Weapons
Agricultural Weapons
2 tn, Small 1d4/x2, Medium 1d6/x2, 2 lb., Piercing, Light.
Kama-Yari: A
slightly larger
With a move
action, a character may convert the weapon from a
3 tn., Small 1d4/x2, Medium 1d6/x2, 3 lb., Piercing, One-handed.
Kiseru: Blunt
smoking pipes ranging from 6-18 inches long and made of hard wood or metal, and
are frequently used as weapons by peasants in need of a ready defense on the
roads of
1 tn., Small 1d3/x2, Medium 1d4/x2, 1 lb., Blunt, Light.
Nunchaku: These flails are light, concealable, flexible, and deadly.
2 tn., Small 1d4/x2, Medium 1d6/x2, 2 lb., Blunt, Light.
Sai: Farmers use the sai as a light spade. The hooked projections on each side of the weapon serve to make this weapon useful in combat as well. The sai gains a +2 bonus on disarm rolls.
1 tn., Small 1d3/x2, Medium 1d4/x2, 10, 1 lb., Blunt, Light.
Scythe: These
larger versions of the
3 tn., Small 1d6/x2, Medium 1d8/x2, 3 lb., Piercing, Two Handed.
Tonfa: These blunt weapons, shaving planes with the blades removed, are useful both on attack and defense, and often wielded in pairs. The tonfa gains a +2 bonus on blocking rolls.
1 tn., Small 1d4/x2, Medium 1d6/x2, 1 lb., Blunt, Light.
Bows
Arrow, Barbed: Barbed arrows are much like willow leaf arrows, except they are lined with hooks designed to lodge them in an enemys flesh, requiring them to be ripped out after a battle.
If an attack with a barbed arrow exceeds the number needed to hit by 5 or more, it has lodged in their flesh. This inflicts 1 point of damage each round until the arrow is removed. When the arrow is removed, it inflicts its base damage again unless a Heal check (DC 20) is made by the one removing the arrow.
10 arrows, 5 tn., ½ lb.
Arrow, Fire: These are modified whistling arrows. The hollow head is filled with flammable tar and then lit before fired. Lighting a fire arrow is a move action that provokes an attack of opportunity; most archers of rank have an attendant light their arrows for them, letting an archer with multiple attacks make his normal number of attacks with these arrows.
If a fire arrow attacks exceeds the number to hit the target by 5 or more, the target has caught on fire. The fire arrow inflicts its normal damage each round until the target takes a full round action to put out the flames. Each round the flame is ignored, it increases the arrows base damage by +1 (so a fire started by this arrow that is unattended for 2 rounds will inflict 1d6+2 damage).
10 arrows, 20 tn., 1 lb.
Arrow, Pear Head: These arrows feature broad, blunt heads and are used in the ever-popular dog hunts. They can be used to inflict non-lethal damage with no penalty to attack rolls.
10 arrows, 1 sn, ½ lb., Blunt.
Arrow, Pointed: These arrows are smaller than willow leaf arrows and are designed to penetrate armor. They gain a +2 circumstance bonus to attack against an armored foe.
10 arrows, 1 tn., ½ lb.
Arrow, Whistling: These arrows are hollow, with holes drilled in the surface. They make a distinctive, high-pitched whistle as they fly through the air and are useful as signaling devices.
10 arrows, 1 tn.
Arrow,
10 arrows, 1 tn., ½ lb.
100 tn., Small 1d3/x2, Medium 1d4/x2, 40, 1 lb., Piercing, Two Handed.
Daikyu: The classic Japanese composite longbow, the daikyu was designed to be fired from horseback, but in a pinch, can be fired from foot. A bend near the top of the bow allows the string to actually touch the shaft for a portion of its length. The part of the shaft touched by string is typically shod in metal, which makes a distinctive sound when the arrow is fired. Archers working together often pluck the strings of their bows to make this s ound as a signal to one another on the field.
All daikyu are Strength bows, and the cost listed here should be modified if the Strength modifier is +1 or higher (at an additional cost of +100 tn per +1 modifier).
100 tn., Small 1d6/x3, Medium 1d8/x3, 100 ft., 2 lb., Piercing, Two Handed.
Dokyu: A masterful weapon, the dokyu is the repeating crossbow, capable of firing arrows from a 6 arrow clip before having to be reloaded. As long as the clip contains arrows, the wielder can load it by pulling a lever (a free action). Loading a clip is a full round action that provokes attacks of opportunity.
The dokyu may be fired (but not reloaded) one handed at a -2 penalty to attack.
300 tn., Small 1d6/x3, Medium 1d8/x3, 60 ft., 8 lb., Piercing, One Handed.
