Shoanti Weapons and Traits Overview
Shoanti Weapons and Traits Overview
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also check mine Milo's houserules english
Explanations
❖ Light: A light weapon is used in one hand. It is easier to use in one’s off
hand than a one-handed weapon is, and can be used while grappling (see
Chapter 8). Add the wielder’s Strength modifier to damage rolls for melee
attacks with a light weapon if it’s used in the primary hand, or half the
wielder’s Strength bonus if it’s used in the off hand. Using two hands to
wield a light weapon gives no advantage on damage; the Strength bonus
applies as though the weapon were held in the wielder’s primary hand only.
An unarmed strike is always considered a light weapon.
❖ Blocking: When you use this weapon to fight defensively, you gain a +1
shield bonus to AC.
❖ Brace: If you use a readied action to set a brace weapon against a charge,
you deal double damage on a successful hit against a charging character
(see Chapter 8).
❖ Deadly: When you use this weapon to deliver a coup de grace, it gains a
+4 bonus to damage when calculating the DC of the Fortitude saving throw
to see whether the target of the coup de grace dies from the attack. The
bonus is not added to the actual damage of the coup de grace attack.
❖ Disarm: When you use a disarm weapon, you get a +2 bonus on Combat
Maneuver Checks to disarm an enemy.
❖ Double: You can use a double weapon to fight 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. You can choose to wield one end of a double
weapon two-handed, but it cannot be used as a double weapon when
wielded in this way—only one end of the weapon can be used in any given
round.
❖ Trip: You can use a trip weapon to make trip attacks. If you are tripped
during your own trip attempt, you can drop the weapon to avoid being
tripped.
❖ Grapple: On a successful critical hit with a weapon of this type, you can
grapple the target of the attack. The wielder can then attempt a combat
maneuver check to grapple his opponent as a free action. This grapple
attempt does not provoke an attack of opportunity from the creature you
are attempting to grapple if that creature is not threatening you. While you
grapple the target with a grappling weapon, you can only move or damage
the creature on your turn. You are still considered grappled, though you do
not have to be adjacent to the creature to continue the grapple. If you move
far enough away to be out of the weapon’s reach, you end the grapple with
that action.
❖ Sunder: When you use a sunder weapon, you get a +2 bonus on Combat
Maneuver Checks to sunder attempts.
❖ Fragile: Fragile weapons and armor cannot take the beating that sturdier
weapons can. A fragile weapon gains the broken condition if the wielder
rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is
already broken, the roll of a natural 1 destroys it instead.
❖ Weightless weapons
There are melee weapons in Ultimate Combat (pages 131 to 132) with a
weight of "—". If these weapons are primarily metal (like the kerambit), how
do you calculate the cost of creating mithral versions of these weapons?
Treat these weapons as 1/2 lb weapons for the purpose of creating a
mithral version of the weapon.
❖ Prone
The character is lying on the ground. A prone attacker has a –4 penalty on
melee attack rolls and cannot use a ranged weapon (except for a
crossbow). A prone defender gains a +4 bonus to Armor Class against
ranged attacks, but takes a –4 penalty to AC against melee attacks.
Proficiency
Traits
Races
❖ Drow
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier,
and short sword.
A character with the drow’s weapon familiarity racial trait treats the drow
razor as a martial weapon.
❖ Elf
Weapon Familiarity: Elves are proficient with longbows (including
composite longbows), longswords, rapiers, and shortbows (including
composite shortbows), and treat any weapon with the word “elven” in its
name as a martial weapon.
Spirit of Waters: Some elves have adapted to life in tune with the sea or
along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus
on Swim checks, can always take 10 while swimming, and may choose
Aquan as a bonus language. They are proficient with longspear, trident,
and net. This racial trait replaces elven magic and weapon familiarity.
Jininese Weapon Mastery: The elves of Jinin are proficient with many of
the weapons of the Dragon Empires. Elves with this racial trait are
proficient with fighting fans and tonfa, and they treat katanas, kusarigamas,
and wakizashis as martial weapons. This replaces weapon familiarity.
❖ Dwarf / Duergar
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks,
and warhammers, and treat any weapon with the word “dwarven” in its
name as a martial weapon.
