Eastern Weapons
Aug 26, 2014 2:59:06 GMT
Post by LucasP on Aug 26, 2014 2:59:06 GMT
All weapons on this list are considered Exotic Weapons.
Eastern Weapons Specialist: Martial Class Variant
Pre-Requisite: To take this variant to your martial class, you must either be a Chen-Kai, or submit a detailed background explaining your characters training. Your characters class must have training in all martial weapons.
Weapon and Armor Proficiencies: Your Character begins play with Exotic Weapon Proficiencies for all Oriental styled weapons (Katana, Wakizashi, Kusari-Gama, Shikome-Zue, Ninja-To, Three-Section-Staff, Tessen, Kama, Nunchaku, Sai, Siangham, and Shuriken). Your character loses proficiency for all martial weapons except Kukri, Sap, Shield (Light and Heavy), Spiked Armor, Longbows, and Shortbows.
Katana: 50gp | 1d10 | 18-20, x2 | Slashing | Two Handed | 4 lbs
The traditional Samurai sword and a staple weapon of the oriental culture, the Katana is a precise and deadly weapon. Standard Katana's were produced as soldiers weapons to arm the lesser soldiers for close combat alongside spears (Yari) and other weapons. Masterwork Katana's were often family heirlooms, handed down through generations. Katana's can be wielded in one hand only if a character has the Daisho Proficiency class ability (See: Samurai (Complete Warrior, Page 9))
Wakizashi: 20gp | 1d6 | 18-20, x2 | Slashing and Piercing | Light Weapon | 2 lb
The Wakizashi is similar to the Katana, but smaller and lighter. Wakizashi were often the second piece in a complete "Daisho" set.
Kusari-gama: 45gp | 1d6/1d6, x3/x2 | Bludgeoning, Slashing | Two Handed | 6 lb
A kama attached to one end of a length of chain with a weight attached to the other. It can be whirled quickly, striking with hard blows from the weights. One end can also be swung to entangle an opponent.
The kusari-gama can be used either as a double weapon or as a reach weapon. A character can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, the character can only strike at an adjacent opponent.
If a character uses the kusari-gama as a reach weapon, he or she can strike opponents up to 10 feet away. In addition, unlike other weapons with reach, the character can use it against an adjacent foe. In this case, the character can only use one end of the kusari-gama effectively; he or she can’t use it as a double weapon.
Because a kusari-gama can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by succeeding at a melee touch attack. If the character is tripped during his or her own trip attempt, the character can drop the kusari-gama to avoid being tripped.
When using a kusari-gama , the character gets a +2 equipment bonus on his or her opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm the opponent). This weapon can only be used to disarm a target when within 5'.
A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a kusari-gama.
Shikome-Zue: 15gp | 1d8/1d6, x3 | Piercing and Bludgeoning | Two Handed | 5 lb.
This ninja/monk weapon appears to be a stout bamboo or wooden staff, but a quick twist or press of a button causes a spearhead to spring from one end. Without the blade, the shikomizue deals the same damage as a quarterstaff (1d6, x2 crit), and can be used as a double weapon. Characters wielding this weapon receive an automatic +2 to Bluff Checks for concealing the weapon.
Ninja-to: 20gp | 1d6, 19–20/x2 | Slashing | One-Handed | 3 lb.
The ninja-to — a short, straight sword similar to a wakizashi — is the standard sword of the ninja. True to a ninja’s methods, the scabbard of the ninja-to is a multi-purpose tool. It is open at both ends, allowing it to be used as a blowpipe for powders or poisons or as a breathing tube. It is also stiff and strong, allowing it to be used as the rung of a ladder or even as a weapon (use the statistics for a light mace). Can be used with weapon Finesse.
Using the scabbard as a blowpipe:
When using the Ninja-To scabbard as a blowpipe, a character stuffs a dart into one end of the pipe (a move action) and then presses the pipe to their lips and forces air through the pipe to expel the dart on the other end. This requires a dart for use as ammunition and extends the range increment of the dart from 20' to 40'.
