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		<id>http://www.tenebraemush.net/index.php?title=Humans&amp;diff=831</id>
		<title>Humans</title>
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		<updated>2010-03-29T02:56:14Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Human Racial Traits */&lt;/p&gt;
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&lt;div&gt;&amp;lt;center&amp;gt;[[image:humans06.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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Called The Younger Children, or Children of Second Age, humanity has now come into its own, staking near ownership over most of the known world despite being on the low end of the scale of power in comparison to a polytheistic world of demons, gods, angels, giants and dragons. Regardless of this, humanities abilities to adapt to survival in nearly any location, their drive to expand and evolve and their hardy creative natures enable them to survive and compete in a world much larger then they are. There are some who say the recent events of The Movement of the World have brought about the impending end of the age of humanity, but one thing is certain, and that is that the champions of humanity will not allow them to fade quietly from the stage of history.&lt;br /&gt;
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By and large the humans of the world of Gaea are what you would expect them to be like given the fantasy setting. As a race, they are diverse and numerous. Many of the larger cultures of humans have recently begun to embrace the rise of technology through the power of Artifice and development of steamwork and clockwork technology in its wake. Thus, humans are among the leading races in terms of technological advancement and scientific achievement as a result. Other more mighty races often underestimate humans but no other race has influenced history or achieved the highest heights of kingdom building or the lowest depths of corruption as humanity. Overall there is a sense of hardiness and bravery that seeps through the entire race and enables them to rise up in times of great trial and adversity. Although every human culture differs from each other, there are basic common traits that all possess.&lt;br /&gt;
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==Human Lands==&lt;br /&gt;
Human culture was born in the southern reaches of the continent of Vantyre in days prior to the growth of the Dune Seas. Cerenza, one of their first major civilizations, grew rapidly in size through exploration, trade and commerce and monuments to their ancient culture still stands to this day in south western Veyshan where remnants of their phaoronic dynasties still rule. Humans spread across the bulk of The Great Continent in the aftermath of the Time of Glaciers, disrupting the efforts of other older races as they grew in number. Eventually a large bulk of them settled along the western coast and in the north. Humans have ultimately broken up into dozens of different cultures and nationalities. However, of these there are several that stand out very prominently and adequately represent the rest. &lt;br /&gt;
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When choosing to play a human, it is important to carefully consider your nationality and culture. Further in this document you will see the different cultures that an individual can hail from. It is important for humans to consider these cultures because unlike other races, there is no singular cultural identity that unites all humans. For example, the humans from Dran are known for their great stature and physical strength. They are rugged and barbaric as well as mighty warriors who often work as mercenary armies in distant lands. By contrast, the Nation of Selentia, a member of the Myrddion High Kingdom, is also known as The Land of a Thousand Princes. The humans here pride themselves on high society with high levels of cultural taste and the finer more silken aspects of life. They are swashbucklers, rogues and poets. The culture you choose for your human will help color his background, accent, appearance, and goals. For these purposes, humans are actually split into their different cultural entries with the differences in abilities and capabilities reflected therein. Please see&lt;br /&gt;
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==Religion==&lt;br /&gt;
The entire pantheon of Gaea is available to humanity and in truth they have shaped most of the global belief systems where the gods are relevant. It is among humanity that the individual gods find their most faithful allies and staunchest foes.&lt;br /&gt;
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==Human Cultural Groups==&lt;br /&gt;
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Humanity is perhaps the most diverse of the enlightened races in terms of the variations that exist. The below information represents the most common of the cultural variations that exist. Most of our human cultures have real world and historical equivalents in order to give you a basis to work from when determining the particular nuances about your characters and various cultural quirks that space here does not allow us to delve into. You are encouraged to use this information to color your characters backgrounds and your daily roleplay.''' '''&lt;br /&gt;
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'''Acanian''': Acanians are the dominant culture of humanity that emerged from the collapse of the Millennium Kingdom and spread throughout the continental regions of Arcania and Estamir. They are sometimes referred to, in Arcania at least, as Common Men for they can be found throughout the Holy Kingdom of the Lion, in Alexandros, in Rune, the mountains of Khazad Duin, deeps of Charn and in the numerous unnamed duchies, small kingdoms and oligarchies in The Vast and Eastern Thresholds. They can even be found in Dran or in The Desolation as outlaws and bandits. They are the smiths, the bakers, the jewelers, the merchants, the courtiers and artisans and the engineers and architects of the world. Physically speaking they run the full gauntlet, typically influenced the most by their geographical location and sometimes intermixing with more pure blooded cultures that dwell as their neighbors and that exist on the fringe of society. They can be pale or bronze skinned, lanky or powerfully built, usually dark haired but not always and more then any other culture of humanity shows the variation that can occur from the mixing of families and the varying relationships and alliances that occur amongst the sons of men.&lt;br /&gt;
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[[image:Humans07_aesir.png|thumb]]'''Aesir: '''Sailors, bodyguards, mercenaries, warrior kings and occasional raiders and ravagers, the Aesir share some similarities with their distant cousins, the Dranei, nearly approaching the Dranei in size and competitive with them in strength. As sailors they are unmatched, even by the southern sailors of Cerenza, and when disciplined into organized armed forces such as those held by the nation of Stormgarde, few can match their determination focus upon the battlefield. The Aesir are largely isolated in the northern reaches of the world in distant Stormgarde and beyond. In Stormgarde itself their culture has left the days of ancient barbarism and pillaging behind and formed a martialocracy society of warrior kings and druidic advisors. Further north in Wintergarde, these lands are dominated by shamanistic groupings of Aesir known as Skalds, who maintain close watch over the forests and glacier ridden fields of the High North, even to the distant Icewall Mountains where remnants of Maugrim the Tyrant-God's forces still hold sway. Though the days of them raiding the southern warmer lands are long gone Aesir still eagerly pass beyond the Steps of Ymir into the Myrrish lands and beyond and there they are found as proud noble warriors who maintain the traditions of their northern ancestors. High instances of lycanthropy abound among them and many a legend includes variants on worship of aspects of Caracoroth the great wolf god or Angoron as the Beast King. &lt;br /&gt;
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'''Cerenzan: '''Dark skinned, proud cheekbones, dark haired, noble and sometimes arrogant, the Cerenzans of today are the descendants of those who founded one of the earliest and mightiest civilizations of men, who even today maintain some of the worlds oldest monuments to their greatness. The ancient Cerenzans created systems of mathematics, astronomy, architecture, politics and religious rites that are still in use by numerous cultures to this day. Though Cerenza, today, is but a pale fraction of its former glory, it thrives in south western Veyshan and along the Islands of Jade where they dwell as traders, merchants and sorcerers of some renown. In these coastal regions their skin ranges from deep brown to red, and they are sailors of considerable skill. As a people they favor colorful bright clothing, dressing with sashes, robes and garments that reflect their homelands of deep southern heat. Their ancient past has also bred a degree of arrogance in many of them especially when compared to the histories of their northern brethren, but they have yet to embrace the industrialization that is sweeping other areas of the Great Continent. Instead they prefer to keep their use of artifice to a minimum while relying more on their ancient arts and traditions to sustain their life style. &lt;br /&gt;
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[[image:Humans05_dran.jpg|thumb]]'''Dranei: '''The seven true tribes of Dran are known as The Dranei. A race of towering humans who dwell in the rugged land of Dran, sharing the region with giants, orcs and other monstrous humanoids and yet thriving as the dominant race there regardless. Dranei have produced warlords of staggering power and mercenary champions of nearly uncontrollable strength. Their mercenary armies have fought in wars all across the known world and the nation heavily promotes acts of warfare, strength, brutality more. They are the consummate barbarian people, being the first image that comes to the mind of many when they think of such individuals. The Dran draw their strength from a mighty bloodline influenced by giantish blood and centuries of warfare and natural selection in the harsher northern lands of the continent. As such many consider them paragons of physical condition and strength whose capabilities far exceed that of most normal men. They are hardier, stronger and tougher then common men but lack in other areas such as versatility and flexibility to different ways of thinking.&lt;br /&gt;
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[[image:Humans08_eldanar.jpg|thumb]]&lt;br /&gt;
'''Eldanar: '''The Eldanar are also known as the Highborn and are descendants of a once powerful people who had great amounts of celestial bloodline and power within them. Their legends, abilities and activities have placed them in the forefront of many historical documents regarding the history of the continent of Arcania. As a culture, the Highborn are no longer truly unified but instead exist as scattered families in the various human kingdoms of the west. In kingdoms such as Myrddion, Highborn are often found in the positions of lords, knights, soldiers, members of the church or the devoted servants to another lord. They are rarely in common ordinary positions and often find themselves compelled to contribute to the common welfare of whatever part of society they are from. They are by and large a good people although the depravity of the Civilization of Machines and Sorcery and founding and current leadership in Charn shows that even they fall and are not incorruptible. Their hair is often dark with variations of reddish gold, sandy brown and true blond occurring. They are typically fair skinned but some sport ruddy appearances or olive tinted skin. Their eyes are often grey, green or blue. Long lived, Highborn live a lifespan approaching that of the average half-elf but mature at the same rate as the average human. Highborn are mostly concentrated in and around the Myrrish kingdoms, which is to say the lands united under the banner of the Holy Kingdom of Myrddion. They have no true kingdom of their own and instead operate as scattered remnants and households in service of nobles and lords. In the furthest east and south, in Charn's domain, Highborn can also be found and here the roles are reversed. Ruling houses and nobility operate within the Charn aristocracy as tyrants for Charn was founded by exile Highborn from the West lands. It is unusual for Highborn to originate in lands other then these. Highborn are excellent riders, capable of mastering any steed and stories abound of their champions riding exotic mounts and taming beasts of incredible power. They favor heavy armor and are comfortable fighting with swords and shields. Today the Highborn cavalry is still strong and in use in places like Myrddion where they supplement the efforts of foot soldiers with their skill.&lt;br /&gt;
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'''Phurai Dae: '''Phurai Dae, sometimes called the Plains People and The Horse Lords, maintain a culture of nomadic life style deep in the heart of the great plains known as The Vast. Life among the shifting plains and planar-happenings of The Vast ranges between joyous and harsh. Battered in the past by magical upheavals and great arcane warfarers, The Vast is known for the weak walls that separate it from The Far Realms and The Unseen. Strange creatures of chaos take shape here and wander the world, races from realms far beyond mortal understanding attempt to make their way across it and in some places time itself may slow, flow backwards or stop all together. Despite these hardships and those presented by more natural forces be it monstrous raids or simple politicking between the nomadic tribes and cultural groupings; The Phurai Dae thrives. They are a joyous people. Tall, weathered brown by the elements, colorful and showy. Quick to laugh and boast and thunderous in their anger. Their simple ways and life belie a complexity to their matriarchal society, which is one of the few examples of a true democracy in a world of kings, queens and empires. They are friendly to other races though can become very superstitious at times to over abundant displays of magic or even the heavy use of arcane technology. The Phurai Dae are one of the few who have, as a tradition, truly mapped the planar chaos that afflicts the heart of The Vast, making order and sense out of the chaos and thus knowing how to chart their travels. &lt;br /&gt;
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'''Tsurans: '''Tsurans are another human culture that share the great plains of The Vast with the Phurai Dae. The Tsurans, olive skinned dancers and mysterious gypsies, can mostly be found in communities and settlements ruled over by established princes or in wandering caravans known as The Faring Folk, that plunder the mysteries of the great plains and the weak planar walls that plague The Vast. Their loose perception of personal properties and their tendencies towards the flamboyant have earned the Tsuran an interesting reputation among other cultures and it is a reputation that they often use to their advantage. They are lovers of games of chance and many a sharp-witted Rogue, Bard or even Wizard sometimes comes from Tsuran stock. They take well to the art of illusion making and they bind this well into their revelries which can last well into the latest hours of the night and early hours of the morning. Their flexibility and eccentric natures do not make it hard for young Tsurans who leave the bands and princedoms to find work out in the wide world beyond. Even in the Vast they often find themselves working alongside the Phurai Dae as guides, outriders and rangers exploring the great mystery of the plains.&lt;br /&gt;
