Exotic Weapons

The following weapons are all available in the world of Dark Sun as described in the PFSRD. Whip, Khopesh; Mancatcher; Bolal Brutal Bola; Lasso; Net; Dwarven Urgrosh The remaining weapons unique to Athas are detailed below

Bard’s Friend (Light) – Cost 20cp; Dmg (S) 1d3; Dmg (M) 1d4; Crit 18-20/x2; Weight 1lbs; Piercing – This weapon is crafted with several obsidian blades and wooden prongs, which are fastened to a handle. Several small spikes jut out from where the knuckles hold the weapon. Bards are known for smearing these spikes with injury poison. The bard’s friend can be coated with three charges of poison, but only one may be delivered per attack made with the weapon.

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Ko (Light) – Cost 1cp; Dmg (S) 1d3; Dmg (M) 1d4; Crit x4; Weight 3lbs; Piercing – The Ko combines a jagged blade that has been carved from a roughly oval stone. This exotic weapon of kreen manufacture is typically used in matching pairs. The ko is designed to pierce chitin, shells and tough skin. If a ko is used against a creature with natural armour, the attacker gets a +1 bonus to attack rolls.

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Garrote, Bard’s (Light) – Cost 200cp; Dmg (S) 1d6; Dmg (M) 2d4; Crit x2; Weight 1lbs; Bludgeoning, Non-lethal – This exotic weapon is made from giant hair. In order for you to use a garrote, your opponent must be helpless or unaware of you. You must make a grapple check (though you avoid the –4 penalty for not having two hands free) to successfully begin garroting your opponent. Sneak attack damage does not apply to a garrote. Your garroted opponent must make a concentration check (DC 20 + your CMB + level of the spell he’s casting) to cast a spell with a verbal component, use a command word item, or use any magic requiring speech. You gain the following additional option when grappling with a garrote. Choke: You cut off your target’s air supply so he has to hold his breath (see Suffocation, and the Swim skill for additional information). Any round you do not maintain the choke, your opponent can take a breath and restart when he has to begin making Constitution checks..

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Handfork (Light) – Cost 20cp; Dmg (S) 1d3; Dmg (M) 1d4; Crit x2; Weight 2lbs; Slashing – The handfork, most popular among tareks, is a slicing weapon with a handle‐grip and obsidian blades that join above the knuckles in an “M” shape.

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Lajav (Light) – Cost 8cp; Dmg (S) 1d3; Dmg (M) 1d4; Crit x4; Weight 8lbs; Bludgeoning – The lajav is a kreen weapon designed to capture opponents. It incorporates two flattened bones, joined in a hinge about two feet from the end. The result looks something like a nutcracker, and is used roughly in the same crushing way. If you hit an opponent at least one size category smaller than yourself with a lajav, you can immediately initiate a grapple (as a free action) without provoking an attack of opportunity (PH 155). Regardless of your size, you need two hands to use a lajav, since a second hand is required to catch the other end of the lajav. As with the gythka, kreen are able to wield two lajav at a time because of their four arms.

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Singing Sticks (Light) – Cost 10cp; Dmg (S) 1d4; Dmg (M) 1d6; Crit x2; Weight 1lbs; Bludgeoning – A singing stick is a carefully crafted and polished club, often used in pairs. Singing sticks draw their name from the characteristic whistling sound they make when used. A character proficient with singing sticks may use a pair of singing sticks as if he had the Two‐Weapon Fighting feat. In the hands of a nonproficient character, singing sticks are nothing more than light clubs.

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Talid (Light) – Cost 40cp; Dmg (S) 1d4; Dmg (M) 1d6; Crit 19-20/x2; Weight 4lbs; Piercing – The talid, also known as the gladiator’s gauntlet, is made of stiff leather with metal, chitin or bone plating on the hand cover and all along the forearm. Spikes protrude from each of the knuckles and along the back of the hand. A sharp blade runs along the thumb and there is a 6‐inch spike on the elbow. A strike with a talid is considered an armed attack. The cost and weight given are for a single talid. An opponent cannot use a disarm action to disarm a character’s talid.

