Evercoiling Empire Weapons
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Evercoiling Empire Weapons
There are two distinct cultures within the Evercoiling Empire: The swashbuckling Goeans and the mystic Mahraji. As per the Native Mahraji and Native Goean feats, exotic weapons specific to one culture are treated as martial weapons by natives to that culture.
Simple Weapons
Light Weapons
Sacrificial Knife
Cost: 50 gp Damage(M):1d3 Crit: 19-20x2 Weight: 2 lbs. Type: Slashing/Piercing
This ornate, gilded dagger provides a +2 to Knowledge(Religion) checks when conducting religious ceremonies. Sacrificial knives are often elaborately decorated, and can be worth far more than their base price on the open market. Sacrificial knives are also favorite weapons for enchantment.
Martial Weapons
Light Weapons
Cutlass
Cost: 15 gp Damage(M): 1d6 Crit: 19-20x2 Weight: 3 lbs. Type: Slashing/Piercing
This broad, slightly curved single-edged sword is commonly used on board Goean ships, and most sailors are skilled in its use. The basket hilt on a cutlass provides a +2 circumstance bonus to resist being disarmed.
One-handed
Broadsword
Cost: 20 gp Damage(M): 1d8 Crit: 19-20x2 Weight: 3 lbs. Type: Slashing/Piercing
Slightly thicker and shorter than a rapier, yet not as broad as a knight's longsword, this double-edged blade is the weapon of choice for most Goean warriors. The basket hilt on a broadsword provides a +2 circumstance bonus to resist being disarmed.
Exotic Weapons
Light Weapons
Mahrani Bakh Nagh
Cost: 5 gp Damage: 1d4 Crit: x2 Weight: 2 lbs. Type: Piercing
Otherwise known as "tiger's claws", the bakh nagh resemble a pair of brass knuckles with long, curved claws protruding from the front. Your opponent cannot use a disarm action to disarm you of a bakh nagh, and an attack with it is considered an armed attack. A bakh nagh is a special monk weapon, so a monk wielding it has special options.
Goean Smallsword
Cost: 25 gp Damage: 1d6 Crit:18-20x2 Weight: 3 lbs. Type:Piercing
The Goean smallsword is the noble's weapon of choice for self defense. From simple pearwood-hilted tools with black wire basket hilts to elaborately crafted showpieces, these blades hang at the hip of every Goean gentleman. The basket hilt of the Goean smallsword provides a +2 bonus when resisting a disarm attempt.
Goean Parrying Dagger
Cost: 20 gp Damage: 1d4 Crit: 19-20 x2 Weight: 4 lbs. Damage: Piercing
A barbed dagger with a long, curling hilt, the parrying dagger is designed to aid in disarming opponents. When using a parrying dagger, you gain a +4 bonus on attack rolls made to disarm an opponent (including the roll to avoid being disarmed yourself if such an attempt fails).
Goean Spiked Buckler
Cost: 15 gp Damage: 1d4 Crit:x2 Weight:5 lbs. Damage: Piercing
Unlike an archer's buckler, the Goean buckler is held perpendicular to the body with a crossbar, much like a punch dagger. Goean swordsmen are trained to use the buckler as an active weapon, punching an opponent's sword and arm with the small shield, as opposed to a passive defense. When held in the off hand, the Goean buckler provides a +1 shield bonus to AC. When used as an off-hand weapon, the Goean buckler doubles the AC bonuses granted by the Two-Weapon Defense feat. Goean spiked bucklers may be enchanted as a shield or as a weapon.
One-handed
Goean Destresa
Cost: 15 gp Damage: 1d7 Crit: 18-20x2 Weight: 3 lbs. Type: Piercing
A longer straight-bladed version of the smallsword, this blade is slightly longer than the standard rapier, and is commonly carried by Goean soldiers of fortune. The blade varies only slightly from a standard rapier, but the differences are sufficient that an expertly trained swordsman can coax significantly better performance from the blade. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a destresa sized for you, even though it isn’t a light weapon for you. You can’t wield a destresa in two hands in order to apply 1½ times your Strength bonus to damage. Characters proficient with the destresa can treat it as a rapier for the purpose of any of the following feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization.
Goean Espada
Cost: 375 gp Damage(M): 1d6 Crit: 18-20x2 Weight: 3 lbs. Type: Piercing
Perfectly balanced, sharpened to a razor tip, and sculpted for maximum lethality, the Goean espada is the weapon of choice for a true master of the blade. If you are proficient with the espada, you gain a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You also gain a +2 to Concentration checks while using Diamond Mind maneuvers from the Tome of Battle. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an espada. You cannot use an espada two-handed to apply 1-1/2 times your Strength modifier to damage. This weapon is never crafted as anything other than a masterwork item (and is priced accordingly); consequently, attacks with the weapon automatically recieve a +1 enchancement bonus to hit. Characters proficient with the espada can treat it as a rapier for the purpose of any of the following feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization.
Goean Cavalo
Cost: 75 gp Damage(M): 1d9 Crit: 18-20x2 Weight: 5 lbs. Type: Piercing
This long, straight, needle-like weapon bridges the gap between the espada and montante. It is generally regarded as a cavalryman's weapon, used one-handed on horseback and with two hands on foot. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an espada.