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[[image:Humans01_veyshanti.jpg|thumb]]'''Veyshanti: '''The people of the vast sub-continental sized region of Veyshan are collectively known as The Veyshanti. From their elaborate head wrappings, elaborate robes to help protect from the searing winds of the desert, leather and light armor, skin shades of mahogany and brown, uses of the curved scimitar, the Veyshanti are somewhat distinguishable and they stand out compared to other cultures in the world. Dwellers of the Deep South, The Veyshanti are divided into two cultural groups. Those who dwell among the Dune Seas and those who thrive among the mercantile courts and princes of the Golden Coast. All together they are considered Veyshanti although they have vastly different cultural beliefs and outlooks. The tribes of the Dune Seas have wandered the growing desert for as long as any can remember, singing hymns to the moon and the stars and the goddess of law and justice. By contrast, the people of the Golden Coasts are exuberant, colorful, flamboyant and overwhelming to the point of decadence among its rich and influential and the differences between the rich and poor here are stark and as wide as the chasms of the Rift Seas. Slavery is common here, arcane magic is used in an overabundance and the blood of the ancient djinns runs through the veins of the ruling class. &lt;br /&gt;
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'''Xian: '''The mysterious Xian are comprised of a multiplicities of ethnicities that itself only represents a fraction of the legendary realms and exotic domains that lie beyond the Roof of the World. Islands of Jade and Tsang Lun are themselves the result of ancient colonial offshoots of these further distant realms and have taken on identities of their own due to their trade and intermingling with nations and cultures of the north and west. Dusky skin and almond shaped brown eyes are common traits of the majority of the Xian, the Hin, who ruled by their Azure Empress, dominate much of the island chains that make up Tsang Lun. As a people they are prosperous and traditional, quiet and polite and not prone to outbursts of anger but rather seething quietness when they are insulted. Though seemingly reserved they are renowned as artisans, crafters and colorful users of cloth and magic to work visual wonders that dot their numerous gardens, pagodas and temples to their variations of the gods. Numerous monkly traditions have found their way into western lands, spurred on by their various philosophical approaches and strong animistic traditions.&lt;br /&gt;
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==Humans in the Pathfinder Campaign==&lt;br /&gt;
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The Pathfinder Campaign for Emblem of Ea opens up with humanity besieged on all sides. There are some who believe that the golden age of men is coming to an end and that they have failed as stewards of the world. The ascension of the dark goddess has triggered numerous events that have pushed the nations of men nearly to the brink. Years of constant warfare has taken its toll on the Myrrish Kingdoms and civil unrest grows over contention over the throne of the High King. The tireless efforts of the deathless dragon known as Heth, and his raised legions of the soulless slaves of the once sunken nation of Ur, besiege the western world without end in sight. In the far north, the returned Witch King amasses his forces behind the Icewall Mountains while the war engines of Dran stir with more aggression and apocalyptic strength then ever before. The very landscape of the world of men has been altered by earthquake and tsunami and magical upheaval and the ability to be unified has been compromised. The sudden restoration of the former Alexandros region and lifting of the curse of the mists offers some reprieve to the dark years. Humans who are the victim of fallen nations without kings or leaders flock to the restored industrialized city state, causing it to rapidly swell in size and become a new beacon of hope in turbulent times. &lt;br /&gt;
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==Human Racial Traits==&lt;br /&gt;
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{| cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+'''Human Average Height and Weight'''&lt;br /&gt;
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| '''Name'''&lt;br /&gt;
| '''Base Height'''&lt;br /&gt;
| '''Base Weight'''&lt;br /&gt;
| '''Modifier'''&lt;br /&gt;
| '''Weight Multiplier'''&lt;br /&gt;
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| Human, male&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| 4ft 10in&lt;br /&gt;
| 120 lbs&lt;br /&gt;
| +2d10&lt;br /&gt;
| x2d4 lbs&lt;br /&gt;
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|-&lt;br /&gt;
| Human, female&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| 4ft 5in&lt;br /&gt;
| 85 lbs&lt;br /&gt;
| +2d10&lt;br /&gt;
| x2d4 lbs&lt;br /&gt;
|}&lt;br /&gt;
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* '''+2 to One Ability Score:''' Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.&lt;br /&gt;
* '''Medium:''' Humans are Medium creatures and have no bonuses or penalties due to their size.&lt;br /&gt;
* '''Normal Speed: '''Humans have a base speed of 30 feet.&lt;br /&gt;
* '''Bonus Feat:''' Humans select one extra feat at 1st level.&lt;br /&gt;
* '''Cultural Trait: '''All humans must select a culture of origin. For more detailed information about the nine major cultural groupings of humanity please see further below. &lt;br /&gt;
** '''Acanian''' Common men who can rise up and overcome despite great adversity and the power wielded by their oppressors is a common theme for Acanians. They receive a +2 racial bonus to all saves involving fear as well as a +2 racial bonus to Diplomacy.&lt;br /&gt;
** '''Aesir'''  Northern warriors and wanderers of the ice wastes, the powerful Aesir receive +2 racial bonus to intimidation and a +4 racial bonus to resist cold related conditions.&lt;br /&gt;
** '''Cerenzan''' Founders of ancient traditions of math, science and principles of civilization, the Cerenzan are a cerebral people and receive a +2 racial bonus on knowledge (Arcana, Engineering, History, Religion) checks..&lt;br /&gt;
** '''Dranei''' Dran produces stalwart individuals with legendary levels of strength and endurance. They receive a +2 racial bonus to intimidation and a +4 racial bonus on fortitude checks to resist Fatigue and Exhaustion.&lt;br /&gt;
** '''Eldanar''' The Eldanar are leaders among humanity and possess powerful souls. They receive a +2 racial bonus to diplomacy and checks and a +2 racial bonus to saves against death effects, energy drain and ability drain attacks.&lt;br /&gt;
** '''Phurai Dae''' Legendary horse lords and nomads of the Great Plains, Phurai Dae receive a +4 bonus racial bonus to ride checks involving horses and a +2 racial bonus to handle animal. They may use their full ride bonus on animals not suited for riding.&lt;br /&gt;
** '''Tsuran''' Performers and tricksters at heart, Tsurans receive a +2 racial bonus to Bluff, Sleight of Hand and Diplomacy checks.&lt;br /&gt;
** '''Veyshanti''' Hardy desert merchants and children of djinn and elemental kings, the Veyshanti deal with their elemental driven environments well. They receive a +4 racial bonus on fortitude checks to resist heat related conditions and a +2 racial bonus to appraise.&lt;br /&gt;
** '''Xian''' Artists, merchants and traders from the Utter East, the Xian receive a +2 racial bonus to Appraise, Diplomacy and Bluff.&lt;br /&gt;
* '''Skilled:''' Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.&lt;br /&gt;
* '''Languages: '''Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
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		<updated>2010-03-23T19:03:20Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Temporary: Pathfinder Status: What's Been Done and What Hasn't */&lt;/p&gt;
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== Temporary: Pathfinder Status: What's Been Done and What Hasn't ==&lt;br /&gt;
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'''Wiki Happiness'''&lt;br /&gt;
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# Solidify player account options:&lt;br /&gt;
## specify which pages they may edit, and what pages they may create (character pages and log pages only)&lt;br /&gt;
## specify file uploading privs (character.jpg for each character a player has)&lt;br /&gt;
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# Inquire about content mngmt and content reuse without making a page for each content item&lt;br /&gt;
# Eventual plugin for making editing easier for players&lt;br /&gt;
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Theme&lt;br /&gt;
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d20 and House Rules&lt;br /&gt;
# Classes: Need definitive PrC list&lt;br /&gt;
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Getting Help&lt;br /&gt;
# FAQ: Port over FAQ from main wiki, combine with items from player wiki&lt;br /&gt;
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'''[[Stuff for Maelstrom and Whirl]]'''&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Giantborn&amp;diff=826</id>
		<title>Giantborn</title>
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		<updated>2010-03-23T18:51:16Z</updated>

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&lt;div&gt;Towering brawlers from the savage frontier, The Giantborn are nine foot tall legendary warriors who exist in scattered clan holdings and lodges across the distance of the northern reaches of the Great Continent. Found most often in Dran and Stormgarde, these colossal, competitive and individualistic warriors are considered by many to be the strongest of the enlightened races though they were the stuff of legends for many long years. Descendants of the ancient giant empires that reigned over the mountains of the north lands, the most powerful Giantborn come to develop powers of staggering supernatural strength and durability and forge fearsome stories around their feats and the nature of their species.&lt;br /&gt;
&lt;br /&gt;
Early Giantborn emerged in the aftermath of the collapse of the ancient empires but remained largely in seclusion in the High North where they hunted, fought, lived and died according to their own code of living. Encounters with them were sparse and limited to rare sightings and tall tales and they hardly ever ventured into the heartlands, leading to stories of distant and far away Half Giants who ruled the edges of the world. Rumor of them faded into myth and legend until the rise of the barbarian tribes of men and the arrival of The Summer Kings, ancestors of the Highborn, from Oversea. As the culture of the Tablelands began to change they took great interest in those events as well. The arrival of the Golden Horde from the east and the coming of Orcs into the north lands caused the Giantborn to form alliances with them though many expected the warrior races to crash against one another in a tide of blood. Instead the Giantborn began to teach the Orcs and later the humans that would become The Dranei Tribes how to harness the power of the northern wilds. Kreig Dranei, the legendary human champion, came to The Holy Mountain to seek the power of the god Angoron in uniting his people. Charged with protecting the Holy Mountain and the gates that, it was said, led to the slumbering place of Angoron, the Giantborn priests and shamans challenged Kreig but he overcame their challenge. When he successfully returned with the blessing of Angoron they swore to aid him in the uniting of the lands of Dran under his sovereignty. &lt;br /&gt;
&lt;br /&gt;
Thus when Kreig returned from the heights of the Khardic Mountains, he did so with an army of giants to aid him. The emerging of the Giantborn into more public consciousness occurred at this time, though the race remained largely in the north and in their own lands, champions of their kind seeking fame and fortune and exposure to the world beyond their borders would now be found in Dran, Stormgarde and occasionally Myrddion and The Vast. Here they became known for their prodigious strength, fortitude and dedication to ideals and causes worth their time and attention. Sometimes they are mistaken for their evil kin and when they are roused, their aggressive natures make it hard for them to get the benefit of the doubt until they prove themselves in times of need. They serve as elite gladiators and bodyguards in Dran and vanguard warriors in Myrddion and other lands. They are rarely found in evil realms or among evil humanoids though some certainly exist as no race is immune from falling from grace. &lt;br /&gt;
&lt;br /&gt;
== Physical Description == &lt;br /&gt;
Towering warriors, the Giantborn stand no less then seven feet tall with a few approaching and surpassing eight and epic members of their species are said to be able to grow even larger. Though truer giants are, naturally, much taller, the Giantborn pack on considerable mass and their astounding physiques can become awe inspiring and superhuman. Males tend to develop towards these extremes of muscularity or obesity while females are better proportioned, shorter, but no less strong. Their faces are brutal with low sloping brows and large brick like jaws. Noses can sometimes lean towards flattened appearances giving them a vague lion like look that their hair styles and beards often accent. Their hair tends to be woolly and almost mane like which they often wear in braids while also growing topknots and thick side burns. Their flesh tones vaguely reflect their distant giantish heritage, usually being shades of tan or brown or in the cases of those from the distant north, somewhat pale. Their abilities afford them great protection from the harsh elements of their environment and as such their clothing and armor is often worn less for necessity and more for decoration. Warriors often favor masks or horned helms to add to their intimidating presence.&lt;br /&gt;
&lt;br /&gt;
== Society and Lands == &lt;br /&gt;
Generally speaking, the Giantborn are very individualistic and tend to shun the idea of an organized society with the sole exception of ancient oaths sworn related to the Dran due to the deeds of Kreig. Even these oaths are loosely binding and relate more to their reverence of the god Angoron, whom they see as patron and father. As a species they tend to live lives as loners, gathering solely in congregations known as Great Lodges in order to trade tales, drink, feast, brawl and exchange information relevant to their culture. The largest Lodge sits at the foot of the Khardic Mountain and is home to the Keepers of the Mountain, ancient priests who guard the mythic path that is said to lead to the seat of Angoron. Roving bands of the Giantborn come and go from this Lodge, sometimes staying entire seasons to dwell in the shadow of The Mountain that is at the root of their ancient ways. Because of their strong sense of personal honor, they have a long tradition of ancestor and hero worship and they tend to congregate around those who have performed great deeds and who represent their heroic ideals. Such individuals are the closest things to racial leaders as when the need for group decisions do arise from time to time, their voices weigh in the heaviest on what the Giantborn must or must not do related to a current crisis. &lt;br /&gt;
&lt;br /&gt;
== Other Races == &lt;br /&gt;
