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While most elementalists do not use weapons, most other warriors do. An elementalist may also wish to carry a weapon for various reasons. Below is the information on weapon types within the game.

Weapon qualities

Name: A weapon has a name for its type and may also have a unique name as well

Cost: The cost of purchasing an average weapon of this type

Damage Type: A weapon may either be melee or ranged. It also fits into one or more of the damage categories here

Range: This is the minimum and/or maximum range that you can hit with the weapon, in terms of 5 foot hexes. Long range weapons have range increments, short ranged weapons and melee weapons do not

Durability: How many hit points the weapon has

Special weapons

The weapons listed in the weapon table below are of average quality. Weapons made by master weapon-smiths have a much higher level of quality, making the weapon feel light in the hand which gives the user an advantage when using them. Weapons crafted by masters of the trade, or “Master Quality Weapons”, confer a bonus to the damage formula

Weapons can also be made with rare and expensive materials that are well suited to making weapons, which confers a bonus to the damage formula. Examples would be a sword made with rare metals, an axe made from meteorite, a quarterstaff made from a rare wood, or a bow stringed with eltu hair

Weapons that stand the test of time can become the objects of legend, gaining a spirit of their own, a commanding presence on the battlefield. They often have artistic embellishments lending the weapon a unique style

Weapon PropertyAdditional DamageAdditional Cost
Master quality+1Add 100 gold to the base price of the weapon
Rare materials+2Add 250 gold to the base price of the weapon
Legendary Weapon+1d6If available for sale, cost varies

Elemental weapons

Elementalists may wish to wield a weapon made of their element instead of a normal weapon. Elemental weapons can take the form of any melee or short ranged weapon from the tables above, except that they are made an element to which the user can bind their ki, including air. You may levitate the weapon and manipulate it as you would your element. In order to do this the binder must invest points in the talent below. This talent is available to any character that has at least one level in an elemental class. The weapon requires a swift action to create and requires that you have enough element on hand

Elemental weapon

Action: Standard, Full (1|2)
Requires: No requirements
Description: You train in the use of a melee weapon, except that your weapon is constructed of your element
Range: Determined by the weapon
Effect: Choose a melee weapon. You replace the basic attack with this talent
Offensive: Attack Bonus + Dex + 3d6
Defensive: Defense Bonus + Dex + 3d6
Damage: Strength x 2 + 2d6, Damage type determined by the weapon or element at your option
Cooldown: 3 rounds
Special: You may create that weapon type as a Swift action out of your element. Attacking with a standard action grants one attack which does not invoke the cooldown. Attacking with a full action grants two attacks which can be used in the same segment or separate segments. Attacking with two attacks invokes the cooldown, which only applies to using a full action
When taking this talent, assign it to one of your classes. You may only use talent points from that class to improve this attack
Talent Point Improvements:
□ Increase the dice bonus of the offensive and defensive formulas by 1d6
□ Increase the dice bonus of the damage formula by 1d6
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round
□ You become proficient with and able to create an additional melee or short ranged weapon type

Singing weapons

Some weapons are designed so that as they are moved through the air they create special tones. Anyone may use these weapons and produce the tones. Depending on the weapon, it can be designed to produce different tones depending on how the weapon is moved, though this is usually limited

The exception is with aeromancers. Singing weapons which are designed to be used by aeromancers can produce an impressive range of tones. A character may use a Perform check to use these weapons as instruments or to produce tones while fighting

Any weapon may be made into a singing weapon

Mist weapons

Mist weapons are specific to hydromancers, gaining their name from the trails of mist and fog they leave in their wake. A hydromancer must have the Vaporize talent in order to perform this effect. In addition to leaving behind a trail of fog, these weapons may be levitated and controlled using a binding, provided that there is sufficient water for the overall weight. When used in this way, the hydromancer may substitute water blast for the weapon's standard attack, and the weapon retains any properties which it normally conveys

Any weapon may be made into a mist weapon

Weapon table

Long Ranged Weapons

WeaponCostWeightTypeRangeHit PointsNotes
Longbow30 gp5 lbsP100 ft50-
Recurve Bow35 gp3 lbsP80 ft70+1 Damage
Repeating Crossbow25 gp8 lbsP45 ft80-
Shortbow25 gp4 lbsP60 ft70-
Yumi30 gp5 lbsP90 ft40-

Short Ranged Weapons

WeaponCostWeightTypeRangeHit PointsNotes
Bolas5 gp3 lbsB30 ft30+2d6 Trip, special
Boomerang4 gp2 lbsB40 ft40-
Chakram17 gp3 lbsB/S/P30 ft80-
Fukiya2 gp1 lbP40 ft30-
Marbles10 sp1/2 lbB30 ft70Only deals non-lethal damage
Sling1 gp1 lbB40 ft35-
Throwing Knives3 gp2 lbsP/S30 ft80-
Wrist Launcher12 gp1/2 lbP40 ft45-

