Pathfinder Companion - Adventurer's Armory.pdf

(5109 KB) Pobierz
Pathfinder Companion: Adventurer's Armory
®
Armory
Adventurer’s
422131835.009.png
WEAPONS
Simple Weapons
Cost Dmg (S) Dmg (M)
Critical
Range
Weight 1
Type 2
Special
Unarmed Attacks
Brass knuckles
1 gp
1d2
1d3
×2
1 lb.
B
see text
Light Melee Weapons
Cestus
5 gp
1d3
1d4
19–20/×2
1 lb.
B
monk
Hanbo
1 gp
1d4
1d6
×2
2 lbs.
B
monk, trip
Wooden stake
1d3
1d4
×2
10 ft.
1 lb.
P
One–Handed Melee Weapons
Mere club
2 gp
1d3
1d4
×2
2 lbs.
B or P
Two–Handed Melee Weapons
Bayonet
5 gp
1d4
1d6
×2
1 lb.
P
Ranged Melee Weapons
Bullets, groaning (10)
2 gp
5 lbs.
B
see text
Stingchuck
1d3
1d4
×2
10 ft.
9 lbs.
B
see text
Martial Weapons
Cost Dmg (S) Dmg (M)
Critical
Range
Weight 1
Type 2
Special
Light Melee Weapons
Blade boot
25 gp
1d3
1d4
×2
2 lbs.
P
see text
Dogslicer 3
8 gp
1d4
1d6
19–20/×2
1 lb.
S
Switchblade knife
5 gp
1d3
1d4
19–20/×2
10 ft.
1 lb.
P
War razor 3
8 gp
1d3
1d4
19–20/×2
1 lb.
S
One–Handed Melee Weapons
Combat scabbard, sharpened
10 gp
1d4
1d6
18–20/×2
1 lb.
S
see text
Klar 3
12 gp
1d4
1d6
×2
6 lbs.
S
Scizore
20 gp
1d8
1d10
×2
3 lbs.
P
Terbutje
5 gp
1d6
1d8
19–20/×2
2 lbs.
S
Terbutje, steel
20 gp
1d6
1d8
19–20/×2
4 lbs.
S
Two–Handed Melee Weapons
Bardiche
13 gp
1d8
1d10
19–20/×2
14 lbs.
S
brace, reach, see text
Bec de corbin
15 gp
1d8
1d10
×3
12 lbs.
B or P
brace, reach, see text
Bill
11 gp
1d6
1d8
v3
11 lbs.
S
brace, disarm, reach, see text
Earth breaker 3
40 gp
1d10
2d6
×3
14 lbs.
B
Glaive-guisarme
12 gp
1d8
1d10
×3
10 lbs.
S
brace, reach, see text
Lucerne hammer
15 gp
1d10
1d12
×2
12 lbs.
B or P
brace, reach, see text
Ogre hook 3
24 gp
1d8
1d10
×3
10 lbs.
P
trip
Syringe spear
100 gp
1d6
1d8
×3
20 ft.
6 lbs.
P
brace, see text
Ranged Weapons
Arrows, whistling (20)
2 gp
3 lbs.
P
see text
Chakram
1 gp
1d6
1d8
×2
30 ft.
1 lb.
S
Hunga munga
4 gp
1d4
1d6
×2
15 ft.
3 lbs.
P
Pilum
5 gp
1d6
1d8
×2
20 ft.
4 lbs.
P
see text
Table continued on inside back cover
422131835.010.png
®
COMPANION
Armory
Adventurer’s
This Pathinder Companion book works best with the Pathinder Roleplaying Game Core Rulebook and the
Pathinder Bestiary . Although it is suitable for play in any fantasy world, it is optimized
for the Pathinder Chronicles campaign setting.
Table of Contents
Weapons, Armor, and
2
Adventuring Gear
Combat
22
Faith
24
Magic
26
Persona
28
Social
30
Authors • Jonathan Keith, Hal Maclean, Jef Quick,
Christopher Self, JD Wiker, Keri Wiker
Cover Artist • Pavel Guzenko
Interior Artists • Vincent Dutrait, Christophe Swal,
and Kieran Yanner
Publisher • Erik Mona
Paizo CEO • Lisa Stevens
Vice President of Operations • Jefrey Alvarez
Corporate Accountant • Dave Erickson
Director of Sales • Pierce Watters
Sales Manager • Christopher Self
Technical Director Vic Wertz
Events Manager Joshua J. Frost
Editor-In-Chief • James Jacobs
Managing Editor • F. Wesley Schneider
Editing and Development • Judy Bauer, Christopher Carey,
Rob McCreary, Sean K Reynolds, and James L. Sutter
Editorial Assistance • Jason Bulmahn
Art Director • Sarah E. Robinson
Production Specialist • Crystal Frasier
Special Thanks
The Paizo Customer Service, Website,
and Warehouse Teams
Paizo Publishing, LLC
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
paizo.com
Product Identity : The following items are hereby identiied as Product Identity, as deined in the Open Game License version 1.0a, Section 1(e), and
are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters,
artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public
domain are not included in this declaration.)