❖ Half-Orc / Orc
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions,
and treat any weapon with the word “orc” in its name as a martial weapon.
Chain fighter: Some half-orcs have escaped from slavery and reforged the
chains of their imprisonment into deadly weapons. Half-orcs with this racial
trait are proficient with flails and heavy flails, and treat dire flails and spiked
chains as martial weapons. This racial trait replaces weapon familiarity.
City Raised: Half-orcs with this trait know little of their orc ancestry and
were raised among humans and other half-orcs in a large city. City-raised
half-orcs are proficient with whips and longswords, and receive a +2 racial
bonus on Knowledge (local) checks. This racial trait replaces weapon
familiarity.
❖ Gnome
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in
its name as a martial weapon.
Master Tinker: Gnomes experiment with all manner of mechanical devices.
Gnomes with this racial trait gain a +1 bonus on Disable Device and
Knowledge (engineering) checks. They are treated as proficient with any
weapon they have personally crafted. This racial trait replaces defensive
training and hatred.
❖ Human
Military Tradition: Several human cultures raise all children (or all children
of a certain social class) to serve in the military or defend themselves with
force of arms. They gain proficiency with up to two martial or exotic
weapons appropriate to their culture. This racial trait replaces the bonus
feat trait.
❖ Halfling
Weapon Familiarity: Halflings are proficient with slings and treat any
weapon with the word “halfling” in its name as a martial weapon.
Deep Jungle: Some reclusive halfling tribes flourish in tropical locales.
These halflings begin play speaking only Halfling (in addition to any
additional languages gained from having a high Intelligence score), rather
than Common and Halfling. They gain a +2 racial bonus on Survival checks
and are proficient with blowguns. In addition, they have the poison use
ability (they never risk poisoning themselves accidentally). This racial trait
alters halflings’ languages and replaces sure-footed and weapon familiarity.
❖ Half-elf
Ancestral Arms: Some half-elves receive training in an unusual weapon.
Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial
Weapon Proficiency with one weapon as a bonus feat at 1st level. This
racial trait replaces the adaptability racial trait.
Weapon Familiarity: Half-elves raised among elves often feel pitied and
mistrusted by their longer-lived kin, and yet they receive training in elf
weapons. They gain the elf ’s weapon familiarity trait. This racial trait
replaces adaptability.
Drow-Trained: Darkborn (half-elves descended from drow) are proficient
with the hand crossbow, rapier, and shortsword. This racial trait replaces
the adaptability racial trait.
❖ Ganzi
Weaponplay (Oddity, Ex) Ganzis with lineages that link to the valkyries
manifest their heritage in their skill in combat. Such ganzis are always
proficient with all simple and martial weapons, and they can qualify for feats
normally available only to fighters (such as Weapon Specialization) even if
they don’t have any fighter class levels.
❖ Goblin
Weapon familiarity: Goblins’ traditional weapons are the dogslicer and the
horsechopper, weapons designed specifically to bring down their most
hated foes. Goblins with this trait are proficient with the dogslicer and the
horsechopper, and treat any weapon with the word "goblin" in it as martial
weapons. This racial trait replaces skilled.
❖ Grippli
Weapon Familiarity: Gripplis are proficient with nets.
Princely: The grippli gains proficiency with rapiers and a +2 racial bonus
on Diplomacy and Intimidate checks. This racial trait replaces swamp stride
and weapon familiarity.
❖ Hobgoblins
Pit Boss: Slave blood fuels the hobgoblin war machine. Pit bosses extract
the last breath of labor from their charges with a liberal touch of the lash.
Hobgoblins with this racial trait gain proficiency with whips and a +1 racial
bonus on combat maneuver checks made to disarm or trip with a whip.
This racial trait replaces sneaky.
❖ Kasatha
Kasathas treat kasatha spinal swords as martial weapons.
❖ Tengu
Swordtrained: Tengus are automatically proficient with swordlike weapons
(including bastard swords, daggers, elven curve blades, falchions,
greatswords, kukris, longswords, punching daggers, rapiers, scimitars,
short swords, and two-bladed swords).
