Home >Extras >Custom Creations >Black Flame Studios’ Lab >Alternate Rules >Reignited >

Weapons

Weapons

Weapons which go unlisted from this page (such as the Orc Double Axe, Switchscythe, and Klar) function as they normally do and can be taken as normal (with modified proficiency at the GM’s discretion).

Shield weapons (such as the Klar) count as simple weapons. 

Simple

Names Cost Dmg (S) Dmg (M) Critical Handedness Range Weight Type Special
Unarmed Strike 1d3 1d4 x2 Light Melee B Finesse, Nonlethal
Gauntlet 4 gp x2 Light Melee 1 lbs. B +2 damage with unarmed
Dagger 1 gp 1d3 1d4 19-20/x2 Light Melee 1 lbs. S/P Finesse, Thrown (10 ft.), Dual Type (Sword)
Sickle 6 gp 1d4 1d6 x2 Light Melee 2 lbs. S Trip
Club 1d4 1d6 x2 Light Melee 1 lbs. B Nonlethal, Dual Type (Hammer)
Morningstar 8 gp 1d6 1d8 x2 One-Handed Melee 6 lbs. B&P Finesse
Heavy Mace 12 gp 1d6 1d8 x2 One-Handed Melee 8 lbs. B Brutish
Quarterstaff 1d4/1d4 1d6/1d6 x2 Two-Handed Melee 4 lbs. B Finesse, Nonlethal
Garrote 3 gp 1d4 1d6 x2 Two-Handed Melee 1 lbs. S Grapple
Blow Dart 2 gp 1d2 1d3 x2 One-Handed Rng 20 ft. 1 lbs. P Injection
Sling 1d3 1d4 x2 One-Handed Rng 50 ft. B Composite

Swords

Names Cost Dmg (S) Dmg (M) Critical Handedness Range Weight Type Special
Gladius 15 gp 1d4 1d6 19-20/x2 Light Melee 3 lbs. S Finesse, Disarm
Kukri 5 gp 1d3 1d4 18-20/x2 Light Melee 2 lbs. S/P Finesse
Short Sword 10 gp 1d4 1d6 19-20/x2 Light Melee 2 lbs. S/P Finesse, Blanaced
Wakizashi 35 gp 1d4 1d6 18-20/x2 Light Melee 2 lbs. S/P Deadly, Finesse
Parrying Dagger 10 gp 1d3 1d4 19-20/x2 Light Melee 1 lbs. S Parrying, Disarm
Injector Knife 70 gp 1d3 1d4 x3 Light Melee 2 lbs. P Finesse, Injection
Short Fencer 250 gp 1d3 1d4 18-20/x2 Light Melee 1 lbs. P Fencing, Finesse
Rip Knife 15 gp 1d3 1d4 x3 Light Melee 1 lbs. S Thrown (10 ft.), Ripping
Axilla Knife 25 gp 1d4 1d6 x3 Light Melee 1 lbs. P Sting, Finesse, Balanced
Æther Knife 600 gp 1d3 1d4 x2 Light Melee 1 lbs. Force Æther, Balanced
Longsword 15 gp 1d6 1d8 19-20/x2 One-Handed Melee 4 lbs. S Brutish
Scimitar 15 gp 1d4 1d6 18-20/x2 One-Handed Melee 4 lbs. S Deadly
Rapier 20 gp 1d4 1d6 18-20/x2 One-Handed Melee 2 lbs. P Finesse, Parrying
Estoc 50 gp 2d3 2d4 18-20/x2 One-Handed Melee 4 lbs. P Finesse
Katana 50 gp 1d6 1d8 18-20/x2 One-Handed Melee 6 lbs. S Deadly
Broad Sword 35 gp 2d3 2d4 x3 One-Handed Melee 8 lbs. S Brutish, Savage
Bastard Sword 40 gp 1d8 1d10 19-20/x2 One-Handed Melee 6 lbs. S Brutish
Bhuj 15 gp 1d4 1d6 x2 One-Handed Melee 2 lbs. S Savage, Deadly
Khopesh 12 gp 1d6 1d8 19-20/x2 One-Handed Melee 6 lbs. S Trip
Shotel 50 gp 1d6 1d8 x3 One-Handed Melee 3 lbs. S/P Shield Breaker
Flamberge 25 gp 1d8 1d10 19-20/x2 One-Handed Melee 4 lbs. S Finesse, Sunder
Falcata 18 gp 1d6 1d8 19-20/x2 One-Handed Melee 4 lbs. S Sunder
Injector Sword 140 gp 1d4 1d6 x3 One-Handed Melee 4 lbs. P Deadly, Injection
Long Fencer 500 gp 1d6 1d8 18-20/x2 One-Handed Melee 2 lbs. P Fencing, Finesse
Rotten Blade 5 gp 1d6 1d8 x2 One-Handed Melee 2 lbs. S Filthy
Cutlass 15 gp 1d4 1d6 19-20/x2 One-Handed Melee 4 lbs. S Finesse, Parrying
Tendon Slicer 20 gp 1d4 1d6 x4 One-Handed Melee 5 lbs. S Ripping, Deadly
Rending Poker 30 gp 1d8 1d10 x3 One-Handed Melee 3 lbs. S/P Ripping, Savage, Brutish
Æther Sword 800 gp 1d4 1d6 19-20/x2 One-Handed Melee 1 lbs. Force Æther, Savage
Falchion 75 gp 2d3 2d4 18-20/x2 Two-Handed Melee 8 lbs. S Deadly, Savage
Greatsword 50 gp 1d10 2d6 19-20/x2 Two-Handed Melee 8 lbs. S Brutish, Savage
Double Sword 100 gp 1d6/1d6 1d8/1d8 19-20/x2 Two-Handed Melee 10 lbs. S Balanced
Nodachi 60 gp 1d8 1d10 18-20/x2 Two-Handed Melee 8 lbs. S/P Brace
Zweihänder 50 gp 1d10 1d12 19-20/x2 Two-Handed Melee 7 lbs. S Brutish, Shielding
Claymore 35 gp 1d10 2d6 x4 Two-Handed Melee 6 lbs. S Reach, Brutish