Giantborn and humans of the Savage Frontier get along well as they respect the humans tenacity and ability to forge strong cultures and nations despite the hostility of the lands. Thus they are most likely to befriend or identify with the Aesir and the Dranei. In wars they fought side by side these humans, serving among the Dran, especially, in their mercenary armies in their wars in distant lands, acting as living siege engines and war machines carrying enormous weapons or pulling great machines of artifice and used to break entire regiments of armies. Likewise they resonant strongly with Orcs and half orcs, whom they taught how to control and utilize the land in ancient times. Races with a long standing history of conflict with giant races tend to view the Giantborn with open suspicions and the Giantborn see no need to apologize for the actions of their less enlightened cousins, thus leading to strained relations with the likes of dwarves, eaglefolk and gnomes.&lt;br /&gt;
&lt;br /&gt;
== Alignment and Religion == &lt;br /&gt;
Giantborn combine animistic beliefs with reverence of deities of strength, war and inspiration. They tend to not take easily to the structured society of temple life and so their most popular gods are gods for whom personal forms of worship are more important then ritual and structure. Angoron is their chief god, known to them as Garganos, but Kor and Ceinara hold great places of reverence as well as Dana and Gilead. Although they follow many of the same gods as humans and other races they tend to have their own spin of worship on them and they shy away from lawful deities. Overall they tend to be neutral though theyâ€™ll lean towards good and chaos far more then evil.&lt;br /&gt;
&lt;br /&gt;
== Adventurers == &lt;br /&gt;
As the strongest of the Enlightened Races, the Giantborn more then pull their weight as mercenaries, explorers, adventurers and bodyguards. They are not very cerebral and so tend to stay away from tasks that require focused and dedicated mental aptitude, but when they are found in lands away from their native ones, they are often highly sought and well paid for their abilities.&lt;br /&gt;
&lt;br /&gt;
== Giantborn in the Pathfinder Campaign:== &lt;br /&gt;
Surges in the activity of the forces of the Witch King of the high north have displaced many Giantborn from clan and lodge holdings in the most distant reaches and forced them further south from the Wintergarde and the high peaks of Dran into southern Stormgarde and the Dran Tablelands. Intermingling with other races has occurred in ways not foreseen before and clashes between them and those more native to the warmer climates is becoming common. The priests of Angoron foresee a looming calamity occurring upon the peaks of the Khardic Mountain, perpetually shrouded in storm and rumbling with earthquakes as a sign of the displeasure of the god. &lt;br /&gt;
&lt;br /&gt;
== Giantborn Racial Traits == &lt;br /&gt;
&lt;br /&gt;
* '''+4 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence:''' The Giantborn are the strongest and most durable of the adventuring races but by being more massive then even War Golems, their bodies suffer in dexterity and they do not favor cerebral pursuits.&lt;br /&gt;
* '''Medium:''' Despite their tremendous size, Giantborn are an exception to the normal rules of size and so still count as medium sized aside from where explicitly stated otherwise.&lt;br /&gt;
* '''Giantblooded: '''Giantborn are considered to have the subtype of Giant.&lt;br /&gt;
* '''Normal Speed:''' Giantborn have a base speed of 30 feet.&lt;br /&gt;
* '''Low-Light Vision: '''Giantborn can see twice as far as humans in conditions of dim light.&lt;br /&gt;
* '''Feat of Strength: '''Giantborn may perform feats of strength that even other giant kind marvel at. For a number of times a day equal to his constitution modifier, he may take 20 on a raw strength check or when using a skill that utilizes strength as the modifier, without need for taking several minutes to prepare. This may even be done during combat.. &lt;br /&gt;
* '''Tough Hides: '''Giantborn have a +2 natural armor bonus. &lt;br /&gt;
* '''Endure Elements:''' Giantborn are accustomed to the extremes of temperatures. Similar to the spell &amp;quot;Endure Elements&amp;quot; they can exist comfortably in -50 to 140 degree Fahrenheit without having to make fortitude saves. Though they are native to northern lands, this protection extends to the extremes of heat as well.&lt;br /&gt;
* '''Hulking Build: '''The physical stature of a Giantborn enables them to perform, in many ways, if they were one size category larger. Whenever a Giantborn is subject to a size modifier or special size modifier for an opposed check such as a Combat Maneuver check, the Giantborn is treated as if they were one size larger if doing so is advantageous to him. A Giantborn is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A Giantborn can use weapons designed for a creature one size larger without penalty. However his space and reach remain those of a creature of his actual size. Finally, Giantborn maintain a lift and carry capacity of a creature one size category higher then their actual size. Unless stated otherwise, benefits of this racial trait do not stack with the effects of powers, abilities and spells that change his size category.&lt;br /&gt;
* '''Intimidating:''' Giantborn receive a +2 racial bonus on Intimidation checks.&lt;br /&gt;
* '''Weapon Familiarity:''' Giantborn are proficient with the Great Axe, Great Maul, Glaive, Longspear and shortspear. &lt;br /&gt;
* '''Languages:''' Giantborn begin play speaking Common and Giant. Giantborn with high Intelligence scores can choose from the following: Dwarven, Gnome, Goblin, Kobold, Orc, and Infernal.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Giantborn&amp;diff=825</id>
		<title>Giantborn</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Giantborn&amp;diff=825"/>
		<updated>2010-03-23T18:50:12Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Giantborn Racial Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Giantborn (Jotunbrud)&lt;br /&gt;
&lt;br /&gt;
Towering brawlers from the savage frontier, The Giantborn are nine foot tall legendary warriors who exist in scattered clan holdings and lodges across the distance of the northern reaches of the Great Continent. Found most often in Dran and Stormgarde, these colossal, competitive and individualistic warriors are considered by many to be the strongest of the enlightened races though they were the stuff of legends for many long years. Descendants of the ancient giant empires that reigned over the mountains of the north lands, the most powerful Giantborn come to develop powers of staggering supernatural strength and durability and forge fearsome stories around their feats and the nature of their species.&lt;br /&gt;
&lt;br /&gt;
Early Giantborn emerged in the aftermath of the collapse of the ancient empires but remained largely in seclusion in the High North where they hunted, fought, lived and died according to their own code of living. Encounters with them were sparse and limited to rare sightings and tall tales and they hardly ever ventured into the heartlands, leading to stories of distant and far away Half Giants who ruled the edges of the world. Rumor of them faded into myth and legend until the rise of the barbarian tribes of men and the arrival of The Summer Kings, ancestors of the Highborn, from Oversea. As the culture of the Tablelands began to change they took great interest in those events as well. The arrival of the Golden Horde from the east and the coming of Orcs into the north lands caused the Giantborn to form alliances with them though many expected the warrior races to crash against one another in a tide of blood. Instead the Giantborn began to teach the Orcs and later the humans that would become The Dranei Tribes how to harness the power of the northern wilds. Kreig Dranei, the legendary human champion, came to The Holy Mountain to seek the power of the god Angoron in uniting his people. Charged with protecting the Holy Mountain and the gates that, it was said, led to the slumbering place of Angoron, the Giantborn priests and shamans challenged Kreig but he overcame their challenge. When he successfully returned with the blessing of Angoron they swore to aid him in the uniting of the lands of Dran under his sovereignty. &lt;br /&gt;
&lt;br /&gt;
Thus when Kreig returned from the heights of the Khardic Mountains, he did so with an army of giants to aid him. The emerging of the Giantborn into more public consciousness occurred at this time, though the race remained largely in the north and in their own lands, champions of their kind seeking fame and fortune and exposure to the world beyond their borders would now be found in Dran, Stormgarde and occasionally Myrddion and The Vast. Here they became known for their prodigious strength, fortitude and dedication to ideals and causes worth their time and attention. Sometimes they are mistaken for their evil kin and when they are roused, their aggressive natures make it hard for them to get the benefit of the doubt until they prove themselves in times of need. They serve as elite gladiators and bodyguards in Dran and vanguard warriors in Myrddion and other lands. They are rarely found in evil realms or among evil humanoids though some certainly exist as no race is immune from falling from grace. &lt;br /&gt;
&lt;br /&gt;
== Physical Description == &lt;br /&gt;
Towering warriors, the Giantborn stand no less then seven feet tall with a few approaching and surpassing eight and epic members of their species are said to be able to grow even larger. Though truer giants are, naturally, much taller, the Giantborn pack on considerable mass and their astounding physiques can become awe inspiring and superhuman. Males tend to develop towards these extremes of muscularity or obesity while females are better proportioned, shorter, but no less strong. Their faces are brutal with low sloping brows and large brick like jaws. Noses can sometimes lean towards flattened appearances giving them a vague lion like look that their hair styles and beards often accent. Their hair tends to be woolly and almost mane like which they often wear in braids while also growing topknots and thick side burns. Their flesh tones vaguely reflect their distant giantish heritage, usually being shades of tan or brown or in the cases of those from the distant north, somewhat pale. Their abilities afford them great protection from the harsh elements of their environment and as such their clothing and armor is often worn less for necessity and more for decoration. Warriors often favor masks or horned helms to add to their intimidating presence.&lt;br /&gt;
&lt;br /&gt;
== Society and Lands == &lt;br /&gt;
Generally speaking, the Giantborn are very individualistic and tend to shun the idea of an organized society with the sole exception of ancient oaths sworn related to the Dran due to the deeds of Kreig. Even these oaths are loosely binding and relate more to their reverence of the god Angoron, whom they see as patron and father. As a species they tend to live lives as loners, gathering solely in congregations known as Great Lodges in order to trade tales, drink, feast, brawl and exchange information relevant to their culture. The largest Lodge sits at the foot of the Khardic Mountain and is home to the Keepers of the Mountain, ancient priests who guard the mythic path that is said to lead to the seat of Angoron. Roving bands of the Giantborn come and go from this Lodge, sometimes staying entire seasons to dwell in the shadow of The Mountain that is at the root of their ancient ways. Because of their strong sense of personal honor, they have a long tradition of ancestor and hero worship and they tend to congregate around those who have performed great deeds and who represent their heroic ideals. Such individuals are the closest things to racial leaders as when the need for group decisions do arise from time to time, their voices weigh in the heaviest on what the Giantborn must or must not do related to a current crisis. &lt;br /&gt;
&lt;br /&gt;
== Other Races == &lt;br /&gt;
Giantborn and humans of the Savage Frontier get along well as they respect the humans tenacity and ability to forge strong cultures and nations despite the hostility of the lands. Thus they are most likely to befriend or identify with the Aesir and the Dranei. In wars they fought side by side these humans, serving among the Dran, especially, in their mercenary armies in their wars in distant lands, acting as living siege engines and war machines carrying enormous weapons or pulling great machines of artifice and used to break entire regiments of armies. Likewise they resonant strongly with Orcs and half orcs, whom they taught how to control and utilize the land in ancient times. Races with a long standing history of conflict with giant races tend to view the Giantborn with open suspicions and the Giantborn see no need to apologize for the actions of their less enlightened cousins, thus leading to strained relations with the likes of dwarves, eaglefolk and gnomes.&lt;br /&gt;
&lt;br /&gt;
== Alignment and Religion == &lt;br /&gt;
Giantborn combine animistic beliefs with reverence of deities of strength, war and inspiration. They tend to not take easily to the structured society of temple life and so their most popular gods are gods for whom personal forms of worship are more important then ritual and structure. Angoron is their chief god, known to them as Garganos, but Kor and Ceinara hold great places of reverence as well as Dana and Gilead. Although they follow many of the same gods as humans and other races they tend to have their own spin of worship on them and they shy away from lawful deities. Overall they tend to be neutral though theyâ€™ll lean towards good and chaos far more then evil.&lt;br /&gt;
&lt;br /&gt;
== Adventurers == &lt;br /&gt;
As the strongest of the Enlightened Races, the Giantborn more then pull their weight as mercenaries, explorers, adventurers and bodyguards. They are not very cerebral and so tend to stay away from tasks that require focused and dedicated mental aptitude, but when they are found in lands away from their native ones, they are often highly sought and well paid for their abilities.&lt;br /&gt;
&lt;br /&gt;
== Giantborn in the Pathfinder Campaign:== &lt;br /&gt;
Surges in the activity of the forces of the Witch King of the high north have displaced many Giantborn from clan and lodge holdings in the most distant reaches and forced them further south from the Wintergarde and the high peaks of Dran into southern Stormgarde and the Dran Tablelands. Intermingling with other races has occurred in ways not foreseen before and clashes between them and those more native to the warmer climates is becoming common. The priests of Angoron foresee a looming calamity occurring upon the peaks of the Khardic Mountain, perpetually shrouded in storm and rumbling with earthquakes as a sign of the displeasure of the god. &lt;br /&gt;
&lt;br /&gt;
== Giantborn Racial Traits == &lt;br /&gt;
&lt;br /&gt;
* '''+4 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence:''' The Giantborn are the strongest and most durable of the adventuring races but by being more massive then even War Golems, their bodies suffer in dexterity and they do not favor cerebral pursuits.&lt;br /&gt;
* '''Medium:''' Despite their tremendous size, Giantborn are an exception to the normal rules of size and so still count as medium sized aside from where explicitly stated otherwise.&lt;br /&gt;
* '''Giantblooded: '''Giantborn are considered to have the subtype of Giant.&lt;br /&gt;
* '''Normal Speed:''' Giantborn have a base speed of 30 feet.&lt;br /&gt;
* '''Low-Light Vision: '''Giantborn can see twice as far as humans in conditions of dim light.&lt;br /&gt;
