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Melee Weapons

Melee Weapons

Melee weapons make Attack rolls to hit their target with 1d12+Might, unless otherwise noted. If a weapon is thrown, instead roll 1d12+Precision.
If a weapon requires a Training Perk you do not have, you make attacks with that weapon with a -4 penalty.

Small Weapons
Medium Weapons
​Large Weapons
Giant Weapons
Improvised Weapons
​Melee Weapon Modifiers

 

Small Weapons

Small weapons can be dual-wielded without penalty (either with 2 small weapons, or a small weapon in the off-hand).
Picture
  • (Unarmed Attack). Cost: - | Reach: 5ft. | Damage: (1+) | Bludgeoning | One Hand
    (No critical effect)
    The Sweet Science. Increase damage by +1 for every five points of Might. 
    ​
  • Blackjack. Cost: 4 SP | Reach: 5ft. | Damage: (1d4) | Bludgeoning | One Hand
    Critical Effect: Stagger+. Inflict the Dazed Condition on the target for 1d4 Rounds.

  • Dagger. Cost: 4 SP | Reach: 5ft./Throw 30ft. | Damage: (1d4) | Slashing | One Hand
    Critical Effect: Quick. Make another free attack immediately after this one. Limit once per weapon, per round.
    Precise. You may use your Precision bonus to make attacks with this weapon.

  • Hammer. Cost: 5 CP | Reach: 5ft./Throw 20ft. | Damage: (1d6) | Bludgeoning | One Hand
    Critical Effect: Stagger. Inflict the Dazed Condition on the target for 1 Round.
    Destructive. Deals maximum damage to objects or structures.​

  • Hatchet. Cost: 7 CP | Reach: 5ft./Throw 25ft. | Damage: (2) | Slashing/Bludgeoning | One Hand
    Critical Effect: Sunder. Reduce the affected creature's Armor Class by 1 until the end of your next turn.
    Adaptive. Choose whether to deal Slashing or Bludgeoning damage before you roll an attack.
  • Sai. Cost: 2 GP | Reach: 5ft. | Damage: (1d4) | Piercing | One Hand​
    Requires Small Weapons Training.
    Critical Effect: Disarming. Make a contested Precision Check.
    If you win, the opponent drops its weapon on the ground (if applicable). It takes an Action to pick it back up.
    ​Precise. You may use your Precision bonus to make attacks with this weapon.
    ​
  • ​Sickle. Cost: 5 CP | Reach: 5ft. | Damage: (1) | Slashing | One Hand
    Critical Effect: Trip. If used on a creature no more than one size larger than you, inflict the Knocked Down Condition on it.

  • Stiletto. Cost: 1 GP | Reach: 5ft. | Damage: (1d6) | Piercing | One Hand
    Requires Small Weapons Training.
    Critical Effect: Penetrate. Inflict 1d4 Impaled Counters on the target.
    Precise. You may use your Precision bonus to make attacks with this weapon.

  • ​Whip. Cost: 5 SP | Reach: 10ft. | Damage: (1d10/2) | Slashing | One Hand
    Requires Small Weapons Training.
    Critical Effect: Trip+. If used on a creature no more than two sizes larger than you, inflict the Knocked Down Condition on it.

 

Medium Weapons

If wielding a one-handed Medium weapon in your off-hand, roll 1d10 instead of 1d12 when making Attacks. Two-handed weapons cannot be dual wielded.
Picture
  • Axe. Cost: 2 GP | Reach: 5ft./Throw 15ft. | Damage: (1d6) | Slashing/Bludgeoning | One Hand
    Critical Effect: Sunder. Reduce the affected creature's Armor Class by 1 until the end of your next turn.
    Adaptive. Choose whether to deal Slashing or Bludgeoning damage before you roll an attack.​

  • Blade, Concave. Cost: 7 GP | Reach: 5ft. | Damage: (1d6) | Slashing | One Hand (falcata, kukri, falx, some scythes or sickles, similar). 
    Requires Medium Weapons Training.
    Critical Effect: Sunder+. Reduce the target's Armor Class by 1d4. Maximum cumulative penalty from this effect (from all sources) is -4.

