Weapons

The weapons listed herein are a mix of Chinese, Indonesian, Malay, and Indian martial weapons. Items in italics are either new to Suwarnabumi or are modified from the standard description.

Weapon Descriptions

Ammunition
Projectile weapons use ammunition: arrows (for bows), bolts (for hand crossbows and repeating crossbows), darts (for blowpipes), or sling bullets (for slings). When using a bow, you can draw ammunition as a free action; blowpipes, fire lance, and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50 percent chance (11 or better on the d20) of being destroyed or lost.

Badik
A broad knife with a blade shaped like a scimitar and the hilt looks like a pistol grip. It is worn in front of the stomach into the pleats of the clothing.

Weapon Damage Critical Damage Descriptor Range Increment Size Cost Weight
Simple Weapons
Badik +2 19-20/+3 Slashing Tiny 7 2 lb.
Cabang +1 20/+3 Piercing Tiny 2 2 lb.
Club +2 20/+3 Bludgeoning 10 ft. Med 4 3 lb.
Crutch +1 20/+3 Bludgeoning Med 6 2 lb.
Fighting-stick +2 20/+3 Bludgeoning 10 ft. Small 2 1 lb.
Gauntlet +0 20/+3 Bludgeoning Tiny 5 1 lb.
Knife/dagger +1 19-20/+3 Piercing 10 ft. Tiny 7 1 lb.
Kujang +0 19-20/+3 Piercing Tiny 3 1/2 lb.
Longspear +3 19-20/+4 Piercing Large 6 9 lb.
Mace, heavy +3 20/+3 Bludgeoning Med 7 8 lb.
Mace, light +2 20/+3 Bludgeoning Small 6 4 lb.
Nat +1 20/+3 Slashing Small 7 2 lb.
Pitchfork +2 20/+4 Piercing Large 4 6 lb.
Quarterstaff +2 20/+4 Piercing Large 4 6 lb.
Rake +3 20/+3 Piercing Large 5 6 lb.
Spade +2 20/+3 Bludgeoning or slashing Large 4 8 lb.
Spear +3 19-20/+4 Piercing 20 ft. Large 6 6 lb.
Tiger claw +1 20/+3 Slashing Tiny 4 1 lb.
Unarmed attack +0 20/+3 Bludgeoning

Bladed rope
A bladed rope is a 10 to 15 feet long rope ending in a sharp blade. You can wield a bladed rope to strike a target up to 15 ft. away, including adjacent foes. Instead of dealing damage with a bladed rope, you can use it to disarm or trip opponents as though you were using the Disarm or Trip feats. In addition, it has a +2 bonus on disarm checks, including the roll to keep being disarmed if the disarm fails.

Blowpipe
A blowpipe, also known as blowgun, is a weapon consisting of a small tube for firing darts. The wielder blows into one end, forcing the dart out the other. The dart is often coated with poison. Many jungle-dwelling people use this weapon to hunt small game. A blowpipe requires two hands to use or reload.

Bolas
A bola consists of a leather thong or several thongs tied together with 2 to 3 heavy balls fastened to their free ends. If a bolas hits, the target makes a Reflex save (Difficulty 14). A failed save means the target is entangled.

Bow
A bow is a projectile weapon that shoots arrows powered by the elasticity of the bow. The bow is used for hunting and a weapon of war. You need at least two hands to use a bow, regardless of its size. Bows add the wielder's Strength bonus to their damage, although most bows are only designed to add up to a +5 bonus at best. You can use a bow while mounted.

Bow, short
This recurved short bow or horsebow is constructed of three layers of different materials. The elastic properties of these materials working together allowed a smaller bow to fire an arrow with greater force. Short bows add the wielder's Strength bonus to their damage, although most recurved bows are only designed to add up to a +5 bonus at best. You can use a recurved bow while mounted.

