Equipment

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Weapons
Armor
Gear
Alchemical Items
Special Materials

Rules Changes for Equipment:

The following weapons do not exist in the campaign world (because the GM think’s they’re dumb):

  • Chakram (from APG. Sorry, Xena.)
  • Composite longbow*
  • Composite shortbow*
  • Dwarven urgosh
  • Gnome hooked hammer
  • Orc double axe
  • Two-bladed sword

*both replaced by “Composite bow.” See internal equipment document.

Stat Changes:
The following weapons have changes in their descriptions:

Hand Crossbow: This is considered a simple weapon, but it is expensive and hard to find.

Longbow: The longbow can be constructed to have a heavy pull, and thus provide a Strength bonus to damage. See the Core Rulebook under Composite Longbow for pricing.

Quarterstaff: This is not a double weapon. However, see the feat Stick Fighter.

Wielding a Weapon in Two Hands: Any character using a weapon with both hands adds at least +1 on damage rolls, even if the character has low Strength. For characters with very low Strength, this may only reduce damage penalties. (e.g. a character with 10 Str adds +1 on damage; a character with a 7 Str only takes a -1 damage penalty).

Special Materials, Enhancement Bonuses, and Damage Reduction: A weapon’s high enhancement bonus does NOT count as a special material for purposes of bypassing damage reduction. The overrides the PFRPG rules-as-written (see the table on the Damage Reduction Rules for the rules-as-written.)

Reach Weapons: We’re going to use the 3.5 rules for reach weapons and threatened squares, NOT the PF rules. Small and Medium characters using a reach weapon threaten all squares within 10 feet, even diagonally. This is an exception to the rule that two diagonal square equals 15 feet.

Equipment

The Watcher of the Mists Haladir