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Weapons, Armor &
Equipment
Bayonet [Simple Melee Weapon]
A bayonet is a
dagger that can be affixed to a crossbow, turning the
crossbow into a make-shift melee weapon. It costs 3 gp to
equip a crossbow to carry a bayonet and affixing or removing
a bayonet takes a full round. Treat a hand-held bayonet as a
normal dagger.
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Weapon
|
Cost
|
Damage
|
Critical
|
Range
Increment
|
Weight
|
Type
|
|
Bayonet
|
2
gp
|
1d4
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x3
|
--
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1
lb.
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Piercing
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Digger's Spade [Simple Melee Weapon]
This is a
short-handled shovel with a flat blade used for digging
trenches and post-holes. It can be wielded as a one-handed
or two-handed weapon by anyone medium-sized or larger.
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Weapon
|
Cost
|
Damage
|
Critical
|
Range
Increment
|
Weight
|
Type
|
|
Digger's
Spade
|
2
gp
|
1d6
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x2
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--
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8
lb.
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Bludgeoning or
Slashing
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Gnomish
Hurlant [Exotic Ranged Weapon]
A gnomish hurlant
is a crossbow-like weapon that hurls alchemical grenades
rather than bolts. The hurlant can also fire normal sling
bullets or stones (4 penalty to hit) or clusters of caltrops
(3-6) into an area. Light hurlants may be fired with one
hand, heavy hurlants must be fired with two hands unless the
bearer is larger than medium size. Loading a light hurlant
requires a partial action. Loading a eavy hurlant requires a
full action.
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Weapon
|
Cost
|
Damage
|
Critical
|
Range
Increment
|
Weight
|
Type
|
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Hurlant,
heavy
|
120
gp
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*
|
x2
|
80
ft.
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12
lb.
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**
|
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Hurlant,
light
|
75
gp
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*
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x2
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40
ft.
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8
lb.
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**
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* per ammo type
(stones do 1d3 damage, sling bullets do 1d4 damage)
** per ammo type (stones and sling bullets do bludgeoning
damage)
Mattock [Simple Melee Weapon]
This is a
two-handed sledge hammer used for driving posts, stakes and
(in time of need) heads. One side of the sledge is a
claw-like edge that can be used like a crowbar (+2 bonus to
Strength rolls involving prying open chests, doors, etc.). A
mattock can be wielded as a one-handed weapon by any
medium-sized creature.
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Weapon
|
Cost
|
Damage
|
Critical
|
Range
Increment
|
Weight
|
Type
|
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Mattock
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8
gp
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1d6
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x4
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--
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10
lb.
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Bludgeoning or
Piercing
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Repeating Great Crossbow
[Exotic Ranged
Weapon]
The Repeating
Great Crossbow is a large, multi-shot crossbow that
resembles the smaller repeating crossbow. The RGC is used by
loading a case of bolts and the bow itself is drawn back by
a winch (in total this requires two full actions for a
single user of medium-size or smaller). This massive weapon
requires a 2-man team to be used effectively and is mounted
on a bipod or tripod to support its weight and increase
stability when firing. A medium-sized creature can wield
this weapon without the support at a -4 attack penalty.
Large-sized creatures can use this weapon with two hands
without the penalty. This weapon may be used without penalty
by those possessing the Gunnery feat.
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Weapon
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Cost
|
Damage
|
Critical
|
Range
Increment
|
Weight
|
Type
|
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Repeating
Great Crossbow
|
700
gp
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2d6
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19-20 /
x2
|
150
ft.
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35
lb.
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Piercing
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Bolts (case of
10)
|
5
gp
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--
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--
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--
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5
lb.
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--
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Sniper's Crossbow [Exotic Ranged Weapon]
A sniper's
crossbow is a devasting heavy crossbow equipped with a
composite, recurved bow and a sniper scope (a device that
resembles a small spyglass). Using this scope gives the user
Far Shot as a virtual feat. The scope may be removed and
used as a 2x magnification device but may not be mounted on
another weapon.
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Weapon
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Cost
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Damage
|
Critical
|
Range
Increment
|
Weight
|
Type
|
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Sniper's
crossbow
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75
gp
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1d10
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19-20 /
x2
|
130
ft.
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10
lb.
|
Piercing
|
|
w/Sniper
scope
|
975
gp
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1d10
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19-20 /
x2
|
195
ft.
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11
lb.
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Piercing
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Ranger's Dagger [Simple Melee Weapon]
The ranger's
dagger is a masterwork dagger with a double-edged blade that
is serrated on one side. The dagger is forged to take an
edge with a minimum of effort and the blade is very durable,
heavy enough to chop through wood. The dagger's pommel
screws off, revealing a hollow hilt that is large enough to
carry small maps, bits of fishing line, a basic set of
lockpicks and other small, lightweight objects.
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Weapon
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Cost
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Damage
|
Critical
|
Range
Increment
|
Weight
|
Type
|
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Ranger's
dagger,
masterwork
|
305
gp
|
1d4
|
19-20 /
x2
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5
ft.
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1
lb.
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Slashing
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Bombardier
Rucksack & Adventuring Gear
A heavy-duty
backpack of reinforced, alchemically-treated canvas (acid,
flame retardant and waterproof) with a metal and leather
frame. Inside the pack are specially-designed compartments
used to hold the following standard equipment:
- Rope and a grapple
- Tindersticks
- Tweezers, small post mirrors (like a dentist's mirror) and
other disarming tools
- Alchemical supplies (brazier, mortar & pestle,
etc.)
- Several fuses of various lengths and burning rates
- Flask of oil, vinegar (to alleviate the pain of corrosive
burns) and other fluids
- Several pouches of sulfur, magnesium, iron filings and
other chemical agents
- Materials for creating explosive arrows, self-propelled
rockets and hand grenades
- A copy of Gustaff Smokebelly's "Practical Pyrotechnics and
Field Alchemy"
- A copy of Soot Scatterling's "Puddings, Slimes and Other
Hazards"
Bombardiers also tend to
equip themselves with these standard items:
- A heavy, quilted apron
(alchemically-treated to resist damage from fire, acids and
other corrosive substances)
- One pair of alchemically-treated heavy leather
gauntlets
- A small helmet
- One pair of tinted goggles with flip-down jeweler's
loupes
- Face mask (to prevent accidental inhalation of fumes and
particles)
- Heavy, reinforced boots
- Small pickhammer and iron spikes (pickhammer doubles as a
weapon)
- Iron clipping shears
- Small knife
- Mortar pipe with six mortar shells
- Light crossbow or firearm
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