  • Blade, Curved. Cost: 5 GP | Reach: 5ft. | Damage: (1d8) | Slashing | One Hand (scimitars, falchions, sabers, katanas, or similar).
    Requires Medium Weapons Training.
    Critical Effect: Lacerate++. Inflict Bleeding for 4 Rounds.
    ​
  • ​Blade, Fine. Cost: 5 GP | Reach: 5ft. | Damage: (1d6) | Piercing | One Hand (rapiers, estocs, similar).
    Requires Medium Weapons Training.
    Critical Effect: Penetrate. Inflict 1d4 Impaled Counters on the target.
    Riposte. When an enemy within your reach misses you with a melee attack, you may use your Reaction to make an immediate melee attack against it with this weapon.
    Precise. You may use your Precision bonus to make attacks with this weapon.
    ​
  • Blade, Short. Cost: 3 GP | Reach: 5ft. | Damage: (1d6) | Slashing | One Hand (short swords, gladius, or similar).
    Critical Effect: Lacerate. Inflict Bleeding for 1d4 Rounds.
    Precise. You may use your Precision bonus to make attacks with this weapon.

  • Blade, Straight. Cost: 5 GP | Reach: 5ft. | Damage: (1d8) | Slashing | One Hand (broadswords, longswords, Chokutō,  jian, some machete, or similar). 
    Critical Effect: Lacerate+. Inflict Bleeding for 1d6 Rounds.
    ​
  • Club. Cost: 5 SP | Reach: 5ft. | Damage: (1d8) | Bludgeoning | One Hand
    Critical Effect: Stagger+. Inflict the Dazed Condition on the target for 1d4 Rounds.

  • Mace. Cost: 5 GP | Reach: 5ft. | Damage: (1d8) | Bludgeoning | One Hand
    Requires Medium Weapons Training.
    Critical Effect: Crushing. Deal an additional 3 Bludgeoning Damage. If the target is your size or smaller, you may push it back 5ft.​
  • ​Spear, Short. Cost: 1 GP | Reach: 5ft./Throw 30ft. | Damage: (1d6) | Piercing | One Hand
    Critical Effect: Penetrate+. Inflict 1d6 Impaled Counters on the target. If the attack was a Throw, instead inflict 6 Impaled Counters.
    Feint. Once per round, when you attack with this weapon and miss, you may immediately try again with a -4 penalty to hit.
    Seaworthy. This weapon suffers no penalty to underwater melee attacks.

  • Staff. Cost: 3 SP | Reach: 5ft. | Damage: (1d8) | Bludgeoning | Two Hands
    Critical Effect: Quick/Trip. Choose one:
    1. Quick: Make another free attack immediately after this one. Limit once per weapon, per round.
    2. Trip: If used on a creature no more than one size larger than you, inflict the Knocked Down Condition on it.
    ​​Defensive (2). As a free action on your turn, when wielding this weapon, you may increase your Armor Class by 2 until the start of your next turn. If you do, your movement speed is halved until the end of your next turn.

  • Tonfa. Cost: 2 GP | Reach: 5ft. | Damage: (1d6) | Bludgeoning | One Hand
    Requires Medium Weapons Training.
    Critical Effect: Stagger. Inflict the Dazed Condition on the target for 1 Round.
    Protective. Gain a +1 bonus to Armor Class.​

  • Warhammer. Cost: 12 GP | Reach: 5ft. | Damage: (1d8) | Bludgeoning | Two Hands
    Requires Medium Weapons Training.
    Critical Effect: Crushing+. Deal an additional 4 Bludgeoning Damage. If the target is your size or smaller, you may push it back 5ft, or inflict Knocked Down.
    Destructive. Deals maximum damage to objects or structures.​

  • Chain Whip. Cost: 8 GP | Reach: 10ft. | Damage: (1d10/2) | Slashing | One Hand
    Requires Medium Weapons Training.
    ​Critical Effect: Quick+. Make another free attack immediately after this one. Inflict 1 round of Bleeding. Limit once per weapon, per round.
    Precise. You may use your Precision bonus to make attacks with this weapon.

