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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.

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.


Weapons

BLADES

Name Hands Dmg Critical Range Weight Type Cost Specials
Dagger Light 1d4 19-20, x2 10ft 1 lb S or P 2 Conceal, Precise, Thrown, Felling (2)
Throwing Knife Light 1d4 x2 20ft 1 lb P 2 Conceal, Precise, Thrown
Sickle Light 1d6 x2 - 2 lbs S 3 Disarming
Machete Light 1d6 x2 - 3 lbs S 3 Savage (2)
Shortsword Light 1d6 19-20, x2 - 2 lbs S or P 3 Reliable
Kukri Light 1d4 18-20, x2 - 2 lbs S 5 Reaving
Starknife Light 1d4 x2 10ft 1 lb S or P 2 Thrown, Secured
Punching Dagger Light 1d4 x2 - 2 lbs P 3 Armor Piercing (4), Secured
Fighting Claw Light 1d6 x2 - 1 lb S or P 4 Secured, Special
Longsword One 1d8 19-20, x2 - 4 lbs S or P 7 Reliable
Bastardsword One 1d10 19-20, x2 - 6 lbs S or P 10
Katana One 1d6 18-20, x2 - 5 lbs S 14 Agile, Felling (4)
Cleaver One 1d4 x3 - 4 lbs S 6 Savage (4), Reaving
Kopesh One 1d8 x2 - 5 lbs S 7 Disarming
Rapier One 1d6 18-20, x2 - 3 lbs P 8 Precise, Agile
Elven Fineblade One 1d8 19-20, x2 - 4 lbs S 10 Precise, Agile
Scimitar One 1d6 18-20, x2 - 5 lbs S 7 Agile, Savage (2)
Falcata One 1d6 19-20, x3 - 6 lbs S 9 Reaving
Greatsword Two 2d6 19-20, x2 - 8 lbs S 12 Reliable, Reach 1
Falchion Two 2d4 18-20, x2 - 7 lbs S 11 Savage (4)
Slab Sword Two 1d10 x2 - 12 lbs S 14 Savage (8), Reach 1
Elven Curveblade Two 1d10 19-20, x2 - 7 lbs S 14 Precise, Agile
Whip Sword Two 1d6 19-20, x2 - 7 lbs S 16 Dangerous, Agile, Reach 2, Flexible

AXES

Name Hands Dmg Critical Range Weight Type Cost Specials
Throwing Axe Light 1d4 x3 20ft 2 lbs S 3 Thrown, Reaving
Handaxe Light 1d6 x3 10ft 3 lbs S 3 Thrown, Reaving
Boarding Axe Light 1d6 x3 - 3 lbs S 4 Savage (2), Reaving
Climbing Pick Light 1d4 x4 - 3 lbs P 5 Armor Piercing (4)
Waraxe One 1d8 x3 - 6 lbs S 6 Reaving, Savage (4)
Mining Pick One 1d6 x4 - 7 lbs P 6 Armor Piercing (6)
Bearded Axe One 1d10 x2 - 6 lbs S 7 Reaving, Savage (4)
Dwarven Battleaxe One 1d10 x3 - 8 lbs S 10 Reaving, Reliable
Axe Gauntlet One 1d6 x3 - 5 lb S 8 Reaving, Armor Piercing (2), Savage (2), Secured
Wood Axe Two 1d8 x2 - 9 lbs S 6 Savage (8)
War Pick Two 1d8 x4 - 8 lbs P 10 Armor Piercing (8)
Greataxe Two 1d12 x3 - 12 lbs S 12 Reaving, Savage (4)
War Mattock Two 1d10 x3 - 12 lbs S or P 12 Savage (4), Armor Piercing (4)
War Scythe Two 2d4 x4 - 9 lbs S 10 Reaving, Savage (4), Felling (4)