Open Content : Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open
Game Content, as deined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open
Game Content may be reproduced in any form without written permission.
Pathinder Companion: Adventurer’s Armory is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards
of the Coast, Inc.
Paizo Publishing, LLC, the Paizo golem logo, Pathinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathinder Roleplaying
Game, Pathinder Society,Pathinder Chronicles, Pathinder Modules, and Pathinder Companion are trademarks of Paizo Publishing, LLC. © 2010
Paizo Publishing, LLC.
Printed in China.
422131835.011.png 422131835.012.png 422131835.001.png 422131835.002.png
®
COMPANION
TM
Rulebook. If a weapon’s description says it is “treated as” another
weapon, a character lacking the appropriate exotic weapon
proiciency, can still use it as if it were the other kind of weapon and feats
such as Weapon Focus still apply, as do abilities requiring a certain weapon.
For example, the butterly knife allows a proicient user to open or close it as a
free action and is otherwise treated as a dagger, meaning she can wield it
as a dagger, gain the beneit of Weapon Focus (dagger) when wielding it, use it
as the target of a spell that only affects daggers, and so on.
W e a p o n s
Aklys : The aklys is a hooked throwing club with a 20-
foot cord; you can retrieve the aklys ater throwing
it as a move action. The hook allows you to make
trip attacks at range. Some aklys have holes drilled
in them and whistle when thrown, making them
ideal for throwing down long, dark tunnels.
Bec de Corbin : The bec de corbin is very similar
to the lucerne hammer, but the hammer head is
blunt rather than spiked and the spike is stouter and
more hooked. You primarily attack with the spike. You gain
a +2 bonus to your CMB to sunder medium or heavy armor
with a bec de corbin.
Bill : The blade of this polearm is a curved or
hooked chopping blade with a spiked projection
on the back of the blade. The spike is commonly
used to block and parry. When ighting defensively or
with full defense, this weapon gives you a +1 shield bonus to
AC. A mounted opponent hit by a bill takes a –1 penalty on
his Ride checks to stay mounted.
Blade Boot : Blade boots come with a spring-mounted
knife that pops out when triggered with the right
combination of toe presses. You can use a blade boot as
an of-hand weapon. Releasing the knife is a swit action;
rearming it is a full-round action. When the blade
is extended, you treat normal terrain as diicult
and diicult terrain as impassable.
Arrows, Whistling : These arrows come with
specially designed grooves and letching
that cause them to emit a loud
keening sound audible within
500 feet of their light path.
Bardiche : The crescent axe-
blade of this polearm is attached
to the hat at two points: the center of the blade attaches
to a socket at the top of the hat, and the lower point of
the blade attaches to a secondary mount point. The blade
is oten very long, sometimes almost as long as the hat.
You gain a +2 bonus to your CMD to resist sunder attempts
against a bardiche.
Battle Poi : This pair of arm-length chains has handles
at one end and heavy fuel-soaked torch heads at the other.
The weight of the poi is insuicient to deal physical
damage, but the burning fuel deals ire damage. If you
are proicient in battle poi, you are treated as if you have
the Two-Weapon Fighting feat for the purposes of making
poi attacks. Poi can be extinguished by spending a full
round action smothering them in sand or submerging
them in water.
Bayonet : Bayonets are specially designed knives
that it into the grooves or muzzles of crossbows
and irearms. They allow you to make melee
attacks with these weapons but render
them temporarily useless as ranged
weapons. Attaching or removing a
bayonet is a move action.
Boomerang : The boomerang is primarily
a hunting tool for the Mwangi people, but it is
not uncommon for them to carry these versatile
w e a p o n s i nt o b a t t le . A b o o m e r a n g i s m a d e of w o o d
and is lat, with a long hat, a pronounced forward
curve, and a sharp backward bend at the head. A
thrown boomerang does not ly in a returning path;
returning boomerangs are solely recreational.
Brass Knuckles : These weapons are designed to
it comfortably around the knuckles, narrowing the
contact area and therefore magnifying the amount of
force delivered by a punch. They allow you to deal lethal
damage with unarmed attacks. You may hold, but not
wield, a weapon or other object in a hand wearing brass
2
T his list of weapons supplements the list in the Pathinder RPG Core
422131835.003.png 422131835.004.png 422131835.005.png
WEAPONS, ARMOR, AND ADVENTURING GEAR
knuckles. You may cast a spell with a somatic component
while wearing brass knuckles if you make a concentration
check (DC 10 + the level of the spell you’re casting). Monks
are proicient with brass knuckles.