Polearms

Names Cost Dmg (S) Dmg (M) Critical Handedness Range Weight Type Special
Shortspear 1 gp 1d4 1d6 x2 Light Melee 3 lbs. P Thrown (10 ft.), Finesse
Trident 15 gp 1d6 1d8 x2 One-Handed Melee 4 lbs. P Reach
Longspear 5 gp 1d6 1d8 x3 Two-Handed Melee 9 lbs. P Reach, Brace
Spear 2 gp 1d6 1d8 x3 Two-Handed Melee 6 lbs. P Thrown (10 ft.), Brace
Bardiche 10 gp 1d8 1d10 19-20/x2 Two-Handed Melee 14 lbs. S Reach, Brace, Sunder
Bec de Corbin 10 gp 1d8 1d10 x3 Two-Handed Melee 12 lbs. B/P Reach, Brutish
Halberd 15 gp 1d8 1d10 x3 Two-Handed Melee 8 lbs. B/S Trip, Brutish
Lance 10 gp 1d6 1d8 x3 Two-Handed Melee 10 lbs. P Jousting, Reach
Scythe 18 gp 2d3 2d4 x4 Two-Handed Melee 10 lbs. P/S Reach, Trip
Partisan 12 gp 1d6 1d8 19-20/x2 Two-Handed Melee 12 lbs. S Reach, Finesse
Glaive 8 gp 1d8 1d10 x3 Two-Handed Melee 10 lbs. S Reach, Shielding
Guisarme 9 gp 1d8 1d10 x3 Two-Handed Melee 12 lbs. S Reach, Trip, Finesse
Bill 11 gp 1d6 1d8 x3 Two-Handed Melee 11 lbs. S Reach, Brutish, Trip, Brace
Naginata 35 gp 1d6 1d8 x4 Two-Handed Melee 9 lbs. S Reach, Brace
Voulge 25 gp 2d3 2d4 x3 Two-Handed Melee 10 lbs. S Brutish, Sunder
Military Fork 20 gp 1d8 1d10 19-20/x2 Two-Handed Melee 7 lbs. P Reach, Brutish
Ranseur 10 gp 2d3 2d4 x3 Two-Handed Melee 12 lbs. P Reach, Disarm
Fauchard 14 gp 1d8 1d10 18-20/x2 Two-Handed Melee 10 lbs. S Reach, Trip, Savage
Extending Pole 200 gp 1d10 1d12 x2 Two-Handed Melee 6 lbs. B Switch, Nonlethal
Mancatcher 15 gp 1d6 1d8 19-20/x2 Two-Handed Melee 10 lbs. P Reach, Grapple, Sting
Fencing Pole 400 gp 2d3 2d4 18-20/x2 Two-Handed Melee 6 lbs. P Fencing, Finesse
Rip Pike 250 gp 2d4 2d6 19-20/x2 Two-Handed Melee 10 lbs. S Ripping, Savage, Sting
Shield Spear 200 gp 1d6 1d8 x3 Two-Handed Melee 12 lbs. P Shielding, Parrying
Shove Pole 300 gp 2d3 2d4 x3 Two-Handed Melee 8 lbs. B Reach, Pushing, Trip

