MARTIAL MELEE WEAPONS | |||||||
---|---|---|---|---|---|---|---|
Weapon | Damage | Critical | Damage Descriptor | Range Increment | Size | Cost | Weight |
Dogslicer | +2 | 19-20/+3 | Slashing | - | Small | 9 | 1 lb. |
Earth breaker | +4 | 20/+4 | Bludgeoning | - | Large | 14 | 14 lb. |
Klar | +2 | 20/+3 | Slashing | - | Medium | 10 | 6 lb. |
Ogre hook | +5 | 20/+4 | Piercing | - | Large | 12 | 10 lb. |
Starknife | +1 | 20/+4 | Piercing | 20 ft. | Small | 12 | 3 lb. |
War razor | +1 | 18-20/+3 | Slashing | - | Tiny | 9 | 1 lb. |
EXOTIC MELEE WEAPONS | |||||||
---|---|---|---|---|---|---|---|
Weapon | Damage | Critical | Damage Descriptor | Range Increment | Size | Cost | Weight |
Sawtooth sabre | +3 | 19-20/+3 | Slashing | - | Small | 14 | 2 lb. |
Scarf, bladed* | +2 | 19-20/+3 | Slashing | Reach Weapon | Large | 10 | 2 lb. |
EXOTIC RANGED WEAPONS | |||||||
---|---|---|---|---|---|---|---|
Weapon | Damage | Critical | Damage Descriptor | Range Increment | Size | Cost | Weight |
Shoanti bola | +1 | 20/+3 | Bludgeoning and piercing | 10 ft. | Small | 11 | 2 lb. |
ARMOR | |||
---|---|---|---|
Armor | Toughness | Cost | Weight |
Hide shirt (light) | +3 | 17 | 25 lb. |
SHIELDS | |||
---|---|---|---|
Shield | Bonus | Cost | Weight |
Klar | +1 | 10 | 6 lb. |
EQUIPMENT | ||
---|---|---|
Item | Cost | Weight |
Barbarian chew | 11 | 1 lb. |
Doctor's mask | 15 | 2 lb. |
False jewelry | +1 | - |
Harpy musk | 4 | - |
Harrow deck | 17 | - |
Perfume, common | 3/dose | - |
Perfume, exotic | 9/dose | - |
Scarf, pocketed | 9 | 1/2 lb. |
Scarf, reinforced | 9 | 1 lb. |
Varisian idol | 15 | - |
Adventurers in Varisia employ a wide variety of weapons, armor, and gear unique to Varisia. Here are but a few of the most common tools and armaments found in the region.
Barbarian Chew: The Shoanti make this bitter red chew by drying the leaves of the galtroot, a stunted bush found across the Cinderlands. Aside from staining the teeth a shocking shade of crimson, it increases the duration of the Rage feat by +1 round as the stimulant increases aggressiveness. These effects last for 1 hour.
Doctor’s Mask: Often stylized to look like bird masks, a doctor’s mask consists of a pair of goggles attached to a wooden or ceramic “beak” that covers the wearer’s nose and mouth. This beak can be filled with herbs, perfumes, and spices to aid in preventing the contraction of infectious diseases. While worn, the mask grants a +1 circumstance bonus on Fortitude saves made against airborne toxins and scent-based effects. In Korvosa, it is a minor crime to wear a doctor’s mask in public if you are not a healer or physician.
Dogslicer: A savage weapon created from castoff bits of sharpened metal, goblins named the weapon after the act for which it’s most commonly employed. Holes drilled in the weapon’s blade make it easier to heft. If a wielder rolls a natural 1 when attacking with a dogslicer, the weapon breaks. Masterwork and supernatural dogslicers do not have this flaw. Most dogslicers are size Small.
Earth Breaker: A massive hammer used by Varisia’s Shoanti tribes, the crude metal of the weapon’s head ends in multiple blunt spikes, which channel the momentum of a powerful swing.
False Jewelry: Favored by rogues in statuesque Magnimar, these adornments hide tiny secret compartments. False jewelry grants a +8 bonus on Sleight of Hand checks to hide a tiny object on your person (does not stack with the bonus for hiding very small objects) and negates the +4 bonuses searchers receive when frisking you.
False jewelry adds +1 to the cost of the ornament being fitted with the secret compartment.
Harpy Musk: The reek of this doubtful cure-all proves useful at scaring off Varisian goblins. If smeared on a surface or used as a thrown weapon, the musk fills a 30-foot area with the stink of harpies for 1 minute. Any Varisian goblin who enters the area must make a DC 14 Will save or be shaken for 1 minute.