In addition, the character can place powder, dirt, sand, or other materials in the end of the pipe and expel them out the other side. This requires a Ranged Touch Attack with a range of 10' to accomplish, and the range cannot be increased for additional difficulty on the attack. On a hit, the enemy must pass a Reflex Save (DC 10 + Attackers BAB) or be blinded for 1 round, in addition to any other effects the dust may have (example: a Poison dust may have a Fortitude save to avoid being poisoned).
Using the scabbard as a breathing pipe:
When using the Scabbard as a breathing pipe, a character must first flush the pipe of water, requiring a DC 10 constitution check. The character then holds the pipe with both hands and may breath normally so long as they are no more than 5' below the surface of the water. Maintaining that position requires a Swim check (to avoid floating up) DC 10. Characters beneath the surface of the water get a +4 circumstance bonus to their AC and may receive circumstantial bonuses OR penalties to their hide checks to avoid being detected (A single reed standing up in the middle of the ocean may get some funny looks - a single reed standing up in the middle of a bed of reeds will likely be overlooked. Similarly, a Character wearing bright orange in clear water during the daytime may be hard to miss floating just beneath the surface, while a character in all black late at night may be impossible to see.)
Three-section staff: 10gp | 1d8/1d8, x2 | Bludgeoning | Two-Handed | 3 lb.
Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal lengths, joined at the ends by chain, leather, or rope. The three-section staff requires two hands to use.
The three-section staff is a double weapon. A character can fight with it as if fighting with two weapons, but if he or she does, the character incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.
Characters receive a +2 bonus to Disarm Attempts made with a Three-Section Staff. The Staff Cannot be used as a dual weapon in rounds where a Disarm attempt is made.
Tessen: 30gp | 1d6, x3 | Slashing or Thrown (Range: 10') | Light | 2 lb.
This weapon appears to the untrained eye as nothing more than a beautifully crafted fan. In fact, the vanes of the fan are crafted from steel, and the tips are needle-sharp. When first brought into melee, the wielder may attempt a Bluff check against an opponent’s Sense Motive check. If the wielder wins the contest, he adds a +2 bonus to the attack roll for his first round’s attack(s). Can be used with weapon Finesse. When wielding two Tessen, a character can choose not to attack with the second weapon and receives a +1 Shield Bonus to AC
Eastern Weapons Specialist: Martial Class Variant
Pre-Requisite: To take this variant to your martial class, you must either be a Chen-Kai, or submit a detailed background explaining your characters training. Your characters class must have training in all martial weapons.
Weapon and Armor Proficiencies: Your Character begins play with Exotic Weapon Proficiencies for all Oriental styled weapons (Katana, Wakizashi, Kusari-Gama, Shikome-Zue, Ninja-To, Three-Section-Staff, Tessen, Kama, Nunchaku, Sai, Siangham, and Shuriken). Your character loses proficiency for all martial weapons except Kukri, Sap, Shield (Light and Heavy), Spiked Armor, Longbows, and Shortbows.
Katana: 50gp | 1d10 | 18-20, x2 | Slashing | Two Handed | 4 lbs
The traditional Samurai sword and a staple weapon of the oriental culture, the Katana is a precise and deadly weapon. Standard Katana's were produced as soldiers weapons to arm the lesser soldiers for close combat alongside spears (Yari) and other weapons. Masterwork Katana's were often family heirlooms, handed down through generations. Katana's can be wielded in one hand only if a character has the Daisho Proficiency class ability (See: Samurai (Complete Warrior, Page 9))
Wakizashi: 20gp | 1d6 | 18-20, x2 | Slashing and Piercing | Light Weapon | 2 lb
The Wakizashi is similar to the Katana, but smaller and lighter. Wakizashi were often the second piece in a complete "Daisho" set.
Kusari-gama: 45gp | 1d6/1d6, x3/x2 | Bludgeoning, Slashing | Two Handed | 6 lb
A kama attached to one end of a length of chain with a weight attached to the other. It can be whirled quickly, striking with hard blows from the weights. One end can also be swung to entangle an opponent.
The kusari-gama can be used either as a double weapon or as a reach weapon. A character can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, the character can only strike at an adjacent opponent.
