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ideasmith
2016-02-08, 06:42 PM
Expanded Weapon List
This is all my changes to the 3.5 weapon list in one place. I have added 22 weapons, and changed several of the standard weapons. Since most of this is from various OGL sources, I have included a copy of the OGL license with full section 15. I have similarly included links to where my direct sources can be purchased. I would like to thank Rebonack (http://www.giantitp.com/forums/showthread.php?31817-Custom-Weapon-Builder); his custom weapon builder was invaluable for evaluating weapons from various sources.

Class weapon lists
I have expanded the PH class weapon lists to accommodate the added weapons (and also added greatclub to the druid list, because I thought it made sense (http:// http://www.rpgnow.com/product/64009/Trailblazer)). In the descriptions below, I have included weapon-specific suggestions for class weapon lists from other sources. Note that the weapon table indicates which added weapons are simple/martial.
Bard: A bard is proficient with all simple weapons, plus the barbed whip, combat cloak, longsword, war yo-yo, rapier, sap, short sword, shortbow, sword cane, weighted sash and whip.

Druid: Druids are proficient with the following weapons:[/b] baton, broom, club, dagger, dart, farmer’s scythe, pitchfork, quarterstaff, scimitar, sickle, shortspear, sling, spear and stake (wooden).

Monk: Monks are proficient with baton, broom, combat cloak, club, crossbow (light or heavy), dagger, handaxe, hatchet, javelin, kama, war yo-yo, nunchaku, quarterstaff, sai, shuriken, siangham, skillet, sling, stake (wooden), straight razor and weighted sash.

Monk/Special Monk Weapons: When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (baton, broom, combat cloak, kama, war yo-yo, nunchaku, quarterstaff, sai, shuriken, skillet, siangham and weighted sash).

Rogue: Rogues are proficient with all simple weapons, plus the combat cloak, hand crossbow, rapier, sap, shortbow, short sword, sword cane and weighted sash.

Wizard: Wizards are proficient with the baton, broom, club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.


Table: Weapons

Simple Weapons Cost Dmg (S) Dmg (M) [Critical Range Increment Weight1 Type2 t Links
Unarmed Attacks
Gauntlet 2 gp 1d2 1d3 ×2 — 1 lb. Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Unarmed strike — 1d23 1d33 ×2 — — Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Light Melee Weapons
Baton — 1d2 1d3 ×2 10 ft. 1 lb. Bludgeoning Link (http://www.rpgnow.com/product/64423/Ye-Olde-Shoppe)
Dagger 2 gp 1d3 1d4 19-20/×2 10 ft. 1 lb. Piercing or slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Dagger, punching 2 gp 1d3 1d4 ×3 — 1 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Gauntlet, spiked 5 gp 1d3 1d4 ×2 — 1 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Hatchet 4 gp 1d3 1d4 x2 — 4 lb. Slashing Link (http://www.rpgnow.com/product/3521/Swashbuckling-Adventures?term=swashbucklin&it=1)
Mace, light 5 gp 1d4 1d6 ×2 — 4 lb. Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Sickle 6 gp 1d4 1d6 ×2 — 2 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Skillet 3 gp 1d3 1d4 x2 — 3 lb. Bludgeoning Link (http://www.rpgnow.com/product/1692/The-Quintessential-Human?it=1)
Stake (wooden) — 1d3 1d4 ×2 10 ft. 1 lb. Piercing Link (http://www.rpgnow.com/product/105641/Shadows-over-Vathak)
Straight razor 1 gp 1d3 1d4 19-20 Tiny ½ lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/msrd)
One-Handed Melee Weapons
Club — 1d4 1d6 ×2 10 ft. 3 lb. Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Mace, heavy 12 gp 1d6 1d8 ×2 — 8 lb. Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Morningstar 8 gp 1d6 1d8 ×2 — 6 lb. Bludgeoning and piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Shortspear 1 gp 1d4 1d6 ×2 20 ft. 3 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Two-Handed Melee Weapons
Axe, Woodsman's 3 gp 1d8 1d10 x3 — 10 lb. Slashing Link (http://www.rpgnow.com/product/1692/The-Quintessential-Human?it=1)
Broom 1 cp 1d4(3) 1d6(3) x2 — 4 lb. Bludgeoning
Longspear4 5 gp 1d6 1d8 ×3 — 9 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Pitchfork4 3 gp 1d6 1d8 x3 10 ft. 6 lb. Piercing Link (http://www.rpgnow.com/product/1692/The-Quintessential-Human?it=1) Link (http://www.amazon.com/Sidewinder-Recoiled-Western-Roleplaying-Mythic/dp/1932442340/ref=sr_1_1?ie=UTF8&qid=1453748030&sr=8-1&keywords=sidewinder+recoiled)
Quarterstaff5 — 1d4/1d4 1d6/1d6 ×2 — 4 lb. Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Scythe, Farmer's 12 gp 1d6 2d4 x4 — 20 lb. Slashing and Piercing Link (http://www.rpgnow.com/product/1692/The-Quintessential-Human?it=1)