  • Meteor Hammer. Cost: 4 GP | Reach: 10ft. | Damage: (1d8) | Bludgeoning | One Hand (a weight or striking head fixed to a long rope or chain). 
    Requires Medium Weapons Training.
    ​Critical Effect: Hinder. The target's Speed is reduced by -5ft. until the end of your next Turn. This effect can stack.

 

Large Weapons

Picture
  • Lance. Cost: 17 GP | Reach: 10ft. | Damage: (1d10) | Piercing | Two Hands (includes pikes, spontoons, and other large thrusting weapons)
    Requires Large Weapons Training.
    Critical Effect: Drive Back. Inflict 1d10 Impale Counters. Then, if you choose, you and the target move 10ft. straight ahead as a free action. This movement triggers the Impale Counters just inflicted. 
    ​
  • Maul. Cost: 25 GP | Reach: 5ft. | Damage: (1d10) | Bludgeoning | Two Hands
    Requires Large Weapons Training.
    Critical Effect: Crushing++. Deal an additional 5 Bludgeoning Damage. If the target is no more than one size larger than you, you may push it back 5ft, or inflict Knocked Down.​
    Destructive. Deals maximum damage to objects or structures.

  • Polearm. Cost: 20 GP | Reach: 10ft. | Damage: (1d8) | Piercing/Slashing | Two Hands (halbred, poleaxe, voulge, bills, ji, guandao, fauchard, guisarme, naginata, bardiche, woldo, ngao, many more)
    Requires Large Weapons Training.
    Critical Effect: Lacerate-Penetrate. Inflict Bleeding for 1d4 Rounds and 1d4 Impale Counters.
    Adaptive. Choose whether to deal Slashing or Piercing damage before you roll an attack.​​

  • Spear, Long. Cost: 15 GP | Reach: 10ft./Throw 60ft. | Damage: (1d8) | Piercing | Two Hands
    Requires Large Weapons Training.
    ​Critical Effect: Penetrate++. Inflict 1d8 Impaled Counters on the target. If the attack was a Throw, instead inflict 8 Impaled Counters.
    Feint+. Once per round, when you attack with this weapon and miss, you may immediately try again with a -2 penalty to hit.
    ​Seaworthy. This weapon suffers no penalty to underwater melee attacks.

 

Giant Weapons

Picture
  • Greataxe. Cost: 50 GP | Reach: 5ft. | Damage: (1d10) | Slashing/Bludgeoning | Two Hands
    Requires Giant Weapons Training.
    Critical Effect: Sunder++. Reduce the target's Armor Class by 3. Maximum cumulative penalty from this effect (from all sources) is -4.
    Cleaving. When you kill an enemy with this weapon, any leftover damage is immediately applied to an adjacent enemy, so long as the attack roll would have beat its Armor Class as well.
    Adaptive. Choose whether to deal Slashing or Bludgeoning damage before you roll an attack.​​
    ​
  • Greatclub. Cost: 35 GP | Reach: 5ft. | Damage: (1d12) | Bludgeoning | Two Hands
    Requires Giant Weapons Training.
    Critical Effect: Batter. Choose up to 3 targets within reach in addition to the one you attacked. Divide 12 Bludgeoning Damage evenly between them. They must make a Fortitude Check, contested by a Might Check from you. Any that fail are Knocked Down.​
    ​
  • Greatsword. Cost: 70 GP | Reach: 5ft. | Damage: (1d12) | Slashing | Two Hands (claymore, flamberge/zweihänder, similar)
    Requires Giant Weapons Training.
    Critical Effect: Swath. When dealing damage for this attack, roll an additional damage die. Then, you may choose another creature within reach, and deal it half of the total damage dealt. Then, you may choose a third, dealing half again, and a fourth, dealing half again. This process repeats until there are no more eligible creatures, or the damage would be less than 1.