Hankyu: An extremely light bow suitable for use on foot or horseback.
30 tn., Small 1d4/x3, Medium 1d6/x3, 60 ft., 1 lb., Piercing, Two Handed.
O-Yumi: The o-yumi is a light, shoulder-fired crossbow. These weapons have a long stock typically made of whalebone and are very accurate when fired from the shoulder. The o-yumi must be reloaded after each attack, which is a move action that provokes an attack of opportunity.
The o-yumi may be fired (but not loaded) one handed without penalty. If it is fired two handed, with the stock braced against the shoulder the attacker receives a +1 bonus to his attack roll.
30 tn., Small 1d6/x3, Medium 1d8/x3, 80 ft., 6 lb., Piercing, One Handed.
Knives
Aikuchi: This is a tanto without a guard, making it especially accurate when thrown. It may not be used to make blocking rolls.
3 tn., Small 1d4/x2, Medium 1d4/x2, 15 ft., 1 lb., Piercing, Light.
Himo-Gatana: These light stilettos are often hidden in a samurais sleeve in case of an unexpected attack. They may not be used to make blocking rolls.
25 tn., Small 1d3/19-20/x4, Medium 1d4/19-20/x4, 10 ft., 1 lb., Piercing, Light.
Kogai: These razor sharp pins are carried in the saya of the samurais wakizashi and bear the symbol of his clan. They are primarily used to mark warriors the samurai has killed a way of identifying the warrior responsible for the death of a noble foe. However, a samurai in extreme circumstances could use these as a thrown weapon. They may not be used to make blocking rolls.
2 tn., Small 1d2/x2, Medium 1d3/x2, 10 ft., ¼ lb., Piercing, Light.
Tanto: The dagger of the samurai, this weapon was always carried by women of the warrior caste. When necessary, she used it to defend her life or even end it, should honor require such a measure. These brave women, if need be, slashed their throats through the ritual of jigai as male samurai ended their lives with seppuku.
5 tn., Small 1d3/19-20/x2, Medium 1d4/19-20/x2, 10 ft., 1 lb., Piercing, Light.
Yoroi-Doshi: This powerful dagger is used to penetrate armor. It gains a +2 bonus on attack rolls when wielded against an enemy in armor.
10 tn., Small 1d3/x3, Medium 1d4/x3, 2 lb., Piercing, Light.
Ninja Weapons
Ashiko: These claw-like implements are worn on the ninjas feet. They grant a +2 bonus to kick damage as well as a +2 bonus to Climb checks. However, the wearer takes a -2 penalty to Move Silently checks if these are worn indoors or on a paved street (not to mention they might leave claw marks on certain floors if they are not careful.
10 tn, Small +1 dmg, Medium +2 dmg, 1 lb., Piercing, Light.
Blowgun: Ninja use blowguns because of their nearly complete silence and ease of concealment (a blowgun can easily be disguised as a scabbard or tobacco pipe, or constructed spontaneously from a bamboo stalk). The bamboo also makes an excellent delivery method for the many poisons and acids in the ninjas arsenal.
2 tn, Small 1/x2 dmg, Medium 1d2/x2, 20 ft, 1 lb, Piercing, Two Handed.
Kusari-gama: This weapon combines the sickle and chain. It is a double weapon and may be used as if the character were wielding a light weapon in his off hand to make multiple attacks.
The kusari-gama grants a +2 bonus on grapple and trip attacks.
Characters proficient in either agricultural weapons or the chain may use this weapon at a -2 penalty to attack rolls due to non-prroficiency. This weapon requires Weapon Proficiency (Ninja) to use with complete proficiency.
5 tn, Small 1d4/1d4/x2, Medium 1d6/1d6/x2, 4 lb, Piercing/Blunt, Two Handed
Kyuketsu-shoge: This weapon consists of a combination knife and chain. The handle of the knife has a hook which makes this weapon very good at disarm attacks.
The kyuketsu-shoge grants a +2 bonus to grapple, trip, and disarm rolls.
10 tn, 1d3/1d3/x2, 1d4/1d4/x2, 2 lb, Piercing/Blunt, Two Handed.
Nage-gama: This ingenious weapon is a combination chain and staff. The chain is actually hidden in a hollow end of the staff, allowing it to pass for a simple wanderers staff.
The nage-gama grants a +2 bonus on grapple and trip attacks. The first attack made with the chain renders an opponent flat-footed if he fails to notice the chain hidden in the weapon (Spot check DC 20).