Cabang
A cabang is a weapon with two unsharpened prongs attached to the hilt used to block and trap an opponents weapons. With a cabang, you can use it to disarm opponents with a +4 bonus, like the Improved Disarm feat. Its benefit stack if you already have that feat. The cabang is often used in the off-hand to parry while attacking with a primary weapon, providing a +2 bonus to parry attempts.

Canesword
The canesword, also called swordstick, is a concealed sword disguised as a cane or walking stick. Because of this special construction, a canesword is always considered to be concealed; it is noticed only with a Notice check (Difficulty 20). (The cane or walking stick is not concealed, only the blade within.)

Chakram
A chakram is a flat, metal ring with a razor-sharp rim. These weapons are spun around the index finger and then released. Often carried around the arms or onto a belt. Chakrams can also be used in melee combat.

Club
A club or cudgel is a big wooden stick that you use to hit people with.

Crossbow, hand
This weapon looks like a miniature crossbow and straps onto the back of the hand. By pulling the string, you load the bolt and releasing the tension shoots the projectile. The bolts were often coated with poison. You can shoot a hand crossbow with one hand but it requires two hands to reload. Loading a hand crossbow is a standard action.

Crossbow, repeating
The repeating crossbow is a handhold defensive weapon primarily used in the defence of fortifications. The repeating crossbow is operated by moving a lever forward and backward. In that motion, the bolt is in place, the string strung and then the bolt would be shot. The repeating crossbow holds ten crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new magazine of ten bolts is a full-round action.

Crutch
Crutches are intended to be used in pairs. This weapon develops grip strength and the muscles on the forearms, as you attack by using the wrist.

Weapon Damage Critical Damage Descriptor Range Increment Size Cost Weight
Martial Weapons
Battleaxe +3 20/+4 Slashing Med 9 6 lb.
Canesword* +2 19-20/+3 Slashing Med 9 2 lb.
Dagger-axe* +3 20/+5 Piercing or slashing Large 8 10 lb.
Dao/sabre +2 19-20/+4 Slashing Med 9 5 lb.
Eight corner hammer +3 20/+3 Bludgeoning Med 7 6 lb.
Greataxe +5 20/+3 Slashing Large 11 12 lb.
Greatclub +3 20/+3 Bludgeoning Large 5 8 lb.
Halberd +3 20/+4 Piercing or slashing Large 8 12 lb.
Handaxe +1 20/+4 Slashing Small 4 3 lb.
Kapak +1 20/+3 Slashing 10 ft. Small 5 2 lb.
Kerisblade +1 18-20/+3 Piercing Small 7 2 lb.
Klewang +3 20/+4 Piercing or slashing Med 9 3 lb.
Lashing staff +4 19-20/+3 Bludgeoning Large 11 10 lb.
Madu* +2 20/+3 Piercing Med 12 6 lb.
Parang/machete +3 20/+3 Slashing Med 8 5 lb.
Siangkam +2 20/+3 Piercing or slashing Tiny 2 1 lb.
Sundang +3 18-20/+4 Slashing Large 10 8 lb.
Sword +3 19-20/+3 Slashing Med 10 3 lb.
Sword, hook* +3 20/+3 Slashing Med 10 7 lb.
Sword, short +2 19-20/+3 Slashing Small 7 2 lb.
Swordstaff +3 18-20/+3 Slashing Large 9 8 lb.
Tiger fork +3 20/+4 Piercing Med 7 4 lb.
Exotic Weapons
Bladed rope* +2 19-20/+3 Piercing Large 5 4 lb.
Dragon pole* +3 20/+3 Bludgeoning Large 7 16 lb.
Fire wheel +3 20/+5 Slashing Med 6 2 lb.
Garrote* +1 20/+3 Bludgeoning Small 2
Kampilan +4 19-20/+3 Slashing Large 12 6 lb.
Lajatang +4 20/+4 Slashing Large 9 8 lb.
Meteor hammer* +2 20/+3 Bludgeoning Large 5 4 lb.
Three-section staff +3 20/+3 Bludgeoning Large 6 8 lb.
* = See description for details.