Axes

Names Cost Dmg (S) Dmg (M) Critical Handedness Range Weight Type Special
Sagaris Axe 8 gp 1d4 1d6 19-20/x2 Light Melee 3 lbs. S/P Balanced, Finesse
Tomahawk 10 gp 1d4 1d6 x2 Light Melee 3 lbs. S Thrown (10 ft.), Deadly
Hand Axe 6 gp 1d4 1d6 x3 Light Melee 3 lbs. S Thrown (10 ft.), Balanced
Hurlbat 12 gp 1d4 1d6 19-20/x2 Light Melee 2 lbs. S&P Thrown (15 ft.)
Flamberge Axe 50 gp 1d3 1d4 18-20/x2 Light Melee 2 lbs. S Finesse, Sunder
Parry Axe 150 gp 1d3 1d4 19-20/x2 Light Melee 1 lbs. S Fencing, Finesse, Parrying
Battle Axe 10 gp 1d6 1d8 x3 One-Handed Melee 5 lbs. S Brutish
Parashu 34 gp 1d6 1d8 19-20/x2 One-Handed Melee 6 lbs. S Finesse, Deadly
Greataxe 20 gp 1d10 1d12 x3 Two-Handed Melee 8 lbs. S Brutish, Savage
Lochaber Axe 18 gp 2d3 2d4 19-20/x2 Two-Handed Melee 7 lbs. S Reach, Sunder, Brutish
Dane Axe 28 gp 1d8 1d10 x3 Two-Handed Melee 4 lbs. S Reach, Brutish, Savage
Labrys 30 gp 1d6/1d6 1d8/1d8 x3 Two-Handed Melee 9 lbs. S Balanced, Brutish, Reach
Splitting Maul 50 gp 2d4 2d6 x3 Two-Handed Melee 12 lbs. S/B Brutish, Reach, Pushing
Brutal Axe 700 gp 1d8 1d10 x4 Two-Handed Melee 7 lbs. S Brutish, Ripping, Savage

Hammer

Names Cost Dmg (S) Dmg (M) Critical Handedness Range Weight Type Special
Light Hammer 1 gp 1d3 1d4 19-20/x2 Light Melee 2 lbs. B Thrown (10 ft.), Finesse
Jitte 8 gp 1d4 1d6 x2 Light Melee 4 lbs. B Nonlethal, Disarm
Knobkierie 10 gp 1d3 1d4 x2 Light Melee 4 lbs. B Fatiguing, Finesse
Warhammer 12 gp 1d6 1d8 x3 One-Handed Melee 5 lbs. B Brutish
Horseman’s Pick 15 gp 1d4 1d6 x4 One-Handed Melee 5 lbs. B/P Sunder, Brutish
Earth Breaker 40 gp 1d10 2d6 x3 Two-Handed Melee 14 lbs. B Brutish, Deadly
Lucerne Hammer 15 gp 1d10 1d12 x2 Two-Handed Melee 12 lbs. B/P Brace, Reach, Sunder
Tetsubo 20 gp 1d8 1d10 x4 Two-Handed Melee 10 lbs. B Sunder, Brutish, Savage
Meteor Hammer 50 gp 1d6 1d8 x2 Two-Handed Melee 12 lbs. B Reach, Trip, Brutish, Savage
Shillelagh 10 gp 1d6 1d8 x2 Two-Handed Melee 4 lbs. B&P Finesse, Reach, Balanced
Totokia 15 gp 2d3 2d4 x2 Two-Handed Melee 8 lbs. B&P Brutish, Pushing, Reach
Savage Maul 80 gp 2d3 2d4 x4 Two-Handed Melee 16 lbs. B&P Brutish, Ripping, Savage