 

Improvised Weapons

The GM determines the appropriate size and damage type of an Improvised Weapon. The to-hit penalty can be removed by taking the Improvised Weapon Fighting Perk.​
  • Small Improvised Weapon. Reach: 5ft./Throw 10ft. | Damage: (1d4) | One Hand
    Improvised. Attack rolls are made with a -1 Penalty.
    ​
  • Medium Improvised Weapon. Reach: 5ft. | Damage: (1d6) | One Hand
    Improvised. Attack rolls are made with a -2 Penalty.​
  •  Large Improvised Weapon. Reach: 10ft. | Damage: (1d8) | Two Hands
    Improvised. Attack rolls are made with a -3 Penalty.
    ​
  • Giant Improvised Weapon. Reach: 5ft. | Damage: (1d10) | Two Hands
    Improvised. Attack rolls are made with a -4 Penalty.

 

Weapon Modifiers


Weapon Modifiers add properties to any weapon, and a multiplier to its cost. If a weapon has multiple modifiers, the multipliers stack. 
Extremely "expensive" items are unlikely to be for sale at a shop anywhere, but serve as a way of gaging their rarity (see sidebar) and roughly what character level it makes sense for players to run across them.

Examples:
A Mace costs 5GP, making it a Mundane rarity.
A Deadly Mace would cost 50GP  (5GP x 10), still Mundane.
A Deadly Accurate Mace would cost 500GP (5GP x 10 x 10), putting it at the high end of Unusual and the low end of Rare. This makes it appropriate for characters around level 5. 


A Maul costs 25Gp. Pricey, but a Mundane item.
A Silvered Mace costs 750GP (25GP x 30), a Rare item suitable for players level 6-9. 
A Consecrated(+) Silvered Maul costs 262,500GP (25GP x 30 x 350), a Legendary item suitable for players level 13+. 


A Greatsword costs 70GP. 
A Hellforged(+) Greatsword costs 23,100GP (70GP x 330), a Very Rare item suitable for players level 10 or higher. However:
A Hellforged(++) Greatsword costs 46,200GP (70GP x 660), still a Very Rare item, but toward the high end of the bracket, so GMs may consider waiting a level or two, or saving it for a very special reward. 


Modifiers with a "+/++/+++" have multiple variants, increasing in power (and cost). It is intentionally left to the GM to decide if a "+" or "++" version might be upgraded to a higher tier, and what it would take to do so. 

Item Rarity

General guideline for how accessible things should be and when they'd be encountered by players, based on their cost. Note this is written with an eye toward equipment, not consumables. 
  • 0-100GP | Mundane. Commonly available items, suitable for all levels. 
  • 100-500GP | Unusual.  Niche, accessible with some searching or contacts. Character levels 3-5.
  • 500-2,500GP | Rare. Treasured objects inaccessible to most. Rare items often have a storied history. Character levels 6-9. 
  • 2,500-50,000 | Very Rare. The coveted prizes of organizations and kingdoms, arms and armor of celebrated heroes, fabled artifacts lost to time. Very Rare items, or at the least their makers or wielders, are likely known to scholars and storytellers both. Character levels 10+
  • 50,000-500,000GP | Legendary. Literal objects of legend, only a handful of which exist in a given culture's stories. Apex masterpieces of history's greatest artificers or enchanters. Whether they are real or not may be debated. Recovering one would be a quest for many, and succeeding would attract the attention of more. Character levels 13+
  • 500,000-10,000,000GP | Mythic. Forged as boons and workings of primordial powers, or confluxes of universal events. Armor forged by smith-gods, blades woven from screams by arch-devels, a humble arrowhead that pierced the heart of a dragon queen and now burns eternally with lightless fire--each Mythic item is unique and (nearly) priceless.