One Hand Melee Weapons

WeaponCostWeightTypeRangeHit PointsNotes
Brass Knuckles3 gp1/2 lbB5 ft80-
Cane1 g3 lbsB/S5 feet80-
Chakram17 gp3 lbsB/S/P5 ft80+2d6 Disarm Bonus
Fans4 gp2 lbsB5 ft70+1d6 Shield Bonus
Hand Axe10 gp8 lbsS5 ft75+1 Damage
Kanabo7 gp5 lbsP/B5 ft95+1 Damage
Living Leaf-3 lbsB10 ft110+1d6 bonus to Air bindings
Ninjato17 gp3 lbsP/S5 ft90+1 Damage
Nunchaku10 gp3 lbsB5 ft60-
Quarterstaff-3 lbsB5 ft45+1d6 Shield Bonus
Sansetsukon12 gp4 lbsB5 ft50+2d6 Trip and Disarm
Shillelagh2 g3 lbsB5 feet70-
Spear4 gp4 lbsP/S10 ft60+1d6 Trip Bonus
Throwing Knives3 gp2 lbsP/S5 ft80-
Waikazashi17 gp3 lbsP/S5 ft80+1 Damage
War Hammer15 gp15 lbB5 ft120-
Whip7 gp2 lbsB15 ft65Only deals non-lethal damage
Yawara3 gp1/2 lbB5 ft90+1 non-lethal damage

Two Hand Melee Weapons

WeaponCostWeightTypeRangeHit PointsNotes
Chained Censer11 gp5 lbsB15 ft90-2 Stealth
Chigiriki9 gp6 lbsB/P10 ft60+2 Disarm, -2 Stealth
Katana17 gp3 lbsP/S5 ft90+2 Damage
Kusari Fundo11 gp5 lbsB10 ft80-2 Stealth
Naginata12 gp7 lbsS/P10 ft60+1d6 Trip Bonus
Scythe5 gp3 lbsS/P10 ft100+1d6 Trip Bonus
Silk Band10 gp-B5 ft40+2d6 Maneuver Bonus
Stilt5 gp3 lbsB10 ft60+3d6 Jump Bonus

Weapon detail

Long ranged weapons


A large bow which can fire arrows much greater distances. Has the longest base range of any ranged weapon

recurve bow

A medium sized bow with arms that curve away from the archer when strung. Delivers a stronger punch

repeating crossbow

A stocky ballistic weapon with a reloading mechanic lever. This weapon is a favorite among many Ulfar


More compact and lightweight than a Long bow, the short bow's range is not as impressive, however it is easy to use from horseback


A large asymmetrical bow intended for use on horseback. The bow is typically 6 feet long, and typically suprasses the height of the archer. The grip is positioned at a third of the height, from the bottom of the bow. The bow string is constructed of hemp and the bow itself of bamboo

Short ranged weapons


Three weights connected by rope. These are used by spinning the bolas and throwing them at the target. This weapon only functions as part of a ranged trip maneuver, gaining a +2 bonus to the attempt. If the attack is successful, the target is wrapped up in the bolas and falls to the ground. A Dexterity vs Dexterity Ability Check made in the subsequent round, determines if the target is still bound up in the bolas. The target may reattempt this ability check once per round, always against the attacker's first result


A metal boomerang which returns to the point of origin when thrown. The range of the arc makes it so that the boomerang's path extends beyond 40 ft, but the target must be no more that 40 ft away if you wish the boomerang to return. The base range increases to 60 ft if you do not need the boomerang to return


Rings made of wood or steel. Deals bludgeoning damage when constructed of wood, slashing or piercing when constructed of steel. Disarm Bonus only applies when used on melee maneuvers


A 3 foot long tube used to shoot darts, which are approximately 2 inches in length. The darts do not deal any significant damage, and are only effective when used to deliver poisons


Small spheres made of compacted earth, stone, clay, metal, or wood. The spheres are launched at the target aiming at pressure points. Can only be used by aeromancers or petramancers. The marbles cannot pierce skin and cannot deal lethal damage


The sling is an ancient and simple weapon. Crafted from cloth, leather, or hide, this weapon allow you to sling small projectiles

throwing knives

Small knives with minimal grips that are weighted so that they can be thrown

wrist launcher

A small device strapped to the wrist that launches darts when triggered. Can be concealed

Melee weapons

brass knuckles

Metal or wood rings banded together in a shape that allows four of your fingers to pass through them, granting protection to your knuckles and increasing the damage you do with your fists. Does not inhibit the hand from being used to hold weapons or perform bending.
Hands using Brass Knuckles may be used in bindings but use of the hands is limited