Dagger-axe
The dagger-axe has a 1-foot long dagger-shaped blade made of bronze mounted horizontally at the top of a 9-foot wooden pole. This is the weapon favoured by soldiers on the chariot. You can strike opponents 10 feet away with a dagger-axe, but you can't use it against an adjacent foe. Instead of dealing damage with a dagger-axe you can use it to pin or trip opponents as though you were using the Pin or Trip feats. While mounted, you can wield a dagger-axe with one hand.

Dao/Sabre
The dao, also known as broadsword or leaf sword, is a sable-like, curved broad blade sword used for fast cuts and thrusts. The dao is favoured by soldiers and mercenaries, because of its ease of use. The simplest form is heavy and machete-like, handed to peasants so they could fight when called upon. Peasants would often use the swords on their crops, thus dulling the blade.

Dragon Pole
A dragon pole reaches almost 20 feet in length, and was originally used by boatmen. You can strike opponents 15 feet away but cannot use it against an adjacent foe.

Fighting-stick
This is a short rattan or bamboo stick is about the length of an arm. Often used in pairs, a fighting-stick can provide an effective defence against an attack as well as offence.

Fire lance
A fire lance is a weapon with a tube containing gunpowder and projectiles tied to a spear. Upon release, the charge ejects a small projectile or poison dart along with the flame; it sounds like a thunder-clap and flashes of light appear. These hallow bamboo tubes were filled with sand particles to blind enemies, bits of sharp metal or pottery shards, or arrows.

Fire wheel
A fire wheel is melee weapon wielded as a pair. Each wheel is a flat metal ring about 15 inches in diameter. Opposite and adjacent arcs have protruding flame-styled blades. It is particularly useful for disarming opponents, providing you with a +4 bonus on disarm checks, including the roll to keep being disarmed if the disarm fails.

Garrote
A short cord, rope, scarf or wire used in assassination because it can be completely silent. The garrote can be used in a grapple. You can use it to start a grapple as though you were using the Improved Grab feat. You get a +5 bonus on Sleight of Hand checks made to conceal a garrote on your body.

Greatsword
A greatsword or dha, is a two-handed sword with a very heavy, short blade with an almost straight edge and down curving ridged spine. Blade length is between 15 to 20 inches and the is about 10 inches long. The handle and scabbard are both made entirely with brass and copper.

Halberd
The halberd is essentially a combination of the spear and dagger-axe with a crescent blade on each sides. Full moon halberds have two crescent blades, while the half moon halberd have only one crescent. The halberd is suitable for disarming and hooking opponents, used either on foot or horseback. Instead of dealing damage with a halberd you can use it to pin or trip opponents as though you were using the Pin or Trip feats. If you use a ready action to set a halberd against a charge, you deal +3 additional damage on a successful hit against a charging character.

Mace, heavy or light
Hammer or mace is short copper cudgel with large copper balls attached to one end. Each weigh around 12 pounds (each) and required great strength to use effectively.

Harpoon
A harpoon is essensially a heavy shafted spear with a barbed head. Usually a rope is fastened to the head to recover it and whatever it strikes. The wielder scores a hit and pulls the harpoon back out for an additional +2 damage.

Javelin
This is a light, flexible spear intended to be thrown. Javelins can also be used in melee combat.