Minimum Cost Modifier

The Modifiers below may be applied to any melee weapon.
However, if the weapon's base cost is less than 5GP, instead treat it as 5GP for the purposes of applying cost multipliers.
(Meaning the cheapest possible modified weapon, Accurate or Deadly, should be at least 50GP). 

Negative modifiers are unaffected.
Intrinsic Modifiers.
These are not consider magical effects for the purposes of Endmage auras or anti-magic effects.
Accurate. Cost x10. Add an additional +1 to Attack Rolls made with this weapon. 
Deadly. Cost x10. Add an additional +1 to Damage Rolls made with this weapon.
Exquisite. Cost x200. Add +1 to Attack and Damage Rolls made with this weapon.
Mastercrafted. Cost x400. Add +2 to Attack and Damage Rolls made with this weapon.
Relic. Cost x500. Add +1d4 to Damage Rolls made with this weapon.
Cold Iron. Cost x15. When you strike a Fey creature with this weapon, it deals an additional +1 Ether Damage, or +1d4 on a Critical Hit.
Silvered. Cost x30. When you strike a Shapeshifter with this weapon, it deals an additional +1 Poison Damage, or +1d6 on a Critical Hit.
Meteoric Metal. Cost x40. When you strike an Outsider with this weapon, it takes +1 Explosive Damage. On a Critical Hit, this damage is dealt to all creatures within 5ft. of the target.  
Lodestone. Cost x25. This weapon deals an additional 2 Damage to Furies and Elementals.

Magical Modifiers.
These effects do not function in an Endmage aura or anti-magic field. The weapon becomes a mundane version of itself while under that influence.
Imbued (Fire/Ice/Lightning/Acid). Cost x300. Changes the weapon's damage type to Burning/Freezing/Shocking/Acidic.
Hellforged (+/++/+++). Cost x330/660/990. This weapon deals an additional +1 Infernal damage on a hit, or +1d4 Infernal damage to Celestials. 
When you hit a creature with this weapon, you may opt to take 1/2/3 Infernal Damage. If you do, inflict 2/4/6 Fire Damage to your target. 
Etherwrought (+/++/+++). Cost x100/200/300. This weapon deals an additional +1/+2/+3 Ether Damage on a hit. If subjected to an Endmage aura or similar effect, the creature holding this weapon must drop it or take 1d4/1d6/1d8 Ether Damage per round they hold onto it.
Blighted. (+/++/+++). Cost x250/x350x500. This weapon inflicts an additional 1/2/3 Eldritch Damage upon a hit. 
  • ++ and +++ versions: when you make a Critical Hit with this weapon, the target suffers 1d4 Eldritch + 1d4 Ether Damage.
Consecrated (+/++/+++). Cost x350/500/707. When you strike an Undead or Infernal creature with this weapon, it deals an additional 1/2/1d4 Ardent Damage.
  • ++ and +++ versions: Once per day, the wielder may activate this weapon, forcing all hostile creatures who see it to make a Fortitude Check (++target= 8 || +++target= 10), or become Blinded for 1d4 Rounds.​
Picture
Picture

Negative Modifiers.
Need to know what the stats are for an old axe that's been moldering in a dank tomb for 200 years? Welp.
Worn (Negative Modifier). Cost /2. Subtract 1 from Damage Rolls made with this weapon.
Corroded (Negative Modifier). Cost /3. Subtract 2 from Damage Rolls made with this weapon.
Decrepit (Negative Modifier). Cost /4. Subtract 3 from Damage Rolls made with this weapon.
Brittle (Negative Modifier). Cost /3. When using this weapon, if you roll a natural 1 to hit on two consecutive attacks, the weapon shatters and is destroyed.
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    • Character Classes >
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      • Playable Classes >
        • Assassin (Martial)
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      • In Development >
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