If a character uses the kusari-gama as a reach weapon, he or she can strike opponents up to 10 feet away. In addition, unlike other weapons with reach, the character can use it against an adjacent foe. In this case, the character can only use one end of the kusari-gama effectively; he or she can’t use it as a double weapon.
Because a kusari-gama can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by succeeding at a melee touch attack. If the character is tripped during his or her own trip attempt, the character can drop the kusari-gama to avoid being tripped.
When using a kusari-gama , the character gets a +2 equipment bonus on his or her opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm the opponent). This weapon can only be used to disarm a target when within 5'.
A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a kusari-gama.
Shikome-Zue: 15gp | 1d8/1d6, x3 | Piercing and Bludgeoning | Two Handed | 5 lb.
This ninja/monk weapon appears to be a stout bamboo or wooden staff, but a quick twist or press of a button causes a spearhead to spring from one end. Without the blade, the shikomizue deals the same damage as a quarterstaff (1d6, x2 crit), and can be used as a double weapon. Characters wielding this weapon receive an automatic +2 to Bluff Checks for concealing the weapon.
Ninja-to: 20gp | 1d6, 19–20/x2 | Slashing | One-Handed | 3 lb.
The ninja-to — a short, straight sword similar to a wakizashi — is the standard sword of the ninja. True to a ninja’s methods, the scabbard of the ninja-to is a multi-purpose tool. It is open at both ends, allowing it to be used as a blowpipe for powders or poisons or as a breathing tube. It is also stiff and strong, allowing it to be used as the rung of a ladder or even as a weapon (use the statistics for a light mace). Can be used with weapon Finesse.
Using the scabbard as a blowpipe:
When using the Ninja-To scabbard as a blowpipe, a character stuffs a dart into one end of the pipe (a move action) and then presses the pipe to their lips and forces air through the pipe to expel the dart on the other end. This requires a dart for use as ammunition and extends the range increment of the dart from 20' to 40'.
In addition, the character can place powder, dirt, sand, or other materials in the end of the pipe and expel them out the other side. This requires a Ranged Touch Attack with a range of 10' to accomplish, and the range cannot be increased for additional difficulty on the attack. On a hit, the enemy must pass a Reflex Save (DC 10 + Attackers BAB) or be blinded for 1 round, in addition to any other effects the dust may have (example: a Poison dust may have a Fortitude save to avoid being poisoned).
Using the scabbard as a breathing pipe:
When using the Scabbard as a breathing pipe, a character must first flush the pipe of water, requiring a DC 10 constitution check. The character then holds the pipe with both hands and may breath normally so long as they are no more than 5' below the surface of the water. Maintaining that position requires a Swim check (to avoid floating up) DC 10. Characters beneath the surface of the water get a +4 circumstance bonus to their AC and may receive circumstantial bonuses OR penalties to their hide checks to avoid being detected (A single reed standing up in the middle of the ocean may get some funny looks - a single reed standing up in the middle of a bed of reeds will likely be overlooked. Similarly, a Character wearing bright orange in clear water during the daytime may be hard to miss floating just beneath the surface, while a character in all black late at night may be impossible to see.)
Three-section staff: 10gp | 1d8/1d8, x2 | Bludgeoning | Two-Handed | 3 lb.
Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal lengths, joined at the ends by chain, leather, or rope. The three-section staff requires two hands to use.
The three-section staff is a double weapon. A character can fight with it as if fighting with two weapons, but if he or she does, the character incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.
Characters receive a +2 bonus to Disarm Attempts made with a Three-Section Staff. The Staff Cannot be used as a dual weapon in rounds where a Disarm attempt is made.
Tessen: 30gp | 1d6, x3 | Slashing or Thrown (Range: 10') | Light | 2 lb.
This weapon appears to the untrained eye as nothing more than a beautifully crafted fan. In fact, the vanes of the fan are crafted from steel, and the tips are needle-sharp. When first brought into melee, the wielder may attempt a Bluff check against an opponent’s Sense Motive check. If the wielder wins the contest, he adds a +2 bonus to the attack roll for his first round’s attack(s). Can be used with weapon Finesse. When wielding two Tessen, a character can choose not to attack with the second weapon and receives a +1 Shield Bonus to AC