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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, Reach 1, 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, Reach 1, 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)
Long Rifle Heavy 2d8 x2 120ft 12 lbs Ballistic 50 Special, Misfire (2), Armor Piercing (10), Precise, Longshot

Weapon Descriptions

Blades

Dagger

This weapon encompasses a huge variety of small, concealable bladed weapons. A staple back up weapon to most as well as the go to weapon for any assassins or scoundrels. Light, throwable, and deadly.

Throwing Knife

Designed purely for ranged use, throwing knives are balanced for flight rather than melee combat. They are small, easily concealed, and favored by scouts, gamblers, and professional killers alike.

Sickle

Originally an agricultural tool for harvesting grain, the sickle’s curved blade makes it a surprisingly dangerous weapon. Many militias and peasants take up the sickle when proper arms are unavailable.

Machete

A heavy chopping blade designed to clear brush and jungle growth. In combat it excels at brutal hacking strikes, making it popular among explorers, sailors, and frontier fighters.

Shortsword

A compact and dependable blade used by soldiers, guards, and adventurers. Its balanced design makes it effective for both thrusting and slashing in tight quarters.

Kukri

A distinctive forward-curving blade originating from mountainous regions. The kukri delivers devastating chopping blows and is prized for its ability to tear through armor and flesh alike.

Starknife

A unique bladed weapon composed of several radiating points around a central grip. It is as deadly when thrown as it is in close combat, and is often favored by martial artists and certain religious orders.

Punching Dagger

This dagger features a horizontal grip that sits in the palm, allowing the wielder to deliver powerful punching thrusts. Its design focuses tremendous force into a single piercing point.

Fighting Claw

A vicious gauntlet-mounted blade that extends from the hand like a talon. Often used by duelists or assassins, it allows the wearer to slash while keeping their weapon firmly secured.

Longsword

One of the most iconic weapons of civilized warfare. The longsword balances reach, cutting power, and thrusting ability, making it the trusted sidearm of knights and professional soldiers.

Bastardsword

Also known as a hand-and-a-half sword, the bastardsword can be wielded with one or two hands. Its adaptable design makes it popular among seasoned warriors who value versatility.

Katana

A finely crafted curved blade known for its speed and cutting precision. The katana rewards skill and finesse, delivering swift and deadly strikes in the hands of a trained warrior.

Cleaver

A heavy, rectangular chopping blade originally used by butchers. In combat it delivers brutal cleaving strikes capable of tearing through flesh and bone.

Kopesh

An ancient sickle-shaped sword with a hooked blade. The kopesh excels at pulling shields aside or trapping an opponent’s weapon before delivering a lethal strike.

Rapier

A slender thrusting sword designed for precision and speed. Favored by duelists and nobles, the rapier excels in agile fencing styles that emphasize timing and accuracy.

Elven Fineblade

A beautifully crafted blade of elven design, combining elegance with deadly efficiency. Its perfect balance allows skilled wielders to strike with remarkable grace and control.

Scimitar

A curved saber designed for swift slashing attacks. Often associated with cavalry and desert warriors, it is prized for its fluid, sweeping strikes.

Falcata

A heavy forward-curving blade built for devastating chopping power. Its unique shape allows it to deliver tremendous force at the point of impact.

Greatsword

A massive two-handed sword requiring great strength and training to wield effectively. When brought to bear, it can cleave through armor and enemies with terrifying force.

Falchion

A large curved sword combining the reach of a longsword with the chopping power of an axe. It is designed for powerful slashing attacks that overwhelm defenses.

Slab Sword

An enormous slab-like blade of crude but terrifying design. More metal than sword, it relies on sheer weight and brute strength to crush and tear through opponents.

Elven Curveblade

A long, elegantly curved two-handed blade crafted by elven smiths. It blends reach, grace, and speed, allowing skilled warriors to deliver sweeping and precise strikes.

Whip Sword

A bizarre segmented blade capable of flexing and lashing outward like a whip. In skilled hands it can strike from unexpected angles and distances, though it is dangerous to wield.

Axes

Throwing Axe

A small axe balanced for flight, commonly carried by raiders and hunters. Though light enough to throw, it still delivers a brutal chopping strike at close range.

Handaxe

A simple one-handed axe used both as a tool and weapon. Its compact size makes it easy to carry while still delivering powerful cleaving blows.

Boarding Axe

Designed for shipboard combat, this axe features a sturdy head useful for hooking rigging, climbing rails, and breaking through wooden barriers during boarding actions.

Climbing Pick

Originally intended for mountaineering, the climbing pick’s narrow spike can puncture tough surfaces with ease. In combat it excels at driving through armor and tough hides.

Waraxe

A heavier and more refined version of the common axe, built specifically for battle. Its broad blade tears viciously through armor, shields, and flesh alike.

Mining Pick

A sturdy tool designed to split stone and break ore. Its hardened spike can deliver devastating penetrating strikes when turned against an armored opponent.

Bearded Axe

Recognizable by the extended lower edge of its blade, the bearded axe allows a warrior to hook shields, weapons, or limbs before striking with brutal force.

Dwarven Battleaxe

A masterfully balanced axe forged in the dwarven tradition. Known for its durability and reliability, it is a favored weapon among disciplined warriors.

Axe Gauntlet

A reinforced gauntlet fitted with a small axe blade along the forearm. It allows the wielder to slash and strike while keeping the weapon firmly attached to the arm.

Wood Axe

A heavy chopping tool used for splitting logs and clearing timber. When swung in battle it becomes a brutally effective weapon capable of crushing blows.

War Pick

A two-handed pole-mounted spike designed to punch through armor. Its narrow point concentrates tremendous force into a single devastating strike.

Greataxe

A massive two-handed axe built for devastating battlefield strikes. When wielded by a strong warrior it can cleave shields, armor, and enemies in a single swing.

War Mattock

A hybrid weapon combining an axe blade with a piercing spike. This versatile design allows it to both hack through enemies and puncture heavy armor.

War Scythe

A pole-mounted scythe blade reforged for battle rather than harvest. Its sweeping arc allows powerful slashing attacks capable of cutting through multiple foes.

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.