Exotic Weapon Training: Instead of swords, some tengus are trained in
exotic weaponry. Such tengus choose a number of eastern weapons equal
to 3 + their Intelligence bonus, and gain proficiency with these weapons.
This racial trait replaces swordtrained.
❖ Vishkanya
Weapon Familiarity: Vishkanyas are always proficient with blowguns,
kukri, and shuriken.
The vishkanya’s weapon familiarity racial trait grants proficiency with the
sanpkhang.
Items
Rating
● Outperforming others in some way(5/5)
● Above Average (4/5)
● Average(3/5)
● Below Average (2/5)
● Bad (1/5)
● For Guns:
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● For Styles:
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Name Cost DMG (S) DMG (M) Critical Range Comment by me Weight Type Special
[Weapon Group]
Battle aspergillum 5 gp 1d4 1d6 x2 — If filled with holy water 4 lbs. B see text
[hammers] then first 5 hits against
undead do +1 damage
Brass knuckles 1 gp 1d2 1d3 x2 — Allows lethal unarmed; 1 lb. B monk, see
[close; monk] Allows to hold stuff; text
Allows to provide somatic
Cestus 5 gp 1d3 1d4 19-20/x2 — Allows lethal unarmed; 1 lb. B or P monk, see
[close; monk] Allows to wield stuff, albeit text
at -2 penalty to some
skills
Dagger 2 gp 1d3 1d4 19-20/x2 10 ft. Simple & gives bonus to 1 lb. P or S —
[blades, light; sleight of hand;
thrown; tribal] Lots of support
Hanbo 1 gp 1d4 1d6 x2 — Only pick it if you plan to 2 lbs. B monk, trip
[monk] utilize trip
Spring blade 70 gp 1d3 1d4 x2 10 ft. Worse weapon, but bigger 1 lb. P or S —
[none] bonus to conceal
Lantern staff 15 gp 1d4 1d6 x3 — All quarterstaff stuff 9 lbs. B see text
[hammers] applies to this.
Imagine if I had a real
weapon;
Does bonus 1 fire damage
Longspear 5 gp 1d6 1d8 x3 — Simple & Reach, which is 9 lbs. P brace, reach
[spears] one of the better qualities
Weighted spear 10 gp 1d6/1d4 1d8/1d6 x3/x2 — Double weapons 8 lbs. B or P brace, double
[double; spears] unfortunately suck as a
quality
Dueling dagger 12 gp 1d3 1d4 19-20/x2 10 ft. All dagger effects apply to 1 lb. P or S see text
[blades, light; [Link];
thrown] +1 bonus to AC while
using Combat Expertise
Jutte 8 gp 1d4 1d6 x2 — Only pick it if you plan to 1 lb. B disarm, monk
[monk] utilize disarm
Lungchuan tamo 5 gp 1d3 1d4 x2 10 ft. No reason to ever take it 1 lb. P or S monk
[none]
Shang gou 6 gp 1d3 1d4 x2 — Only pick it if you plan to 1 lb. S disarm or trip,
[monk] utilize disarm or trip monk
Switchblade knife 5 gp 1d3 1d4 19-20/x2 10 ft. This weapon is treated as 1 lb. P —
[none] dagger and is much
easier to conceal
Double chicken 12 gp 1d4 1d6 19-20/x2 — Only pick it if you plan to 3 lbs. S disarm, monk
saber utilize disarm
[blades, heavy;
monk]
Light flail 8 gp 1d6 1d8 x2 — Only pick it if you plan to 5 lbs. B disarm, trip
[flails] utilize disarm or trip
Scimitar 15 gp 1d4 1d6 18-20/x2 — Not only it has best crit 4 lbs. S —
[blades, heavy] range, but it also requires
the least amount of feats
for dex to damage thanks
to Dervish Dancer feat
Terbutje 5 gp 1d6 1d8 19-20/x2 — Fragile quality kills any 2 lbs. S fragile
