. Slashing
Kukri 8 gp 1d4 18–20/x2 2 lb. Slashing
Machete 10 gp 1d3 18–20/x2 2 lb. Slashing
Pick, light 4 gp 1d4 x4 3 lb. Piercing
Sap 1 gp 1d63 x2 2 lb. Bludgeoning
Shield, light special 1d3 x2 special Bludgeoning
Spiked armor special 1d6 x2 special Piercing
Spiked shield, light special 1d4 x2 special Piercing
Sword, short 10 gp 1d6 19–20/x2 2 lb. Piercing
One-Handed Melee Weapons
Battleaxe 10 gp 1d8 x3 6 lb. Slashing
Cutlass 15 gp 1d4 18-20/x2 4 lb. Slashing
Flail 8 gp 1d8 x2 5 lb. Bludgeoning
Flail, Sprinkling 12 gp 1d8 x2 5 lb. Bludgeoning
Lance, Light4 6 gp 1d6 x3 5 lb. Piercing
Longsword 15 gp 1d8 19–20/x2 4 lb. Slashing
Pick, heavy 8 gp 1d6 x4 6 lb. Piercing
Rapier 20 gp 1d6 18–20/x2 2 lb. Piercing
Saber 17 gp 1d6 18–20/x2 5 lb. Slashing
Saber, footmans 25 gp 1d8 x3 3lb. Piercing or Slashing
Scimitar 15 gp 1d6 18–20/x2 4 lb. Slashing
Shield, heavy special 1d4 x2 special Bludgeoning
Spiked shield, heavy special 1d6 x2 special Piercing
Sword, broad 20 gp 2d4 x2 5 lb. Slashing
Sword, gauntlet 45 gp 1d8 18-20/x2 6 lb. Slashing
Trident 15 gp 1d8 x2 10 ft. 4 lb. Piercing
Warhammer 12 gp 1d8 x3 5 lb. Bludgeoning
Two-Handed Melee Weapons
Bardiche4 13 gp 1d10 19-20/x2 14 lb. Slashing
Bec-de-Corbin 30 gp 2d4 x4 30 lb. Piercing or Bludgeoning
Bill4 11 gp 1d8 x3 11 lb. Slashing
Earth Breaker 40 gp 2d4 x3 14 lb. Bludgeoning
Falchion 75 gp 2d4 18–20/x2 8 lb. Slashing
Falx 25 gp 2d4 19-20/x2 10 lb. Slashing
Flail, heavy 15 gp 1d10 19–20/x2 10 lb. Bludgeoning
Glaive4 8 gp 1d10 x3 10 lb. Slashing
Greataxe 20 gp 1d12 x3 12 lb. Slashing
Greatclub 5 gp 1d10 x2 8 lb. Bludgeoning
Greathammer 80 gp 2d6 x3 18 lb. Piercing or Bludgeoning
Gold Coin Spade 35 gp 1d10 x3 10 lb. Bludgeoning
Greatsword 50 gp 2d6 19–20/x2 8 lb. Slashing
Guisarme4 9 gp 2d4 x3 12 lb. Slashing
Halberd 10 gp 1d10 x3 12 lb. Piercing or slashing
Lance4 10 gp 1d8 x3 10 lb. Piercing
Longspear, half-moon 10 gp 2d4 19-20/x2 15 lb. Slashing
Lucerne Hammer4 15 gp 1d12 x2 12 lb. Bludgeoning or Piercing
Mace, dire 25 gp 2d6 x2 25 lb. Bludgeoning
Pickaxe 14 gp 1d8 x4 12 lb. Piercing
Pike4 5 gp 1d10 x3 15 ft. 12 lb. Piercing
Ranseur4 10 gp 2d4 x3 12 lb. Piercing
Scythe 18 gp 2d4 x4 10 lb. Piercing or slashing
War Fork 45 gp 1d12 19-20/x2 15 lb. Piercing or slashing
War Rake 5 gp 1d8 x3 12 lb. Piercing
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.”
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.
6 Can not hit adjacent opponents.

Martial Ranged

Martial Ranged Weapons Cost Damage Critical Range
Increment
Weight1 Type2
Chackram 1 gp 1d8 x2 30 ft. 1 lb. Slashing
Longbow 75 gp 1d8 x3 100 ft. 3 lb. Piercing
Longbow, composite 100 gp 1d8 x3 110 ft. 3 lb. Piercing
Pilum 12 gp 1d6 x3 20 ft. 5 lb. Piercing
Shortbow 30 gp 1d6 x3 60 ft. 2 lb. Piercing
Shortbow, composite 75 gp 1d6 x3 70 ft. 2 lb. Piercing
Throwing Blade 5 gp 2d4 x2 20 ft. 4 lb. Slashing and Piercing
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.”
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.
6 Can not hit adjacent opponents.

