Weapons of Arkadia

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Weapons of Arkadia

The snow-covered lands of Arkadia use many of the weapons familiar to most kingdoms, but there are a few weapons that are unique to this land. Players are urged to discover and use alternate names for familiar weapons to enhance the campaign setting; this website is an excellent place to start.

Banned Weapons

Most of the weapons listed in the PHB are available to PCs, with the following exceptions: Punching dagger, sickle, morningstar, longspear, kukri, scimitar, sap, trident, falchion, greatsword, scythe. (Note that many of these weapons, renamed, are available below.

All exotic weapons from the PHB are not allowed.


New Weapons

Simple Weapons

One-Handed Weapons

Bulava(Flanged mace)
Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
8gp 1d6 1d8 x2 - 6 lb. Bludgeoning and Piercing

This form of mace is notable for its six equally spaced vanes that raise the humble mace into an elegant-looking weapon. Masterwork versions of this weapon are frequently carried by the nobility into battle.

Two-Handed Weapons

Rogatina(Bear Spear)
Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
5 gp 1d6 1d8 ×3 - 9 lb. Piercing

This long-shafted spear is often used to hunt large predators and game by the nobility. A bear spear has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use a ready action to set a bear spear against a charge, you deal double damage on a successful hit against a charging character.

Martial Weapons

Light Melee Weapons
Knout
Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
1 gp 1d4 1d6 ×2 - 2 lb. Bludgeoning

This short, thick, heavy whip is often used to beat criminals or lazy serfs into submission. If a critical his is scored when using this weapon, the target must pass a DC (10+the amount of damage inflicted) Will save or be shaken.

Slyak(curved knife)
Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
8 gp 1d3 1d4 18-20/x2 - 2 lb. Slashing

This horseman's knife is frequently tucked into the boot of a cavalryman for emergencies.

Shashka(Saber)
Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
15 gp 1d5 1d7 18-20/x2 - 4 lb. Slashing

The weapons of choice for horsemen across Arkadia, this thin, curved, slashing sword is and ideal horseman's weapon found across the steppes. A masterwork saber provides a +1 circumstance bonus to damage when used by a mounted warrior.

Two Handed Weapons

Palitsa(Great Morningstar)
Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
10 gp 1d10 2d6 x2 - 12 lb. Bludgeoning or piercing

This crude but brutal weapon amounts to little more than a greatclub studded with nails and spikes.

Warstaff
Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
10 gp 1d6/1d6 1d8/1d8 x2 - 8 lb. Bludgeoning

This heavily ornamented steel staff is frequently used by nobles both as a prop of age and as a symbol of authority. A war staff 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, just as if you were using a one-handed weapon and a light weapon. A creature wielding a war staff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Exotic Weapons

Light Weapons
Biata Wailing Spear
Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
4 gp 1d6 1d8 x3 40 ft. 2 lb. Piercing

This thin, barbed spear makes a unique whistling noise when thrown that can be heard over 200 ft. away. Biata treat the wailing spear as a martial, rather than exotic, weapon.

One-Handed Weapons
Ursa Maul
Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
15 gp 1d8 1d10 x4 - 25 lb. Bludgeoning

This colossal hammer is an ideal tool for smashing through heavy armor. Ursa treat this weapon as a martial, rather than exotic weapon.

Ranged Weapons
Arkadian Samopal(Pistol)
Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Ammunition Cost
40 gp 1d7 1d9 x3 50 ft. 4 lb. Piercing Cartridge(10) 1 gp

This primitive-looking firearm relies on a simple spring-loaded trigger, similar to a mousetrap, to fire. Loading a samopal is a move action that provokes an attack of opportunity. You must have at least one rank in Craft(firearms) to reload a samopal. 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. This weapon is treated as a martial weapon by humans in the Arkadia campaign.

Arkadian Karabini(musket)
Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Ammunition Cost
75 gp 1d9 2d7 x3 80 ft. 8 lb. Piercing Cartridge(10) 1 gp

This weapon is the tool of choice for wealthy hunters and warriors in Arkadia. Loading a hunting musket is a move 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. This weapon is treated as a martial weapon by humans in the Arkadia campaign.