Bow

Names Cost Dmg (S) Dmg (M) Critical Handedness Range Weight Type Special
Hand Crossbow 100 gp 1d3 1d4 18-20/x2 One-Handed Rng 30 ft. 2 lbs. P Single, Accurate
Crossbow 35 gp 1d8+2 1d10+4 x3 Two-Handed Rng 80 ft. 4 lbs. P Single, Targeting
Heavy Crossbow 50 gp 1d10+2 1d12+4 x4 Two-Handed Rng 120 ft. 8 lbs. P Single, Puncturing
Twin Crossbow 300 gp 1d6/1d6 1d8/1d8 x4 Two-Handed Rng 80 ft. 18 lbs. P Single, Balanced
Shortbow 30 gp 1d4 1d6 19-20/x2 Two-Handed Rng 60 ft. 2 lbs. P Semi, Composite
Longbow 75 gp 1d6 1d8 x3 Two-Handed Rng 100 ft. 3 lbs. P Semi, Composite
Recurve Bow 95 gp 2d3+1 2d4+2 x3 Two-Handed Rng 40 ft. 5 lbs. P Semi, Accurate
Greatbow 250 gp 1d10+2 1d12+4 x4 Two-Handed Rng 150 ft. 7 lbs. P Semi, Accurate

Pistol

Firearms are categorized by “Early”, “Advanced”, and “Technological”. Technological firearms will not be listed here, and will be listed elsewhere. All standard bonuses one would find on the firearm’s individual pages are included, if it was previously listed here.

Early firearms misfire on a 1-2, Advanced firearms misfire on a 1, and Technological firearms do not misfire unless they possess the “fragile” or “disposable” special qualities.

Names Cost Dmg (S) Dmg (M) Critical Handedness Range Weight Type Ammo Special
Flintlock 300 gp 1d4 1d6 x4 One-Handed Rng 20 ft. 4 lbs. B&P 1 int. Early, Single
Pistol 800 gp 1d6 1d8 x4 One-Handed Rng 20 ft. 5 lbs. B&P 6 int. Early, Semi
Dragon Pistol 475 gp 1d4 1d6 x4 One-Handed Rng 20 ft. 3 lbs. B&P 1 int. Early, Scatter, Single
Revolver 900 gp 1d6 1d8 19-20/x3 One-Handed Rng 20 ft. 4 lbs. B&P 6 cyl. Advanced, Semi

Rifle

Names Cost Dmg (S) Dmg (M) Critical Handedness Range Weight Type Ammo Special
Musket 450 gp 1d10 1d12 x4 Two-Handed Rng 40 ft. 9 lbs. B&P 1 int. Early, Single
Axe Musket 600 gp 1d8 1d10 x3 Two-Handed Rng 30 ft. 6 lbs. B&P 1 int. Early, Single, Battleaxe
Cylinder Rifle 850 gp 1d6 1d8 19-20/x3 Two-Handed Rng 40 ft. 12 lbs. B&P 8 cyl. Early, Semi
Double Hackbut 500 gp 2d10 2d12 x5 Two-Handed Rng 50 ft. 18 lbs. B&P 2 int. Early, Single
Rifle 500 gp 1d8 1d10 x4 Two-Handed Rng 80 ft. 12 lbs. B&P 4 cart. Advanced, Semi
Sniper Rifle 985 gp 2d6 2d8 x6 Two-Handed Rng 120 ft. 15 lbs. B&P 1 int. Advanced, Single

