Ranged Weapons
Ranged weapons make Attack rolls to hit their target with 1d12+Precision.
Ranged attacks made when hostile creatures are within 5ft. of you are made with 1d8+Precision instead.
Longshots can be made beyond the listed range. Double the listed range, but make the attack with a two dice sizes smaller (a d8, to start). This process is repeatable, doubling the range and dropping two die sizes each increment.
(Normal Range: 1d12+Precision | Double Range: 1d8+Precision | 4x Range: 1d4+Precision | 8x Range: 1+Precision | 16x Range: the GM is allowed to laugh at you).
Ranged attacks made when hostile creatures are within 5ft. of you are made with 1d8+Precision instead.
Longshots can be made beyond the listed range. Double the listed range, but make the attack with a two dice sizes smaller (a d8, to start). This process is repeatable, doubling the range and dropping two die sizes each increment.
(Normal Range: 1d12+Precision | Double Range: 1d8+Precision | 4x Range: 1d4+Precision | 8x Range: 1+Precision | 16x Range: the GM is allowed to laugh at you).
Made more sense to organize Ranged Weapons by type instead of size. Have added any Training Perk requirements to appropriate listings. -Chris
If a weapon requires a Training Perk you do not have, you make attacks with that weapon with a -4 penalty.
If a weapon requires a Training Perk you do not have, you make attacks with that weapon with a -4 penalty.
Bows
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Crossbows
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Misc. Ranged Weapons
- Blowgun. Cost: 8 SP | Range: 30ft. | Damage: (1) | Piercing | One Hand | Size: Small | Ammo: Needles
(No Critical Effect)
Silent. While you are hidden, if you strike a target with a Blowgun, there is a 50% chance for you to remain hidden. If the attack misses, the chance rises to 75%.
- Boomerang. Cost: 2 SP | Throw: 60ft. | Damage: (1d4) | Bludgeoning | One Hand | Size: Medium
Requires Thrown Weapon Training.
Critical Effect: Stagger. Inflict the Dazed Condition on the target for 1 Round.
Returning. When you miss with an attack, the Boomerang returns to you so long as there is enough space for it to do so. It require at least 15ft. of open space around the target to turn around.
Mighty. You may use your Might score to make attacks with this weapon. - Dart. Cost: 2 CP ea. | Throw: 45ft. | Damage: (1) | Piercing | One Hand | Size: Small
Critical Effect: Penetrate. Inflict 1d4 Impaled Counters on the target.
Mighty. You may use your Might score to make attacks with this weapon.
- Shuriken. Cost: 4 CP ea. | Throw: 60ft. | Damage: (1) | Slashing | One Hand | Size: Small
Requires Thrown Weapon Training.
Critical Effect: Lacerate. Inflict Bleeding for 1d4 Rounds. - Sling. Cost: 7 CP | Range: 60ft. | Damage: (1d4) | Piercing | One Hand | Size: Small | Ammo: Bullets
Critical Effect: Goliath. Inflict an additional 1d4 Piercing Damage. If the target is a Large or smaller creature, inflict Knocked Down.
Firearms
The GM determines if Firearms are appropriate for your setting. As written, these should have a decent mix of pros/cons if used alongside other ranged options. Conversely, you could assign them "Critical Effect: Penetrate+/++/+++" if they're intended to be the primary armament for your setting.
Inaccurate. Crude firearms make Longshots with dice three sizes smaller for each range increment (instead of two). (1d12>1d6>1)
Inaccurate. Crude firearms make Longshots with dice three sizes smaller for each range increment (instead of two). (1d12>1d6>1)
- Derringer. Cost: 15 GP | Range: 20ft. | Damage: (3) | Piercing | One Hand | Size: Small | Ammo: Bullets
Requires Firearms Training.
(No Critical Effect).
Point-Blank. This weapon suffers no penalty if used within 5ft. of an enemy.
Inaccurate. Firearms make Longshots with dice three sizes smaller for each range increment.
Reload X. After using this weapon, it takes 1 minute to reload it. - Handgun, Wheellock. Cost: 30 GP | Range: 50ft. | Damage: (1d6) | Piercing | One Hand | Size: Small | Ammo: Bullets
Requires Firearms Training.
(No Critical Effect).
Point-Blank. This weapon suffers no penalty if used within 5ft. of an enemy.
Reload 1. After using this weapon, it takes an Action to reload it before it can be used again. - Handgun, Flintlock. Cost: 25 GP | Range: 75ft. | Damage: (1d8) | Piercing | Two Hands | Size: Small | Ammo: Bullets
Requires Firearms Training.