Ranged Weapon Damage Critical Damage Descriptor Range Increment Size Cost Weight
Simple Weapons
Blowgun +0 20/+1 Piercing 20 ft. Med 2 2 lb.
Dart +1 20/+2 Piercing 20 ft. Tiny 3 1/2 lb.
Javelin +2 20/+3 Piercing 30 ft. Med 4 2 lb.
Net* 10 ft. Med 12 6 lb.
Sling* +1 20/+3 Bludgeoning 50 ft. Small 3 0 lb. +5 lb/stone
Martial Weapons
Bow* +3 20/+3 Piercing 40 ft. Large 10 3 lb. +3 lb/20 arrows
Bow, short* +2 20/+4 Piercing 60 ft. Med 9 2 lb. +3 lb/20 arrows
Harpoon +4 20/+4 Piercing 10 ft. Large 8 10 lb.
Longbow* +3 20/+4 Piercing 100 ft. Large 11 3 lb. +3 lb/20 arrows
Spear thrower* as spear +1 as spear as spear x2 Med 2 2 lb.
Throwing star +1 20/+3 Piercing, Autofire 10 ft. Tiny 3 1/10 lb.
Exotic Weapons
Bolas* 40 ft. Small 3 2 lb.
Chakram +2 20/+4 Slashing 30 ft. Small 3 2 lb.
Crossbow, hand +1 19-20/+3 Piercing 30 ft. Med 12 2 lb. +1 lb/10 bolts
Crossbow, repeating +3 19-20/+3 Piercing, Autofire 80 ft. Med 21 6 lb. +1 lb/10 bolts
Fire lance* as spear +2 as spear as spear x3 Large 12 11 lb.
Mouth dart* +0 20/+1 Piercing, Autofire 5 ft. Tiny 1
* = See description for details.

Kampilan
A kampilan is a single-edge exotic sword noted for its fearsome look. It has long been associated with the headhunting practices of tribal peoples in the Panau. The kampilan is a sword made for war. Scabbards are made simple and meant to be discarded when going into battle. It simply breaks away in half when the binding that hold the two halves together is severed. You can use a kamplian two-handed as a martial weapon, but to use in one hand requires special training. If proficient, the wielder can draw the sword as free action.

Kapak
A small throwing axe consists of a tanged metal head fitted into a flat wooden handle.

Kerisblade
The kerisblade is a short thrusting dagger with an intimidating wavy blade meant to inspire respect and the power of the nagas. The keris is also used as a ceremonial weapon to execute criminals. It has a 7 inch blade and an overall length of 13 inches.

Knife/Dagger
A short single-edged knife and tool with a length of less than 18 inches. Variants of this basic tool is found among all cultures. You get a +4 bonus on Sleight of Hand checks made to conceal a knife on your body.

Kujang
A kujang (pronounced koo-jaang) is a sickle-type weapon used in farming. Like the kerisblade, the kujang has ceremonial significance, often consecrated with supernatural powers, such as protection against demons or evil spirits. You get a +5 bonus on Sleight of Hand checks made to conceal a kujang on your body.

Lajatang
A lajatang is a double bladed staff having a crescent shaped blades at each end of the staff. These blades are fastened at the back of the crescent with the points facing outward. A lajatang is a double weapon. You can attack with both ends of the weapon as a full-round action, but both attack rolls take a –10 penalty; certain feats can reduce these penalties. Instead of dealing damage with a lajatang you can use it to pin or trip opponents as though you were using the Disarm or Trip feats.

Lashing staff
A lashing staff or two section staff, is a staff with a short flail end made from wood with chain links.

Longbow
As the name implies, the longbow is longer in length than the common bow. The bow length is usually the same height as the archer. The longbow has a wooden core with bamboo strips glued on all four sides with hide or fish glue and the whole was then lacquered to protect the bow from the humidity. The longbow can fire about three times faster than the crossbow but requires more training to use properly. Longbows add the wielder's Strength bonus to their damage, although most longbows are only designed to add up to a +5 bonus at best.

Madu
See Armour chapter.

Meteor hammer
The meteor hammer consists of a 10 to 15 feet cord or chain connected to two weighted heads. Using a meteor hammer involves swinging it around the body to build up speed, before releasing the meteor to strike at any angle. You can wield a meteor hammer to strike a target up to 10 ft. away, including adjacent foes. Instead of dealing damage with a meteor hammer you can use it to disarm or trip opponents as though you were using the Disarm or Trip feats. In addition, it has a +2 bonus on disarm checks, including the roll to keep being disarmed if the disarm fails. You get a +5 bonus on Sleight of Hand checks made to conceal a meteor hammer on your body.