Shotgun

Names Cost Dmg (S) Dmg (M) Critical Handedness Range Weight Type Ammo Special
Blunderbuss 500 gp 1d6 1d8 x2 Two-Handed Rng 15 ft. 8 lbs. B&P 1 int. Early, Scatter
Sawed Off 300 gp 1d6 1d8 18-20/x2 One-Handed Rng 15 ft. 6 lbs. B&P 2 int. Advanced, Scatter
Shotgun 600 gp 1d10 2d6 x3 Two-Handed Rng 20 ft. 12 lbs. B&P 2 int. Advanced, Scatter
Double Barrel 750 gp 2d8 2d10 19-20/x2 Two-Handed Rng 20 ft. 15 lbs. B&P 2 int. Advanced, Scatter
Slug Thrower 650 gp 2d8 2d10 x4 Two-Handed Rng 40 ft. 14 lbs. B&P 6 int. Advanced, Semi

Grenade (Simple weapon proficiency)

Names Cost Damage Critical Burst Range Weight Type Special
Frag 25 gp 2d6 x3 20 ft. 30 ft. 1 lbs. S Deadly, Savage
Smoke 6 gp 15 ft. 30 ft. 2 lbs. Smoke
Tear Gas 10 gp 15 ft. 30 ft. 2 lbs. Nausea (DC 14 Fort save)
Thermite 45 gp 3d6 x2 5 ft. 20 ft. 2 lbs. F Puncture, Sunder, Breach
White Phosphorous 25 gp 2d8 x2 20 ft. 30 ft. 2 lbs. F Smoke (origin square only)
Alchemist’s Fire 20 gp 1d6 x2 5 ft. 10 ft. 1 lbs. F Target catches on fire
Molotov Cocktail 16 gp 1d8 x2 30 ft. 1 lbs. F Target catches on fire

Exotic

Exotic weapons are taken individually with Exotic Weapon Proficiency.

Names Cost Dmg (S) Dmg (M) Critical Handedness Range Weight Type Special
Flying Claw 15 gp 1d3 1d4 18-20/x2 One-Handed Melee 1 lbs. B Reach, Steal, Grapple
Nunchaku 2 gp 1d4 1d6 x2 One-Handed Melee 2 lbs. B Disarm, Finesse
Whip 1 gp 1d3 1d4 18-20/x2 One-Handed Melee 2 lbs. S Finesse, Trip, Disarm, Reach
Chain Whip 10 gp 1d4 1d6 19-20/x2 One-Handed Melee 5 lbs. S Trip, Disarm, Reach, Savage
Light Pickaxe 5 gp 2d3 2d4 x4 One-Handed Melee 3 lbs. P Puncture, Savage
Heavy Pickaxe 8 gp 2d6 2d8 x4 Two-Handed Melee 6 lbs. P Puncture, Ripping, Sting, Savage
Boomerang 3 gp 1d6 1d8 x2 One-Handed Rng 30 ft. 3 lbs. B Returning, Nonlethal
Shuriken 1 gp 1d4 1d6 19-20/x2 One-Handed Rng 20 ft. S Finesse, Deadly, Accurate, Sting

Ammunition

Ammunition Cost
Arrow (20) 1 gp
Crossbow Bolt (10) 1 gp
Sling Pellet (10) 1 sp
Blowgun Darts (10) 5 sp
Firearm Bullet 1 gp

For more types of ammunition, see the regular weapon page.

Special Weapon Features

Some weapons have special features in addition to those noted in their descriptions.