[blades, heavy] use out of it
Lizard king war 20 gp see text see text x3 10 ft. 12 lbs. P brace
trident
[none]
Syringe spear 100 gp 1d6 1d8 x3 20 ft. Allows interesting 6 lbs. P brace, see
[none] mechanic of delivering text
liquid with hit
Composite 100 gp 1d6 1d8 x3 110 ft. The superior ranged 3 lbs. P —
longbow options;
[bows] Can’t be used while
mounted
Jolting dart 100 gp 1d3 1d4 x2 20 ft. Dart upgraded with +1d6 1/2 lb. P see text
[none] bonus damage, but a
money sink
Longbow 75 gp 1d6 1d8 x3 100 ft. 3 lbs. P —
[bows]
Pilum 5 gp 1d6 1d8 x2 20 ft. Thrown weapon that gets 4 lbs. P see text
[spears; thrown] +1 to attack against shield
Reflex bow 125 gp 1d4 1d6 x3 100 ft. Superior bow option for 2 lbs. P See text
[none] mounted archer
Spear-sling 50 gp 1d6 1d8 x3 see text Composite Bow that uses 2 lbs. P see text
[none] javelins instead of arrows;
Inferior reload (max move
action)
Battle poi 5 gp 1d3 fire 1d4 fire x2 — Deals fire damage and 2 lbs. fire —
[flails] you are treated as if you
had TWF for it when
proficient
Bich'hwa 5 gp 1d3 1d4 19-20/x2 — It has a bit weird wording 2 lbs. P or S monk
[none] regarding monk stuff, but
it is a holdover from 3.5
Dan bong 1 sp 1d2 1d3 19-20/x2 10 ft. Grapple bonus, but you — B blocking,
[close; monk] get a penalty to grapple monk, see
when not using two hands text
without grappling style
Deer horn knife 10 gp 1d3 1d4 x3 20 ft. There is no reason to ever 3 lbs. P blocking,
[blades, light; pick it monk
monk; thrown]
Elven leafblade 40 gp 1d3 1d4 18-20/x2 — Kukri, but exotic and with 3 lbs. P or S see text
[none] bonus to crit confirm
Gnome pincher 10 gp 1d4 1d6 x2 — Awesome pick for steal 2 lbs. B disarm, see
[flails] and disarm text
Halfling rope-shot 1 gp 1d4 1d6 x2 — Anti-disarm and 1 lb. B disarm
[flails] concealable, while giving
bonus to disarm
Razor, drow 25 gp 1d3 1d4 18-20/x2 — +2 to damage on every 2 lbs. S see text
[blades, light] critical or attack that has
SNEAK ATTACK
Waveblade 5 gp 1d4 1d6 18-20/x2 — Better Kukri and is a monk 2 lbs. P or S monk, see
[close] weapon thus getting text
unique support like trait
Broken-back seax 40 gp 1d8 1d10 19-20/x2 — Minimum 15 strength to 4 lbs P&S See text
[blades, light] use
Dwarven double 60 gp 1d8 1d10 x3 — It supports cleave, which 12 lbs. S see text
waraxe is just a bad mechanic;
[none] Doesn’t offer anything
more
Flindbar 9 gp 1d6 1d8 x2 — There is no reason to ever 6 lbs. B and P disarm, trip
[none] pick it
Knobkerrie 5 gp 1d4 1d6 x2 20 ft. Small bonus to ranged 4 lbs. B see text
[none] attack against shield;
mediocre thrown weapon
Sawtooth sabre 35 gp 1d6 1d8 19-20/x2 — Martial one-handed; 2 lb. S see text
[blades, heavy; Light for penalties if
blades, light] proficient;
Unique support like Bone
Flense spell
Bladed scarf 12 gp 1d4 1d6 x2 — Was nerfed by removing 2 lbs. S disarm, trip
[flails] reach;
There is no reason to ever
pick it without reach
Butchering axe 65 gp 1d12 3d6 x3 — BIGGEST damage dice; 25 lbs. S see text
[axes] No orc in name
Dwarven urgrosh 50 gp 1d6/1d4 1d8/1d6 x3 — There is no reason to ever 12 lbs. P or S brace, double
