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Weapons

Live by the sword, die by the axe. It's a tale as old as time, and it's not expected to conclude anytime soon. As long as you plan to adventure, you're keeping a weapon on your person, whether you're a feeble old wizard who might need a knife or a brutish warlord who wants to start trying out maces.

Below is a list of common Weapons that you may expect to find in most settlements in a typical PathRunner world. Note that the prices listed below are guideline values intended for use by your Game Master - these prices are very unlikely to be encountered during gameplay. However, if you selected a sufficient amount of Resources from the Priority Chart, you may buy any items listed below at the listed prices during character creation.

Table: Weapon Cost by Type

Weapon Type TU Cost
Simple, Light 2
Simple, One-Handed 4
Simple, Two-Handed 4
Martial, Light 3
Martial, One-Handed 7
Martial, Two-Handed 10
Exotic, Light 4
Exotic, One-Handed 8
Exotic, Two-Handed 12
Shortbow 10
Longbow 20
Crossbow, Light 5
Crossbow, Heavy 10
Pistol 15
Musket 25
Revolver 35
Rifle 50

Weapons are separated into several categories, which dictate how they're typically used as well as what kind of training a character may need to use the weapon in question. In addition to these categories, all weapons possess Weapon Traits, which determine aspects that make a given weapon unique. See the Weapon Traits page for a breakdown of these abilities in greater detail.

  • Light Weapons add half of your Strength modifier to your weapon damage rolls
  • One-Handed Weapons add your full Strength modifier to weapon damage rolls
  • Two-Handed Weapons add your Strength modifier x1.5 to weapon damage rolls

With the above example, a character with 20 Strength (and thus a modifier of +5) would inflict +2 damage with a Light weapon, +5 damage with a One-Handed weapon, and +7 damage with a Two-Handed Weapon, as this modifier rounds down.

By default, a melee weapon uses your Strength modifier for the attack and damage rolls. Optionally, Light weapons may use Dexterity for the attack rolls instead. In order to use Dexterity for damage as well, the weapon must have the Agile trait. See the Weapon Traits page for more information.


Table: Simple Weapons

Simple Light Weapons Dmg (S) Dmg (M) Critical Range Weight Type Traits
Dagger 1d3 1d4 19-20/x2 10 ft. 1 lb. P or S Agile, Blade, Concealed
Light Mace 1d4 1d6 x2 4 lbs. B Agile, Club
Sickle 1d4 1d6 x2 2 lbs. S Blade, Trip
Club 1d4 1d6 x2 10 ft. 3 lbs. B Club, Primitive
Shortspear 1d4 1d6 x2 20 ft. 3 lbs. P Polearm, Primitive, Thrown
Sap 1d4 1d6 x2 2 lbs. B Club, Nonlethal, Primitive
Simple One-Handed Weapons Dmg (S) Dmg (M) Critical Range Weight Type Traits
Heavy Mace 1d6 1d8 x2 8 lbs. B Club
Morning Star 1d6 1d8 x2 6 lbs. B and P Club, Primitive
Spear 1d4 1d6 x2 20 ft. 3 lbs. P Brace, Polearm, Primitive
Simple Two-Handed Weapons Dmg (S) Dmg (M) Critical Range Weight Type Traits
Longspear 1d6 1d8 x3 9 lbs. P Brace, Reach 1
Quarterstaff 1d4 1d6 x2 - 4 lbs. B Club, Double, Polearm, Primitive

Table: Martial Weapons

Light Martial Weapons Dmg (S) Dmg (M) Critical Range Weight Type Traits
Short Sword 1d4 1d6 19-20/x2 2 lbs. P Agile, Blade
Fighting Claw 1d4 1d6 19-20/x2 - 1 lbs. S Agile, Blade, Concealed
Light Hammer 1d4 1d6 x2 20 ft. 2 lbs. B Agile, Club, Dwarven
Handaxe 1d4 1d6 x3 3 lbs. S Axe, Primitive, Thrown
Kukri 1d3 1d4 18–20/x2 2 lbs. S Axe, Blade, Recondite
Light Pick 1d3 1d4 x4 3 lbs. P Agile, Axe, Dwarven
Light Shield 1d3 1d4 x2 special B Armor, Club
Starknife 1d3 1d4 x3 20 ft. 3 lbs. P/S Agile, Blade, Concealed, Thrown
One-Handed Martial Weapons Dmg (S) Dmg (M) Critical Range Weight Type Traits
Battleaxe 1d6 1d8 x3 6 lbs. S Axe, Primitive
Flail 1d6 1d8 x2 5 lbs. B Chain, Club, Disarm, Trip
Katana 1d6 1d8 18-20/x2 6 lbs. S Blade, Recondite
Longsword 1d6 1d8 19-20/x2 4 lbs. S Blade, Reliable
Heavy Pick 1d4 1d6 x4 6 lbs. P Axe, Dwarven, Trip
Rapier 1d4 1d6 18–20/x2 2 lbs. P Agile, Blade
Scimitar 1d4 1d6 18–20/x2 4 lbs. S Agile, Blade, Recondite
Heavy Shield 1d4 1d6 x2 special B Armor, Club
Trident 1d6 1d8 x2 10 ft. 4 lbs. P Brace, Polearm, Thrown
Warhammer 1d6 1d8 x3 5 lbs. B Club, Dwarven
Two-Handed Martial Weapons Dmg (S) Dmg (M) Critical Range Weight Type Traits
Curved Blade, Elven 1d8 1d10 18-20/x2 - 7 lbs. S Blade, Elvish
Earthbreaker 1d10 2d6 x3 - 14 lbs. B Club, Dwarven, Reach 1
Falchion 1d6 2d4 18–20/x2 8 lbs. S Agile, Axe, Blade
Glaive 1d8 1d10 x3 10 lbs. S Polearm, Reach 1
Greataxe 1d10 2d6 x3 12 lbs. S Axe, Orcish
Greatclub 1d10 2d6 x2 8 lbs. B Club, Primitive, Orcish
Heavy Flail 1d8 1d10 19-20/x2 10 lbs. B Chain, Club, Disarm, Trip
Greatsword 1d10 2d6 19-20/x2 8 lbs. S Blade, Reach 1, Reliable
Guisarme-Glaive 1d8 1d10 x3 10 lbs. S Polearm, Trip
Halberd 1d8 1d10 x3 12 lbs. P or S Brace, Polearm, Reach 1
Scythe 1d6 2d4 x4 - 10 lbs. P or S Axe, Flexible, Trip
Spear, Elven Branched 1d6 1d8 x3 - 10 lbs. P Brace, Polearm, Reach 1, Elven
War Pike 1d6 1d8 x2 - 12 lbs. P Brace, Polearm, Reach 2*

