Hand Weapons
Table of common hand weapons that are purchaseable from High & Dry and other friendly ports. Weapons not listed here are often derivitives of these weapons. For example a cutlass has the stats of a short sword, a belaying pin is comparable to a club, and a boarding axe is comparable to a battle axe.
Gauntlet: The gauntlet entry covers any items that reinforce a punch such as brass knuckles, studded gloves, gauntlets, horseshoes, and so on. These convert the damage of a punch from subdual to normal damage, and require no special training to use.
Heavy Crossbow: A heavy crossbow takes a full round to load, and so can only be fired every other round.
Net: It takes a full round to pull a net back in after it is thrown, so it can only be used every other round.
Tiger Claws: The tiger claws entry covers such vicious implements as heavily-spiked gloves, leather gauntlets with projecting blades, and the hand-held metal “claws” used by some assassins. These weapons require training and are only used by pit fighters and assassins.
* Two-handed weapon. Characters using two-handed weapons use a d16 on initiative checks.
** Strength modifier applies to damage with this weapon at close range only.
*** Damage dealt is always subdual damage.
† These weapons are particularly effective when used with the element of surprise. A thief who succeeds in a backstab attempt with one of these weapons uses the second damage value listed. All other classes and all other thief attacks use the first value.
‡ Characters generally purchase normal straightedged daggers, but cultists, cave-dwellers, evil priests, alien worshipers, and other menacing villains carry curvy or ceremonial daggers known as athame, kris, or tumi.
& With successful attack, may make a grapple roll to disarm target using the value of the original attack roll. # These weapons inflict double damage on a mounted charge. A lance can only be used when mounted. § These weapons do not apply a character's Strength modifier to damage. ♢ These weapons entangle (DCC, pg. 78) on a successful attack if the target fails to make a successful DC 14 Reflex save. An entangled victim can attempt to escape once per round by making a Reflex saving throw versus DC 14. Alternatively, a character or monster can escape by destroying the entangling weapon if they have the means, needing to inflict actual damage equal to the maximum damage the entangling weapon inflicts, so cutting a bolas off requires 3 damage.
NOTES
Whip: Despite being handheld, the whip is used as a ranged weapon.Gauntlet: The gauntlet entry covers any items that reinforce a punch such as brass knuckles, studded gloves, gauntlets, horseshoes, and so on. These convert the damage of a punch from subdual to normal damage, and require no special training to use.
Heavy Crossbow: A heavy crossbow takes a full round to load, and so can only be fired every other round.
Net: It takes a full round to pull a net back in after it is thrown, so it can only be used every other round.
Tiger Claws: The tiger claws entry covers such vicious implements as heavily-spiked gloves, leather gauntlets with projecting blades, and the hand-held metal “claws” used by some assassins. These weapons require training and are only used by pit fighters and assassins.
* Two-handed weapon. Characters using two-handed weapons use a d16 on initiative checks.
** Strength modifier applies to damage with this weapon at close range only.
*** Damage dealt is always subdual damage.
† These weapons are particularly effective when used with the element of surprise. A thief who succeeds in a backstab attempt with one of these weapons uses the second damage value listed. All other classes and all other thief attacks use the first value.
‡ Characters generally purchase normal straightedged daggers, but cultists, cave-dwellers, evil priests, alien worshipers, and other menacing villains carry curvy or ceremonial daggers known as athame, kris, or tumi.
& With successful attack, may make a grapple roll to disarm target using the value of the original attack roll. # These weapons inflict double damage on a mounted charge. A lance can only be used when mounted. § These weapons do not apply a character's Strength modifier to damage. ♢ These weapons entangle (DCC, pg. 78) on a successful attack if the target fails to make a successful DC 14 Reflex save. An entangled victim can attempt to escape once per round by making a Reflex saving throw versus DC 14. Alternatively, a character or monster can escape by destroying the entangling weapon if they have the means, needing to inflict actual damage equal to the maximum damage the entangling weapon inflicts, so cutting a bolas off requires 3 damage.