In My Campaign
New Equipment

Version 2.0 : 2001/Jun/03

Weapons

This file describes each new or non-core weapon used in my campaign and uses a format similar to that used in the Player's Handbook. It also describes any house-rule modifications to core weapons if necessary.

Weapon Table

SIMPLE WEAPONS - MELEE
Weapon              Cost    Dmg     Crit    Range  Weight       Type
----------------------------------------------------------------------
Diminutive
  Knife             8sp     1d3     x2        -    1/2 lb.    Piercing
Tiny
  Stiletto*         2gp     1d3     x2        -      1 lb.    Piercing
Small
  Belaying pin      1gp     1d4     x2      10 ft    2 lb.   Bludgeoning
  Gaff (hook)*      2gp     1d4     x4        -      2 lb.    Piercing
Large
  Gaff, pole*      3gp     1d4     x4        -      7 lb.    Piercing

MARTIAL WEAPONS - MELEE
Weapon              Cost    Dmg     Crit    Range  Weight       Type
----------------------------------------------------------------------
Small
  Cutlass           13gp    1d6     19-20/x2  -      4 lb.    Slashing
Medium-size
  Foil, practice*#  20gp    1d6-3§  18-20/x2  -      3 lb.    Piercing
  Rapier, Darokin*  25gp    1d6+1   18-20/x2  -      4 lb.    Piercing
  Sabre*            18gp    1d6     18-20/x2  -      5 lb. Pierc. & Slash.

EXOTIC WEAPONS - MELEE
Weapon              Cost    Dmg     Crit    Range  Weight       Type
----------------------------------------------------------------------
Tiny
  Main gauche*      3gp     1d4     19-20/x2  -      2 lb.    Slashing

* See the description of this weapon for special rules

† Reach weapon

§ The weapon deals subdual damage rather than normal damage.

# New in this version of the file

Weapon Descriptions

The weapons found in the above table are described below.

Belaying pin: Belaying pins are actually small club-shaped pieces of wood or metal found aboard ship. They are designed to be slipped through holes bored through the ship's rail, and ships ropes are made fast (tied) to them. It can also be yanked free and brought into violent contact with enemies; in a pirate fight, anyone who loses a weapon or starts out without one usually ends up with a belaying pin in his hand.

Cutlass: The cutlass is a short, heavy sword, sharp along only one edge, with a heavy iron basket hilt (a protective cup) to protect the hand. The hilt can be used as a "gauntlet punch" in close quarters and also grants a +1 bonus against any disarm attempt made by an opponent.

Cutlasses are common and readily available in any port community; they are much less common inland.

Foil, practice:# Based on the rapier, this weapon is specially designed for practising swordplay with a partner at a reduced risk of serious injury. Unlike a regular rapier, a practice foil is tipped with a metal button so that it is not actually capable of piercing through cloth or flesh (though a solid hit can cause a serious welt and/or bruise). Proficiency in the rapier grants proficiency to the practice foil.

Unless the protective button is removed from the tip, it is quite difficult to use a practice foil to do any serious harm to an opponent. Unlike regular weapons, a practice foil will not do even a single point of subdual damage if the calculated damage (rolled damage plus modifiers) is less than one.

One disadvantage with practice foils, however, is that they must be treated delicately or they risk being bent or having the tip broken off -- at which point they can become as deadly as a regular rapier. Whenever a critical threat is rolled it means that the attacker has used an excessive level of force. As a result, such a blow will always do a minimum of one point of subdual damage, even when the calculated damage does turn out to be less than one.

In addition, whether or not the threat is turned into a critical hit, there is a chance that the force will bend the blade and deform or even break it, making the weapon less useful for practice purposes until the problem is fixed. There is even a chance of doing real damage (instead of subdual damage) to an opponent. To determine the results, compare the unadjusted critical roll to Table A: Practice Foil Critical Roll Results below.