Characters proficient in either staves or chains may use this weapon at a -2 penalty to attacks. This weapon requires Weapon Proficiency (Ninja) to use without penalty.
3 tn, 1d4/1d4/x2, 1d6/1d6/x2, 3 lb, Piercing/Blunt, Two Handed.
Ninja-to: The sword of the ninja, a piece of garbage compared to forge folded steel weapons. It is designed to be easily replaceable and functional for the few times a ninja absolutely must wield a sword. The scabbard of the ninja-to is hollow, making it usable as either a blowgun or breathing tube.
2 tn, Small 1d4/x2, Medium 1d6/x2, 2 lb, Slashing, Light.
Shuriken: These small throwing blades are easily concealed; a ninja can carry a great number of them while appearing unarmed. They are also quite useful in creating distractions, and grant the ninja a +2 bonus on Bluff checks to create a diversion to hide.
Ninja always begin a mission carrying nine of these (no more, no less) because nine is a lucky number.
9 shuriken; 10 tn, Small 1d3/x2, Medium 1d4/x2, 10 ft, 1 lb, Piercing, Light.
Tekko: These claw-like implements are worn on the ninjas hand. They grant a +2 damage bonus on punching attacks as well as a +2 bonus on Climb skill checks. However, the ninja takes a -2 penalty on attack rolls when wearing them.
10 tn, Small +1, Medium +2, 1 lb, Piercing, Light.
Spears & Staves
Bo Staff: This long two-handed staff is a common sight on roads, used by commoners, merchants, and wandering monks to protect themselves from bandits who prey on travelers.
The bo staff is an excellent defensive weapon and gains a +2 bonus to all blocking rolls. In addition, the staff may inflict nonlethal damage without suffering the usual -4 penalty to the attack roll.
The bo staff is a double weapon and may be used in two hands as if you were wielding two light weapons. If the bo staff is wielded in one hand, you may not treat it as a double weapon.
1 tn, 1d4/1d4/x2, 1d6/1d6/x2, 2 lb, Blunt, Two Handed.
Futamata-Yari: These forked spears (some being full blown tridents) are dangerous weapons on the battlefield. A character wielding the futamata-yari gains a +2 bonus on all blocking and disarm rolls.
3 tn, Small 1d6/x3, Medium 1d8/x3, 20 ft, 5 lb, Piercing, Two Handed.
Jo Staff: The jo staff is a light, one-handed weapon often wielded in pairs. Even those not skilled enough to dual-wield these weapons may carry them because of their small size and ease of concealment.
The jo staff may inflict nonlethal damage without suffering the usual -4 penalty to the attack roll.
1 tn, Small 1d3/x2, Medium 1d4/x2, 1 lb, Blunt, Light.
Naginata: The
deadly and beautiful slashing polearm of the samurai, this weapon is the
traditional weapon of samurai women and its use is considered the height of
feminine beauty and grace. Women of the
warrior caste are expected to learn how to wield this weapon by their
eighteenth birthday. Many intruders in
the home of a samurai while the husband is on campaign learn (to their great
displeasure) the level of skill attained by the women of the buke.
The naginata can be used to make trip attacks. If you are tripped during your own trip attempt, you may drop the naginata to avoid being tripped.
The naginata is a reach weapon. You can use it to attack opponents 10 feet away, but not opponents who are adjacent to you.
5 tn, Small 1d8/x3, Medium 1d10/x3, 6 lb, Slashing, Two Handed.
Shakujo: These specially prepared staves are often used by priests in the performance of their rituals. While the caster is holding a shakujo, the caster level of any priest spell cast is increased by one.
In combat, the shakujo functions identically to the bo staff.
300 tn, as bo staff.
Shakujo-Yari: This weapon is a spear with its head concealed so that it appears to be a normal staff. Samurai on secret missions may carry these weapons to pass as simple wanderers.
Spear: 5 tn, 1d6/x3, 1d8/x3, 20 ft, 4 lb, Piercing, Two Handed.
Staff: 5 tn, 1d4/x3, 1d6/x3, 4 lb, Blunt, Two Handed.
Uchi-Ne: These javelins are carried in quivers by soldiers on campaign. They can also be found in the home of samurai near beds, entrances, and other strategic locations. An intruder can expect both the samurai and his wife to use them with deadly accuracy.
1 tn, Small 1d4/x2, Medium 1d6/x2, 40 ft, 1 lb, Piercing, One Handed.
Yari: The traditional soldiers spear functional, simple, deadly.
2 tn, Small 1d6/x3, Medium 1d8/x3, 20 ft, 4 lb, Piercing, Two Handed.