* '''Feat of Strength: '''Giantborn may perform feats of strength that even other giant kind marvel at. For a number of times a day equal to his constitution modifier, he may take 20 on a raw strength check or when using a skill that utilizes strength as the modifier, without need for taking several minutes to prepare. This may even be done during combat.. &lt;br /&gt;
* '''Tough Hides: '''Giantborn have a +2 natural armor bonus. &lt;br /&gt;
* '''Endure Elements:''' Giantborn are accustomed to the extremes of temperatures. Similar to the spell &amp;quot;Endure Elements&amp;quot; they can exist comfortably in -50 to 140 degree Fahrenheit without having to make fortitude saves. Though they are native to northern lands, this protection extends to the extremes of heat as well.&lt;br /&gt;
* '''Hulking Build: '''The physical stature of a Giantborn enables them to perform, in many ways, if they were one size category larger. Whenever a Giantborn is subject to a size modifier or special size modifier for an opposed check such as a Combat Maneuver check, the Giantborn is treated as if they were one size larger if doing so is advantageous to him. A Giantborn is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A Giantborn can use weapons designed for a creature one size larger without penalty. However his space and reach remain those of a creature of his actual size. Finally, Giantborn maintain a lift and carry capacity of a creature one size category higher then their actual size. Unless stated otherwise, benefits of this racial trait do not stack with the effects of powers, abilities and spells that change his size category.&lt;br /&gt;
* '''Intimidating:''' Giantborn receive a +2 racial bonus on Intimidation checks.&lt;br /&gt;
* '''Weapon Familiarity:''' Giantborn are proficient with the Great Axe, Great Maul, Glaive, Longspear and shortspear. &lt;br /&gt;
* '''Languages:''' Giantborn begin play speaking Common and Giant. Giantborn with high Intelligence scores can choose from the following: Dwarven, Gnome, Goblin, Kobold, Orc, and Infernal.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Oruch&amp;diff=824</id>
		<title>Oruch</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Oruch&amp;diff=824"/>
		<updated>2010-03-23T18:48:25Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Orc Racial Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like many other non human races, Orcs are creatures of fey and originate from the otherworldly realms of The Unseen. In the distant past, they were called forth by gods of darkness, chaos and violence to wage war on behalf of the ancient gods. Although the elves had been battling as champions of light, they were unprepared for the unspeakable power and savagery possessed by the orcs of this age and their cities became defiled and littered with the dead as the orcs fought as foot soldiers of the dark powers. In those days, wars were fueled by the primal power of the gods, who were incarnate in flesh and the races of the world were empowered greatly. The lands were scorched and laid bare. The War of the Elves and Orcs occurred three times over the long years of the First Age and during that time efforts at breeding larger, stronger and more powerful versions of Orcs led to the creation of other monstrous races that still walk the world today However, Orcs in those days were near uncontrollable to the point that only true powers of chaos and evil had use for them Gigantic and gifted with cruel and unyielding strength, the ancient hordes fought for glory and power and grew in staggering number but the defeat of the gods of evil at the end of the War of the Gods and the great seal placed over the world to prevent such wars from ever happening again left the Orcs bereft of patronage. Having lived a life full of violence and warfare, they fell upon land after land and then lacking further guidance they began to fall upon one another.&lt;br /&gt;
&lt;br /&gt;
[[image:orcs01.jpg|thumb]] Orc Warlords came and went and their warring ways and mountain strongholds brought them into repeated conflict with the dwarves of the world. Where the orcs conquered they created garrisons out of ravaged cities relishing the occasional taste of human or halfling flesh. In the late Second Age of Gaea, there came one Warchief who sought change lest their people be destroyed by the rising up of others and their own infighting. Adom, whose name will live on as long as there remains even a single Orc whom draws breath. Adom saw beyond the petty squabbling of his people. He saw that the constant fighting would break his people and leave them as little more than a mere shell of their former selves. Like a visionary he knew, without knowing whence the knowledge came, that he must enforce change lest his people be doomed. Thus he gathered about him those who wished for more or better - more power, a better life, more domination, more peace. Through vision seeking and questing, the knowledge of their ancestors before the corruption came to him and he learned of a different way of life that they could embrace if they would only throw off the yoke of the dark powers and daemonic forces influencing their lives. Old habits die hard, however, and great opposition was met when Adom's decree and proclamation went forth through the clans under his guidance and to allied tribes as well&lt;br /&gt;
&lt;br /&gt;
In the end, the nation became divided and Adom led those loyal to him from the Southlands and to the north and west of the world where they were met with hostility and opposition. Some among them scattered though they retained loyalty to the tenants and cause Adom had called his people to rally around. A system of honor, religious respect of the spirits of the world and study of the ancient slumbering gods began to yield to the orcs of Adom's People a heritage and a power that they had long forgotten. In time, Adom's folk came to be known as Great Orcs and those tribes, though far more numerous, who lacked access to their ancient power but were still enthralled by darkness were known as Fel Orcs. Now in this new Third Age in the aftermath of the fall of the great kingdom of men, , Orcs remain one of the most influential and dynamic of the races. &lt;br /&gt;
&lt;br /&gt;
== Physical Description == &lt;br /&gt;
The typical Male Orc stands no less then 6'4&amp;quot; and can average close to three hundred pounds and surpass seven feet. They are very massive and Orcs even bigger than this exist in small numbers Their skin tone range from great hues of rich green to almost grey although there are variations based upon tribes and ancestry. Their hair is mane like and usually black or brown, graying with age though red hair is also possible. They often allow it to grow for months on ends, sometimes their entire lives and they pride themselves on it, often wearing their hair in elaborate braids, top knots or at great lengths down their backs. Their ears are large and noses flat. Their mouths are large as well and filled with sharp teeth and enormous jutting lower canines. Orcs possess powerful gifted voices that thunder and resound when raised up in fury or in battle-song.&lt;br /&gt;
&lt;br /&gt;
== Society and Lands == &lt;br /&gt;
Adom's Orcs are Orcs that have established strong ties to their roots as a martialocracy culture (that is, a society ruled by the warrior class) who in term have reverence for and strong ties of ancestry worship, notions of honor and shamanistic teachings. They are the consummate warrior race of &amp;quot;savage nobles&amp;quot; with a mighty belief in their place as the warriors of the world. The Clans (or House) of the Orc society provides for them the basic societal structure and framework necessary for their complex and sometimes chaotic sounding, forms of honor and ritual living. Because of their codes of honor and the tight societies of this clan structure, Orcs can sometimes be seen as aloof by other races. It would be a lie to say that they do not think very highly of themselves, especially in terms of martial prowess but many aspects of their culture are simply misunderstood and the typical Orc won't be bothered to educate the ignorant masses. To an outsider an Orc code of honor seems haphazard or cobbled together in order to excuse any act of violence an Orc sees fit to engage in. However, the truth is that the Orc Code is highly personal and very complicated, nearly impossible to explain to a non-Orc outside of the simple fact that &amp;quot;it existed.&amp;quot; An Orc measures himself up against another Orc to determine the validity of his or her code The entire Orc Nation can be broken down into several active &amp;quot;Hordes&amp;quot; that are gathered in the various areas of the world. Within each Horde are different levels of uniformity, organization and focus. Of these Hordes only Adom's People can claim true freedom of self, independence and will. Adom-Orc civilization concentrates itself in the tablelands of Dran in a region known as Thurlogoth. Here their warrior city of Adomar exists as a centerpiece for their way of life. Their council of elders, consisting of envoys from each of the major Orc War-Houses and Clans, deal with the ins and outs of Orc life. Also the trading city of Dok exists on the borders between their lands and Dranei-Human lands. Orcs can be found in other lands as well. Adom-Orcs congregates as far south as The Desolation and as far east as the rolling badlands and untamed wilds of the Eastern Wilds&lt;br /&gt;
&lt;br /&gt;
== Other Races == &lt;br /&gt;
Orcs struggle with pre-conceived notions caused by the depraved behaviour of their more numerous and far more evil cousins, the Fel Orcs. Thus when an Adom Orc ventures far from his homeland he often deals with prejudices and fear that is better associated with his more monstrous kin. Orcs who are patience or who reach tolerant lands are able to overcome this but they still have trouble relating to the likes of elves and halflings and even the Adom Orcs have had rivalries with Dwarves and struggles with men. In the end, an Orc values those with strong personal honor and dedication to friends and family. When an Orc forms a fast friendship it is lasting and powerful, but they are often suspicious of other races. Clearly the existence of half-orcs demonstrates that the Adom Orcs are capable of lasting relationships with those who accept them for what they are.&lt;br /&gt;
&lt;br /&gt;
== Alignment and Religion == &lt;br /&gt;
Despite their code of honor, which in truth mainly establishes them as a warrior-race, Orcs are very chaotic beings and chaos is evident in their code as well. They are typically neutral as well. Like humans, there are Orcs who break the mold. Lawful Orcs are not impossible though they typically exist with good reason. Orc religion is fractious and difficult to pin down. The Orcs have a cultivated belief in the power of the elemental forces of the world and also in ancestor worship. Their Druids (known as Shamans in their clans) have great power for spiritual leadership and guidance. Orc priests do exist however and they bring the mighty divine word of â€˜The Old Godsâ€™ to the orcs. The centerpiece of this religion revolves around the worship of the progenitors of orc kind who themselves may simply be deific versions of ancient orc heroes and legendary clan leaders as they have a strong streak of hero and ancestor worship. Orcs exposed to the more traditional view of the gods assimilate quickly and Orc priests and clerics rise out of temples all across the Savage Frontier, usually dedicated to Kor, Angoron or other gods of strength, nature, honor and martial prowess.&lt;br /&gt;
&lt;br /&gt;
== Adventurers == &lt;br /&gt;
Orc adventurers find themselves up against a lot of barriers due to the perception of orcs by other races. Some work very hard to prove themselves and once they do they find themselves embraced by society but still feared by them. Orcs are typically fighters or barbarians and enjoy working as cheap muscle and bodyguards. An Orc will do much to prove his honor and challenges that other races may deem unusual are typically where an Orc warrior is ready to begin.&lt;br /&gt;
&lt;br /&gt;
== Orcs in the Pathfinder Campaign == &lt;br /&gt;
The surge in evil has brought Fel Orcs to a height of activity not seen since the Daemon Wars and the resulting difficulties have rebounded back upon the Adom Orcs by causing great concern to rise up in various civilized lands where Adom Orc communities exist. For their own part, the Adom Orcs take to battling their twisted and corrupt brethren with a near holy fervor and are equally quick to dispense judgment on those who wrongfully accuse them of dishonorable deeds. The stirrings of evil in these recent days have given the Orcs much to battle and test their strength and honor against.&lt;br /&gt;
&lt;br /&gt;
== Orc Racial Traits == &lt;br /&gt;
* '''+2 Strength, +2 Wisdom, -2 Intelligence:''' Orcs are incredibly strong and also very world wise and in tune with spiritual matters. However they are not very cerebral.&lt;br /&gt;
* '''Medium:''' Orcs are Medium creatures and have no bonuses or penalties due to their size.&lt;br /&gt;
* '''Normal Speed:''' Orcs have a base speed of 30 feet.&lt;br /&gt;
* '''Darkvision:''' Orcs can see in the dark up to 60 feet. &lt;br /&gt;
* '''Rugged Upbringing: '''Orcs receive a +2 racial bonus on Intimidate skill checks and +2 to Survival due to their fearsome nature and disposition towards harsh lifestyles.&lt;br /&gt;
* '''Orc Ferocity:''' Once per day, when a Orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.&lt;br /&gt;
* '''Willful: '''Orcs are notoriously stubborn. They receive a +2 bonus on will save checks.&lt;br /&gt;
*''' Fell Call (Su):''' Whether by bestial roar or fell song, the cry of an angry Orc has shaken walls, shattered windows and quailed the hearts of many. As a standard action an Orc can sound a call that strikes fear into the hearts of others. Each foe within thirty feet must make a Will save (DC 10 + half of the orcs character level + charisma bonus). A foe that fails this saving throw becomes shaken for 1 round. This is considered a fear and mind-affecting effect. &lt;br /&gt;
* '''Weapon Familiarity:''' Orcs are proficient with greataxes and falchions and treat any weapon with the word &amp;quot;orcan&amp;quot; in its name as a martial weapon.&lt;br /&gt;
* '''Languages: '''Orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Oruch&amp;diff=823</id>
		<title>Oruch</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Oruch&amp;diff=823"/>
		<updated>2010-03-23T04:04:02Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Orc Racial Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like many other non human races, Orcs are creatures of fey and originate from the otherworldly realms of The Unseen. In the distant past, they were called forth by gods of darkness, chaos and violence to wage war on behalf of the ancient gods. Although the elves had been battling as champions of light, they were unprepared for the unspeakable power and savagery possessed by the orcs of this age and their cities became defiled and littered with the dead as the orcs fought as foot soldiers of the dark powers. In those days, wars were fueled by the primal power of the gods, who were incarnate in flesh and the races of the world were empowered greatly. The lands were scorched and laid bare. The War of the Elves and Orcs occurred three times over the long years of the First Age and during that time efforts at breeding larger, stronger and more powerful versions of Orcs led to the creation of other monstrous races that still walk the world today However, Orcs in those days were near uncontrollable to the point that only true powers of chaos and evil had use for them Gigantic and gifted with cruel and unyielding strength, the ancient hordes fought for glory and power and grew in staggering number but the defeat of the gods of evil at the end of the War of the Gods and the great seal placed over the world to prevent such wars from ever happening again left the Orcs bereft of patronage. Having lived a life full of violence and warfare, they fell upon land after land and then lacking further guidance they began to fall upon one another.&lt;br /&gt;