In the rare situation when a rogue chooses to use her sneak attack capability while wielding a practice foil, she will normally get her usual sneak attack damage as subdual damage. However, whenever the attack results in any kind of real damage, the sneak attack damage will also be real.

It is possible to eliminate the chance of accidentally bending or breaking a practice foil if the attacker is extra cautions when using the weapon. This is accomplished by treating the weapon as if it were a regular rapier being used to subdue. In other words, the attacker takes a —4 penalty to his attack. When this is done, all damage will be subdual, and critical threats are simply ignored (i.e., no critical roll is made).

Table A:  Practice Foil Critical Roll Results
Critical
  Roll    Results
----------------------------------------------------------------------
 1-5      Foil bends, but springs back to original line
 6-10     Foil deforms slightly, can be straightened manually with a
          successful strength check vs DC10.  Can be used without 
          straightening, but attacker suffers -1 to attack.
11-19     Foil deforms significantly, can be straightened only by a
          trained weaponsmith or the use of the "mending" cantrip.  Is 
          very difficult to use if not straightened -- attacker suffers 
          -4 to attack.
  20      Foil bends and the tip snaps off.  Any damage done by this
          blow will be real damage instead of subdual damage.  Tip can
          only be properly re-attached by use of the "mending" cantrip
          as it would be cheaper to buy a new one than pay to have the
          tip properly reforged by a weaponsmith.  Additionally, though
          the weapon will be several inches shorter than normal, the
          basic line of the blade will still be functionally straight.
          Any future attacks made with such a damaged weapon will cause
          1d4 points of /real/ damage (the jagged edge creates extra
          resistance, slowing the blade more than that of a regular
          rapier but also rending the flesh more).  The attacker also
          suffers -1 to his attack because of the irregular length of
          the weapon.
----------------------------------------------------------------------

Gaff (hook): The gaff is a metal hook with a sharp tip and a wooden or metal crossbar at the base; it's held in one hand, the hook protruding between the middle and ring fingers. Normally used to latch onto an object, usually for the purposes of moving it, butchers use two together to move slabs of meat, farmers use two together to move bales of hay, and sailors use one or two to move cargo around the ship's hold. Like the belaying pin, they are in fairly ready supply on board any ship.

You can use the gaff to make trip attacks. If you are tripped during your own trip attempt, you can drop a gaff to avoid being tripped.

Sailors who have lost a hand will often use a "stump hook" -- a leather cup with a gaff attached to it -- to replace the missing hand and so that they will always have a weapon "on hand". In such a case, the weapon can't be dropped or disarmed. However, if the "stump hook" is worn on the sailor's off hand, treat it exactly as any off hand weapon would be treated. For the purposes of two weapon fighting, a "stump hook" is always considered light.

Gaff, pole: The original pole gaff was invented by fishermen who took a standard gaff, attached it to a long pole, and used it to help lift heavy catches from the water.

This weapon has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.

You can use the pole gaff to make trip attacks. If you are tripped during your own trip attempt, you can drop the pole gaff to avoid being tripped.

Hook: See Gaff (Hook).

Knife: The knife is just that -- a standard knife with a sharp blade, normally used to carve meat from a haunch when eating, gut fish, etc. Not nearly as efficient in combat as a dagger, sometimes it's the only weapon available.

Any character with proficiency using a standard dagger also has proficiency with the knife.

Main gauche: The main gauche is a special kind of dagger often used in conjunction with the Darokin rapier, though it can be used with other weapons as well (including, of course, the standard rapier). It is most often a left handed dagger (i.e., designed to be used in the off-hand of the majority of individuals) and is frequently used as a defensive weapon to parry and block an opponent’s weapon. It is double edged with a sturdy crossbar to protect the hand and a knuckleguard that is triangular in shape and often lavishly engraved. This knuckleguard grants a +1 bonus against any disarm attempt made by an opponent, but its extra weight makes this weapon too unbalanced for throwing.

