Wyvern Wyvern
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Draconian    Dwarven    Elven    Flind    Minotaur and Gladiator    Other
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Weapons play an important role in any campaign, you wouldn't get far with out them, sure spells can wipe out armies of Bugbears and Ogres but when they run out you'll have to reach for the lowly dagger on your belt. Sure magic can spice up that dagger but perhaps you want something a little unoridinary on your belt.
In here you'll find new exotic weapons that'll add some flare to your character. I apologize if there is a slight focus on archery, something I do in reality along with knife throwing. Other arrow types (blunt, message, signal, thunderstone, flight, etc) aside from those below (in "other") can be found in Dragon Magazine issue 279.



Draconian Exotic Weapons:
Believe it or not, but Draconians do have their own weapons, made by themselves to suit their purposes. These weapons were crudely made but served their intent well enough. The following are the known Draconian weapons.

Kapak Razor Gloves
Size: Tiny    Cost: 45 gp    Damage: 1d6    Critical: 20/x2    Range: 0'    Weight: 2 lbs    Type: S P   

Kapak's hands were suited for more precision than that of their brethren, so they lacked claws. To make up for that they constructed gloves with sheets of metal attached to the ends. They were not only prized by Kapaks but other Draconian as well, but in the hands of other Draconian the gloves where rendered useless.



Sivak Heavy Crossbow
Size: Large    Cost: 175 gp    Damage: 2d6    Critical: 19-20/x2    Range: 150'    Weight: 14 lbs    Type: P

The Gnomes of Mount Nevermind were forced by Ariakas to create a crossbow for his Sivak archers that could shoot faster and further than any other. The Gnomes surprisingly delivered with nothing blowing up or catching fire. The crossbow is designed for Sivaks, and non Sivaks suffer -2 to attacks rolls with it.



Sivak Two-Handed Sword
Size: Large    Cost: 145gp    Damage: 2d8    Critical: 19-20/x2    Range: 0'    Weight: 21 lbs    Type: S

Like Minotaurs, Sivaks can get to be large creatures and they need a weapon to accommodate their size. The Sivak Two-Handed Sword is a massive weapon and has barbed notches on its back side. This weapon goes nicely with a Sivak as it is just as deadly.



Sivak Bands  (light armor)
Size: Tiny/Small    Cost: 55gp for 5 bands    Armor Bonus: +1 in total    Max Dex: +10    Armor Check Penalty: 0    Arcane Spell Failure: 5%    Speed: unchanged    Weight: 8 lbs in total   

Sivaks don't especially like to wear armor, but if they do they like it to be decorative somewhat. They wear the bands around their limbs and tail; functioning as padded armor thus giving the Sivak one  point of AC (+1 AC bonus). These bands though do not hinder a Sivak in flight.


Dwarven Exotic Weapons:

Battlehammer, warhammer
Size: Medium    Cost: 60gp    Damage: 1d10    Critical: 20/x3    Range: 0'    Weight: 16 lbs    Type: B
Size: Large    Cost: 105gp    Damage: 2d6    Critical: 20/x3    Range: 0'    Weight:  26 lbs    Type: B

This big dwarven hammer punishes those within reach. The larger version of the battlehammer is commonly inlaid with mithril runes or in some cases entirely made of mithral.




Sword, Weighted
Size: Medium    Cost: 90gp    Damage:
2d4    Critical: 19-20/x2, swung 19-20/x3    Range: 0'    Weight: 15 lbs    Type: S

This long sword made by Dwarves has a weighted tip. This weight adds to the swords cutting force, simply when this sword cuts it cuts deep. If it is swung the wielder takes a penalty of -2 AC until next round and suffers -2 to all other attacks that round. The blow though has the potential to cause a lot of damage, on a critical hit the sword causes triple damage.


Elven Exotic Weapons:

Blade-Bow
Size:  shortbow/short bow composite: medium    longbow/longbow composite: large
Cost:  shortbow: 70gp    shortbow composite: 115gp    longbow: 135gp    longbow composite: 160gp
Damage in melee:  shortbow/shortbow composite: 1d4/1d4    longbow/longbow composite: 1d6/1d6
Damage at range:  same as bow type
Critical in melee:  shortbow/shortbow composite: 20/x2    longbow/longbow composite: 20/x2
Critical at range:  same as bow type
Range:   shortbow: 50'    shortbow composite: 60'    longbow: 80'    longbow composite: 90'
Weight:  shortbow/short bow composite: 4 lbs    longbow/longbow composite: 6 lbs
Type in melee/at range:  shortbow/short bow composite: S/P     longbow/longbow composite: S/P

This elvish bow was developed to give elvish fighters a quicker enterance into melee combat. If surprised there made not be enough time to draw a longsword, thus the Blade-Bow was created. The bow features four sharp blades along the outside curve of the bow, two on either side of the grip. The blades closest to the grip are similar to long daggers while the further blades are smaller and more dagger sized. The Blade-Bow can only be used as a double weapon in melee, the bows structure cannot withstand two handed over hand swings and mantain is composure. To compensate for the possible jarring of the bow in melee combat it has been strengthened to function more durably. The style of fighting with the Blade-Bow is likened to how a woods man fights with a quater staff, always in both hands.