Mouth dart
Small needlelike metal darts concealed in the mouth and spit at the target. A mouth dart does not add the user's Strength bonus to its damage.

Nat
The nat is an adaptation of a farming tool used to harvest grain and cut grass and trees. Instead of dealing damage with a nat you can use it to pin or trip opponents as though you were using the Pin or Trip feats.

Net
A net is used to entangle enemies. A net's maximum range is 10 feet. If a net hits, the target makes a Reflex save (Difficulty 14). A failed save means the target is entangled. You can make an opposed Strength check while holding the trailing rope, preventing the entangled creature from moving beyond the limits that the rope allows. An entangled creature can escape with a Difficulty 20 Escape Artist check.

Parang
The parang, also called bolo or golok, is a kind of machete with a heavy blade, slightly sickle-shaped, about 12 inches in length forged from brass or bronze. It is both tool and weapon, the parang can cut branches, slice meat, fish, and vegetables, as well as serving as a hunting weapon in the jungles.

Quarterstaff
This common walking stick, also called monkey pole or monk staff is a bludgeoning weapon roughly the same height as the user. It typically has bells attached to the end of the staff to scare unwary animals. A quarterstaff is a double weapon. You can attack with both ends of the weapon as a full-round action, but both attack rolls take a –10 penalty; certain feats can reduce these penalties.

Rake
A rake evolved from farm tools used on rice fields. Its about the same length as the wielder, with sharp bamboo or metal cramps attached to one end. Instead of dealing damage with a rake you can use it to pin or trip opponents as though you were using the Pin or Trip feats.

Sling
A sling has a small cradle or pouch in the middle of two lenghts of cord. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. Loading a sling is a move action that requires two hands. You can hurl ordinary stones with a sling, but stones are not as dense or round as bullets. Such an attack deals 1 point less damage and you take a –1 penalty on attack rolls.

Spade
A farming tool converted for use as a weapon. The shovel end is sharpened and can be used to slice, stab or bludgeon an opponent.

Spear
The spear is one of the earliest weapons and the most popular weapon for mounted warriors. A spear has a broad leaf or table-shaped head and the head is attached to the shaft by a socket. A spear deals +3 damage when used from the back of a charging mount. While mounted, you can wield a spear with one hand.

Spear thrower
It adds +15 feet to the attacker's reach when throwing a javelin or spear.

Sundang
The sundang or sword kris has a double-edge, narrow blade with three waves, about 26 inches in length, designed for cutting and slashing. It is sometimes used as a weapon of execution.

Sword
A sword, also known as straightsword, has a straight blade between 20 to 30 inches in length. It has a flat grip with no cross-guard with a round pommel to balance the blade, which is either single or double-edged. The hilt is sometimes carved in the form of a monster head, such as a naga or karura.

Sword, hook
A hook sword has a straight blade with a prong near the tip. This weapon is often used in pairs, mainly to disarm an opponent. It is particularly useful to pin or trip opponents as though you were using the Disarm or Trip feats. In addition, it has a +2 bonus on disarm checks, including the roll to keep being disarmed if the disarm fails.
When used in pairs, both hooks can be hooked together to form a long reach swinging weapon, and you can strike opponents up to 10 feet away while doing so.

Sword, short
Much like the larger sword, the shortsword has a heavy short blade about 20 inches or less in length. It has a carved wooden handle with no cross-guard or pommel. The hilt is simply bound with twisted rattan.

Swordstaff
The swordstaff, also known as the 'reclining moon blade', is a 6-foot long wooden or metal polearm consisting of a blade on the end of the pole. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.

Three-section staff
The three-section staff is composed of three sections of wood of equal length, joined at the ends by chain or cord. The three-section staff requires two hands to use. The twirling motion is often found distracting by opponents, and you get a +2 bonus to Bluff checks made to feint in combat.

Throwing star
These are flat metal stars or spikes for throwing. Throwing stars can be thrown in groups (making them autofire weapons). Although they are thrown weapons, throwing star do not add the thrower's Strength bonus to damage due to their lightness.