The cane is a long shaft of wood or metal that is typically at tall as the distance from the ground to the waist of the bearer. It is typically constructed of bamboo, but can also be made from a hardwood. At the top is a handle which typically rests at a 45 to 90 degree angle from the shaft. It can also be made from metal and can have a blade on one or both sides, in which case it can deal piercing or slashing damage. Otherwise it deals bludgeoning damage. The cane is often made with a blade that is concealed to appear as though it were made entirely of wood. Hands using a cane may be used in bindings but use of the hands is limited


Rings made of wood or steel. Deals bludgeoning damage when constructed of wood, slashing or piercing when constructed of steel. Disarm Bonus only applies when used on melee maneuvers

chained censer

A 8 foot length of solid chain attached to a small weight on one end and a large censer on the other end. The censer can be constructed of iron, stone, or wood, and is very dense. Traditionally, the weapon is created so that it produces a tone as it is swung through the air


A two foot shaft of bamboo or iron, connected to a weight of iron by a two foot length of chain. The chain is sometimes made to retract into the shaft when not in use. This weapon offers a distinct advantage in entangling the weapon of an adversary


Crafted from metal or hardwood, these fans can compact and expand and are used in close quarters combat. The fans can be fully extended to create a small shield. When used in this way the fan functions as a small shield with a +2 Base Defense Bonus, but incurs no other penalties

hand axe

Features a metal or wooden handle 2 to 3 feet long, with a 12 inch blade affixed to one end which tapers back down the length of the handle, leaving space behind the blade for gripping the handle. Originally a farm tool, it was re-purposed for combat/


A long club with a myriad of small spikes or knobs protruding from the shaft at right angles, covering half of the club or more.


A long, curved blade with a long tradition. The blade is typically 2 to 3 feet long, with a long hilt capable of accommodating both hands

kusari fundo

Two iron weights connected by a length of chain two to four feet in length

living leaf

A shaft made of a living plant with a large leaf on one end. These weapons are grown and used by the baumeni and their allies. In the hands of an aeromancer, it can enhance their air bindings. In any other hands it functions as a quarterstaff. The living leaf must receive periodic sunlight and water or it will wither and die


A straight sword with a straight hilt, approximately 2 feet in length. It resembles the katana except for the length and straight edge of the blade. The guard is constructed of a square metal plate


A long pole with a curved spear blade on the end as well as a cross blade at the base of the spear blade which protrudes out at a right angle.


Two short shafts connected end to end by a short length of chain or rope
Can be dual wielded.


A simple shaft of metal, wood, or bone. It may have one or more grips created from wrapping the shaft in leather or cloth. It has no sharp edges


Three short shafts connected end to end by a very short length of chain or rope


A club crafted from a knotty oak wood and usually coated in resin, fat, or butter and cured, this sturdy club is a step above a crude stick


A long shaft of wood, metal, or bone, with arrow shaped blade attached to the end. Traditionally, a sash of silk three feet in length is attached at the end of the shaft where it meets the blade. The spear usually is approximately the height of its user


Still used as a farm tool for harvesting grain, this tool found another function as a deadly weapon. Also handy when performing a trip maneuver. Consists of an arched staff with a curved blade affixed to the end. The shaft has two perpendicular handles

silk band

Eight to fifteen feet of a reinforced silk band. Wrapped around the arms and legs and used to entrap an enemies limbs and weapons, bending and contorting them to control an opponent or to cause them pain. Grants a bonus to all maneuvers. Hands using a silk band may be used in bindings


A long shaft similar to the quarterstaff with two protruding perpendicular handles which divide the shaft into three parts. Sometimes the handles are connected end to end by an additional shaft. A favorite weapon of the Ulfar, the stilt handles are used as footholds while performing acrobatic maneuvers and provides bonuses to jumping


A slightly curved blade approximately 12 inches in length, this resembles a smaller version of the katana Hands using a Waikazashi may be used in bindings

war hammer

A two foot shaft constructed of wood or metal, with a hammerhead attached at the end, this weapon evolved from the blacksmithing tool


A handle approximately 1 foot in length, with a coord attached to end 3 to 20 feet in length. When flung, part of the coord exceeds the speed of sound, causing a small sonic boom
Hands using a whip may be used in bindings but use of the hands is limited


A short shaft of wood intended to be held in a closed hand and extend approximately one inch on either side. Used in grappling, or to strike pressure points
Hands using a yawara may be used in bindings

Note: Weapons that only require one hand to use may be dual wielded, though this does not grant extra attacks.

wiki/weapons.txt · Last modified: 2019/02/25 18:00 by caleymccready