&lt;br /&gt;
[[image:orcs01.jpg|thumb]] Orc Warlords came and went and their warring ways and mountain strongholds brought them into repeated conflict with the dwarves of the world. Where the orcs conquered they created garrisons out of ravaged cities relishing the occasional taste of human or halfling flesh. In the late Second Age of Gaea, there came one Warchief who sought change lest their people be destroyed by the rising up of others and their own infighting. Adom, whose name will live on as long as there remains even a single Orc whom draws breath. Adom saw beyond the petty squabbling of his people. He saw that the constant fighting would break his people and leave them as little more than a mere shell of their former selves. Like a visionary he knew, without knowing whence the knowledge came, that he must enforce change lest his people be doomed. Thus he gathered about him those who wished for more or better - more power, a better life, more domination, more peace. Through vision seeking and questing, the knowledge of their ancestors before the corruption came to him and he learned of a different way of life that they could embrace if they would only throw off the yoke of the dark powers and daemonic forces influencing their lives. Old habits die hard, however, and great opposition was met when Adom's decree and proclamation went forth through the clans under his guidance and to allied tribes as well&lt;br /&gt;
&lt;br /&gt;
In the end, the nation became divided and Adom led those loyal to him from the Southlands and to the north and west of the world where they were met with hostility and opposition. Some among them scattered though they retained loyalty to the tenants and cause Adom had called his people to rally around. A system of honor, religious respect of the spirits of the world and study of the ancient slumbering gods began to yield to the orcs of Adom's People a heritage and a power that they had long forgotten. In time, Adom's folk came to be known as Great Orcs and those tribes, though far more numerous, who lacked access to their ancient power but were still enthralled by darkness were known as Fel Orcs. Now in this new Third Age in the aftermath of the fall of the great kingdom of men, , Orcs remain one of the most influential and dynamic of the races. &lt;br /&gt;
&lt;br /&gt;
== Physical Description == &lt;br /&gt;
The typical Male Orc stands no less then 6'4&amp;quot; and can average close to three hundred pounds and surpass seven feet. They are very massive and Orcs even bigger than this exist in small numbers Their skin tone range from great hues of rich green to almost grey although there are variations based upon tribes and ancestry. Their hair is mane like and usually black or brown, graying with age though red hair is also possible. They often allow it to grow for months on ends, sometimes their entire lives and they pride themselves on it, often wearing their hair in elaborate braids, top knots or at great lengths down their backs. Their ears are large and noses flat. Their mouths are large as well and filled with sharp teeth and enormous jutting lower canines. Orcs possess powerful gifted voices that thunder and resound when raised up in fury or in battle-song.&lt;br /&gt;
&lt;br /&gt;
== Society and Lands == &lt;br /&gt;
Adom's Orcs are Orcs that have established strong ties to their roots as a martialocracy culture (that is, a society ruled by the warrior class) who in term have reverence for and strong ties of ancestry worship, notions of honor and shamanistic teachings. They are the consummate warrior race of &amp;quot;savage nobles&amp;quot; with a mighty belief in their place as the warriors of the world. The Clans (or House) of the Orc society provides for them the basic societal structure and framework necessary for their complex and sometimes chaotic sounding, forms of honor and ritual living. Because of their codes of honor and the tight societies of this clan structure, Orcs can sometimes be seen as aloof by other races. It would be a lie to say that they do not think very highly of themselves, especially in terms of martial prowess but many aspects of their culture are simply misunderstood and the typical Orc won't be bothered to educate the ignorant masses. To an outsider an Orc code of honor seems haphazard or cobbled together in order to excuse any act of violence an Orc sees fit to engage in. However, the truth is that the Orc Code is highly personal and very complicated, nearly impossible to explain to a non-Orc outside of the simple fact that &amp;quot;it existed.&amp;quot; An Orc measures himself up against another Orc to determine the validity of his or her code The entire Orc Nation can be broken down into several active &amp;quot;Hordes&amp;quot; that are gathered in the various areas of the world. Within each Horde are different levels of uniformity, organization and focus. Of these Hordes only Adom's People can claim true freedom of self, independence and will. Adom-Orc civilization concentrates itself in the tablelands of Dran in a region known as Thurlogoth. Here their warrior city of Adomar exists as a centerpiece for their way of life. Their council of elders, consisting of envoys from each of the major Orc War-Houses and Clans, deal with the ins and outs of Orc life. Also the trading city of Dok exists on the borders between their lands and Dranei-Human lands. Orcs can be found in other lands as well. Adom-Orcs congregates as far south as The Desolation and as far east as the rolling badlands and untamed wilds of the Eastern Wilds&lt;br /&gt;
&lt;br /&gt;
== Other Races == &lt;br /&gt;
Orcs struggle with pre-conceived notions caused by the depraved behaviour of their more numerous and far more evil cousins, the Fel Orcs. Thus when an Adom Orc ventures far from his homeland he often deals with prejudices and fear that is better associated with his more monstrous kin. Orcs who are patience or who reach tolerant lands are able to overcome this but they still have trouble relating to the likes of elves and halflings and even the Adom Orcs have had rivalries with Dwarves and struggles with men. In the end, an Orc values those with strong personal honor and dedication to friends and family. When an Orc forms a fast friendship it is lasting and powerful, but they are often suspicious of other races. Clearly the existence of half-orcs demonstrates that the Adom Orcs are capable of lasting relationships with those who accept them for what they are.&lt;br /&gt;
&lt;br /&gt;
== Alignment and Religion == &lt;br /&gt;
Despite their code of honor, which in truth mainly establishes them as a warrior-race, Orcs are very chaotic beings and chaos is evident in their code as well. They are typically neutral as well. Like humans, there are Orcs who break the mold. Lawful Orcs are not impossible though they typically exist with good reason. Orc religion is fractious and difficult to pin down. The Orcs have a cultivated belief in the power of the elemental forces of the world and also in ancestor worship. Their Druids (known as Shamans in their clans) have great power for spiritual leadership and guidance. Orc priests do exist however and they bring the mighty divine word of â€˜The Old Godsâ€™ to the orcs. The centerpiece of this religion revolves around the worship of the progenitors of orc kind who themselves may simply be deific versions of ancient orc heroes and legendary clan leaders as they have a strong streak of hero and ancestor worship. Orcs exposed to the more traditional view of the gods assimilate quickly and Orc priests and clerics rise out of temples all across the Savage Frontier, usually dedicated to Kor, Angoron or other gods of strength, nature, honor and martial prowess.&lt;br /&gt;
&lt;br /&gt;
== Adventurers == &lt;br /&gt;
Orc adventurers find themselves up against a lot of barriers due to the perception of orcs by other races. Some work very hard to prove themselves and once they do they find themselves embraced by society but still feared by them. Orcs are typically fighters or barbarians and enjoy working as cheap muscle and bodyguards. An Orc will do much to prove his honor and challenges that other races may deem unusual are typically where an Orc warrior is ready to begin.&lt;br /&gt;
&lt;br /&gt;
== Orcs in the Pathfinder Campaign == &lt;br /&gt;
The surge in evil has brought Fel Orcs to a height of activity not seen since the Daemon Wars and the resulting difficulties have rebounded back upon the Adom Orcs by causing great concern to rise up in various civilized lands where Adom Orc communities exist. For their own part, the Adom Orcs take to battling their twisted and corrupt brethren with a near holy fervor and are equally quick to dispense judgment on those who wrongfully accuse them of dishonorable deeds. The stirrings of evil in these recent days have given the Orcs much to battle and test their strength and honor against.&lt;br /&gt;
&lt;br /&gt;
== Orc Racial Traits == &lt;br /&gt;
* '''+2 Strength, +2 Wisdom, -2 Intelligence:''' Orcs are incredibly strong and also very world wise and in tune with spiritual matters. However they are not very cerebral.&lt;br /&gt;
* '''Medium:''' Orcs are Medium creatures and have no bonuses or penalties due to their size.&lt;br /&gt;
* '''Normal Speed:''' Orcs have a base speed of 30 feet.&lt;br /&gt;
* '''Darkvision:''' Orcs can see in the dark up to 60 feet. &lt;br /&gt;
* '''Rugged Upbringing: '''Orcs receive a +2 racial bonus on Intimidate skill checks and +2 to Survival due to their fearsome nature and disposition towards harsh lifestyles.&lt;br /&gt;
* '''Orc Ferocity:''' Once per day, when a Orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.&lt;br /&gt;
* '''Willful: '''Orcs are notoriously stubborn. They receive a +2 bonus on will save checks.&lt;br /&gt;
* '''Fell Call (Su): '''Whether by bestial roar or fell song, the cry of an angry Orc has shaken walls, shattered windows and quailed the hearts of many. As a move action an Orc can sound a call that strikes fear into the hearts of others. Each foe within thirty feet must make a Will save (DC 10 + half of the orcs character level + charisma bonus). Add 2 to the Will save DC if you have at least five ranks in intimidate. A foe that fails this saving throw suffers a -2 morale penalty to attack rolls, Will saves and AC for 1 round. This is considered a fear and mind-affecting effect.&lt;br /&gt;
* '''Weapon Familiarity:''' Orcs are proficient with greataxes and falchions and treat any weapon with the word &amp;quot;orcan&amp;quot; in its name as a martial weapon.&lt;br /&gt;
* '''Languages: '''Orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Oruch&amp;diff=822</id>
		<title>Oruch</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Oruch&amp;diff=822"/>
		<updated>2010-03-23T03:54:52Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Orc Racial Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like many other non human races, Orcs are creatures of fey and originate from the otherworldly realms of The Unseen. In the distant past, they were called forth by gods of darkness, chaos and violence to wage war on behalf of the ancient gods. Although the elves had been battling as champions of light, they were unprepared for the unspeakable power and savagery possessed by the orcs of this age and their cities became defiled and littered with the dead as the orcs fought as foot soldiers of the dark powers. In those days, wars were fueled by the primal power of the gods, who were incarnate in flesh and the races of the world were empowered greatly. The lands were scorched and laid bare. The War of the Elves and Orcs occurred three times over the long years of the First Age and during that time efforts at breeding larger, stronger and more powerful versions of Orcs led to the creation of other monstrous races that still walk the world today However, Orcs in those days were near uncontrollable to the point that only true powers of chaos and evil had use for them Gigantic and gifted with cruel and unyielding strength, the ancient hordes fought for glory and power and grew in staggering number but the defeat of the gods of evil at the end of the War of the Gods and the great seal placed over the world to prevent such wars from ever happening again left the Orcs bereft of patronage. Having lived a life full of violence and warfare, they fell upon land after land and then lacking further guidance they began to fall upon one another.&lt;br /&gt;
&lt;br /&gt;
[[image:orcs01.jpg|thumb]] Orc Warlords came and went and their warring ways and mountain strongholds brought them into repeated conflict with the dwarves of the world. Where the orcs conquered they created garrisons out of ravaged cities relishing the occasional taste of human or halfling flesh. In the late Second Age of Gaea, there came one Warchief who sought change lest their people be destroyed by the rising up of others and their own infighting. Adom, whose name will live on as long as there remains even a single Orc whom draws breath. Adom saw beyond the petty squabbling of his people. He saw that the constant fighting would break his people and leave them as little more than a mere shell of their former selves. Like a visionary he knew, without knowing whence the knowledge came, that he must enforce change lest his people be doomed. Thus he gathered about him those who wished for more or better - more power, a better life, more domination, more peace. Through vision seeking and questing, the knowledge of their ancestors before the corruption came to him and he learned of a different way of life that they could embrace if they would only throw off the yoke of the dark powers and daemonic forces influencing their lives. Old habits die hard, however, and great opposition was met when Adom's decree and proclamation went forth through the clans under his guidance and to allied tribes as well&lt;br /&gt;
&lt;br /&gt;
In the end, the nation became divided and Adom led those loyal to him from the Southlands and to the north and west of the world where they were met with hostility and opposition. Some among them scattered though they retained loyalty to the tenants and cause Adom had called his people to rally around. A system of honor, religious respect of the spirits of the world and study of the ancient slumbering gods began to yield to the orcs of Adom's People a heritage and a power that they had long forgotten. In time, Adom's folk came to be known as Great Orcs and those tribes, though far more numerous, who lacked access to their ancient power but were still enthralled by darkness were known as Fel Orcs. Now in this new Third Age in the aftermath of the fall of the great kingdom of men, , Orcs remain one of the most influential and dynamic of the races. &lt;br /&gt;
&lt;br /&gt;
== Physical Description == &lt;br /&gt;
The typical Male Orc stands no less then 6'4&amp;quot; and can average close to three hundred pounds and surpass seven feet. They are very massive and Orcs even bigger than this exist in small numbers Their skin tone range from great hues of rich green to almost grey although there are variations based upon tribes and ancestry. Their hair is mane like and usually black or brown, graying with age though red hair is also possible. They often allow it to grow for months on ends, sometimes their entire lives and they pride themselves on it, often wearing their hair in elaborate braids, top knots or at great lengths down their backs. Their ears are large and noses flat. Their mouths are large as well and filled with sharp teeth and enormous jutting lower canines. Orcs possess powerful gifted voices that thunder and resound when raised up in fury or in battle-song.&lt;br /&gt;