Sledgehammer 4 gp 1d8 1d10 ×3 20 ft. 8 lb. Bludgeoning Link (http://www.amazon.com/Sidewinder-Recoiled-Western-Roleplaying-Mythic/dp/1932442340/ref=sr_1_1?ie=UTF8&qid=1453748030&sr=8-1&keywords=sidewinder+recoiled)
Spear 2 gp 1d6 1d8 ×3 20 ft. 6 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Ranged Weapons
Crossbow, heavy 50 gp 1d8 1d10 19-20/×2 120 ft. 8 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Bolts, crossbow (10) 1 gp — — — — 1 lb. — Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Crossbow, light 35 gp 1d6 1d8 19-20/×2 80 ft. 4 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Bolts, crossbow (10) 1 gp — — — — 1 lb. — Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Dart 5 sp 1d3 1d4 ×2 20 ft. ½ lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Javelin 1 gp 1d4 1d6 ×2 30 ft. 2 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Sling — 1d3 1d4 ×2 50 ft. 0 lb. Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Bullets, sling (10) 1 sp — — — — 5 lb. — Link (http://www.wizards.com/default.asp?x=d20/article/srd35)

Martial Weapons Cost Dmg (S) Dmg (M) [Critical Range Increment / Weight1 Type2 t Links
Light Melee Weapons
Axe, throwing 8 gp 1d4 1d6 ×2 10 ft. 2 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Hammer, light 1 gp 1d3 1d4 ×2 20 ft. 2 lb. Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Handaxe 6 gp 1d4 1d6 ×3 — 3 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Kukri 8 gp 1d3 1d4 18-20/×2 — 2 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Pick, light 4 gp 1d3 1d4 ×4 — 3 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Sap 1 gp 1d43 1d63 ×2 — 2 lb. Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Shield, light special 1d2 1d3 ×2 — special Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Spiked armor special 1d4 1d6 ×2 — special Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Spiked shield, light special 1d3 1d4 ×2 — special Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Sword, short 10 gp 1d4 1d6 19-20/×2 — 2 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
One-Handed Melee Weapons
Battleaxe 10 gp 1d6 1d8 ×3 — 6 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Broadsword 20 gp 1d6 1d8 x2 — 12 lb. Bludgeoning, Piercing, or Slashing Link (http://www.rpgnow.com/product/1692/The-Quintessential-Human?it=1
Flail 8 gp 1d6 1d8 ×2 — 5 lb. Bludgeoning [URL="http://www.wizards.com/default.asp?x=d20/article/srd35)
Longsword 15 gp 1d6 1d8 19-20/×2 — 4 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Pick, heavy 8 gp 1d4 1d6 ×4 — 6 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Rapier 20 gp 1d4 1d6 18-20/×2 — 2 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Scimitar 15 gp 1d4 1d6 18-20/×2 — 4 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Shield, heavy special 1d3 1d4 ×2 — special Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Spiked shield, heavy special 1d4 1d6 ×2 — special Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Trident 15 gp 1d6 1d8 ×2 10 ft. 4 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Warhammer 12 gp 1d6 1d8 ×3 — 5 lb. Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Two-Handed Melee Weapons
Falchion 75 gp 1d6 2d4 18-20/×2 — 8 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Glaive4 8 gp 1d8 1d10 ×3 — 10 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Greataxe 20 gp 1d10 1d12 ×3 — 12 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Greatclub 5 gp 1d8 1d10 ×2 10 ft. 8 lb. Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Flail, heavy 15 gp 1d8 1d10 19-20/×2 — 10 lb. Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Greatsword 50 gp 1d10 2d6 19-20/×2 — 8 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Guisarme4 9 gp 1d6 2d4 ×3 — 12 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Halberd 10 gp 1d8 1d10 ×3 — 12 lb. Piercing or slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Lance4 10 gp 1d6 1d8 ×3 — 10 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Maul 15 gp 1d8 1d10 x3 — 10 lb. Bludgeoning Link (http://http://www.rpgnow.com/product/1659/The-Quintessential-Dwarf-II?it=1)
Ranseur4 10 gp 1d6 2d4 ×3 — 12 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Scythe 18 gp 1d6 2d4 ×4 — 10 lb. Piercing or slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Ranged Weapons