Flind Exotic Weapons:

Flindbar
Size: Large    Cost: 30gp    Damage:
2d4    Critical: 20/x3    Range: 0'    Weight: 20 lbs    Type: B

The Flindbar is the signature weapon of Flinds. This massive heavy bar inflicts graet blows especially when in the hands of a being with great strength lke a Flind.


Minotaur and Gladiator Exotic Weapons:
Minotaur and Gladiator weapons are made to inflict a lot of damage, some though come at a cost, either some feats are needed to use the weapon properly or the weapons may be costly to your defensive ability.

Forpann
Size: Large    Cost: 90gp    Damage:
2d6 / net    Critical: 20/x2    Range: 10'    Weight: 12 lbs    Type: P

An 8' two handed trident that has a rope attached to its base which trails a 10' wide weighted throwing net (*treat as net). The fighter uses to net to ensnare an opponent's weapon or feet, and or pin their opponent to the ground/wall/etc. A specialist with this weapon can also catch a foes weapon with the trident and disarm them (as heavy flail). You can strike opponents 10' away but against an adjacent foe.



Kausin
Size: Huge   Cost: 40gp    Damage: 2d8    Critical: 19-20/x2    Range: 0'    Weight: 22 lbs    Type: B

This 6' long whip-like rod is a chain of six iron bars linked together and attached to a guarded handle. It functions like a flail but can wrap around a foes shield or back and crush their arm or body.



Mandoll
Size: Small    Cost: 20gp    Damage: 1d6  Critical: 20/x2    Range: 0'    Weight: 4 lbs    Type: P S B
Size: Medium    Cost: 34gp    Damage: 1d8    Critical: 20/x2    Range: 0'    Weight: 4 lbs    Type: P S B

The Mandoll is a Minotaur's cestus; an iron gauntlet with spikes on the knuckles and a dagger on the back of the thumb. This champion's weapon is for tight fighting and demands a warriors strength. A Mandoll can inflict bludgeoning, slashing and piercing damage. It is a deadly when used with a Katar, the so called "punch sword".



Lajatang
Size: Large    Cost: 110gp    Damage: 1d10/1d10    Critical: 19-20/x2    Range: 0'    Weight: 16 lbs    Type: P S
Size: Huge    Cost: 140gp    Damage:  2d6/2d6    Critical: 19-20/x2    Range: 0'    Weight: 28 lbs    Type: PS

This 7' / 9' polearm holds a recurved crescent blade at each end of its shaft. This exotic double weapon is deadly in the hands of one capable of wielding it.
*This is also an oriental weapon found in the Oriental Adventures Book; see that book for official stats on the Lajatang.



Sanguine
Size: Large    Cost: 34gp    Damage:
Double Weapon; 1d8/1d8    Critical: 20/x2    Range: 0'    Weight: 16 lbs    Type: P S B

This 7' long gladiator weapon has a serrated spearhead at both ends, and small buckler with a razor edged crescent blade at its middle. In the hands of a master the Sanguine can be used to parry attacks (one or two handed), trip enemies, fight multiple foes, or slash, bludgeon, or pierce opponents.



Shatang
Size: Medium    Cost: 6gp    Damage: 2d4  Critical: 20/x3    Range: 30'    Weight: 4 lbs per    Type: P
Size: Large    Cost: 10 gp per     Damage: 2d6     Critical: 20/x3     Range: 30'    Weight: 9 lbs per    Type: P

Shatang are 5' long barbed throwing spears. Shatang are heavy javelins. A master can fight with one in each hand without penalty. Arena combatants often wear a rack of four Shatangs strapped to their backs.



Sword, Clabbard
Size: Large   Cost: 60gp    Damage: 2d6    Critical: 20/x3    Range: 0'    Weight: 18 lbs    Type: S

This 6' broadsword is sized to a Minotaurs needs. Its cutting edge is backed by a serrated edge. A blood grove runs the length of the blade, making it easier to withdraw from an impaled foe. The saw edge can cut through leather and hide armors with ease and in the hands of a master it can catch and break a foes weapon.



Sword, Katar
Size: Tiny    Cost: 6gp    Damage: 1d6    Critical: 20/x3    Range: 0'     Weight: 2 lbs    Type: P S
Size: Small    Cost: 10gp    Damage: 2d4    Critical: 20/x3    Range: 0'    Weight: 5 lbs    Type: P S

This weapon is more of a dagger than a sword. The blade is 6" or 12" long on an H-shaped hilt. The warrior grasps the hilt and the crossbar and two side hilts guard the hand and wrist. The blade may be used to punch or slash a foe, or catch and turn a foes weapon. +1 to disarm.