&lt;br /&gt;
== Society and Lands == &lt;br /&gt;
Adom's Orcs are Orcs that have established strong ties to their roots as a martialocracy culture (that is, a society ruled by the warrior class) who in term have reverence for and strong ties of ancestry worship, notions of honor and shamanistic teachings. They are the consummate warrior race of &amp;quot;savage nobles&amp;quot; with a mighty belief in their place as the warriors of the world. The Clans (or House) of the Orc society provides for them the basic societal structure and framework necessary for their complex and sometimes chaotic sounding, forms of honor and ritual living. Because of their codes of honor and the tight societies of this clan structure, Orcs can sometimes be seen as aloof by other races. It would be a lie to say that they do not think very highly of themselves, especially in terms of martial prowess but many aspects of their culture are simply misunderstood and the typical Orc won't be bothered to educate the ignorant masses. To an outsider an Orc code of honor seems haphazard or cobbled together in order to excuse any act of violence an Orc sees fit to engage in. However, the truth is that the Orc Code is highly personal and very complicated, nearly impossible to explain to a non-Orc outside of the simple fact that &amp;quot;it existed.&amp;quot; An Orc measures himself up against another Orc to determine the validity of his or her code The entire Orc Nation can be broken down into several active &amp;quot;Hordes&amp;quot; that are gathered in the various areas of the world. Within each Horde are different levels of uniformity, organization and focus. Of these Hordes only Adom's People can claim true freedom of self, independence and will. Adom-Orc civilization concentrates itself in the tablelands of Dran in a region known as Thurlogoth. Here their warrior city of Adomar exists as a centerpiece for their way of life. Their council of elders, consisting of envoys from each of the major Orc War-Houses and Clans, deal with the ins and outs of Orc life. Also the trading city of Dok exists on the borders between their lands and Dranei-Human lands. Orcs can be found in other lands as well. Adom-Orcs congregates as far south as The Desolation and as far east as the rolling badlands and untamed wilds of the Eastern Wilds&lt;br /&gt;
&lt;br /&gt;
== Other Races == &lt;br /&gt;
Orcs struggle with pre-conceived notions caused by the depraved behaviour of their more numerous and far more evil cousins, the Fel Orcs. Thus when an Adom Orc ventures far from his homeland he often deals with prejudices and fear that is better associated with his more monstrous kin. Orcs who are patience or who reach tolerant lands are able to overcome this but they still have trouble relating to the likes of elves and halflings and even the Adom Orcs have had rivalries with Dwarves and struggles with men. In the end, an Orc values those with strong personal honor and dedication to friends and family. When an Orc forms a fast friendship it is lasting and powerful, but they are often suspicious of other races. Clearly the existence of half-orcs demonstrates that the Adom Orcs are capable of lasting relationships with those who accept them for what they are.&lt;br /&gt;
&lt;br /&gt;
== Alignment and Religion == &lt;br /&gt;
Despite their code of honor, which in truth mainly establishes them as a warrior-race, Orcs are very chaotic beings and chaos is evident in their code as well. They are typically neutral as well. Like humans, there are Orcs who break the mold. Lawful Orcs are not impossible though they typically exist with good reason. Orc religion is fractious and difficult to pin down. The Orcs have a cultivated belief in the power of the elemental forces of the world and also in ancestor worship. Their Druids (known as Shamans in their clans) have great power for spiritual leadership and guidance. Orc priests do exist however and they bring the mighty divine word of â€˜The Old Godsâ€™ to the orcs. The centerpiece of this religion revolves around the worship of the progenitors of orc kind who themselves may simply be deific versions of ancient orc heroes and legendary clan leaders as they have a strong streak of hero and ancestor worship. Orcs exposed to the more traditional view of the gods assimilate quickly and Orc priests and clerics rise out of temples all across the Savage Frontier, usually dedicated to Kor, Angoron or other gods of strength, nature, honor and martial prowess.&lt;br /&gt;
&lt;br /&gt;
== Adventurers == &lt;br /&gt;
Orc adventurers find themselves up against a lot of barriers due to the perception of orcs by other races. Some work very hard to prove themselves and once they do they find themselves embraced by society but still feared by them. Orcs are typically fighters or barbarians and enjoy working as cheap muscle and bodyguards. An Orc will do much to prove his honor and challenges that other races may deem unusual are typically where an Orc warrior is ready to begin.&lt;br /&gt;
&lt;br /&gt;
== Orcs in the Pathfinder Campaign == &lt;br /&gt;
The surge in evil has brought Fel Orcs to a height of activity not seen since the Daemon Wars and the resulting difficulties have rebounded back upon the Adom Orcs by causing great concern to rise up in various civilized lands where Adom Orc communities exist. For their own part, the Adom Orcs take to battling their twisted and corrupt brethren with a near holy fervor and are equally quick to dispense judgment on those who wrongfully accuse them of dishonorable deeds. The stirrings of evil in these recent days have given the Orcs much to battle and test their strength and honor against.&lt;br /&gt;
&lt;br /&gt;
== Orc Racial Traits == &lt;br /&gt;
* '''+2 Strength, +2 Wisdom, -2 Intelligence:''' Orcs are incredibly strong and also very world wise and in tune with spiritual matters. However they are not very cerebral.&lt;br /&gt;
* '''Medium:''' Orcs are Medium creatures and have no bonuses or penalties due to their size.&lt;br /&gt;
* '''Normal Speed:''' Orcs have a base speed of 30 feet.&lt;br /&gt;
* '''Darkvision:''' Orcs can see in the dark up to 60 feet. &lt;br /&gt;
* '''Rugged Upbringing: '''Orcs receive a +2 racial bonus on Intimidate skill checks and +2 to Survival due to their fearsome nature and disposition towards harsh lifestyles.&lt;br /&gt;
* '''Orc Ferocity:''' Once per day, when a Orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.&lt;br /&gt;
* '''Willful: '''Orcs are notoriously stubborn. They receive a +2 bonus on will save checks.&lt;br /&gt;
* '''Fell Call (Su): '''Whether by bestial roar or fell song, the cry of an angry Orc has shaken walls, shattered windows and quailed the hearts of many. As a move action an Orc can sound a call that strikes fear into the hearts of others. Each foe within thirty feet must make a Will save (DC 10 + half of the orcs character level + charisma bonus). Add 2 to the Will save DC if you have at least five ranks in intimidate. A foe that fails this saving throw suffers a -2 morale penalty to attack rolls, Will saves and AC for 1 round. This is considered a mind-affecting effect.&lt;br /&gt;
* '''Weapon Familiarity:''' Orcs are proficient with greataxes and falchions and treat any weapon with the word &amp;quot;orcan&amp;quot; in its name as a martial weapon.&lt;br /&gt;
* '''Languages: '''Orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Oruch&amp;diff=821</id>
		<title>Oruch</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Oruch&amp;diff=821"/>
		<updated>2010-03-23T03:52:44Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Orc Racial Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like many other non human races, Orcs are creatures of fey and originate from the otherworldly realms of The Unseen. In the distant past, they were called forth by gods of darkness, chaos and violence to wage war on behalf of the ancient gods. Although the elves had been battling as champions of light, they were unprepared for the unspeakable power and savagery possessed by the orcs of this age and their cities became defiled and littered with the dead as the orcs fought as foot soldiers of the dark powers. In those days, wars were fueled by the primal power of the gods, who were incarnate in flesh and the races of the world were empowered greatly. The lands were scorched and laid bare. The War of the Elves and Orcs occurred three times over the long years of the First Age and during that time efforts at breeding larger, stronger and more powerful versions of Orcs led to the creation of other monstrous races that still walk the world today However, Orcs in those days were near uncontrollable to the point that only true powers of chaos and evil had use for them Gigantic and gifted with cruel and unyielding strength, the ancient hordes fought for glory and power and grew in staggering number but the defeat of the gods of evil at the end of the War of the Gods and the great seal placed over the world to prevent such wars from ever happening again left the Orcs bereft of patronage. Having lived a life full of violence and warfare, they fell upon land after land and then lacking further guidance they began to fall upon one another.&lt;br /&gt;
&lt;br /&gt;
[[image:orcs01.jpg|thumb]] Orc Warlords came and went and their warring ways and mountain strongholds brought them into repeated conflict with the dwarves of the world. Where the orcs conquered they created garrisons out of ravaged cities relishing the occasional taste of human or halfling flesh. In the late Second Age of Gaea, there came one Warchief who sought change lest their people be destroyed by the rising up of others and their own infighting. Adom, whose name will live on as long as there remains even a single Orc whom draws breath. Adom saw beyond the petty squabbling of his people. He saw that the constant fighting would break his people and leave them as little more than a mere shell of their former selves. Like a visionary he knew, without knowing whence the knowledge came, that he must enforce change lest his people be doomed. Thus he gathered about him those who wished for more or better - more power, a better life, more domination, more peace. Through vision seeking and questing, the knowledge of their ancestors before the corruption came to him and he learned of a different way of life that they could embrace if they would only throw off the yoke of the dark powers and daemonic forces influencing their lives. Old habits die hard, however, and great opposition was met when Adom's decree and proclamation went forth through the clans under his guidance and to allied tribes as well&lt;br /&gt;
&lt;br /&gt;
In the end, the nation became divided and Adom led those loyal to him from the Southlands and to the north and west of the world where they were met with hostility and opposition. Some among them scattered though they retained loyalty to the tenants and cause Adom had called his people to rally around. A system of honor, religious respect of the spirits of the world and study of the ancient slumbering gods began to yield to the orcs of Adom's People a heritage and a power that they had long forgotten. In time, Adom's folk came to be known as Great Orcs and those tribes, though far more numerous, who lacked access to their ancient power but were still enthralled by darkness were known as Fel Orcs. Now in this new Third Age in the aftermath of the fall of the great kingdom of men, , Orcs remain one of the most influential and dynamic of the races. &lt;br /&gt;
&lt;br /&gt;
== Physical Description == &lt;br /&gt;
The typical Male Orc stands no less then 6'4&amp;quot; and can average close to three hundred pounds and surpass seven feet. They are very massive and Orcs even bigger than this exist in small numbers Their skin tone range from great hues of rich green to almost grey although there are variations based upon tribes and ancestry. Their hair is mane like and usually black or brown, graying with age though red hair is also possible. They often allow it to grow for months on ends, sometimes their entire lives and they pride themselves on it, often wearing their hair in elaborate braids, top knots or at great lengths down their backs. Their ears are large and noses flat. Their mouths are large as well and filled with sharp teeth and enormous jutting lower canines. Orcs possess powerful gifted voices that thunder and resound when raised up in fury or in battle-song.&lt;br /&gt;
&lt;br /&gt;
== Society and Lands == &lt;br /&gt;
Adom's Orcs are Orcs that have established strong ties to their roots as a martialocracy culture (that is, a society ruled by the warrior class) who in term have reverence for and strong ties of ancestry worship, notions of honor and shamanistic teachings. They are the consummate warrior race of &amp;quot;savage nobles&amp;quot; with a mighty belief in their place as the warriors of the world. The Clans (or House) of the Orc society provides for them the basic societal structure and framework necessary for their complex and sometimes chaotic sounding, forms of honor and ritual living. Because of their codes of honor and the tight societies of this clan structure, Orcs can sometimes be seen as aloof by other races. It would be a lie to say that they do not think very highly of themselves, especially in terms of martial prowess but many aspects of their culture are simply misunderstood and the typical Orc won't be bothered to educate the ignorant masses. To an outsider an Orc code of honor seems haphazard or cobbled together in order to excuse any act of violence an Orc sees fit to engage in. However, the truth is that the Orc Code is highly personal and very complicated, nearly impossible to explain to a non-Orc outside of the simple fact that &amp;quot;it existed.&amp;quot; An Orc measures himself up against another Orc to determine the validity of his or her code The entire Orc Nation can be broken down into several active &amp;quot;Hordes&amp;quot; that are gathered in the various areas of the world. Within each Horde are different levels of uniformity, organization and focus. Of these Hordes only Adom's People can claim true freedom of self, independence and will. Adom-Orc civilization concentrates itself in the tablelands of Dran in a region known as Thurlogoth. Here their warrior city of Adomar exists as a centerpiece for their way of life. Their council of elders, consisting of envoys from each of the major Orc War-Houses and Clans, deal with the ins and outs of Orc life. Also the trading city of Dok exists on the borders between their lands and Dranei-Human lands. Orcs can be found in other lands as well. Adom-Orcs congregates as far south as The Desolation and as far east as the rolling badlands and untamed wilds of the Eastern Wilds&lt;br /&gt;
&lt;br /&gt;
== Other Races == &lt;br /&gt;
Orcs struggle with pre-conceived notions caused by the depraved behaviour of their more numerous and far more evil cousins, the Fel Orcs. Thus when an Adom Orc ventures far from his homeland he often deals with prejudices and fear that is better associated with his more monstrous kin. Orcs who are patience or who reach tolerant lands are able to overcome this but they still have trouble relating to the likes of elves and halflings and even the Adom Orcs have had rivalries with Dwarves and struggles with men. In the end, an Orc values those with strong personal honor and dedication to friends and family. When an Orc forms a fast friendship it is lasting and powerful, but they are often suspicious of other races. Clearly the existence of half-orcs demonstrates that the Adom Orcs are capable of lasting relationships with those who accept them for what they are.&lt;br /&gt;
