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WEAPONS
Amongst the overgrown islands and treacherous waters lurk many fearsome foes. Prudent adventurers cover themselves in as much lethal hardware as they can possibly carry. Below are lists of Stuff Fer Killing.
There are four classes of weapons: simple, martial, ninja and exotic. Simple weapons can be used by anyone without training. Martial weapons require either the Martial Weapon Training or the Ninja Weapon Training feats. Characters without either of those feats suffer a -4 penalty on all attack rolls and maneuver rolls with any of these weapons. Ninja weapons require the Ninja Weapon Training feat. Characters without this feat suffer a -4 penalty on all attack rolls and maneuver rolls with any of these weapons. Each exotic weapon requires a separate Exotic Weapon Training feat. Characters without the appropriate feat suffer a -4 penalty on all attack rolls and maneuver rolls with any of these weapons.
Melee Weapons
For them up-close and personal moments. Melee weapons with a listed Range Increment can be thrown.
Simple Weapons
These weapons can be used by anyone, whether or not they've had any training in the killin' arts.
| Weapon | Damage | Critical | Damage Descriptor | Range Increment | Cost |
|---|---|---|---|---|---|
| Armoured Gloves | +1 | 20/+3 | Bludgeoning | - | 5 |
| Club | +2 | 20/+3 | Bludgeoning | 10 ft. | 4 |
| Dino Hook | +1 | 20/+3 | Piercing/Bludgeoning | - | 5 |
| Gaff/Hook | +1 | 20/+3 | Piercing | - | 2 |
| Knife/Dagger | +1 | 19-20/+3 | Piercing | 10 ft. | 7 |
| Longspear | +3 | 19-20/+4 | Piercing | - | 6 |
| Mace, heavy | +3 | 20/+3 | Bludgeoning | - | 7 |
| Mace, light | +2 | 20/+3 | Bludgeoning | - | 6 |
| Morningstar | +3 | 20/+3 | Bludgeoning and Piercing | - | 7 |
| Pitchfork | +2 | 20/+4 | Piercing | - | 4 |
| Punching Dagger | +1 | 20/+4 | Piercing | - | 8 |
| Sap | +2 | 20/+3 | Bludgeoning | - | 2 |
| Spear | +3 | 19-20/+4 | Piercing | 20 ft. | 6 |
| Staff | +2 | 20/+3 | Bludgeoning | - | 4 |
| Tonfa | +1 | 20/+3 | Bludgeoning | - | 6 |
| Unarmed Attack | +0 | 20/+3 | Bludgeoning | - | - |
Martial Weapons
Only characters with the Martial Weapon Training or Ninja Weapon Training feats can use these weapons without penalty. Characters without either of these feats suffer a -4 penalty on all attack rolls and maneuver rolls with any of these weapons.
| Weapon | Damage | Critical | Damage Descriptor | Range Increment | Cost |
|---|---|---|---|---|---|
| Battleaxe | +3 | 20/+4 | Slashing | - | 9 |
| Flail | +3 | 20/+3 | Bludgeoning | - | 8 |
| Flail, heavy | +4 | 20/+3 | Bludgeoning | - | 11 |
| Greataxe | +5 | 20/+3 | Slashing | - | 11 |
| Greatsword | +4 | 19-20/+3 | Slashing | - | 11 |
| Handaxe | +1 | 20/+3 | Slashing | 10 ft. | 5 |
| Kukri | +1 | 18-20/+3 | Slashing | - | 7 |
| Machete | +3 | 20/+3 | Slashing | - | 8 |
| Maul | +4 | 20/+4 | Bludgeoning | - | 10 |
| Pick | +2 | 20/+5 | Piercing | - | 8 |
| Polearm | +3 | 20/+4 | Piercing or Slashing | - | 8 |
| Rapier | +2 | 18-20/+3 | Piercing | - | 12 |
| Sword | +3 | 19-20/+3 | Slashing | - | 10 |
| Warhammer | +3 | 20/+4 | Bludgeoning | - | 6 |
Ninja Weapons
Only characters with the Ninja Weapon Training feat can use these weapons without penalty. Characters without this feat suffer a -4 penalty on all attack rolls and maneuver rolls with any of these weapons.
| Weapon | Damage | Critical | Damage Descriptor | Range Increment | Cost |
|---|---|---|---|---|---|
| Bagh Nakh | +1 | 20/+3 | Piercing or Slashing | - | 3 |
| Chigikiri (flail) | +2 | 20/+3 | Bludgeoning | - | 7 |
| Chigikiri (shortspear) | +3 | 19-20/+4 | Piercing | - | 7 |
| Fan | +2 | 20/+4 | Slashing | - | 9 |
| Kakute | +0 | 20/+1 | Piercing | - | 4 |
| Kusari-gama | +2/+1 | 20/+3 | Slashing or Bludgeoning | - | 7 |
| Manriki-gusari | +2 | 20/+3 | Bludgeoning | - | 7 |
| Nekote | +0 | 20/+1 | Slashing | - | 4 |
| Ninja-to | +3 | 19-20/+3 | Slashing | - | 11 |
| Nunchaku | +2 | 20/+3 | Bludgeoning | - | 3 |
| Palm Claws | +1 | 20/+2 | Piercing | - | 3 |
| Sai | +1 | 20/+2 | Bludgeoning | 10ft | 4 |
| Shikomi-zue (spear) | +3 | 19-20/+4 | Piercing | - | 10 |
| Shikomi-zue (staff) | +2 | 20/+3 | Bludgeoning | - | 10 |
Exotic Weapons
Each of these weapons requires a different Exotic Weapon Training feat in order to use properly. Characters without the appropriate feat suffer a -4 penalty on all attack rolls and maneuver rolls with any of these weapons.