Tiger claw
A tiny, sharply curved knife with a finger hole in the handle, held in the palm, used both as an agricultural tool and defensive weapon. It is related to the belief about the power of the tiger, and thus shaped like a tiger claw. You get a +5 bonus on Sleight of Hand checks made to conceal a tiger claw on your body.

Tiger fork
The trident, also called trident or three-spear, resembles a three-pronged staff. The tiger fork is intended to kill tigers, impaling itself after charging of the ground. If you use the ready action to set a trident against a charge, you deal +4 damage on a successful hit against a charging character.

Unarmed attack
An unarmed attack has a damage bonus of +0, modified by the attacker's Strength. Unarmed attacks inflict non-lethal damage.

Grenades and Explosives

These substances can be created via the Craft (alchemy) skill.

Blinding powder
You can throw this powder as a ranged attack with a range increment of 10 feet. On a successful hit, the target must make a Difficulty 15 Fortitude save or be blinded. They gain a new save each round to regain their vision, with a +1 bonus per previous save.

Burning oil
A flask of burning oil requires a move action to light before it can be thrown (a standard action).

Items Effect Radius Reflex save Size Cost Weight
Grenades and Explosives
Blinding powder blinding 5 ft. Diminutive 11
Burning oil +3 fire damage/round 5 ft. 15 Small 15 1 lb.
Firecracker fear (incorporeal undead) 10 ft. Small 20 3 lb.
Karuna bomb +5 damage explosion 10 ft. 14 Small 16 2 lb.
Poisonous puffball sickening 10 ft. - Small 13 2 lb.
Sleeping powder fatigue 5 ft. Diminutive 12
Smoke bomb visual cover 10 ft. - Tiny 10 1 lb.
Warlord's wrath fear (humanoids) 10 ft. Small 18 1 lb.

Firecracker
Firecrackers were accidently discovered by alchemists who were attempting to create the elixir of life. Instead, they found another powerful mixture, that once placed inside a small tube of bamboo and then ignited, would cause it blast the tube apart in a loud bang. A firecracker is treated as the fear effect of Heart Shaping supernatural power, but only against incorporeal undead. A firecracker requires a move action to light before it can be thrown (a standard action).

The purchase Difficulty given is for a container of 6 tubes. It is considered to be a simple explosive for the purpose of using a Craft (alchemy) check to make it.

Karuna bomb
A karuna bomb requires a move action to light before it can be thrown (a standard action).

The purchase Difficulty given is for a box of 6 bombs. It is considered to be a moderate explosive for the purpose of using a Craft (alchemy) check to make it.

Poisonous puffball
When thrown into a fire source, a poisonous puffpall bursts into a cloud of vile, stinking smoke. Each creature within a 10-foot radius must make a Difficulty 15 Fortitude save or be sickened.

It is considered to be a simple explosive for the purpose of using a Craft (alchemy) check to make it.

Sleeping powder
Sleeping powder is used to temporarily prevent someone from pursuing or running away. You can throw this powder as a ranged attack with a range increment of 10 feet. On a successful hit, the target must make a Fortitude save (Difficulty 14) or become fatigued. The target gains a new save each round to recover, with a +1 bonus per previous save.

Smoke bomb
When thrown into a fire source, a smoke bomb fills a 10-foot radius area with thick, black smoke providing total concealment (see Concealment in Chapter 6 of the True20 Adventure Roleplaying). The bomb is consumed after 3 rounds, and the smoke dissipates naturally.

It is considered to be a simple explosive for the purpose of using a Craft (alchemy) check to make it.

Warlord's wrath
On a successful hit, the target must make a Difficulty 15 Will save or flee from the area. They gain a new save each round to recover, with a +1 bonus per previous save. A warlord's wrath is treated as the fear effect of Heart Shaping supernatural power, but only against humanoids. A warlord's wrath requires a move action to light before it can be thrown (a standard action).

It is considered to be a moderate explosive for the purpose of using a Craft (alchemy) check to make it.

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