Equipment
This page is under development.
Weapons
Armor
Gear
Alchemical Items
Special Materials
Rules Changes for Equipment:
The following weapons do not exist in the campaign world (because the GM think’s they’re dumb):
- Chakram (from APG. Sorry, Xena.)
- Composite longbow*
- Composite shortbow*
- Dwarven urgosh
- Gnome hooked hammer
- Orc double axe
- Two-bladed sword
*both replaced by “Composite bow.” See internal equipment document.
Stat Changes:
The following weapons have changes in their descriptions:
Hand Crossbow: This is considered a simple weapon, but it is expensive and hard to find.
Longbow: The longbow can be constructed to have a heavy pull, and thus provide a Strength bonus to damage. See the Core Rulebook under Composite Longbow for pricing.
Quarterstaff: This is not a double weapon. However, see the feat Stick Fighter.
Wielding a Weapon in Two Hands: Any character using a weapon with both hands adds at least +1 on damage rolls, even if the character has low Strength. For characters with very low Strength, this may only reduce damage penalties. (e.g. a character with 10 Str adds +1 on damage; a character with a 7 Str only takes a -1 damage penalty).
Special Materials, Enhancement Bonuses, and Damage Reduction: A weapon’s high enhancement bonus does NOT count as a special material for purposes of bypassing damage reduction. The overrides the PFRPG rules-as-written (see the table on the Damage Reduction Rules for the rules-as-written.)
Reach Weapons: We’re going to use the 3.5 rules for reach weapons and threatened squares, NOT the PF rules. Small and Medium characters using a reach weapon threaten all squares within 10 feet, even diagonally. This is an exception to the rule that two diagonal square equals 15 feet.