&lt;br /&gt;
== Alignment and Religion == &lt;br /&gt;
Despite their code of honor, which in truth mainly establishes them as a warrior-race, Orcs are very chaotic beings and chaos is evident in their code as well. They are typically neutral as well. Like humans, there are Orcs who break the mold. Lawful Orcs are not impossible though they typically exist with good reason. Orc religion is fractious and difficult to pin down. The Orcs have a cultivated belief in the power of the elemental forces of the world and also in ancestor worship. Their Druids (known as Shamans in their clans) have great power for spiritual leadership and guidance. Orc priests do exist however and they bring the mighty divine word of â€˜The Old Godsâ€™ to the orcs. The centerpiece of this religion revolves around the worship of the progenitors of orc kind who themselves may simply be deific versions of ancient orc heroes and legendary clan leaders as they have a strong streak of hero and ancestor worship. Orcs exposed to the more traditional view of the gods assimilate quickly and Orc priests and clerics rise out of temples all across the Savage Frontier, usually dedicated to Kor, Angoron or other gods of strength, nature, honor and martial prowess.&lt;br /&gt;
&lt;br /&gt;
== Adventurers == &lt;br /&gt;
Orc adventurers find themselves up against a lot of barriers due to the perception of orcs by other races. Some work very hard to prove themselves and once they do they find themselves embraced by society but still feared by them. Orcs are typically fighters or barbarians and enjoy working as cheap muscle and bodyguards. An Orc will do much to prove his honor and challenges that other races may deem unusual are typically where an Orc warrior is ready to begin.&lt;br /&gt;
&lt;br /&gt;
== Orcs in the Pathfinder Campaign == &lt;br /&gt;
The surge in evil has brought Fel Orcs to a height of activity not seen since the Daemon Wars and the resulting difficulties have rebounded back upon the Adom Orcs by causing great concern to rise up in various civilized lands where Adom Orc communities exist. For their own part, the Adom Orcs take to battling their twisted and corrupt brethren with a near holy fervor and are equally quick to dispense judgment on those who wrongfully accuse them of dishonorable deeds. The stirrings of evil in these recent days have given the Orcs much to battle and test their strength and honor against.&lt;br /&gt;
&lt;br /&gt;
== Orc Racial Traits == &lt;br /&gt;
* '''+2 Strength, +2 Wisdom, -2 Intelligence:''' Orcs are incredibly strong and also very world wise and in tune with spiritual matters. However they are not very cerebral.&lt;br /&gt;
* '''Medium:''' Orcs are Medium creatures and have no bonuses or penalties due to their size.&lt;br /&gt;
* '''Normal Speed:''' Orcs have a base speed of 30 feet.&lt;br /&gt;
* '''Darkvision:''' Orcs can see in the dark up to 60 feet. &lt;br /&gt;
* '''Rugged Upbringing: '''Orcs receive a +2 racial bonus on Intimidate skill checks and +2 to Survival due to their fearsome nature and disposition towards harsh lifestyles.&lt;br /&gt;
* '''Orc Ferocity:''' Once per day, when a Orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.&lt;br /&gt;
* '''Willful: '''Orcs are notoriously stubborn. They receive a +2 bonus on will save checks.&lt;br /&gt;
* '''Fell Call (Su): '''Whether by bestial roar or fell song, the cry of an angry Orc has shaken walls, shattered windows and quailed the hearts of many. As a move action an Orc can sound a call that strikes fear into the hearts of others. Each foe within thirty feet must make a Will save (DC 10 + half of the orcs character level + charisma bonus) add 2 to the Will save DC if you have at least five ranks in intimidate. A foe that fails this saving throw suffers a -2 morale penalty to attack rolls, Will saves and AC for 1 round. This is considered a mind-affecting effect.&lt;br /&gt;
* '''Weapon Familiarity:''' Orcs are proficient with greataxes and falchions and treat any weapon with the word &amp;quot;orcan&amp;quot; in its name as a martial weapon.&lt;br /&gt;
* '''Languages: '''Orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Artificer&amp;diff=819</id>
		<title>Artificer</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Artificer&amp;diff=819"/>
		<updated>2010-03-23T03:23:19Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:artificer01.jpg|thumb]]On the world of Gaea, magical energy is common place to the point that it has replaced electricity and other more mundane sources of power, as a means for a power source to fuel technology development and the rise of industry. As a result of this a new breed of dabbler in the field of magical development and crafting has risen up. The Artificer forges bridges between the worlds of magic and machines. They have the skills to build virtually any contraption imaginable and the know how to utilize the theories of magitech to power to give these creations. The synthesis of the two forms of machines and magic has been given many different names over the years but the most common one is simply known as Artifice. Artificers understand magic on a different level from most other spellcasters and thus they do not cast spells like wizards and clerics do. Instead their inventive devices serve as the ways and means for them to access the world of magic. Thus they have an amazing facility with magic items and constructs and in many ways they are the ones who keep the advanced levels of civilization that many nations enjoy, running. Their on the fly contraptions can be very potent and extremely powerful but run the risk of malfunctioning and exploding in their faces. For many Artificers, such a risk is simply part of the drive that keeps them in pursuit of perfection.&lt;br /&gt;
&lt;br /&gt;
Most Artificers start off as simple mechanics and industrial technicians working in one of the major industrialized nation and city states in the known world. In time, their mechanical aptitude becomes more evident along with a slow gravitation towards study of arcane principles. At this point, mentors or a handful of Artificers in a small pocket union almost exclusively trains many. Some end up joining larger organizations such as The Engineering Enclave or The Society of Novus Mechanus. Their art requires a great deal of discipline as well as a powerful spark of creativity. Willingness to learn, shop work and exploration are necessary. Many of the higher secrets and discoveries of their trade are sacrosanct and closely guarded by them. Above all they are known for their ingenuity and their powerful inventions. The most successful Artificers make a decent living distributing their wondrous wares or allying with a kingdom and making their mark either on the battlefield or in the machine labs where they continue to produce items of the imagination. Opportunities are near limitless for those who are bright enough and imaginative enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
Artificers tend to be found on adventures often, typically as they attempt to 'field test' their newest gadgets and devices. They seek deposits of rare minerals and mana crystals to use in their creations. They search for hidden arcane secrets and the mysteries of the long lost Civilization of Machines and Sorcery. They face danger to acquire money to buy or make magic items. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
Perhaps the ultimate magical dabbler wrapped up into the package of a daring explorer. Artificers can use just about any spell from wands or scrolls, mimic pure arcane spells through the use of their personalized contraptions, repair damaged constructs, temporarily empower ordinary items with magical power and discern the function of nearly any unique piece of equipment. Their own progression through the ranks of magic is incredibly slow compared to purer casters. But they compensate for this by their ability to craft works of wonder that can emulate the effects of divine and arcane magic together, often at once. An Artificer can build a device that can unleash a barrage of arcane fire while at the same time shielding his comrades from danger. The downside is that the more complex the device and the more mana it attempts to consume, the more it runs a risk of malfunctioning and even outright exploding in the hands of the user.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
If an Artificer tends towards any alignment then it is neutral. They are more interested in their work than its moral implications. Some seek to create magic items for the common good and others seek to explore the tremendous destructive power that their craft holds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
Many Artificers revere Reos the Crafter and god of the Forge, Invention and Industry. Many others revere Ceinara the goddess of inspiration, artwork and passionate creativity. Others are too preoccupied with mastering magic to worry about the gods and still others worship based on their cultural heritage and personal goals. As a generally pantheistic society, it is not unheard of for an Artificer to revere multiple gods as need be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Like wizards, artificers tend to learn their craft through long years of hard study. They share a sense of camaraderie with others who have endured similar training. Other Artificers are viewed either as comrades or potential rivals. Rivalry may take a friendly form with one Artificer trying to outdo each other in their creations and accomplishments or it could turn deadly with artificers sending construct assassins after each other. Generally, as the creators of artifice, Artificers are afforded much respect in many of the lands of the known world. They provide the various kingdoms with the industrial power and the military technology of the current era and they perform many diverse roles throughout society. An Artificer can be found working as a field repairman to an engineer on an Airship.&lt;br /&gt;
&lt;br /&gt;
The leading association of Artificers is wrapped up in the Engineering Enclave, which is based out of Clockwork Point in Khazad Duin and has a number of chapter houses in various lands that are acclimated well to technology. These are not the only organizations that exist and there are several smaller ones that can be found here and there throughout The Great Continent. In Charn, Artificers are quickly absorbed into the massive war machine of invention that the empire relies on to spearhead their expansionist efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
Without a doubt, humans excel as Artificers and by far they are the most prevalent members of this class. Dwarves follow along with goblins with a natural knack for mechanical things. Goblins are more interested in commerce and making money then they are true invention and sometimes they may find it difficult to find training. Gnomes also work well as Artificers but Gnome inventors tend to also pursue the path of the Master Craftsman so as to focus on their fascinations with gunsmithing and clockwork devices. Elves are rarely found as Artificers due to their attachment to traditional magic and the aesthetics of it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Classes ==&lt;br /&gt;
They tend to get along well with most non-magic using classes, particularly fighters. Monks are taken aback quite often by the devotion of artificers to their machines, while barbarians tend to mistrust anything so artificial. Druids and rangers share the barbarian's distrust to a certain degree, while the other casting classes, (cleric, sorcerers and wizards) regard artificers as either healthy competitors or utter disdain depending upon the cultural backdrop involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
In a typical adventuring party, Artificers bring unparalleled flexibility in terms of magic items, and the availability of spells. While wizards, sorcerers and clerics can wield far more powerful and potent spells, The Artificer can combine spell effects in unique contraptions in a unique fashion of spell stacking. This flexibility grants them great maneuvering room in party roles in comparison to their more traditional counterparts. They can fight reasonably well as well though they are often disinclined to engage in frontline combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''HD:''' d8 &lt;br /&gt;
&lt;br /&gt;
'''Proficiencies:''' Light Armor, Shields (But not Tower Shields), Simple Weapons, Pistol&lt;br /&gt;
&lt;br /&gt;
'''Skill Points:''' 6+Int Modifier per level&lt;br /&gt;
&lt;br /&gt;
'''Class Skills:''' Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (technology) (Int), Knowledge (dungeoneering) (Int), Spellcraft (Int), Use Magic Device (Cha), Profession (Int)&lt;br /&gt;
&lt;br /&gt;
==Table: The Artificer==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! &amp;lt;center&amp;gt;Level&amp;lt;/center&amp;gt;&lt;br /&gt;
! BaseAttack Bonus&lt;br /&gt;
! &amp;lt;center&amp;gt;FortSave&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;RefSave&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;WillSave&amp;lt;/center&amp;gt;&lt;br /&gt;
! Special&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Devices&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
! &lt;br /&gt;
! &amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
! &lt;br /&gt;
! 0&lt;br /&gt;
! &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;1st&amp;lt;/center&amp;gt;&lt;br /&gt;
| +0&lt;br /&gt;
| &amp;lt;center&amp;gt;+0&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| '''Elbow grease, Devices'''&lt;br /&gt;
| 3&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;2nd&amp;lt;/center&amp;gt;&lt;br /&gt;
| +1&lt;br /&gt;
| &amp;lt;center&amp;gt;+0&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| Item creation, Assemble prototype&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;3rd&amp;lt;/center&amp;gt;&lt;br /&gt;
| +2&lt;br /&gt;
| &amp;lt;center&amp;gt;+1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat, Craft wonderous item&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;4th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +3&lt;br /&gt;
| &amp;lt;center&amp;gt;+1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;5th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +3&lt;br /&gt;
| &amp;lt;center&amp;gt;+1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| Craft magic arms and armor, Salvage&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;6th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +4&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| Trapfinding, bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;7th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +5&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;8th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +6/+1&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;9th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +6/+1&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;10th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +7/+2&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+7&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+7&amp;lt;/center&amp;gt;&lt;br /&gt;
