Metal is rare on Terra, and many weapons ordinarily crafted using metal components are extremely expensive. Unworked iron is worth 100 Cp per pound on average, but can cost much, much more in some places.
Worked metal is even more expensive, as craftsmen who actually know how to craft metal items are rare at best. Most metal weapons are items are family heirlooms or is held by the restrictive mines with their limited resources.
Due to the rarity of metal, weapons and other items constructed primarily from metal are priced at their Player’s Handbook listed cost in gp—they are not converted to Cp. For example a metal longsword costs 15 gp (or 1,500 Cp).Weapons and items containing only small quantities of metal are priced at half their Player’s Handbook listed cost in gp. Divide the listed Player’s Handbook price by 2. For example, 20 metal‐tip arrows cost 50 Cp. Due to
the extremely high cost of metal weaponry, most weapons from the Player’s Handbook are constructed from inferior, but functional, materials instead on Terra. Most common are bone and stone such as flint or obsidian, but treated wood is sometimes used as well.
Weapons constructed from inferior materials, such as bone longsword or an axe with a head made from stone, suffer a –1 penalty to attack and damage rolls. This penalty cannot reduce damage dealt below 1. These weapons cost half of the listed price in the Player’s Handbook. Convert the listed Player’s Handbook price to Cp, and then divide the cost by 2. For example a bone shortsword costs 5 Cp.
The following weapons from the Player’s Handbook can be constructed from non‐metal materials without penalty: bolas, all bows (and arrows), club, all crossbows (and bolts), dart, dagger, greatclub, javelin, all lances, all maces, net, nunchaku, quarterstaff, sai, sap, sling (and bullets), all spears, and whip. They weigh the same as listed in the Player’s Handbook. These weapons cost 1% of the listed price in the Player’s Handbook. Simply convert the listed price in the Player’s Handbook to Cp. For example, a spear listed at 2 gp in the Player’s Handbook costs 2 Cp.
Furthermore, due to the rarity of metal, Terra has its share of unique weapons designed to be constructed from non–metal materials; as such, they do not suffer from the
inferior materials penalties described above. Bone and wood weapons weigh 1/2 of their metal equivalents, but stone weapons weigh twice as much. The hardness and hit points for non–metal weapons are listed below.
The weapons appearing in the Player’s Handbook can be separated into the following categories used in the table in regards to their hardness and hit points:
Light blade: Kama, kukri, punching dagger, siangham, sickle, short sword, spiked gauntlet.
One‐handed blade: Bastard sword, long sword, rapier, scimitar.
Two‐handed blade: Falchion, greatsword.
Light hafted weapon: Handaxe, light hammer, light pick, throwing axe.
One‐handed hafted weapon: Battleaxe, dwarven waraxe, flail, heavy pick, morningstar, trident, warhammer.
Two‐handed hafted weapon: Dire flail, glaive, greataxe, guisarme, halberd, hammer, heavy flail, orc double axe, ranseur, scythe, spiked chain, two–bladed sword, urgrosh.
Alak: An alak consists of a 2‐foot long shaft of bone or wood, with four serrated bones tied to the sharp end, like the four prongs of a grappling hook. When using an alak, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).
Alhulak: The alhulak consists of an alak tied to a 5‐foot long leather cord, which wraps around your wrist at the other end. An alhulak has reach. You can strike opponents 10 ft. away with it. In addition, you can use it against an adjacent foe. When using an alhulak, 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).
Atlatl: The atlatl, sometimes called a “staff‐sling,” is a javelin‐throwing device that is swung over the shoulder, using both hands. Javelins flung with an atlatl gain greater range than those thrown by hand.
Bard’s Friend: 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.
Blowgun: The blowgun is a long tube through which you blow air to fire needles. The needles don’t deal much damage, but are often coated in poison.
Blowgun, Greater: The greater blowgun fires blowgun darts, which are slightly smaller than thrown darts, and are capable of delivering poison as well.
Cahulak: 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. 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.
Carrikal: The sharpened jawbone of a large creature is lashed to a haft. The jagged edges are sharpened, forming a sort of battleaxe with two forward‐facing heads.
Chatkcha: 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.
Crossbow, Fixed: This version of the crossbow can be fired by any capable of using it, but cannot be carried like a conventional crossbow. It is fixed in place, i.e. mounted on top of a wall, pole, or vehicle, and swivels so that you can aim the shot. Crossbows at the edge of a caravan, cart, or wall tend to offer cover, but limit your range of firing to a cone shape directly in front of the weapon. It is possible to mount a fixed crossbow on top of a pole but
inside a shallow pit, giving you a 360‐degree range of motion, while giving you cover. In any case, it is impossible to swivel a fixed crossbow in order to attack upwards (your upward angle is limited to 45 degrees). Reloading a fixed crossbow is a full‐round action.
Crusher: 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.
Datchi Club: A datchi club has reach. You can strike opponents 10 feet away with it, but you cannot use it against an adjacent foe. This weapon, generally found in the arenas, is made by affixing a 4‐5 foot length of dried insect hive or roots to a three‐foot long shaft. Teeth, claws, or obsidian shards are embedded into the head of the weapon.
Dejada: 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.
Dragon’s Paw: 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. 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.
Forearm Axe: Strapped to the forearm like a buckler, the forearm axe resembles a double‐headed battleaxe, with the wearer’s arm serving as the shaft of the axe. You may continue to use your hand normally, but you cannot attack with the forearm axe and a wielded weapon in the same hand in one round. Your opponent cannot use a disarm action to disarm you of a forearm axe.