Longbow 75 gp 1d6 1d8 ×3 100 ft. 3 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Arrows (20) 1 gp — — — — 3 lb. — Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Longbow, composite 100 gp 1d6 1d8 ×3 110 ft. 3 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Arrows (20) 1 gp — — — — 3 lb. — Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Shortbow 30 gp 1d4 1d6 ×3 60 ft. 2 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Arrows (20) 1 gp — — — — 3 lb. — Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Shortbow, composite 75 gp 1d4 1d6 ×3 70 ft. 2 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Arrows (20) 1 gp — — — — 3 lb. — Link (http://www.wizards.com/default.asp?x=d20/article/srd35)

Exotic Weapons Cost Dmg (S) Dmg (M) [Critical Range Increment / Weight1 Type2 t Links
Light Melee Weapons
Combat Cloak 10 gp — — — 10 ft. 1 lb. — Link (http://www.rpgnow.com/product/3521/Swashbuckling-Adventures?term=swashbucklin&it=1)
Cleaver 2 gp 1d4 1d6 19-20 10 ft. 2 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/msrd)
Kama 2 gp 1d4 1d6 ×2 — 2 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Nunchaku 2 gp 1d4 1d6 ×2 — 2 lb. Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Sai 1 gp 1d3 1d4 ×2 10 ft. 1 lb. Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Siangham 3 gp 1d4 1d6 ×2 — 1 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
One-Handed Melee Weapons
Sword, bastard 35 gp 1d8 1d10 19-20/×2 — 6 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Sword cane 30 gp 1d4 1d6 18-20 — 3 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/msrd)
Waraxe, dwarven 30 gp 1d8 1d10 ×3 — 8 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Weighted Handbag 1d6 1d8 x2 10 ft. 5 lb. Bludgeoning (Link (http://www.rpgnow.com/product/80385/SciFi-Beauties?manufacturers_id=645))
Whip4 1 gp 1d23 1d33 ×2 — 2 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Whip, Barbed4 30 gp 1d4 1d6 x2 — 3 lb. Slashing Link (http://www.rpgnow.com/product/600/Fading-Suns-d20-roleplaying-game-rulebook?it=1)
Two-Handed Melee Weapons
Axe, orc double5 60 gp 1d6/1d6 1d8/1d8 ×3 — 15 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Chain, spiked4 25 gp 1d6 2d4 ×2 — 10 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Flail, dire5 90 gp 1d6/1d6 1d8/1d8 ×2 — 10 lb. Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Hammer, gnome hooked5 20 gp 1d6/1d4 1d8/1d6 ×3/×4 — 6 lb. Bludgeoning/Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Ice Axe5 8 gp 1d3 1d4 x3 — 5 lb. Piercing/Slashing Link (http://www.amazon.com/Warriors-Comprehensive-Sourcebook-Fantasy-Role-Playing/dp/0972251111/ref=sr_1_3?ie=UTF8&qid=1453748126&sr=8-) (Link (http://www.rpgnow.com/product/55823/Warriors-A-Comprehensive-OGL-Sourcebook-for-Fantasy-RolePlaying-Games))
Sash, Weighted 4 gp 1d4 1d6 x2 10 ft. 2 lb. Bludgeoning Link (http://www.rpgnow.com/product/1650/The-Quintessential-Bard-II?it=1)
Sword, two-bladed5 100 gp 1d6/1d6 1d8/1d8 19-20/×2 — 10 lb. Slashing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Urgrosh, dwarven5 50 gp 1d6/1d4 1d8/1d6 ×3 — 12 lb. Slashing or piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Ranged Weapons
Bolas 5 gp 1d33 1d43 ×2 10 ft. 2 lb. Bludgeoning Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Crossbow, hand 100 gp 1d3 1d4 19-20/×2 30 ft. 2 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Bolts (10) 1 gp — — — — 1 lb. — Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Crossbow, repeating heavy 400 gp 1d8 1d10 19-20/×2 120 ft. 12 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Bolts (5) 1 gp — — — — 1 lb. — Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Crossbow, repeating light 250 gp 1d6 1d8 19-20/×2 80 ft. 6 lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Bolts (5) 1 gp — — — — 1 lb. — Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Harpoon 10 gp 1d8 1d10 x3 10 ft. p lb. Piercing Link (http://www.amazon.com/Warriors-Comprehensive-Sourcebook-Fantasy-Role-Playing/dp/0972251111/ref=sr_1_3?ie=UTF8&qid=1453748126&sr=8-) (Link (http://www.rpgnow.com/product/55823/Warriors-A-Comprehensive-OGL-Sourcebook-for-Fantasy-RolePlaying-Games)) Link (http://www.rpgnow.com/product/64423/Ye-Olde-Shoppe)
Lasso 1 gp — — — 30 ft. 6 lb. — Link (http://www.rpgnow.com/product/64423/Ye-Olde-Shoppe)
Net 20 gp — — — 10 ft. 6 lb. — Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Shuriken (5) 1 gp 1 1d2 ×2 10 ft. ½ lb. Piercing Link (http://www.wizards.com/default.asp?x=d20/article/srd35)
Yo-Yo, War 10 gp 1d3 1d4 x2 – 1 lb. Bludgeoning and Slashing Link (http://www.rpgnow.com/product/102947/A-to-Z)


1. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2. When two types are given, the weapon is both types if the entry specifies "and," or either type (player’s choice at time of attack) if the entry specifies "or."