When using a main gauche, the wielder may choose to give up his normal attack in any round in exchange for using the weapon for defensive purposes only. This grants an effective +1 armour bonus to AC versus all attacks in the subsequent round except missiles (i.e., arrows, crossbow bolts, etc.). This bonus to AC is immediately lost if the weapon is dropped for any reason.

When the main gauche is used as a second weapon, all standard two weapon penalties and fighting feats apply to both weapons as usual, even when the main gauche is being used defensively.

If you use a main gauche in each hand, and choose to use a Total Defense action (see Player's Handbook, page 127), the AC bonus from each weapon also applies and stacks, resulting in an effective +2 armour bonus to AC versus all attacks except missiles.

A character who is proficient with the dagger but does not have proficiency with the main gauche can use this weapon as if it were a standard dagger that can not be thrown. He also gains the +1 bonus against disarm attempts made by an opponent due to the knuckleguard, but will not be able to use it defensively for an added bonus to AC.

Note that for Rogues the weapon proficiency "dagger (any type)" includes full proficiency with main gauche.

Rapier, Darokin: Identical in practically every respect to the standard rapier, this weapon has an intricately worked wire-basket hilt which serves as added protection for the hand. This hilt grants a +1 bonus against any disarm attempt made by an opponent. Unfortunately its wire basket style makes it unsuitable for use as a gauntlet punch.

The Darokin Rapier is only made in the Republic of Darokin and only by specially accredited members of the Darokin Weaponsmiths' Guild. They are made primarily for the Darokinian Army and senior members of the Darokin Diplomatic Corps who have training in combat as well as diplomacy, although some of the more wealthy merchants of Darokin will often have one specially made, with a family crest and gemwork added to the hilt (these "special order" Darokin rapiers are usually also of Masterwork quality).

The Darokin rapier is certainly harder to come by than standard rapiers, especially outside of the four central major Darokinian cities (Darokin City, Athenos, Akorros and Corunglain). They can usually be found for sale -- at 25% more than the base price given -- in the other two major Darokin cities (Akasoli and Selenica) while other places in Darokin of village size or larger may not even have a single Darokin rapier for purchase and, if they do have one, it will usually cost at least 50% more than the standard price. Outside of Darokin, the price is highly variable, assuming such a weapon can even be found for sale, as they are considered to be a "collector's" weapon.

Beware of less expensive weapons that look like a Darokin rapier but are actually very clever forgeries -- they usually look quite impressive but will be made of inferior grade materials, suffering a -1 to damage and having a material hardness rating of only 8, with 2 hp. In addition, whenever the +1 due to the wire-basket hilt is the only thing that has stopped you from being disarmed when wielding one of these forgeries, there is a 50% chance that the wire-basket hit will suffer damage severe enough to make it useless against future disarm attempts and inflicting a -1 circumstance penalty to your attack roll (this is due to the awkwardness of holding the weapon given the the deformation of the basket).

Sabre: Single edged, slightly curved, and sharpened on the convex edge, the saber is primarily a slashing weapon but can also be thrust. Like the cutlass, it has a heavy iron basket hilt.

The hilt can be used as a "gauntlet punch" in close quarters and also grants a +1 bonus against any disarm attempt made by an opponent.

You can use the Weapon Finesse feat (see Player's Handbook, page 86) to apply your Dexterity modifier instead of your strength modifier to attack rolls with a Sabre, so long as it can be used one handed.

Stiletto: The stiletto is a thrusting dagger first developed in Thyatis. The entire weapon is usually forged of a single piece of steel. The blade is long, narrow, and triangular or rectangular sectioned without a cutting edge. Adept at inflicting deep puncture wounds and even piercing light armor, the stiletto is a popular secondary weapon for soldiers and citizens alike. The stiletto is particularly popular among assassins because of its narrow width and ease of concealment.

Due to the shape of the blade, the stiletto has a +2 attack bonus when used versus plate mail, ring mail, and chain mail, but it is not balanced for throwing.

Any character with proficiency using a standard dagger also has proficiency with the stiletto.

Weapon Illustrations

{Coming Soon!}