Bullets, Groaning : These sling bullets are
honeycombed with overlapping perforations that cause
them to emit an eerie moan audible within 500 feet of
their light path.
Butterly Knife : A butterly knife has a blade concealed
between two halves of the handle that can be brought to
bear quickly. If you are proicient with the butterly knife
(or have the Quick Draw feat) and are holding it in your
hand, you may open it as a free action; a nonproicient user
must spend a move action to open it. Otherwise, treat this
weapon as a dagger.
Cestus : The cestus is a glove of leather or thick cloth
that covers the wielder from mid-inger to mid-forearm.
It is reinforced with metal plates over the ingers and
oten lined with wicked spikes and fangs along the backs
of the hands and wrists. While wearing a cestus, you are
considered armed and your unarmed attacks deal normal
damage rather than nonlethal damage. If you are proicient
with a cestus, your unarmed strikes may deal bludgeoning
or piercing damage. When using a cestus, your ingers
are mostly exposed, allowing you to wield or carry items
in that hand, but the constriction of the weapon at your
knuckles gives you a –2 penalty on all precision-based
tasks involving that hand (such as opening locks).
Chain Spear : This vicious weapon oten inds its way
into gladiatorial events due to its versatility. The body of
the weapon is a standard short spear, primarily used for
thrusting. The butt of the spear is itted with a length of
chain, oten spiked, with a hook at the end. The hook and
chain may be used to make trip attacks. If your trip attack
fails by 10 or more, you may drop a chain spear to avoid
being knocked prone.
Chakram : The chakram is a simple, elegant, and highly
portable thrown weapon. It is a lat, open-centered
metal discus with a sharpened edge. You can wield the
chakram as a melee weapon, but it is not designed for
such use; you take a –1 penalty on your attack roll with
the weapon and must make a DC 15 Relex save or
cut yourself on the blade (half damage, no Strength
modiier). You do not need to make this save if
wearing heavy armor or a gauntlet.
Combat Scabbard, Sharpened :
This combat scabbard has a
sharp blade on the outer edge,
allowing you to use it as a weapon.
Dwarven Maulaxe : This versatile weapon looks like
a heavy-headed axe, but a proicient wielder can use the
blunt back of the head to deal bludgeoning damage.
WEAPON EQUIVALENCIES
There are many new weapons presented in this section, and
it could have included many, many more. However, rather
than include multiple weapons with the exact game stats as
a weapon that’s already in the rulebook, this book’s weapons
have unique stats and play a speciic role that isn’t already
covered by a weapon in the Pathinder RPG Core Rulebook .
Players shouldn’t let this hamper their creativity—if they want
to call their characters’ greatswords zweihänders or claymores,
they should go right ahead!
Flambard : This two-handed sword has a wavy blade
that is especially useful for cutting through wooden
weapons. If you are proicient with this weapon, you gain
a +4 bonus on any sunder attempts made against weapons
with a wooden hat; otherwise you may use this sword as
a bastard sword.
Garrote : A garrote is a length of wire or thin rope with
wooden handles at both ends. The wire is placed across
a victim's throat and crossed behind the neck; when the
handles are pulled tight, the garrote strangles him. In
order for you to use a garrote, your opponent must be
helpless or unaware of you. You must make a grapple check
(though you avoid the –4 penalty for not having two hands
free) to successfully begin garroting your opponent. Sneak
attack damage does not apply to a garrote. Your garroted
opponent must make a concentration check (DC 20 + your
CMB + level of the spell he’s casting) to cast a spell with a
verbal component, use a command word item, or use any
magic requiring speech. You gain the following additional
option when grappling with a garrote.
Choke : You cut of your target’s air supply so he has to
hold his breath (see Sufocation on page 445 of the Pathinder
RPG Core Rulebook , and the Swim skill on page 108). Any
round you do not maintain the choke, your opponent can
take a breath and restart when he has to begin making
Constitution checks.
Glaive-Guisarme : This weapon combines the
blade of the glaive with a wicked hook. A mounted
opponent hit by a glaive-guisarme takes a –2
penalty on his Ride checks to stay mounted.
Hanbo : The hanbo is a staf less than a yard
long, oten carved to look like a walking stick.
Hunga Munga : This three-bladed dagger
is intended for throwing but can be used as a
melee weapon.
Lasso : This length of rope with a simple open
knot on one end allows you to entangle a foe like
you would using a net. The concentration DC to
3
422131835.006.png 422131835.007.png 422131835.008.png
Zgłoś jeśli naruszono regulamin