Two-handed
Goean Montante
Cost: 150 gp Damage(M):1d10 Crit: 18-20x2 Weight: 7 lb. Type: Piercing or slashing
A lean, elegant weapon with two fullers running down its needlelike blade, the montante is the executioner's weapon of choice in Goea. A character can use the montante in conjunction with the Weapon Finesse feat, applying her Dexterity bonus (if any) to melee attacks she makes with the weapon, though it remains a two-handed weapon and not a light weapon.
Mahrani Lajatang
Cost: 90 gp Damage(M):1d8/1d8 Crit: x2 Weight: 8 lb. Type: Piercing
Resembling a double trident, the lajatang is often the sole weapon carried by wandering Mahraji aesthetics. A lajatang is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons: a one-handed weapon and a light weapon. A monk using a lajatang can strike with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers. The monk can only use her more favorable number of attacks per round with one end of the weapon.
Mahrani Sang Kauw
Cost: 95 gp Damage(M):1d8/1d8 Crit: x3 Type: Piercing
This double spear has a small metal buckler affixed to the center of the haft, providing both offense and defense. A sang kauw is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons: a one-handed weapon and a light weapon. If you only attack with one end of a sang kauw in a round, you receive a +1 bonus to your armor class from the buckler in the center of the weapon.
Exotic Ranged Weapons
Goean Snaplock Pistol
Cost: 40 gp Damage(M):1d8 Crit: x3 Range: 50 ft. Type: Piercing Weight: 2 lb. Ammunition: Cartridges(x10) Cost: 1 gp
The Goean snaplock pistol relies on a simple spring-loaded trigger, similar to a mousetrap, to fire. Loading a snaplock is a move action that provokes an attack of opportunity. You must have at least one rank in Craft(firearms) to reload a snaplock pistol. You can shoot, but not load, a handgun with one hand at no penalty. You can shoot a handgun with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.
Goean Wheelock Pistol
Cost: 30 gp Damage(M): 1d6 Crit: x3 Range: 50 ft. Type: Piercing Weight: 2 lb. Ammunition: Cartridges(x10) Cost: 1 gp
The Goean wheelock pistol relies on a complex, antiquated mechanism, similar to a cigarette lighter, to fire. Loading a wheelock is a move action that provokes an attack of opportunity. You must have at least one rank in Craft(firearms) to reload a wheelock pistol. You can shoot, but not load, a handgun with one hand at no penalty. You can shoot a handgun with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.
Goean Hunting Musket
Cost: 75 gp Damage(M):1d10 Crit: x3 Range: 80 ft. Type: Piercing Weight: 8 lb. Ammunition: Cartridges(x10) Cost: 1 gp
This weapon is the tool of choice for big-game hunters in Mahraji. Loading a hunting musket is a full-round action that provokes attacks of opportunity. Normally, operating a hunting musket requires two hands. However, you can shoot, but not load, a hunting musket with one hand at a -4 penalty on attack rolls. You can shoot a hunting musket with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
Goean Elephant Musket
Cost: 200 gp Damage(M):2d6 Crit: x3 Range: 80 ft. Type: Piercing Weight: 15 lb. Ammuntion: Cartridges(x10) Cost: 1 gp
This huge musket is so heavy it requires a stand to fire properly. Loading an elephant musket is a full-round action that provokes attacks of opportunity. You cannot move in a round before firing an elephant musket. Operating an elephant musket requires two hands.
Mahrani Chakram
Cost:15 gp Damage: 1d4 Crit: x3 Range: 30 ft Weight: 2 lb. Type: Slashing
The chakram is a metal throwing ring or disc with a razor-sharp outer rim. Mahraji men sometimes hide these weapons inside the folds of their turbans.
Mahrani Blowgun
Cost: 10 gp Damage: 1d3 Crit: x2 Range: 10 ft. Weight: 4 lb. Damage: Piercing Ammunition: Darts(x10) Cost: 1 gp
This hunting weapon is sometimes used to down small birds by jungle dwellers. In wartime, the darts are more useful as conveyors of poison than tools to deal damage.
Ammunition
Cartridge
Cost: 1 sp Range Modifier: +0
These are the standard cartridges for most guns - a lead bullet, a small wad of cotton, and a charge of gunpowder wrapped in a paper casing. Master gunners take the time to corn their own powder and weigh it out to meet the performance of their own weapons (i.e., craft masterwork ammuntion.)
Buck and Ball Ammunition
Cost: 2 sp Range Modifier: -20 ft. from standard
Snaplock Damage: 2d4
Wheelock Damage: 2d3
Hunting Musket Damage: 2d5
Elephant Musket Damage: 4d3
Buck and ball ammunition is constructed in the same manner as ordinary cartridges, but include three bullets - one small bullet, two buckshot - instead of the standard bullet. You cannot shoot more than five range increments with buck and ball ammunition.
Buckshot Ammunition
Cost: 3 sp Range Modifier: -40 ft.
Hunting Musket Damage: 1d1+9
Elephant Musket Damage: 1d1+11
Buckshot ammunition is a cartridge loaded with a dozen tiny bullets instead of one leaden ball. You cannot shoot more than two range increments with buckshot ammunition. Pistols may not be used with buckshot ammunition.