3. The weapon deals nonlethal damage rather than lethal damage.
4. Reach weapon.
5. Double weapon.

ideasmith
2016-02-08, 06:46 PM
Weapon Descriptions
Arrows
An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Axe, Orc Double
An orc double axe 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 an orc double axe in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Baton
The baton is a special monk weapon. This designation gives a monk wielding a baton special options.
(Class weapons list advice: If the weapon list includes club, it should probably also include baton.)
Bolas
You can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas.
Bolts
A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Broom
A broom deals either lethal or nonlethal damage at the option of the wielder. The wielder decides when making the attack, and may choose differently from attack to attack.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a broom.
The broom is a special monk weapon. This designation gives a monk wielding a broom special options.
Brooms can also be used for sweeping, which can be handy when an opponent is using caltrops.
(Class weapons list advice: If the weapon list includes quarterstaff, it should probably also include broom.)
Bullets, Sling
Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Chain, Spiked
A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.
When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn’t a light weapon for you.
Cloak, Combat
Combat cloaks do not inflict damage, but count as weapons for such maneuvers as disarming and tripping.
The combat cloak is a special monk weapon. This designation gives a monk wielding a combat cloak special options.
You can make trip attacks with the cloak. If you are tripped during your own trip attempt, you can drop the cloak to avoid being tripped.
When using a cloak, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
This weapons appears to be –and is usable as, a normal cloak (part of an appropriate clothing outfit). Noticing this special construction requires a Spot check (DC 18).
(Class weapons list advice: If the class has disguise r tumble as a class skill, the class weapon list should probably include combat cloak.)
Crossbow, Hand
You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.
You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.
Crossbow, Heavy
You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.
Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
Crossbow, Light
You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.
Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
Crossbow, Repeating
The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.
You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.
Dagger
You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill).
Flail, Dire
A dire flail 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 dire flail in one hand can’t use it as a double weapon— only one end of the weapon can be used in any given round.
When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.
Flail or Heavy Flail
With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
Gauntlet
This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.
Gauntlet, Spiked
Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.
Glaive
A glaive has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
Greatclub
Half-Orcs, Orcs, and other creatures with the Orc subtype treat greatclubs as simple weapons. So do all creatures with the Giant type.
A greatclub can be thrown, though this requires both hands
Guisarme
A guisarme has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.
Halberd
If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.
You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.
Hammer, Gnome Hooked
A gnome hooked hammer 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. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
You can use a gnome hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped.
Gnomes treat gnome hooked hammers as martial weapons.
Hammer, Light
Dwarves treat light hammers as simple weapons.
Harpoon
On a critical hit, in addition to the extra damage, harpoon sticks in the target and the wielder can attempt to limit the target's movement using the attached line of rope. With an opposed Strength check you can block the target’s movement away from you. If you fail the check, you can either pay out more rope (up to the maximum of 30 ft), let go of the rope, or follow them. The rope can be escaped the same way a net can.
Since it is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use a harpoon as a melee weapon.
(Class weapons list advice: If the weapon list includes both net and javelin, or the class has a nautical theme and at least one exotic weapons on its list, the weapon list should probably include harpoon.)
Ice Axe
The ice axe is a special monk weapon. This designation gives a monk wielding an ice axe special options.