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Widow’s Knife (Light) – Cost 50cp; Dmg (S) 1d3; Dmg (M) 1d4; x3; Weight 2lbs; Piercing – Two prongs are hidden within the hilt of a widow’s knife. On a successful hit, you may trigger the prongs by releasing a catch in the hilt as a free action. The prongs do an additional 1d3 points of damage (1d2 for a Small widow’s knife) when sprung, and take a standard action to reload.

Widow_s_Knife.jpg

Wrist Razor (Light) – Cost 15cp; Dmg (S) 1d4; Dmg (M) 1d6; Crit 18-20/x2; Weight 2lbs; Slashing – Several shards of obsidian or bone are fastened to a strip of leather or other binding material, or are lashed onto the forearm of the wielder. Wrist razors are hard to disarm, granting you a +2 bonus when opposing a disarm attempt.

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Elven Longblade (One Handed) – Cost 100cp; Dmg (S) 1d6; Dmg (M) 1d8; Crit 18-20/x2; Weight 3lbs; Slashing – You can use the Weapon Finesse feat to apply your Dexterity modifier, rather than your Strength modifier, to all attack rolls made with the elven longblade.

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Heartpick (One Handed) – Cost 9cp; Dmg (S) 1d6; Dmg (M) 1d8; Crit x4; Weight 2lbs; Piercing – The name of this weapon expresses its simple intent. Usually made of bone, the heartpick is a hammer like weapon with a serrated pick on the front, and a heavy, flat head on the back.

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Master’s Whip (One Handed) – Cost 25cp; Dmg (S) 1d2; Dmg (M) 1d3; Crit x2; Weight 5lbs; Slashing, Reach – The master’s whip is usually braided from giant hair or leather, and has shards of chitin, obsidian or bone braided into the end of the whip. Unlike normal whips, the master’s whip deals damage normally, has only a ten‐foot range, and you apply your Strength modifier to damage dealt. In all other respects, it is treated as a normal whip.

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Cahulak (Two Handed) – Cost 120cp; Dmg (S) 1d4/1d4; Dmg (M) 1d6/1d6; Crit x3; Weight 12lbs; Piercing, Double Weapon – A cahulak consists of two alaks (see above) joined by a 5‐foot rope. You may fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with a light offhand weapon (PH 160). A creature using a double weapon in one hand, such as a half‐giant using a set of cahulaks can’t use it as a double weapon. When using a cahulak, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm his or her opponent). Because the cahulak can wrap around an enemy’s leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the cahulak to avoid being tripped. If you strike at an opponent 10 ft. away, you cannot use the cahulak as a double weapon unless you possess natural reach.

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Crusher, Free (Two Handed) – Cost 18cp; Dmg (S) 1d8; Dmg (M) 1d10; Crit x2; Weight 12lbs; Bludgeoning, Reach – The crusher is made from a large stone or metal weight, mounted at the end of a 15‐foot long shaft of springy wood. The weight is whipped back and forth. The crusher is a reach weapon. You can strike opponents 10 feet away with it, but you cannot use it against an adjacent foe. You need a 15‐foot ceiling to use the weapon, but it can reach over cover. Crushers come in two varieties, fixed and free. A fixed crusher requires a base to use. The fixed crusher’s base is enormously heavy, usually consisting of a thick slab of stone with a hole drilled through it to support the crusher’s pole. The base is transported separately from the pole, and it takes one full minute to set the fixed crusher up for battle. The fixed crusher is a martial weapon, finding most use in infantry units. It is possible to use the crusher pole without the base as a free crusher, but this requires considerable expertise. You need an exotic weapon proficiency in the free crusher to accomplish this feat without the –4 proficiency penalty, even if you are proficient in the fixed crusher.