Swords
Bokken: These wooden swords were originally created for students of the sword as a safer alternative to live steel (although many Sensei prefer live steel despite the risk). Cokken are nevertheless quite capable of killing when wielded by a warrior trained in their use.
Bokken may inflict nonlethal damage without the usual -4 penalty to attack rolls.
Although technically a club, you may use the katana-bokken with any maneuvers relying on the use of the katana.
3 tn, Small 1d4/x2, Medium 1d6/x2, 2 lb, Blunt, One Handed.
Katana: The soul of the samurai. This weapon is either worn on the hip, edge down (by the Kenjutsu master) or tucked in the belt, edge up (by the Iaijutsu master). All katana are masterwork weapons, and this is reflected in the price.
The katana is a part of the daisho, along with the wakizashi, which may only be carried by a member of the warrior caste.
33 koku, Small 1d8, Medium 1d10, 19-20/x2, 4 lb, Slashing, One Handed.
Ken: The jian of
15 tn, Small 1d4, Medium 1d6, 19-20/x2, 2 lb, Piercing, Light.
Nodachi: A longer version of the katana, this weapon is either carried strapped to the samurais back (while the daisho are worn on hip and belt) or carried by an attendant. In a serious battle, some warriors of note carry all three swords, in addition to the yari and daikyu. All nodachi are masterwork weapons, and this is reflected in the price.
A nodachi may be used to perform maneuvers in the two-handed slash tree of Kenjutsu (including Pear Splitter). This weapon is too large and clumsy, however, to be used for extra damage from an Iaijutsu strike, although a character skilled in Iaijutsu gains his normal initiative modifier when drawing the nodachi.
Nodachi may only be carried by a member of the warrior caste.
35 koku, Small 1d10, Medium 2d6, 18-20/x2, 6 lb, Slashing, Two Handed.
Wakizashi: The samurai will almost never be seen without this short sword, and will never be willingly parted from it. He cannot be ordered by anyone to leave this weapon behind; this is the weapon a samurai uses if he is disarmed (not used to commit seppuku, like some idiots believe). All wakizashi are masterwork weapons, and this is reflected in the price.
The wakizashi is a part of the daisho, along with the katana, which may only be carried by a member of the warrior caste.
31 koku, Small 1d6, Medium 1d8, 19-20/x2, 3 lb, Slashing, One Handed.
Exotic Weapons
Each requires an
individual Exotic Weapon Proficiency feat
Manriki-gusari: This deadly variation on the chain adds weights at both ends, allowing it to be swung more accurately and to strike with more force. Tradition holds that this weapon was created by Masaki Toshimitsu Dannoshin. The name manriki-gusari is translated as 10,000 power, and indeed many who faced this weapon feel that it has the power of 10,000 men.
The manriki-gusari grants a +2 bonus on grapple, disarm, and trip attacks.
The manriki-gusari is a reach weapon that may be used to strike at targets 10 feet away, but may not be used to strike at targets adjacent to you.
5 tn, Small 1d6/x3, Medium 1d8/x3, 3 lb, Blunt, Two Handed.
Tessen: The iron folding fan is both a deadly weapon and an excellent defensive measure. Although tessen provide no AC bonus, they can be used as small shields, and take no penalty to blocking or disarm rolls for being light weapons. Some samurai add bladed edges and pointed spikes to their fans for slashing and piercing damage.
3 tn, Small 1d3/x2, Medium 1d4/x2, 1 lb, Blunt, Light.
Adventuring Gear
Katana-zutsu: These locking sword cases are used by wealthy samurai to carry or store their swords when not in use. Katana-zutsu are made of expensive woods and are ornately lacquered and decorated.
20 koku, 2 lb.
Quiver, Covered: Covered quivers protect arrows better during inclement weather or water crossings than do open quivers. However, they reduce the speed with which an archer can react to an unforeseen attack. Most archers prefer these over open quivers.
10 sn, 1 lb.
Quiver, Open: The
open quiver carries up to 50 arrows erect and separated, allowing them to be
drawn very quickly. However, in
conditions of rain, high humidity, or a water crossing (all very common events
on the field of
An open quiver grants a +2 initiative bonus when using a bow. However, if you have passed through water, rain, or high humidity in the last three days, you take a -1 penalty on attack rolls with those arrows.
5 sn, 1 lb.
Shinobi-shozoku: This is the classic ninja garb: black bodysuit, mask, and tabi. Its special design grants the wearer a +2 bonus to Hide and Move Silently checks. Shinobi-shozoku are not for sale, but are issued to members of a ninja clan (those with one or more levels in the ninja class). While another character could make such an outfit, most people do not want to be associated with the ninja.