A tool of this sort looks like a pick with an axe or adze head on its reverse side and a spiked butt end. It can be used to inflict either slashing or piercing damage, or as a double weapon to inflict both. It can also be set to receive a charge, just as a halfspear would. An ice axe gives a +2 bonus on appropriate Balance and Climb skill checks.
(Class weapons list advice: If the weapon list includes both handaxe and at least one exotic weapon, or the class has a polar or mountainous theme, the weapon list should probably include ice axe.)
Javelin
Since it is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.
Kama
The kama is a special monk weapon. This designation gives a monk wielding a kama special options.
You can use a kama to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.
Lance
A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
While mounted, you can wield a lance with one hand.
Lasso
Make a ranged touch attack to lasso a target. With an opposed Strength check you can block the target’s movement away from you. If you fail the check, you can either pay out more rope (up to the maximum of 30 ft), let go of the rope, or follow them. The rope can be escaped the same way a net can.
(Class weapons list advice: If the weapon list includes net, it should probably include lasso.)
Longbow
You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.
Longbow, Composite
You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.
Longspear
A longspear has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character.
Net
A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).
A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
Nunchaku
The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Pitchfork
A pitchfork has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character.
(Class weapons list advice: If the weapon list includes both spear and sickle, or the class has an agricultural theme, the weapon list should probably include pitchfork.)
Quarterstaff
A quarterstaff 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 quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options.
Ranseur
A ranseur has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
Rapier
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon for you. You can’t wield a rapier in two hands in order to apply 1½ times your Strength bonus to damage.
Sai
With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
The sai is a special monk weapon. This designation gives a monk wielding a sai special options.
Sash, Weighted
A weighted sash can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sash to avoid being tripped.
When using a weighted sash, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a weighted sash sized for you, even though it isn’t a light weapon for you.
The weighted sash is a special monk weapon. This designation gives a monk wielding a weighted sash special options.
This weapons appears to be –and is usable as, a normal sash (part of an appropriate clothing outfit). Noticing this special construction requires a Spot check (DC 18).
(Class weapons list advice: If the class has disguise or tumble as a class skill, the class weapon list should probably include weighted sash.)
Scythe
A scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.
Scythe, Farmer's
Attacking with a farmer's scythe is a full-round action. It is nevertheless possible to make an attack of opportunity with a farmer's scythe, but doing so forfeits both the .ielder's next turn and any further attacks of opportunity for the current turn.
A farmer's scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.
(Class weapons list advice: If the weapon list includes sickle and/or scythe, or the class has an agricultural theme, the weapon list should probably include farmer’s scythe.)
Shield, Heavy or Light
You can bash with a shield instead of using it for defense. See Armor for details.
Shortbow
You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.
Shortbow, Composite
You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.
Shortspear
A shortspear is small enough to wield one-handed. It may also be thrown.
Shuriken
A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can’t be used as a melee weapon.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.
Siangham
The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options.
Sickle
A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.
Skillet
The skillet is a special monk weapon. This designation gives a monk wielding a skillet special options.
When not being used to attack, a hand-held skillet provides a +1 shield bonus to AC. Once the wielder attacks with a skillet, this bonus is until the wielder's next round. Also, any situation that denies the wielder’s Dexterity bonus also denies this bonus.
(Class weapons list advice: If the class has a culinary theme, the weapon list should probably include skillet.)
Sling
Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.
Spear
A spear can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.
Spiked Armor
You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor for details.
Spiked Shield, Heavy or Light
You can bash with a spiked shield instead of using it for defense. See Armor for details.
Stake (Wooden)
The stake (wooden) is a special monk weapon. This designation gives a monk wielding a stake (wooden) special options.
Straight Razor
The straight razor is a special monk weapon. This designation gives a monk wielding a straight razor special options.
(Class weapons list advice: If the class has an theme related to shaving, medicine, or murder; the weapon list should probably include straight razor.)
Sword Cane
This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. Because of this special construction, a sword cane is always considered to be concealed; it is noticed only with a Spot check (DC 18). (The walking stick or umbrella is not concealed, only the blade within.)
(Class weapons list advice: If the class has disguise r tumble as a class skill, the class weapon list should probably include sword cane.)
Sword, Bastard
A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.
Sword, Two-Bladed
A two-bladed sword 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 two-bladed sword in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Trident
This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.
Unarmed Strike
A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at her option. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.
An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.
Urgrosh, Dwarven
A dwarven urgrosh 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. The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage.
Dwarves treat dwarven urgroshes as martial weapons.