(No Critical Effect).
Point-Blank. This weapon suffers no penalty if used within 5ft. of an enemy.
Reload 2. After using this weapon, it takes two Actions to reload it before it can be used again (they do not need to be during the same turn). - Blunderbuss. Cost: 35 GP | Range: 20ft. | Damage: (2d8) | Piercing | Two Hands | Size: Medium | Ammo: Bullets
Requires Firearms Training.
(No Critical Effect).
Reload 2. After using this weapon, it takes two Actions to reload it before it can be used again (they do not need to be during the same turn). - Musket. Cost: 50 GP | Range: 75ft. | Damage: (2d4) | Piercing | Two Hands | Size: Medium | Ammo: Bullet
Requires Firearms Training.
(No Critical Effect).
Reload 2. After using this weapon, it takes two Actions to reload it before it can be used again (they do not need to be during the same turn).
- Arquebus. Cost: 110 GP | Range: 100ft. | Damage: (2d6) | Piercing | Two Hands | Size: Large | Ammo: Bullets
Requires Firearms Training.
(No Critical Effect).
Reload 2. After using this weapon, it takes two Actions to reload it before it can be used again (they do not need to be during the same turn).
Ammunition
Need ammunition values for crafting? Want to track ammo for a crunchier campaign? Just not sure what a bolt is? See below.
Ammunition is consumed once used, being lost or damaged.
Ammunition is made in batches that consume 1GP worth of material. Ammo can be crafted for half that cost if the crafter succeeds on a Precision or Cleverness Check, target = (20-their CL.) Failing the Check still creates the ammo, but at full cost.
Crafters can make up to the 1GP batch number over the course of four hours (so, for arrows, that would be 50). They can make a half Batch (5SP/half quantity) and still get a Night's Rest.
Ammunition is made in batches that consume 1GP worth of material. Ammo can be crafted for half that cost if the crafter succeeds on a Precision or Cleverness Check, target = (20-their CL.) Failing the Check still creates the ammo, but at full cost.
Crafters can make up to the 1GP batch number over the course of four hours (so, for arrows, that would be 50). They can make a half Batch (5SP/half quantity) and still get a Night's Rest.
- Arrow. 2CP/ea. | 1GP Batch: 50. Fletched shaft with arrowhead or point. Used by bows.
- Bolt. 2CP/ea. | 1GP Batch: 50. Shortened arrowlike projectile designed to interface with a crossbow's mechanisms.
- Bullet. 6CP/ea. | 1GP Batch: 16. A heavy slug, usually spherical. Used by Slings and Firearms.
- Dart. 2CP/ea. | 1GP Batch: 50. A heavy pointed object ranging from palm-sized to twice that, thrown directly or lobbed to fall on an target.
- Needle. 1CP/ea. | 1GP Batch: 100. Tiny, very light fletched darts used by blowguns. Often coated with poison.
- Shuriken. 4CP/ea. | 1GP Batch: 25. Small, edged or pointed throwing weapons, various designs. Common as a backup or off-hand weapon in some fighting styles.
Weapon Modifiers
For Ranged Weapons, modifiers can be applied to the weapon or the ammunition. Crafting esoteric ammunition may require materials in addition to the base crafting cost.
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: Arrows cost 2CP/each, making it a Mundane rarity. Cold Iron Arrows would cost 30CP each (2CP x 15), still Mundane. Lightning Arrows would cost 6GP each (2CP x300 = 600CP = 60 Silver = 6 Gold) A Musket costs 50GP. Pricey, but a Mundane item. A Deadly Musket costs 500GP, making it an Unusual item suitable for introduction at character levels 3-5. A Mastercrafted Musket costs 20,000GP (50GP x 400), a Very Rare item suitable for players level 10+. 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 RarityGeneral 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.
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Minimum Cost Modifier
The Modifiers below may be applied to any ranged weapon or piece of ammunition.
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).
For Ammunition, the minimum base cost is 2GP/each, for a cheapest modified cost (Accurate or Deadly) of 20GP each.
Negative Modifiers are unaffected.
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).
For Ammunition, the minimum base cost is 2GP/each, for a cheapest modified cost (Accurate or Deadly) of 20GP each.
Negative Modifiers are unaffected.
Intrinsic Modifiers.
These are not consider magical effects for the purposes of Endmage auras or anti-magic effects.
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.
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.
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.
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.
- ++ 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.
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.
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.
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.