Exotic Melee

Exotic Weapons Cost Dmg(M) Critical Range
Increment
Weight1 Type2
Light Melee Weapons
Aklys 5 gp 1d6 x2 2 lb. Bludgeoning
Bich'hwa 5gp 1d4 19-20/x2 2 lb. Piercing or Slashing
Dagger, Swordbreaker 10 gp 1d4 19-20/x2 3 lb. Slashing
Fan, Bladed 10 gp 1d3 x2 2 lb. Slashing
Gauntlet, Clawed 8 gp 1d4 x2 3 lb. Slashing
Kama 2 gp 1d6 x2 2 lb. Slashing
Katar, tri-bladed 6 gp 1d4 x4 2 lb. Piercing
Maulaxe, dwarven 25 gp 1d6 x3 10 ft. 5 lb. Bludgeoning or Slashing
Nunchaku 2 gp 1d6 x2 2 lb. Bludgeoning
Pata 14 gp 1d4 x3 3 lb. Piercing
Pit Talons 20 gp 2d3 19-20/x2 4 lb. Slashing
Rope Gauntlet 2 sp 1d4 x2 2 lb. Bludgeoning or Slashing
Ribbon Dagger 1 gp 1d3 x2 20 ft. 1/5 lb. Piercing
Sai 1 gp 1d4 x2 10 ft. 1 lb. Bludgeoning
Sabre, sawtooth 35 gp 1d8 19-20/x2 2 lb. Slashing
Siangham 3 gp 1d6 x2 1 lb. Piercing
Sica 10 gp 1d6 x2 3 lb. Slashing
Spear, chain (Flying Talon) 15 gp 1d4 x2 5 lb. Piercing
Thorn Bracer 30 gp 1d6 x2 3 lb. Piercing
Whip, scorpion 5 gp 1d4 x2 3 lb. Slashing
One-Handed Melee Weapons
Falcata 18 gp 1d8 19-20/x2 4 lb. Slashing
Flindbar 9 gp 1d8 x2 6 lb. Bludgeoning and Piercing
Gypsy's Net 80 gp 1d4 x2 10 ft. 8 lb. Slashing/Special
Kopesh 20 gp 1d8 19-20/x2 8 lb. Slashing/Trip
Rhoka 5 gp 1d8 18-20/x2 6 lb. Slashing
Scourge 3 3 gp 1d4 x3 3 lb. Slashing
Scourge, barbed 6 gp 1d6 x3 4 lb. Slashing
Shotel 30 gp 1d8 x3 2 lb. Piercing
Sword, bastard 35 gp 1d10 19–20/x2 6 lb. Slashing
Sword, temple 30 gp 1d8 19-20/x2 3 lb. Slashing
Sword, war 55 gp 1d10 18–20/x2 8 lb. Slashing
Urumi 30 gp 1d8 18-20/x2 8 lb. Slashing
Waraxe, dwarven 30 gp 1d10 x3 8 lb. Slashing
Warhammer, dwarven 30 gp 1d10 x3 10 lb. Bludgeoning
Whip 4 1 gp 1d33 x2 2 lb. Slashing
Two-Handed Melee Weapons
Axe, Crushing 5 75 gp 1d8/1d8 x3/x2 25 lb. Slashing and Bludgeoning
Axe, orc double 5 60 gp 1d8/1d8 x3 15 lb. Slashing
Chain, spiked 4 25 gp 2d4 x2 10 lb. Piercing
Dorn Dergar, dwarven 4 50 gp 1d10 x2 15 lb. Bludgeoning
Flail, dire 5 90 gp 1d8/1d8 x2 10 lb. Bludgeoning
Flamberge 150 gp 2d6 18-20/x2 16 lb. Slashing
Garrot 3 gp 1d6 x2 1 lb. Slashing
Hammer, gnome hooked 5 20 gp 1d8/1d6 x3/x4 6 lb. Bludgeoning and piercing
Hammer, Meteor 12 gp 1d6 x2 1 lb. Bludgeoning
Harpoon 5 gp 1d8 x3 10 ft. 16 lbs. Piercing
Mancatcher 4 15 gp 1d2 x2 10 lb. Piercing
Scarf, bladed 12 gp 1d6 x2 2 lb. Slashing
Spear, Bane 50 gp 1d8/1d8 x3/x2 20 ft. 7 lb. Piercing and Bludgeoning
Spear, double 5 7 gp 1d8/1d8 x3 10 ft. 9 lb. Piercing
Sword, two-bladed 5 100 gp 1d8/1d8 19–20/x2 10 lb. Slashing
Urgrosh, dwarven 5 50 gp 1d8/1d6 x3 12 lb. Slashing or piercing
War Scythe 4, 6 50 gp 1d12 x4 12 lb. Slashing or piercing
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.”
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.
6 Can not hit adjacent opponents.

Exotic Ranged

Exotic Weapons Cost Damage Critical Range
Increment
Weight1 Type2
Ranged Weapons
Atlatl 2 gp 1d6 x4 40 ft. 1 lb. Piercing
Atlatl Dart (3) 2 gp 1 lb.
Bolas 5 gp 1d4'3' x2 10 ft. 2 lb. Bludgeoning
Crossbow, hand 100 gp 1d4 19–20/x2 30 ft. 2 lb. Piercing
Crossbow, repeating heavy 400 gp 1d10 19–20/x2 120 ft. 12 lb. Piercing
Crossbow, repeating light 250 gp 1d8 19–20/x2 80 ft. 6 lb.
Net 20 gp 10 ft. 6 lb.
Scourge 5 gp 1d4 x3 15 ft 3 lb. Slashing
Shield, throwing +50 gp 1d6 x2 20 ft Bludgeoning
Shuriken (5) 1 gp 1d2 x2 10 ft. 1/2 lb. Piercing
Whip, Dire 5 10 gp 1d8 x2 10 ft. 6 5 lb. Bludgeoning
Wrist Dart 110 gp 1d3 19-20/x2 20 ft 2 lb. Piercing
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.”
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.
6 Can not hit adjacent opponents.

Ammunition

Simple Weapons Cost Damage Critical Range
Increment
Weight1 Type2
Bolts, crossbow (10) 1 gp 1 lb.
Glass Bullets, sling (10) 5 sp x3 4 lb. Piercing
Bullets, sling (10) 1 sp 1d4 x2 5 lb.
Stones, sling (10) 1d3 x2 5 lb.
Arrows (20) 1 gp 3 lb.
Needle (10) 2 sp 1 x2 1/4 lb. Piercing
Needle, barbed (10) 1 gp 1d3 x2 1/2 lb. Piercing
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.”
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.
6 Can not hit adjacent opponents.

Weapon Descriptions