[double] pick it
Fauchard 14 gp 1d8 1d10 18-20/x2 — Best crit range with reach 10 lbs. S reach,trip
[polearms]
Flailpole 15 gp 1d6 1d8 x2 — 10 lbs. B disarm,
[none] reach, trip
Flask pike 30 gp 1d6 1d8 x3 — Deliver splash weapon 9 lbs. P reach, see
[none] text
Gnome hooked 20 gp 1d6/1d4 1d8/1d6 x3/x4 — There is no reason to ever 6 lbs. B or P double, trip
hammer pick it
[double]
Harpoon 5 gp 1d6 1d8 x3 10 ft. Treat it as spear if you are 16 lbs. P grapple, see
[spears; thrown] not proficient text
Kyoketsu shoge 6 gp 1d3 1d4 x2 20 ft. I have no idea how it 1 lb. S or P disarm,
[flails; monk] works grapple,
monk, reach
Orc double axe 60 gp 1d6/1d6 1d8/1d8 x3 — There is no reason to ever 15 lbs. S double
[axes; double] pick it
Piston maul, 70 gp 1d8 1d10 x2 — Bonus to sunder damage 15 lbs. B see text
gnome
[hammers]
Totem spear 25 gp 1d8 1d10 x3 10 ft. Can be played with Wind 6 lbs. P or B —
[none] Instrument perform
Two-bladed sword 100 gp 1d6/1d6 1d8/1d8 19-20/x2 — There is no reason to ever 10 lbs. S double
[blades, heavy; pick it
double]
Boomerang 3 gp 1d4 1d6 x2 30 ft. There is no reason to ever 3 lbs. B see text
[thrown] pick it
Dire bolas 20 gp 1d4 1d6 x2 10 ft. Two-handed, but allows to 4 lbs. B nonlethal, trip
[none] trip creatures up to 3 size
bigger
Double crossbow 300 gp 1d6 1d8 19-20/x2 80 ft. I have a hard time rating 18 lbs. P see text
[crossbows] this. On its own it is a bad
weapon, BUT it becomes
much better when you
apply stuff like
shadowshooting then you
suddenly double damage
of all your attacks at the
cost of -4 penalty
Hand crossbow 100 gp 1d3 1d4 19-20/x2 30 ft. One-handed crossbow 2 lbs. P —
[crossbows]
Heavy crank 400 gp 1d8 1d10 19-20/x2 120 ft. Two-handed crossbow 12 lbs. P —
crossbow that shoots ropes and
[none] grappling bolts
Heavy slaver's 400 gp 1d6 1d8 19-20/see 80 ft. Two-handed crossbow 12 lbs. B nonlethal, trip,
crossbow "bolas that shoots bolas see text
[none] bolts" text
Heavy wrist 250 gp 1d3 1d4 19-20/x2 30 ft. Handless crossbow (bolts) 2 lbs. P —
launcher
[none]
Horse bow 150 gp 1d6 1d8 x3 110 ft. Composite bow for mobile 3 lbs. P —
[bows] mounted archer
Light crank 250 gp 1d6 1d8 19-20/x2 80 ft. One-handed crossbow 6 lbs. P —
crossbow that shoots ropes and
[none] grappling bolts
Light slaver's 250 gp 1d3 1d4 19-20/see 40 ft. One-handed crossbow 6 lbs. B nonlethal, trip,
crossbow "bolas that shoots bolas see text
[none] bolts" text
Net 20 gp — — — 10 ft. I won’t even go into all the 6 lbs. — see text
[thrown] detail of possible net
abuses
Repeating hand 800 gp 1d3 1d4 19-20/x2 30 ft. One-handed crossbow 4 lbs. P —
crossbow with multiple bolts loaded
[crossbows]
Repeating heavy 400 gp 1d8 1d10 19-20/x2 120 ft. Backup weapon at best, 12 lbs. P —
crossbow but you are better off with
[crossbows] Composite Longbow
Repeating light 250 gp 1d6 1d8 19-20/x2 80 ft. Backup weapon at best, 6 lbs. P —
crossbow but you are better off with
[crossbows] Composite Longbow
Shuriken (5) 1 gp 1 1d2 x2 10 ft. Best options for monks 1/2 lb. P monk
[none] and ninjas