Harrow Deck: This is a traditional fortune-telling deck of cards used by Varisian soothsayers and seers. Some Harrow decks are elaborately illustrated, but most are parchment or paper cards with hand-painted images. Harrow decks are often handed down through generations and treated with utmost care by their users as a result.
Hide Shirt: Made from the hide, bones, and thick scales of the giant lizards, a suit of this light armor provides greater protection than its heft suggests. Many Shoanti warriors favor this armor, especially shirts made from rare black-scaled spirestalkers.
Klar: Traditionally a Shoanti blade bound to the skull of a horned spirestalker (a breed of Storval Plateau giant gecko), in recent years the armorers of southern Varisia have started crafting these bladed shields from iron. You can attack an opponent with a klar, using it as an off-hand, martial slashing weapon. For the purpose of penalties on attack rolls, treat a klar as a light weapon. If you use a klar to make an attack, you lose its shield bonus to defense until your next action (usually until the next round). Both the sword and shield segments of a klar can be enhanced separately. An supernatural bonus on the shield does not improve the effectiveness of the blade.
Ogre Hook: A huge crook of crude, sharpened metal, ogre hooks take their name from the savages who most typically employ them. You can use an ogre hook to make trip attacks. If you are tripped during your own trip attack, you can drop the ogre hook to avoid being tripped. Usually created by giants and their ilk, ogre hooks are commonly size Large and awkward for most humanoids to use.
Perfume/Cologne: Perfume and cologne are common accessories for those who hope to avoid offending through scent. More expensive, exotic scents are available for sale in finer quarters of the city. Exotic perfumes and colognes are typically sold in vials containing 10 applications, with a single dose lasting for 24 hours during, which its wearer gains a +2 circumstance bonus on Diplomacy checks.
Sawtooth Sabre: The signature weapons of the notorious assassins’ guild known as the Red Mantis, sawtooth sabres are cruel but efficient weapons. Their curved, serrated blades are capable of making deep wounds and in the hands of a skilled user are treated as light weapons. A character without Exotic Weapon Training (sawtooth sabre) can wield one of these weapons as a longsword.
Scarf: Well-known as entertainers with a flair for the dramatic, Varisians often employ seductive garb and entrancing props in their performances. Scarves of colorful cloth, transparent silk, or embroidered with elaborate scenes are favorite accessories. Aside from the mundane variety, though, clever Varisians have subtly repurposed these favorite tools for a variety of covert uses.
Bladed: Knowing their unkind reputation and that their seductive performances can sometimes bring out the worst in watchers, some Varisians craft rows of razor-sharp blades into their scarves. While one side is all color and sequins, the other hides a deadly weapon. The skill required in using such scarves effectively and not revealing their deadly nature makes them exotic weapons. A bladed scarf has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. You can make trip attacks with the bladed scarf. If you are tripped during your own trip attempt, you can drop the scarf to avoid being tripped. If you are proficient with a bladed scarf, you deal +1 slashing damage to any creature that makes a successful grapple check against you.
Pocketed: An elaborate design disguises several small pockets on one side of this scarf. This scarf grants you a +4 bonus on Sleight of Hand checks made to hide objects on your body. This bonus does not stack with the bonus wearing heavy clothing provides, but does stack with bonuses for attempting to hide small objects.
Reinforced: One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to defense, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has +5 Toughness. It can be burst with a DC 24 Strength check.
Shoanti Bola: The Shoanti often use special bolas carved from bones and weighted with stones. These bolas function as standard bolas but deal lethal damage rather than nonlethal damage. Most Shoanti bolas can also function as bullroarers—tiny holes carved in the weights cause them to emit a mournful keening sound when spun.
Starknife: An ancient weapon widely used by Varisian wanderers, this weapon has long served the church of Desna as a holy weapon. From a central metal ring, four tapering metal blades extend like points on a compass rose. A wielder can stab with the starknife or throw it like a chakram.
Varisian Idol: Scavenged from rare uneroded Varisian monuments, these depictions of forgotten spirits can be used to augment summoning magic. If used as an additional material component for any summon outsider, summon elemental, or summon beast power, the summoned creature has an additional +1 Toughness.
War Razor: In all appearances, a war razor is an oversized razor or flip knife. As the razor folds into the handle, no sheath is required, making the weapon easy to hide, granting you a +2 bonus on Sleight of Hand checks made to conceal the weapon on your body.