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Dragon’s Paw (Two Handed) – Cost 80cp; Dmg (S) 1d4/1d4; Dmg (M) 1d6/1d6; Crit 19-20/x2; Weight 9lbs; Piercing, Double Weapon – Popular in the arenas, the dragon’s paw consists of a five or six‐foot long pole, with a blade on either end. A basket guards your hands from attack, granting a +2 bonus on all attempts to defend against being disarmed. A dragon’s paw is a double weapon. You may fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with a light off‐hand weapon (PH 160). A creature using a double weapon in one hand, such as a half‐giant using a dragon’s paw can’t use it as a double weapon.

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Gythka (Two Handed) – Cost 60cp; Dmg (S) 1d6/1d6; Dmg (M) 1d8/1d8; Crit x2; Weight 25lbs; Slashing, Double Weapon – A gythka is a double weapon. You may fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with a light off‐hand weapon (PH 160). A creature using a double weapon in one hand, such as a half‐giant using a gythka can’t use it as a double weapon.

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Lotulis (Two Handed) – Cost 115cp; Dmg (S) 1d6/1d6; Dmg (M) 1d8/1d8; Crit 19-20/x2; Weight 9lbs; Slashing, Double Weapon – Two barbed, crescent shaped blades adorn either end of the lotulis, a double weapon once popular in the arena of Tyr. You may fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with a light off–hand weapon (PH 160). A creature using a double weapon in one hand, such as a half‐giant using a lotulis can’t use it as a double weapon.

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Spear, double-tipped (Two Handed) – Cost 25cp; Dmg (S) 1d6/1d6; Dmg (M) 1d8/1d8; Crit x3; Range 20ft; Weight 6lbs; Piercing, Double Weapon – A double‐tipped spear 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 double‐tipped spear in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Thanak (Two Handed) – Cost 20cp; Dmg (S) 1d10; Dmg (M) 2d6; Crit x3; Weight 10lbs; Slashing – The thanak is a chopping weapon of pterran manufacture resembling a jagged sword or sawblade. It consists of a pair of hardwood strips bound together, with a row of pterrax teeth protruding from between them along one edge of the weapon particularly capable of slicing through muscle and sinew. On a critical hit, the thanak inflicts one point of Strength damage in addition to triple normal damage.

Weighted Pike (Two Handed) – Cost 75cp; Dmg (S) 1d6/1d4; Dmg (M) 1d8/1d6; Crit 19-20/x2; Weight 15lbs; Bludgeoning/Piercing, Double Weapon – A solid head, generally stone or baked ceramic, is mounted on the end of a spear or a pike. A weighted pike is a double weapon. You may fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with a light off‐hand weapon (PH 160). A creature using a double weapon in one hand, such as a half‐giant using a weighted pike can’t use it as a double weapon

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Swatter (Two Handed) – Cost 100cp; Dmg (S) 1d12; Dmg (M) 2d8; Crit x4; Weight 35lbs; Bludgeoning – The swatter is a popular name for a half‐giant weapon consisting of a heavy spiked club made from hardwood, with a bronze or lead core in the tip for added weight. The swatter got its name from the tales of a half‐giant soldier who reputedly used a similar weapon to defeat an entire thri‐kreen hunting party.

Mekillot Sap (Two Handed) – Cost 25cp; Dmg (S) 1d12; Dmg (M) 2d8; Crit x2; Range 10ft; Weight 30lbs; Bludgeoning, Reach – The mekillot sap is a soft but tough large leather bag filled with fine gravel or sand, stitched together with giant’s hair, and tied to the end of a five‐foot rope. The throwing sap is swung overhead with both hands. A mekillot sap has reach, so you can strike opponents 10 feet away with it. In addition, unlike other weapons with reach, you can grip the rope higher, and use the mekillot sap against an adjacent foe. You can make trip attacks with the mekillot sap. If you are tripped during your own trip attempt, you can drop the sap to avoid being tripped. You get a +2 bonus to your opposed Strength check when attempting to trip your opponent.