| Weapon | Damage | Critical | Damage Descriptor | Range Increment | Cost |
|---|---|---|---|---|---|
| Bladed Scarf | +2 | 19-20/+3 | Slashing | - | 7 |
| Chain Axe | +4 | 20/+5 | Slashing | - | 9 |
| Meteor Hammer | +2 | 20/+3 | Bludgeoning | - | 8 |
| Raptor Claws | +3 | 20/+3 | Slashing | - | 12 |
| Rope Dagger | +1 | 20/+3 | Piercing | - | 4 |
| Star Knife | +2 | 20/+4 | Piercing | 20ft | 6 |
| Urumi | +3 | 19-20/+3 | Slashing | - | 7 |
| Whip | +0 | 20/+3 | Bludgeoning | 15 ft. | 4 |
| Wrist Knife | +1 | 20/+3 | Slashing | - | 4 |
Ranged Weapons
Sometimes you just need a little distance.
Simple Weapons
These weapons can be used by anyone, whether or not they've had any training in the killin' arts.
| Weapon | Damage | Critical | Damage Descriptor | Range Increment | Cost |
|---|---|---|---|---|---|
| Crossbow, heavy | +3 | 20/+3 | Piercing | 120 ft. | 11 |
| Crossbow, light | +2 | 20/+3 | Piercing | 80 ft. | 10 |
| Dart | +1 | 20/+2 | Piercing | 20 ft. | 3 |
| Javelin | +2 | 20/+3 | Piercing | 30 ft. | 4 |
| Sling | +1 | 20/+3 | Bludgeoning | 50 ft. | 3 |
Martial Weapons
Only characters with the Martial Weapon Training or Ninja Weapon Training feats can use these weapons without penalty. Characters without either of these feats suffer a -4 penalty on all attack rolls and maneuver rolls with any of these weapons.
| Weapon | Damage | Critical | Damage Descriptor | Range Increment | Cost |
|---|---|---|---|---|---|
| Bow, long | +3 | 20/+4 | Piercing | 100 ft. | 10 |
| Bow, short | +2 | 20/+4 | Piercing | 60 ft. | 10 |
| Flintlock Pistol | +3 | 20/+4 | Ballistic | 20 ft. | 16 |
| Flintlock Pistol, Double-barreled | +3 | 20/+4 | Ballistic | 20 ft. | 20 |
Ninja Weapons
Only characters with the Ninja Weapon Training feat can use these weapons without penalty. Pesky ninjas. Characters without this feat suffer a -4 penalty on all attack rolls and maneuver rolls with any of these weapons.
| Weapon | Damage | Critical | Damage Descriptor | Range Increment | Cost |
|---|---|---|---|---|---|
| Blowgun | +0 | 20/+1 | Piercing | 20 ft. | 2 |
| Kasayari | +4 | -/- | - | 10 ft. | 15 |
| Metsubishi | - | -/- | - | 10 ft. | 8 |
| Mouth Darts | +0 | 20/+1 | Piercing, Autofire | 10 ft. | 3 |
| Shuriken | +1 | 20/+3 | Piercing, Autofire | 10 ft. | 3 |
Exotic Weapons
Each of these weapons requires a different Exotic Weapon Training feat in order to use properly. Characters without the appropriate feat suffer a -4 penalty on all attack rolls and maneuver rolls with any of these weapons.
| Weapon | Damage | Critical | Damage Descriptor | Range Increment | Cost |
|---|---|---|---|---|---|
| Atlatl | +2 | 19-20/+4 | Piercing | 40 ft. | 3 |
| Blowgun | +0 | 20/+1 | Piercing | 20 ft. | 2 |
| Bolo | - | -/- | - | 40 ft. | 3 |
| Chakram | +2 | 20/+4 | Slashing | 20 ft. | 6 |
| Net | - | -/- | - | 10 ft. | 12 |
Combining Improved Strike Weapons
Armoured gloves, bagh nakh, palm claws and wrist knives can all be worn in certain combinations. The only limitation is that bagh nakh and palm claws cannot be worn simultaneously. The damage bonus of these weapons stacks if the user has the Improved Strike feat; otherwise, the user must choose from one attack to the next which weapon he will use to inflict damage.
Note that without Ninja Weapon Training the user will have a -4 on their attack rolls with the bagh nakh or the palm claws, and without Exotic Weapon Training (wrist knife) the user will have a -4 on their attack rolls with the wrist knife. A user with Improved Strike but without the appropriate Weapon Training feat takes that -4 penalty on all attacks if they wish to stack the damage bonus of those weapons.
Raptor claws cannot be used in this fashion.