Waraxe, Dwarven
A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.
Whip
A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon for you.
Whip, Barbed
Sharp spiked along the length of the barbed whip cause it to inflict normal damage instead of subdual. Additionally, it affects targets regardless of their armor bonuses. The barbed whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using a barbed whip provokes an attack of opportunity, just as if you had used a ranged weapon.
You can make trip attacks with a barbed whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a barbed whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a barbed whip sized for you, even though it isn’t a light weapon for you.
(Class weapons list advice: If the weapon list includes whip, the weapon list should probably include barbed whip.)
Weighted Handbag
These handbags come in a variety of styles. The cosmetic pockets on the front and back of the bag, actually hold removable plates. The entire bag has been subtly reinforced including a “decorative” chain on the shoulder strap, making it suitable for use as a flail. The bag can also be flung short distances to use it as a ranged weapon.
The listed weight is when empty. It can carry a further 2 lbs of gear. Items inside the purse are mostly protected by the plates and padding in the sides.
The weighted handbag is an exotic weapon, not an improvised weapon. Therefore, characters can become proficient with it. It also does not suffer the chance of breaking that improvised weapons do.
This weapons appears to be –and is usable as, a normal handbook (part of an appropriate clothing outfit). Noticing this special construction requires a Spot check (DC 18).
(Class weapons list advice: If the class has disguise as a class skill, and the class list has at least one exotic wepaon, the class weapon list should probably include weighted handbag.)
Yo-Yo, War
The war yo-yo is a special monk weapon. This designation gives a monk wielding a yo-yo special options.
You can make trip attacks with the yo-yo. If you are tripped during your own trip attempt, you can drop the yo-yo to avoid being tripped.
When using a yo-yo, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
(Class weapons list advice: If the weapon list includes whip, the weapon list should probably include barbed war yo-yo.)

ideasmith
2016-02-08, 06:47 PM
OPEN GAME LICENSE Version 1.0a

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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
101 0-Level Spells. Copyright 2011, Steven D. Russell; Author: Steven D. Russell.
101 1st Level Spells. Copyright 2011, Steven D. Russell; Author: Steven D. Russell.
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A to Z. Copyright 2012, Spes Magna Games; Mark L. Chance.
ADozen Festivals and Holidays copyright © 2004 Michael Hammes. Published by Ronin Arts www.roninarts.com.
Advanced Bestiary. Copyright 2004, Green Ronin Publishing, LLC. Author: Matthew Sernett.
Advanced Feats: The Cavalier’s Creed. Copyright 2010, Open Design LLC, www.koboldquarterly.com. All rights reserved.
Advanced Options: Oracle’s Curses. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
Advanced Options: Witches’ Hexes. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
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BESM d20 Copyright 2003, Guardians Of Order, Inc.; Author Mark C. MacKinnon.
Blasphemous Secrets and Forbidden Lore, Copyright 2004, Plain Brown Wrapper Games.
Book of Templates: Deluxe Edition Copyright 2003, Silverthorne Games; Authors Ian Johnston and Chris S. Sims.
Book of the Faithful 1: Power of Prayer. Copyright 2009, Jon Brazer Enterprises.
Carrion Crown Player’s Guide. © 2011, Paizo Publishing, LLC; Author: Mark Moreland.
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Challenging Challenge Ratings: Immortals Handbook, Copyright 2003, Craig Cochrane.
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Design Parameters: Immortals Handbook, Copyright 2003, Craig Cochrane.
Divine Favor: the Cleric. Author: Stefen Styrsky Copyright 2011, Open Design LLC, www.koboldquarterly.com.
Divine Favor: the Inquisitor. Author: Stefen Styrsky Copyright 2011, Open Design LLC, www.koboldquarterly.com.
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Feats 101. Copyright 2009, Steven D. Russell.
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Gods and Magic. Copyright 2008, Paizo Publishing, LLC; Author: Sean K Reynolds.
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Mindscapes. Copyright 2003-2004. Bruce R. Cordell.
Modern Player's Companion (Print), Copyright 2003, The Game Mechanics, Inc.; Author: Stan!
Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan!
Modern System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
Modern: 101 Occult Artifacts Copyright 2004 James Maliszewski. Published by Ronin Arts, www. r o n i n a r t s . c o m
Monster’s Handbook Copyright 2002, Fantasy Flight Publishing, Inc.
Monte Cook’s Arcana Unearthed, Copyright 2003, Monte J. Cook. All rights reserved.