Tessto
Size: Large    Cost: 45gp    Damage: 1d12    Critical: 20/x2 when swung 20/x3    Weight: 14 lbs    Type: B
Size: Huge    Cost: 70gp    Damage: 2d6    Critical: 20/x2 when swung 20/x3    Weight: 21 lbs    Type: B

The Tessto is a 5' / 7' long studded club with a loop of rope at its hilt. Using the weapon offensively requires great strength. A cunning master can use the Tessto defensively by spinning it around its center like a baton inflicting triple damage in a critical hit but suffering -2 to AC and any further attacks until next round.


Other Weapons:

Arrows, flaming (martial)
Size: Tiny    Cost: 10gp for 20    Damage: 1d4 (plus ignite)    Critical: 20/x2    Range: as bow    Weight: 3 lbs    Type: B

These arrows have a cloth head that runs up through the shaft which is soaked in oil. When lite (move equivalent action) they become a flaming projectile which can ignite combustable materials which it passes through or strikes. For instance especially dry materials, curtains, wood (house rule: begins to burn and spreadfollowing round if not put out), etc. They prove quite ineffective against damaging living targets with their blunt cloth tip. Also can be used as signal flares.



Arrows, grappling (martial)
Size: Tiny    Cost: 200gp for 20    Damage: 1d4    Critical: 20/x2    Range: as bow    Weight: 10 lbs    Type: B

The grappling arrow is made for hooking onto a high wall for example and then scaling via a rope. Three small steel hooks curve backwards from the tip and are able to support 250 lbs, masterwork versions can support 400 lbs at a time. They come with a special thin rope made just for them. Regular rope is to heavy and inflexible to be used.




Arrows, after impact (martial)
Size: Tiny    Cost: ?gp for 20    Damage: as bow + 1d10 impact    Critical: 20/x3    Range: as bow    Weight: 4 lbs    Type: P

It is said that an evil Gnome invented the 'after impact arrow', long long ago. While many still debate on this arrows origin what is not debated is its power. The after impact arrow is the most devastating non magical arrow on the market. Due to its cruelty it is largely classed as an illegal weapon in most lands. Owning some may get you in some trouble depending on where you are. It is unknown how many such arrows exist and if more are being made not to mention what one would pay for such ammunition. All that is known for certain is that they are a very rare item.




Arrows, noisy (martial)
Size: Tiny    Cost: 15gp for 20    Damage: 1d4    Critical: 20/x2    Range: as bow    Weight: 3 lbs    Type: B

The noisy arrow is a tool rather than a weapon. It is used to distract people, monsters, etc. The shaft is made from cedar and is hollowed out very thinly with a few lead balls in the empty shaft. When the arrow strikes or falls to the ground it breaks and creates a sharp cracking noise like a branch breaking. The lead balls inside react more so with stone or metal creating a sound similar to the light tap of a hard soled foot fall.




Arrows, water (martial)
Size: Tiny    Cost: 20gp for 20    Damage: 1d4    Critical: 20/x2    Range: as bow    Weight: 3 lbs    Type: B

The water arrow is another example of a tool that can be used by an archer. The tip of a water arrow is made of thin glass shaped like a bulb. It can contain enough water to smother a torch. The shaft is made of very soft wood and makes very little sound when hitting a stone floor. It is mainly used by rogues and assassins to conceal themselves at night, but the Elves were the first to see a greater side to the water arrow. They filled the bulb with holy water instead and used this 'holy water arrow' to combat the undead (200 gp for 20, +1d6 damage to undead).




Bolas (exotic)
Size: Medium    Cost: 35gp    Damage: 1d4  subdual and entangle   Critical 20/x2    Range: 15'    Weight: 2 lbs    Type: B

The bolas are a hunting weapon used to bring down running animals, but some races have made use of them for bringing down people. Three pieces of rope attachted together at a central point and each ending in heavy lead balls. The user twirls the bolas around his/her head and and lets go attempting to entangle a foe. The thrower must make a successfull ranged touch attack vs the target in order to hit. A hit entangles the target who suffers a -2 to attack and -4 to Dexterity. Target is prone after being hit once and then after rising may only move half speed and therefore cannot charge or run. See below, for special rules when entangled with the bolas.
- If target attempts to cast a spell:  concentration check vs DC 10.
- If the target attempts to get free:  full round action, escape artist check DC 10.
- If the target attempts to break the bolas:  full round action, strength check vs DC 20.
- If the target was making a "double move" when hit add +2 to each DC and if the target was "running" add +4 to each DC.
The bolas are only effective against tiny, small, medium and large creatures.



Claymore, sword (exotic)
Size: Large    Cost: 140gp    Damage: 2d6    Critical: 20/x3    Range: 0'    Weight: 26 lbs    Type: S

The Claymore is a large sword, just a little longer than a greatsword. It lacks the keen blade of the greatsword and lighter weight making it some what difficult to get used to.



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