Garrote, Bard’s: This exotic weapon is made from giant hair. A bard’s garrote can only be used as part of a grapple attack, and you must wield it with both hands regardless of your size. As part of a grapple attack, using a garrote subjects you to attacks of opportunity and all other limitations described in the Player’s Handbook grappling rules, except that as follows: The garrote inflicts 2d4 points of nonlethal damage plus 1.5 times your Strength bonus. You can use a bard’s garrote to deliver a coup de grace.
Gouge: Worn in an over‐the‐shoulder harness, the gouge is commonly found in the Nibenese infantry. A wide blade of bone, obsidian or chitin is mounted to a three‐foot long shaft of wood. Your opponent cannot use a disarm action to disarm you of a gouge while you are wearing the harness. Donning the harness is a full‐round action. Removing it is a move action.
Gythka: 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. Handfork: 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.
Heartpick: 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.
Impaler: Like many Terran weapons, the impaler was developed for the arenas. Two blades are mounted parallel to the end of a four‐foot long shaft, forming a bladed ‘T’. The impaler is swung horizontally or vertically with great force.
Ko•: 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 armor, the attacker gets a +1 bonus to attack rolls.
Kyorkcha: The kyorkcha is a more dangerous variant of the chatkcha. This tohr‐kreen weapon consists of a curved blade, much like a boomerang, with several protrusions along the edge, as well as jutting spikes near each end.
Lajav: 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. 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.
Lasso: 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.
Longblade, Elven: 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.
Lotulis: Two barbed, crescent shaped blades adorn either end of the lotulis, a double weapon once popular in the arenas. 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. 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.
Macahuitl: A macahuitl is a sword painstakingly crafted using a core of solid wood, with small, sharp shards of obsidian embedded into the wood to form an edge on two opposite sides of the weapon. These weapons are swung like the scimitar, though macahuitls tend to require more maintenance. The macahuitl is especially popular among the Draji, who seem to be the only ones who can easily pronounce this weapon’s Draji name (“ma‐ka‐wheet‐luh”). Non‐Draji simply refer to it as the “obsidian sword” or the “Draji sword.”
Mekillot Sap: 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 fivefoot 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 CMB when attempting to trip your opponent.
Master’s Whip: 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.
Maul: A maul is effectively a very large sledgehammer that crushes opponents to death. This
weapon is commonly used by dwarves, muls, half‐giants and other creatures that value great strength.
Pelota: Popular in arena games and increasingly popular in the street games of some city‐states, pelota are hollow leaden spheres with small holes that cause the sphere to whistle as it flies through the air. The surface of most pelota is studded with obsidian shards. You can use the dejada throwing glove to cast pelota at much higher speed and with greater accuracy, dealing more damage than a pelota thrown by hand.
Pelota, Hinged: To the careless eye a hinged pelota looks like an ordinary pelota without obsidian spikes. Hinged pelota can be twisted open like a small jar. Bards and assassins often use this feature to insert a splashglobe— a thin crystal sphere that contains acid, injury poison, contact poison, alchemical fire, or some other liquid. When the pelota strikes, the globe breaks, spilling the liquid through the holes of the pelota. Like pelota, hinged pelota can be thrown with a dejada. Hinged pelotas are also used as ammunition for the splashbow.
Puchik: A bone or obsidian punching dagger.
Quabone: Four jawbones are fastened around a central haft, at right angles to one another. The quabone is often used in the arenas. The wounds it inflicts are nonlethal, yet have entertainment value, as the quabone tends to open up many small cuts that bleed freely—for a brief time.
Singing Stick: 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.
Skyhammer: 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 twohandedly 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 CMB roll due to the momentum of the skyhammer.
Slodak: The slodak is a wooden short sword, carved from young hardwood trees and treated with a mixture of tree sap and id fiend blood. This treatment renders the blade of the weapon extremely strong, making it a deadly weapon.
Spear, Double‐Tipped: 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.
Splashbow: 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.
Swatter: 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 halfgiant soldier who reputedly used a similar weapon to defeat an entire thri‐kreen hunting party.
Talid: 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.
Thanak: 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.
Tkaesali: This polearm, commonly used by the nikaal, consists of long wooden haft topped with a circular, jagged blade. A tkaesali has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
Tonfa: The tonfa is a stick with a short handle, and is popular among street‐patrolling Nibenese templars and their guards. You can deal nonlethal damage with a tonfa without taking the usual –4 penalty.
Trikal: Three blades project radially from the business end of a six‐foot long haft. A series of sharp serratededges line the shaft below the foot‐long blades, while the far end of the weapon is weighted, in order to balance the weapon. Because of the trikal’s curved blades on the top of the weapon, trip attacks can also be made with it. If a character is tripped during his or her trip attempt, the trikal can be dropped to avoid being tripped.
Tortoise Blade: The tortoise blade consists of a footlong dagger mounted to the center of a shell. The tortoise blade is strapped over the wearer’s hand, preventing them from holding anything but the tortoise blade. The tortoise blade also functions as a buckler, granting
a +1 armor bonus, inflicting a –1 armor check penalty and incurring a 5% arcane spell failure chance. A masterwork tortoise blade either functions as a masterwork shield or a masterwork weapon (or both, for twice the normal masterwork cost).
Weighted Pike: 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. 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.
Widow’s Knife: 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.
Wrist Razor: 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.
Zerka: 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.