Monte Cook Presents: Iron Heroes, Copyright 2005 Monte J. Cook. All rights reserved.
Monster Manual II Copyright 2002, Wizards of the Coast, Inc.
Monsters of Conjuration copyright 2006 Reality Deviant Publications, Ewan Conradie
More Ultimate Equipment, Copyright 2003, Mongoose Publishing
Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
Mutants & Masterminds. Copyright 2002, Green Ronin Publishing.
Mutants and Masterminds Copyright 2002, Green Ronin Publishing.
Open Game Content from Arms and Armor copyright 2001, Bastion Press, Inc.
Open Game Content from Broadsides! Naval Adventuring copyright 2001, Living Imagination, Inc.
Open Game Content from Codex Arcanis copyright 2001, Paradigm Concepts, Inc.
Open Game Content from Creatures of Rokugan copyright 2001, Alderac Enertainment Group, Inc.
Open Game Content from Dragons copyright 2001, Alderac Enertainment Group, Inc.
Open Game Content from Dungeons copyright 2001, Alderac Enertainment Group, Inc.
Open Game Content from Evil copyright 2001, Alderac Enertainment Group, Inc.
Open Game Content from Fading Suns copyright 2001, Holistic Design
Open Game Content from Gods copyright 2002, Alderac Enertainment Group, Inc.
Open Game Content from Magic of Rokugan copyright 2002, Alderac Enertainment Group, Inc.
Open Game Content from Mercenaries copyright 2002, Alderac Enertainment Group, Inc.
Open Game Content from Monsters copyright 2002, Alderac Enertainment Group, Inc.
Open Game Content from Rokugan copyright 2002, Alderac Enertainment Group, Inc.
Open Game Content from Seafarers's Handbook copyright 2001, Alderac Enertainment Group, Inc.
Open Game Content from Seas of Blood Fantasy on the High Seas copyright 2001, Mongoose Publishing
Open Game Content from The Quintessential Bard II: Advanced Tactics copyright 2004, Mongoose Publishing Ltd.
Open Game Content from The Quintessential Dwarf II: Advanced Tactics copyright 2004, Mongoose Publishing Ltd.
Open Game Content from The Quintessential Fighter copyright 2001, Mongoose Publishing
Open Game Content from The Quintessential Human copyright 2003, Mongoose Publishing Ltd.
Open Game Content from The Quintessential Ranger II: Advanced Tactics copyright 2004, Mongoose Publishing Ltd.
Paizo Blog. Copyright 2010–2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC
Pathfinder 2: The Skinsaw Murders. Copyright 2007 Paizo Publishing LLC. Author: Richard Pett.
Pathfinder 43: Haunting of Harrowstone. Copyright 2011, Paizo Publishing, LLC, Author: Michael Kortes
Pathfinder 8: Seven Days to the Grave. Copyright 2008, Paizo Publishing, LLC; Author: F. Wesley Schneider.
Pathfinder Adventure Path #46: Wake of the Watcher. © 2011, Paizo Publishing, LLC; Author: Greg A. Vaughan.
Pathfinder Adventure Path #47: Ashes at Dawn. © 2011, Paizo Publishing, LLC; Author: Neil Spicer.
Pathfinder Campaign Setting: Dungeons of Golarion. © 2011, Paizo Publishing, LLC. Authors: Jason Bulmahn, Matthew Goodall, Brandon Hodge, Anthony Pryor, and Mike Shel.
Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.
Pathfinder Campaign Setting: Lords of Chaos: Book of the Damned, Vol. 2. Copyright 2010, Paizo Publishing, LLC; Author: James Jacobs.
Pathfinder Chronicles Seekers of Secrets Paizo Publishing, LLC. © 2009 Paizo Publishing. Authors: Tim Hitchcock, Erik Mona, Sean K Reynolds, James L. Sutter, and Russ Taylor
Pathfinder Chronicles: Faction Guide. Copyright 2010, Paizo Publishing, LLC; Authors: Joshua J. Frost, Jason Nelson, and Sean K Reynolds.
Pathfinder Companion: Adventurer’s Armory. Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, Hal Maclean, Jeff Quick, Christopher Self, JD Wiker, and Keri Wiker.
Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Publishing, LLC; Author: JD Wiker.
Pathfinder Player Companion: Dragon Empires Primer © 2011, Paizo Publishing, LLC; Authors: Tim Hitchcock and Colin McComb.
Pathfinder Player Companion: Faiths of Balance. © 2011, Paizo Publishing, LLC; Author: Colin McComb.
