Exotic Weapons:


Brelandish Throwing Shield

Can be used for defense as a normal buckler with no need for exotic proficiency. Can also be used as a throwing weapon by those skilled in its use.


Range: 10’

Damage: 1d6

Critical: 20, x2

Weight: 3 lbs.

Cost: 40 gp

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Snow Elf Spear

2-Handed Exotic Weapon

Can be used by those non-proficient as a normal longspear. In the hands of a snow elf, or a user with the proper proficiency, can be used as a reach weapon with 10’ reach, but can still threaten/attack opponents in melee range.

Alternately, the spear may be used, either in melee or at reach, to make a grapple check. Unlike a normal grapple, this attack must hit the target’s full normal AC. If the attack hits, make a grapple check. If the Snow Elf succeeds, the target takes normal spear damage, and must escape, defeat the Snow Elf in a grapple check, or disarm the Snow Elf to move from the spot where they were struck.

If the target succeeds, they may make a free disarm check on the Snow Elf instead that does not provoke an attack of opportunity.

Type: P

Damage: 2d4

Critical: 20, x2

Weight:

Cost: 20 gp


Snow Elf Longspear

2-Handed Exotic Weapon

Cannot be used untrained. In the hands of a snow elf or a trained user, can threaten opponents at both 10’ and 15’ increments. An opponent struck with an attack of opportunity by a Snow Elf Longspear must make a Fortitude Save, DC 10, to continue moving after the attack.

Type: P

Damage: 1d10

Critical: 20, x2

Weight:

Cost: 35 gp


Snow Elf Javelin

Exotic Ranged Weapon

If used untrained, treat as a normal javelin with half normal range. In the hands of a skilled wielder, add 20’ to the range increment of a normal javelin. In addition, any penalties on attacks imposed due to strong winds or other weather conditions are halved. Snow Elf javelins whistle audibly when thrown, and will automatically give away the location of the attacker.

Cost: 5 gp



Jungle Elf Claws

Exotic Melee Weapon

Always used paired, these claws serve as both tools and weapons. It takes a full round action to put on a pair of claws, or a standard action to put on one, rather than a move action. While a wearer may undertake other tasks with their hands while armed with a set of claws, wearing the weapons imposes a -2 penalty on any actions requiring manual dexterity, and a -2 to hit with any weapon held in the same hand a claw is attached to.

They do add a +2 Tool bonus to Climb checks.

As a weapon, when used paired, the 2-weapon penalties are lowered by 1 for each hand for using two light weapons. They also impose a +2 Bonus to resist any disarm checks of other items held in the same hand a claw is on, while the claws themselves have a +4 bonus to resist being disarmed. Finally, anyone the wearer has successfully grappled suffers a -2 penalty to any checks to try and escape the grapple.

Type: S

Damage: d4

Critical: 19-20, x2

Weight: 1 lb. Each

Cost: 35 gp/Not generally available in the north, would typically cost hundreds of gp as a curiosity


Jungle Elf Gutting Knife

Exotic Light Melee Weapon

This can be used as a normal, if oddly heavy dagger with a critical range of 20 by an untrained user.

In the hands of a trained user, the gutting knife has a +4 bonus to confirm critical hits. If a critical hit is scored, the weapon does critical damage as normal on the round of the attack, and deals the normal weapon damage one round later in blood loss (not including any sneak attack or other additional damage, but does include strength bonus) which bypasses any damage resistance the target has so long as the original attack inflicted damage. Any healing before the knife-user’s next action to the injured target prevents this additional damage.

Despite being a light weapon for all other purposes, because of the odd technique for using the weapon properly, anyone using it as an off-hand weapon suffers an additional -1 penalty to attack rolls with the gutting knife.

Type: S

Damage: 1d4

Critical: 18-20, x3

Weight: 3 lbs.

Cost: 8 gp/Rarely available in the North, would typically cost hundreds of gp as a curiosity.


Blackmaran Longsword

One-Handed Exotic Weapon

These blades have threads of mithril running through them to make them lighter for use, but without the cost of fully mithril items. Each one also has a grip custom designed for its user. The prized weapons are typically only given to prized Knights or the occasional Dancer in the Dark who does great service for the kingdom. Anyone other than the intended user trying to use the weapon suffers an additional -2 penalty to all actions with the weapon.

Blackmaran Longswords are always masterwork weapons. In addition to normal masterwork benefits, the highly custom blades give an additional +1 to each additional attack in the round with the weapon made beyond the first during a full attack action. (i.e. if the user is hasted, the second attack gains an additional +1 to hit. If a wielder has 2 attacks due to level, the first would be made with just the +1 masterwork bonus, the second would be at 2 above normal – masterwork, and the sword bonus. A third attack would be at +3, etc. The bonus applies only to attacks made with the longsword, not any off-hand weapon or other attacks, which are at normal modifiers.

The Weapon Finesse Feat may be applied to use of this weapon.

Finally, the sword gains a +2 to all disarm checks, whether making a disarm check, or resisting being disarmed, but only if the sword is being used by the person it was designed for.

Altering a Blackmaran Longsword for a new user costs 200 gp and is a DC 25 Craft: Weaponsmithing check, and is a crime to all Blackmarans, save in the case of a sword being passed to a proper heir.

Type: S

Damage: 1d8

Critical: 19-20, x2

Cost: 2,850 gp


Racial Masterwork Weapon Creation:

While not exotic weapons, masterwork items made by Dwarves, Hobgoblins, Elves and Gnomes are recognizably different from those crafted by standard means. Any of these can be used by anyone with the proper weapon proficiency (simple, martial or exotic, per the weapon type)


Dwarven and Hobgoblin masterwork metal weapons are sturdier than their counterparts. For every 2 pounds the weapon normally weighs (round up) add .25 pounds to its weight.

Light weapons have 1 higher hardness and 3 more hit points. One handed weapons have 2 higher hardness and 5 more hit points. Two-handed weapons have 3 higher hardness, and 7 more hit points.

Increase base weapon cost by 25%


Elven and Gnomish Weapons – whether made of wood or metal, these weapons are often almost artwork. They’re also lighter and made for swifter use.

Regardless of weapon type, when using such weapons, the user may add 1 to their initiative.

Increase Weapon base cost by 25%