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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.


Weapon

Cost

Damage

Critical

Range
Increment

Weight


Type

Bayonet

2 gp

1d4

x3

--

1 lb.

Piercing

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.


Weapon

Cost

Damage

Critical

Range
Increment

Weight


Type

Digger's Spade

2 gp

1d6

x2

--

8 lb.

Bludgeoning or Slashing

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.


Weapon

Cost

Damage

Critical

Range
Increment

Weight


Type

Hurlant, heavy

120 gp

*

x2

80 ft.

12 lb.

**

Hurlant, light

75 gp

*

x2

40 ft.

8 lb.

**

* 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.


Weapon

Cost

Damage

Critical

Range
Increment

Weight


Type

Mattock

8 gp

1d6

x4

--

10 lb.

Bludgeoning or Piercing

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.


Weapon

Cost

Damage

Critical

Range
Increment

Weight


Type

Repeating
Great Crossbow

700 gp

2d6

19-20 / x2

150 ft.

35 lb.


Piercing

Bolts (case of 10)

5 gp

--

--

--

5 lb.

--

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.


Weapon

Cost

Damage

Critical

Range
Increment

Weight


Type

Sniper's crossbow

75 gp

1d10

19-20 / x2

130 ft.

10 lb.

Piercing

w/Sniper scope

975 gp

1d10

19-20 / x2

195 ft.

11 lb.

Piercing

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.


Weapon

Cost

Damage

Critical

Range
Increment

Weight


Type

Ranger's dagger,
masterwork

305 gp

1d4

19-20 / x2

5 ft.

1 lb.


Slashing

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