Blowgun, Greater (Ranged) – Cost 10cp; Dmg (S) 1d3; Dmg (M) 1d4; Crit x2; Range 10ft; Weight 4lbs; Piercing – The greater blowgun fires blowgun darts, which are slightly smaller than thrown darts, and are capable of delivering poison as well.

Chatkcha (Ranged) – Cost 20cp; Dmg (S) 1d4; Dmg (M) 1d6; Crit x2; Range 20ft; Weight 3lbs; Piercing – The chatkcha returns to a proficient thrower on a missed attack roll. To catch it, the character must make an attack roll against AC 10 using the same bonus they threw the chatkcha with. Failure indicates the weapon falls to the ground 10 ft. in a random direction from the thrower. Catching the chatkcha is part of the attack and does not count as a separate attack.

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Dejada (Ranged) – Cost 20cp; Dmg (S) 1d4; Dmg (M) 1d6; Crit x2; Range 30ft; Weight 2lbs; Piercing – The dejada allows the wielder to throw pelota (see the pelota description for details). These pelotas deal more damage than those thrown by hand, due to the great speed at which they are thrown from a dejada.

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Lasso (Ranged) – Cost 2cp; Crit x2; Range 10ft; Weight 2lbs; Bludgeoning – This weapon consists of a rope that you can throw and then draw closed. The total range of your lasso depends on the length of the rope. Throwing a lasso is a ranged touch attack. If you successfully hit your opponent, make a grapple check. If you succeed at the grapple check, then your opponent is grappled, and you can continue the grapple contest by continuing to pull on the rope. You can make trip attacks with a lasso against a grappling opponent. If you are tripped during your own trip attempt, you can drop the lasso to avoid being tripped.

Skyhammer (Ranged) – Cost 50cp; Dmg (S) 1d8; Dmg (M) 1d10; Crit x2; Range 15ft; Weight 6lbs; Bludgeoning – The sky hammer consists of a 10‐foot length of rope with a large hammer‐like object at one end. Its rope is coiled and swung around the body two‐handedly until enough momentum is gained to hurl the hammer at a target. A successful hit grants a free trip attempt, and you receive a +4 bonus to your opposed Strength roll due to the momentum of the skyhammer.

Splashbow (Ranged) – Cost 300cp; Dmg (S) 1d3; Dmg (M) 1d4; Crit x2; Range 60ft; Weight 60lbs; Bludgeoning – This exotic weapon looks like a misshapen crossbow, only three feet long from bow to handle, but with a horizontal bow nearly five feet wide. Rather than bolts, the splashbow fires hinged pelotas, which can be filled with splash–globes of alchemical fire, contact poison, acids, or other interesting liquids. Splash– globes burst on impact, spraying their contents like a thrown grenade. The splashbow takes a full round to draw and load, assuming that the hinged pelotas have already been prepared.

Zerka (Ranged) – Cost 30cp; Dmg (S) 1d6; Dmg (M) 1d8; Crit 18-20/x2; Range 30ft; Weight 9lbs; Piercing – The zerka is a javelin with short barbs that cover two feet of the bone shaft. These barbs point away from the zerkaʹs tip, causing the weaponʹs head to snag against its targetʹs flesh and bone as it is removed. If a zerka hits, it lodges in the victim if he fails a Reflex save (DC equal to 5 + damage inflicted). A failed check means the zerka is stuck and the victim moves at half‐speed, cannot charge or run, and must make a Concentration check (DC 10 + spell level) in order to cast a spell with somatic components. The victim can pull the zerka from his wound with a move action if he has at least one hand free, but suffers an additional 1d4 damage. A Heal check DC 13 allows the zerka to be removed without further injury.

Exotic Weapons

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