    • Æther: Characters can use their casting stat in place of Strength for attack and damage rolls with this weapon.
    • Accurate: Attacks with this weapon go against Touch AC instead of AC.
    • Automatic: This weapon can make an additional attack (making it a full-round action to use automatic fire), this additional attack is at a -4 to hit. Switching to Auto (and back to Semi) is a swift action. This applies to ranged weapons only, typically firearms.
    • Balanced: Reduce the two-weapon fighting penalty by 1 when using this weapon in two-weapon fighting.
    • Brace: As a reaction you can make a free attack against a foe who charges you, dealing double damage.
    • Breach: Deal 5 additional damage when Sundering.
    • Brutish: When two-handing this weapon, you double Strength to damage instead of adding +50%.
    • Bulky: The wielder receives a -2 penalty on Stealth checks made to hide this weapon. One-Handed melee weapons are always considered to have this (two-handed weapons cannot be hidden, be they melee or ranged).
    • Bursting: This weapon’s attacks burst like a grenade. The amount of feet it goes out is represented by the number next to it (ex: Bursting 10 ft.). This doesn’t affect the wielder.
    • Composite: Add Strength to damage. This only applies to bow-type weapons (except Crossbows).
    • Concealable: The wielder gains a +2 bonus on Stealth checks made to hide this weapon. Light melee weapons are always considered to have this, as well as all one-handed ranged weapons.
    • Daunting: This weapon grants you a +4 bonus to Intimidate checks.
    • Deadly: This weapon deals 5 additional damage on critical hits.
    • Double: You can two-weapon fight with the weapon even though it’s only one weapon. Weapons which possess two sets of damage listed (for example, 1d6/1d8) are considered double weapons.
    • Dual Type: This weapon counts as two different weapon groups.
    • Engulfing: If this weapon successfully hits its target, that target takes a -4 to AC for 1d4+1 rounds against subsequent attacks from this weapon. The rounds do not reset on subsequent attacks.
    • Fatiguing: On a critical hit, the opponent is fatigued. This can be worsened to exhaustion on a subsequent critical hit.
    • Fencing: This weapon can only be parried by other fencing weapons.
    • Filthy: Injury-based diseases receive a +5 bonus to their Fortitude DC.
    • Finesse: Use Dexterity modifier for attack rolls in place of Strength modifier (if higher).
    • Injection: Injury-based poisons receive a +5 bonus to their Fortitude DC.
    • Jolting: Electricity weapons only. On a critical hit, the opponent is paralyzed for 1 round.
    • Jousting: This weapon deals double damage when used on a charge while mounted/driving.
    • Loud: Everyone within a 20 ft. square radius is deafened for 1 round when this weapon critically hits. This doesn’t affect the wielder.
    • Maneuver: The wielder can perform the listed maneuver (Example: Trip, Disarm, Grapple, etc.) with the weapon with a +2 bonus.
    • Monk: Monk weapons are weapons monks are proficient with automatically, and receive benefits with.
    • Nonlethal: This weapon can be used as a nonlethal weapon at no penalty. Weapons with nonlethal can be used lethally.
    • Overheating: Automatic weapons only. This weapon gains +4 on attacks made while using the automatic setting. This weapon, however, can only be used every other round.
    • Parrying: +2 on Parry checks with this weapon.
    • Powerful: This weapon cannot be parried except by another Powerful weapon.
    • Puncture: This weapon ignores Armor Bonuses to AC.
    • Pushing: On a successful hit on a charge attack the opponent is pushed back 5 ft.
    • Reach: For the purpose of melee reach, you treat yours as +5 ft. longer when using this weapon.
    • Readying: This weapon gains a +2 to attacks made on attack of opportunities.
    • Returning: This weapon flies back to the wielder’s grasp after being thrown. This allows it to be used on a full-round attack despite being a thrown weapon.
    • Ripping: On a critical hit, this weapon deals 1 bleed damage to an opponent for 1d4+1 rounds thereafter.
    • Savage: Reroll 1 results on damage rolls.
    • Scatter: This weapon’s range is counted as a cone (a range of 10 ft. becomes a 10 ft. cone).
    • Semi: This weapon can fire multiple attacks in a full-round action. This applies to ranged weapons only, typically firearms.
    • Shield Breaker: Negate a shield’s AC bonuses when attacking with this weapon.
    • Shielding: This weapon can be used like a shield, using one quarter of its damage die for determining AC bonus (minimum of +1). Example, a shielding weapon with 1d8 grants a +2 shield bonus to AC.
    • Single: This weapon can only make 1 attack, even if feats or abilities would normally allow the character to do otherwise. Some abilities may bypass this restriction (example, abilities which allow the wielder to attack even if the weapon’s ammo is depleted to 0). This applies to ranged weapons only, typically firearms.
    • Sting: If this weapon deals half the opponent’s HP in damage in one turn, the opponent takes a -5 to all checks for 1d4+1 rounds.
    • Switch: As a swift action this weapon can become a two-handed weapon with the Reach property, or a one-handed weapon with the Balanced property.
    • Targeting: This weapon doesn’t suffer from firing into melee.
    • Unwieldy: This weapon cannot be used to parry.