CLUBS

Name Hands Dmg Critical Range Weight Type Cost Specials
Sap Light 1d6 x2 - 2 lbs B 2 Nonlethal, Savage (4)
Club Light 1d6 x2 10ft 3 lbs B - Thrown, Fragile
Light Mace Light 1d6 x2 - 4 lbs B 4 Armor Piercing (2)
Baton Light 1d6 x2 10ft 3 lbs B 3 Thrown, Savage (2)
Mason Hammer Light 1d6 x3 - 4 lbs B 3 Armor Piercing (4)
Heavy Mace One 1d8 x2 - 6 lbs B 6 Armor Piercing (4)
Crudgel One 1d8 x2 10ft 5 lbs B - Thrown, Fragile
Warhammer One 1d8 x3 - 8 lbs B 8 Armor Piercing (6)
Dwarven Warhammer One 1d10 x3 - 9 lbs B 12 Reliable, Armor Piercing (2)
War Maul One 1d10 x3 - 9 lbs B 8 Savage (4)
Morning Star One 1d6 x2 - 7 lbs B and P 7 Armor Piercing (4), Savage (4)
Warmace Two 1d10 x2 - 12 lbs B 10 Armor Piercing (8)
Quarterstaff Two 1d8 x2 - 4 lbs B 3 Tripping, Agile, Precise
Earthbreaker Two 2d6 x3 - 12 lbs B 12 Armor Piercing (4), Reach 1
Sledgehammer Two 1d8 x2 - 16 lbs B 8 Savage (8)
Greatclub Two 1d10 x2 - 14 lbs B 6 Savage (6), Reach 1

POLEARMS

Name Hands Dmg Critical Range Weight Type Cost Specials
Shortspear Light 1d6 x2 20ft 2 lbs P 2 Thrown
Spear One 1d8 x3 10ft 6 lbs P 5 Thrown, Brace
Footman Spear One 1d8 x2 - 8 lbs P 6 Brace, Reach 1
Dueling Spear One 1d8 19-20, x2 - 4 lbs P 6 Agile, Precise
Long Spear Two 1d10 x3 - 9 lbs P 8 Brace, Reach 1
Halberd Two 1d10 x3 - 10 lbs P or S 12 Brace, Reach 1, Reaving
Boar Spear Two 1d8 x3 - 12 lbs P 9 Brace, Reach 1, Felling (4)
Glaive Two 1d10 19-20, x2 - 10 lbs S 12 Reach 1, Savage (4)
Ranseur Two 1d10 x3 - 10 lbs P 12 Brace, Reach 1, Disarming
Lucerne Hammer Two 1d10 x3 - 12 lbs P or B 15 Brace, Reach 1, Armor Piercing (4)

BOWS

Name Hands Dmg Critical Range Weight Type Cost Specials
Shortbow Two 1d8 x3 60ft 2 lbs P 7 Special
Longbow Two 1d10 x3 120ft 3 lbs P 14 Special
Arrow, Standard - - - - - P 1 (10)
Arrow, Broadhead - - - - - P 1 (2) Savage (2)
Arrow, Piercing - - - - - P 1 (2) Armor Piercing (4)
Arrow, Ranger - - Down - +50% - P 1 (5)
Arrow, Ripper - +Up - -50% - P and S 1 (5)
Arrow, Blunt - - Down - - - B 1 (5) Nonlethal
Arrow, Splinter - - Down - -50% - P 1 (2) Scatter

CROSSBOWS AND FIREARMS

~ Name ~ Hands ~ Dmg ~ Critical ~ Range ~ Weight ~ Type ~ Cost ~ Specials
Light Crossbow One 1d6 19-20, x2 40ft 4 lbs P 10 Special, Armor Piercing (3)
Heavy Crossbow Two 1d10 19-20, x2 100ft 8 lbs P 15 Special, Armor Piercing (5)
Pistol One 1d10 x2 30ft 3 lbs Ballistic 15 Special, Misfire (1), Armor Piercing (6)
Musket Two 2d6 x2 80ft 10 lbs Ballistic 25 Special, Misfire (1), Armor Piercing (10)

Masterwork Weapons

You may Masterwork a Weapon to increase it's effectiveness without resorting to magical means. See the Masterwork page for more information.

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. All bonuses from Enchantments are treated as Enhancement Bonuses.

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.