Pathfinder Player Companion: Faiths of Corruption © 2011, Paizo Publishing, LLC; Author: Colin McComb.
Pathfinder Roleplaying Game Advanced Race Guide © 2012, PaizoPublishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck,Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean,Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, ToddStewart, and Russ Taylor.
Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing,LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, GraemeDavis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge,James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary,Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. WesleySchneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and GregA. Vaughan, based on material by Jonathan Tweet, Monte Cook, and SkipWilliams.
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing,LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs,Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. WesleySchneider, James L. Sutter, and Russ Taylor, based on material by JonathanTweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, PaizoPublishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck,Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A.Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean KReynolds, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, PaizoPublishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, ColinMcComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland,Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Magic. © 2011, PaizoPublishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, ColinMcComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland,Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder RPG Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Beta playtest edition. Copyright 2008, Paizo Publishing, LLC;
Author: Jason Bulmahn.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Williams, Teeuwynn Woodruff.
Pathfinder RPG GameMastery Guide, Copyright 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, JasonBulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, RobinLaws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean KReynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, PennyWilliams, Skip Williams, Teeuwynn Woodruff.
Possessors: Children of the Outer Gods Copyright 2003, Philip Reed and Christopher Shy, www.philipjreed.com and www.studioronin. com.
Product Identity Copyright 2009, Micheal C. Planck; Cover illustration © Sara Creasy; Cover graphic © Shanna Korby – Fotolia.com
Psionics Unleashed. Copyright 2010, Dreamscarred Press.
Quid Novi? Issue XIII, Volume I Copyright 2010, Spes Magna Games; Mark L. Chance.
Random Fantasy Adventure Generator, Copyright 2007, Adamant Entertainment. Author: Gareth-Michael Skarka
Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition. Copyright 2009, Alluria Publishing; Author: J. Matthew Kubisz
Science Fiction Beauties Copyright 2007, ComStar Media, LLC; Author Ramsey Lundock.
Shadows over Vathak, Copyright 2012, Fat Goblin Games. Jason Stoffa and Rick Hershey.
Sidewinder: Recoiled, Copyright ©2003 by Dog House Rules
Sidewinder: Wild West Adventures. Copyright © 2002, Citizen Games.
Silver Age Sentinels d20 Copyright 2002, Guardians Of Order, Inc.; Authors Stephen Kenson, Mark C. MacKinnon, Jeff Mackintosh, Jesse Scoble.
SpirosBlaak Copyright 2004 Bizarro Games, published by Green Ronin Publishing; Authors Steven Trustrum and Christina Stiles
Spycraft Copyright 2002, Alderac Entertainment Group.
Strategists and Tacticians. Copyright 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.
Swashbuckling Adventures Copyright 2002, Alcerac Entertainment Group, Inc.
Swords of Our Fathers Copyright 2003, The Game Mechanics.
T20-The Traveller's Handbook, Copyright 2002, QuickLink Interactive, Inc.
The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean O’Connor.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
The Genius Guide to: 110 Spell Variants. Copyright 2011, Super Genius Games. Author: Owen K.C. Stephens
The Genius Guide To: Air Magic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
The Genius Guide To: Favored Class Options. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
The Genius Guide To: Races of Hoof and Horn. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
The Hypertext d20 SRD Copyright 2004, Jans W Carton.
The Iconic Bestiary. Copyright 2005, Lion's Den Press; Ari Marmell.
The New Argonauts: Serpent Archer. Copyright 2004, Sean K Reynolds. All rights reserved.
The Quintessential Barbarian ©2003, Mongoose Publishing
The Quintessential Cleric Copyright 2002, Mongoose Publishing
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
Tomes of Ancient Knowledge. Copyright 2012, Legendary Games. Jason Nelson & Clinton J. Boomer
Trailblazer, Copyright 2009, Benjamin R. Durbin, published by Bad Axe Games, LLC.
Treasures of Freeport Copyright © 2004 Michael Hammes, published by Ronin Arts
Two Dozen Dangers: Diseases, Copyright 2010, Louis Porter Jr. Design, Inc.
Ultimate Equipment 2 copyright 2005, Mongoose Publishing Ltd.
Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan.
Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
Urban Arcana System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Eric Cagle, and David Noonan
Villains: Rebirth. Copyright 2003, Bastion Press, Inc. Author: James Jacobs.
Warriors Copyright 2003, by Micheal J. Varhola and DBA Skirmisher Publishing
Ye Olde Shoppe © 2009 Micheal C. Planck
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