*Cannot attack adjacent targets.

Table: Ranged Weapons

All bows and crossbows come with 10 arrows or bolts upon purchase, respectively (this is not necessarily the case in-game). Further ammunition costs 1 TU for a bundle of 20 during Character Creation.

Ranged Weapons Dmg (S) Dmg (M) Critical Range Weight Type Traits
Bola* 1d3 1d4 x2 30 ft. 2 lbs. B Nonlethal, Orcish, Primitive, Trip
Bow, Horned* 1d6 1d8 x3 80 ft. 5 lbs. P Shortbow, Orcish, Recondite
Bow, Long* 1d6 1d8 x3 100 ft. 3 lbs. P Elven, Longbow
Bow, Short 1d4 1d6 x3 60 ft. 2 lbs. P Primitive, Shortbow
Crossbow, Heavy 1d10 2d6 19-20/x2 120 ft. 8 lbs. P Crossbow, Dwarven, Pen 2, 2 Hand
Crossbow, Light 1d6 1d8 19-20/x2 60 ft. 4 lbs. P Crossbow, Dwarven, 1 Hand
Javelin* 1d4 1d6 x2 30 ft. 2 lbs. P Orcish, Primitive
Shuriken* (5) 1 1d2 x2 10 ft. 0.5 lbs. P/S Concealed, Recondite
Pistol 1d10 2d6 x2 30 ft 4 lbs P/B Firearm, Misfire (1), Pen 2, 1 Hand
Musket 2d6 2d8 x2 50 ft 9 lbs P/B Firearm, Misfire (1), Pen 4, 2 Hand

Ranged Weapons marked with an asterisk (*) indicate that you may utilize an Ability Score Modifier for damage rolls with that ranged weapon. Weapons that lack this indicator only inflict the damage dice as shown, not counting the influence of Talents.

Masterwork Equipment

Any piece of equipment can be Masterworked, which requires an ever increasing amount of craftsmanship. An items Masterwork level is measured from 0 - 20. Zero indicates an item of completely mundane and only adequate quality. A Masterwork item provides notable bonuses, from becoming more versatile and easy to use to far more dangerous and elegant than their more mundane counterparts.

Masterwork bonuses may be applied multiple times, and each item can have any (legal) number of different applications of MWK abilities. Each new level of quality increases the price, and can either increase existing abilities, or add new ones.

In order to determine the cost of a Masterwork item use the chart:

Table: Masterwork Item Costs

Masterwork Tier TU Value
+1 Mwk 10
+2 Mwk 40
+3 Mwk 90
+4 Mwk 160
+5 Mwk 250
+6 Mwk 360
+7 Mwk 490
+8 Mwk 640
+9 Mwk 810
+10 Mwk 1000


Weaponry Examples

  • +1 Enhancement bonus to Attack rolls
  • +1 Enhancement bonus to Damage rolls
  • 10% increase in the weapon's range increment

Armor Examples

  • +1 Enhancement bonus to AC
  • -1 Armor Check penalty reduction (to a minimum penalty of 0)
  • -1% Spell Failure chance
  • +1 ft. Maximum Move Speed

General Examples

  • -1 lb. of weight
  • +1 Enhancement bonus to the tools bonus (at GM discretion; A crowbar can only go so hard)
  • +2 HP and +1 hardness
  • Alter the item's function in a unique way (at GM discretion)

Magical Weapons

Weapons may also possess magical enchantments, which may increase the damage and accuracy of the weapon, or grant it unique effects. Below is a table of the TU costs for such enchantments at Character Creation. For a list of all magical weapon effects, see the Weapon Enchantments page.

Table: Magic Weapon Costs

Enchantment Tier TU Value
+1 Weapon 20
+2 Weapon 80
+3 Weapon 180
+4 Weapon 320
+5 Weapon 500
+6 Weapon 720
+7 Weapon 980
+8 Weapon 1280
+9 Weapon 1620
+10 Weapon 2000

Improvised Weapons

If you attack with something that wasn’t built to be a weapon, such as a chair or a vase, you’re making an attack with an improvised weapon. Improvised weapons are Simple Weapons. You take a –2 penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits that the improvised weapon should have, due to their widely varied nature. Due to this, Improvised Weapons may be light, one-handed, or two-handed, depending upon what the item is.