| Jack of all trades&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;11th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +8/+3&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+7&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+7&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;12th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +9/+4&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;13th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +9/+4&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;14th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +10/+5&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+9&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+9&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;15th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +11/+6/+1&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+9&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+9&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;16th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +12/+7/+2&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;17th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +12/+7/+2&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;18th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +13/+8/+3&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+11&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+11&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;19th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +14/+9/+4&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+11&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+11&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;20th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +15/+10/+5&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+12&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+12&amp;lt;/center&amp;gt;&lt;br /&gt;
| Device mastery&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Devices== &lt;br /&gt;
Devices are tools artificers use to emulate magic. An artificer has a book of Schematics known as a Portfolio, from which he can construct devices. Devices have two components, core and secondary.&lt;br /&gt;
&lt;br /&gt;
Core components are a type of Foci, such as a gun frame, arcane engine, miniature steam boiler or clockwork machine. Multiple devices can use the same core component, so long as they emulate spells from the same school of magic. These Core Components cost 25g to create, and take 2 hours to craft (No check required). Each core component weighs 2lbs takes 1 page of the Portfolio.&lt;br /&gt;
&lt;br /&gt;
Secondary Components define what spell is cast by the core component. These components must be prepared every morning, as they are primed by the artificer. If a spell uses material components, these materials are special parts built into the Secondary Component during this preparation and are burned out after each use. These parts have the same cost as their traditional equivalents. Any specific magic items, such as Diamonds, Rare metals etc. require parts that are as difficult to find as the magical components (Diamond-Lenses, Platinum Fibers, Dragon-Tooth gears etc) An artificer can prepare a number of secondary components based on Table: Artificer. In addition, he receives bonus Secondary Components per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).&lt;br /&gt;
&lt;br /&gt;
Though Devices are similar to traditional magic, they exhibit certain differences. Devices do not require verbal components, instead requiring the Core Component as a focus. All artifice spells have a somatic component involving connecting the Secondary Component to the Core. Any material components required by the spell are subsumed by preparation into the somatic component. Drawing the Secondary Component is part of the casting of the spell. If the Artificer wishes to change his Core Component, he may do so as a move action that does not provoke attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Metamagic feats can be applied to Devices the same as Wizard spells, selected and implemented during the preparation of the Secondary Devices in the morning. Neither Silent Spell nor Still Spell have any effect on the use of Artifice Devices. Devices can benefit from the use of metamagic rods.&lt;br /&gt;
&lt;br /&gt;
Effects created by Artifice Devices can be dispelled as normal for magic. However, Devices themselves are not subject to spells which target magic items, such as Disjunction and greater Dispel. Devices do not function in an Anti-Magic Field, although their functionality returns in full once they leave an anti-magic field.&lt;br /&gt;
&lt;br /&gt;
The Core Components of a device can be sundered. They have 5HP per Artificer Level and hardness 5, and weigh 2lb, and they can benefit from using special metals such as adamantium or mithril. A mithril component costs 150g, and an adamantine one costs 750g.&lt;br /&gt;
&lt;br /&gt;
The artificer gains new schematics in his portfolio by studying Artificer Prototypes. This process is identical in time and cost to a wizard adding spells to his spellbook. An artificer also gains 2 new schematics each time he gains a level, which he may use to learn schematics at any level he knows.&lt;br /&gt;
&lt;br /&gt;
The artificer must have an intelligence score of 10+Device Level to learn/build/use a device. Devices are drawn from the Wizard spell list.&lt;br /&gt;
&lt;br /&gt;
0-Level Devices have no core component and can be used at will.&lt;br /&gt;
&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
&lt;br /&gt;
'''Elbow grease (Ex)''' The artificer adds half his Artificer level to Craft skill checks.&lt;br /&gt;
&lt;br /&gt;
'''Trapfinding (Ex)''' An Artificer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An Artificer can use Disable Device to disarm magic traps. Levels in Artificer Stack with Rogue levels for this ability.&lt;br /&gt;
&lt;br /&gt;
'''Item Creation''' The artificer is able to create magical items as if he were a spellcaster. He has an effective CL of +2 for meeting caster level requirements of magic items, and any device he knows how to make may be used in place of true spells for item prerequisites. He may also emulate a spell he does not know by making an Use Magic Device check with a DC of 14+Minimum Caster Level of Spell Emulated. Any spells emulated in this fashion are emulated using the Artificer's Class Level as CL, not the normal minimum to cast the spell.&lt;br /&gt;
&lt;br /&gt;
'''Assemble Prototype''' - The artificer creates a prototype version of one of the devices he owns. Any artificer who is also capable of using this device can use the prototype as a spell completion item, which is consumed in the process. Any artificer may also attempt to copy the device to his book of schematics with a Craft/Artifice check as if he were learnign a spell. Anyone else must make an use Magic Device check as if it was a scroll. This ability otherwise behaves the same as Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
'''Salvage''' - The artificer may destroy a magic item, adding what it would normally cost to craft to his Salvage Pool. He can use this salvage pool to reduce the cost to enchant an item. Intelligent magical items receive a will save to avoid being destroyed in this way, and artifacts cannot be disenchanted in this way.&lt;br /&gt;
&lt;br /&gt;
'''Metamagic Science''' - The Artificer is able to expend additional charges of a charged magic item to increase the effect. He can apply any metamagic feat he knows to any spell-trigger item (Such as a wand) and expends additional charges or uses per day equal to the total increase in spell level applying this metamagic would cause. For example, a widened fireball would use up a total of 4 charges (1 + 3 from the metamagic)&lt;br /&gt;
&lt;br /&gt;
'''Jack of all Trades''' - As Bard Ability of the same name. Levels of Artificer stack with levels of Bard to determine the effectiveness of this ability.&lt;br /&gt;
&lt;br /&gt;
'''Device Mastery (Ex)''' - At 20th level, you grasp the subtle complexities of magic items. Once a day, you can treat any metamagic feat you have as Sudden. The artificer can also expend devices to power charged magic items. For every three levels of Device slots that you expend, you consume one less charge when using a magic item that expends charges.&lt;br /&gt;
&lt;br /&gt;
'''Artificer Bonus Feats''' - Artificers may select Any Metamagic Technique, Spell Focus or anyItemCreation Feat as a Bonus Feat. They must meet all prerequisites for the feat they select.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=818</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=818"/>
		<updated>2010-03-23T02:49:54Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Additional Rules for Firearms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
&lt;br /&gt;
To address: Crit multiplier on firearms. Crit on dran great maul. Stats for following weapons: Kusari-Gama, Mancatcher, Dran Flail&lt;br /&gt;
&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range. A blunderbuss must be wielded in two hands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pistol:''' A pistol can be fired in one hand. Refer to &amp;quot;firearms rules&amp;quot; below, for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in firearms, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=World_Map&amp;diff=817</id>
		<title>World Map</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=World_Map&amp;diff=817"/>
		<updated>2010-03-22T08:49:52Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Cosmology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:worldmap.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
=The World=&lt;br /&gt;
The Emblem of Ea takes place on a world known as Gaea. Gaea is Earth like in almost all aspects save that it is a mystical otherworld where both sophisticated technology and powerful sorcery co-exist. It has a single sun which is named 'Solis', another name for the deity [[Daeus]]. It has two moons. The larger moon is known as [[Eluna]], named for the goddess of the moon. The smaller moon has many names, including The [[Phantom Moon]], The Null Moon and the Void Moon. It is characterized by a lidless eye like engraving onto its surface.&lt;br /&gt;
&lt;br /&gt;
==Continents==&lt;br /&gt;
The events of The Emblem of Ea concerns itself primarily with nations and areas on a landmass known as The Great Continent. Several sub-continental regions make up this large area. Much of this land is characterized by industrialized city-states, kingdoms and nations with a large bulk of this land unexplored and uncharted since the height of the previous age. The names of these continents are [[Arcania]], [[Vantyre]], and [[Cellene]].&lt;br /&gt;
&lt;br /&gt;
The continent of Arcania has similarities to Europe in the real world both in terms of location on the globe and in the sense of internationalism and diverse cultures and national outlook. Arcania is also the location of the main city of the game, [[Alexandria]]. Connected to Arcania is the continent of Vantyre. Much larger then Arcania, Vantyre has many similarities tone and style wise with Asia and parts of Africa and the Middle East. Lastly the continent of Cellene is very similar to the tone of the 'New World' of the Americas and aside from a few newer nations there is largely unexplored and undeveloped. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Nations and Regions=&lt;br /&gt;
Nations are organized both by singular realms and larger vast regions which themselves have smaller realms or conglomerate of realms within them. Please use this information to learn about our game world and to plan your characters origins and goals.&lt;br /&gt;
 &lt;br /&gt;
==Nations==&lt;br /&gt;
 &lt;br /&gt;
{| Width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=100|[[Alexandros]]&lt;br /&gt;
|width=100|[[Bludgun]]&lt;br /&gt;
|width=100|[[Charn]]&lt;br /&gt;
|width=100|[[Dragonier]]&lt;br /&gt;
|-&lt;br /&gt;
|width=100|[[Jade Islands]]&lt;br /&gt;
|width=100|[[Llyranost]]&lt;br /&gt;
|width=100|[[Rune]]&lt;br /&gt;
|width=100|[[Stormgarde]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
&lt;br /&gt;
{| Width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=100|[[The Desolation]]&lt;br /&gt;
|width=100|[[Dran]]&lt;br /&gt;
|width=100|[[Khazad Duin]]&lt;br /&gt;
|-&lt;br /&gt;
|width=100|[[Myrddion]]&lt;br /&gt;
|width=100|[[The Vast]]&lt;br /&gt;
|width=100|[[Veyshan]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Lands==&lt;br /&gt;
Although society has advanced to a point that issues of travel and exploration are made easier, much of The Great Continent lies undiscovered with various parts having been cut off by both natural geography and the after effects of [[The Sundering]]. With the exception of [[The Azure Kingdoms]] much of Vantyre is an unknown realm and the nation of [[Gustav]] is the only known nation on the continent of Cellene. Other landmasses are known to exist on the world as well. The continent of [[Jammur]] is a distant lost continent accessible only by means of magical portal. It is known that the [[Lizardfolk]] race are native to this distant lost world and they come from jungles known only as [[Am'shere]].&lt;br /&gt;
&lt;br /&gt;
=Cosmology=&lt;br /&gt;
Gaea has a unique [[The Cosmology of Gaea|Cosmology]] that differs from standard D&amp;amp;D. We do take some basic conventions from the Players Handbook such as the notion of elemental planes (known as The [[Elemental Wheels]] in gaea's cosmology) and transitive planes but generally the public view of the outer realms consists of the material and mortal world and [[The Unseen]], which is the great vast beyond and the spiritual realm where the gods reside. Within The Unseen are countless worlds and the outer planes as Gaea citizens know it.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=World_Map&amp;diff=816</id>
		<title>World Map</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=World_Map&amp;diff=816"/>
		<updated>2010-03-22T08:49:18Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Regions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:worldmap.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
=The World=&lt;br /&gt;
The Emblem of Ea takes place on a world known as Gaea. Gaea is Earth like in almost all aspects save that it is a mystical otherworld where both sophisticated technology and powerful sorcery co-exist. It has a single sun which is named 'Solis', another name for the deity [[Daeus]]. It has two moons. The larger moon is known as [[Eluna]], named for the goddess of the moon. The smaller moon has many names, including The [[Phantom Moon]], The Null Moon and the Void Moon. It is characterized by a lidless eye like engraving onto its surface.&lt;br /&gt;
&lt;br /&gt;
==Continents==&lt;br /&gt;
The events of The Emblem of Ea concerns itself primarily with nations and areas on a landmass known as The Great Continent. Several sub-continental regions make up this large area. Much of this land is characterized by industrialized city-states, kingdoms and nations with a large bulk of this land unexplored and uncharted since the height of the previous age. The names of these continents are [[Arcania]], [[Vantyre]], and [[Cellene]].&lt;br /&gt;
&lt;br /&gt;
The continent of Arcania has similarities to Europe in the real world both in terms of location on the globe and in the sense of internationalism and diverse cultures and national outlook. Arcania is also the location of the main city of the game, [[Alexandria]]. Connected to Arcania is the continent of Vantyre. Much larger then Arcania, Vantyre has many similarities tone and style wise with Asia and parts of Africa and the Middle East. Lastly the continent of Cellene is very similar to the tone of the 'New World' of the Americas and aside from a few newer nations there is largely unexplored and undeveloped. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Nations and Regions=&lt;br /&gt;
Nations are organized both by singular realms and larger vast regions which themselves have smaller realms or conglomerate of realms within them. Please use this information to learn about our game world and to plan your characters origins and goals.&lt;br /&gt;
 &lt;br /&gt;
==Nations==&lt;br /&gt;
 &lt;br /&gt;
{| Width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=100|[[Alexandros]]&lt;br /&gt;
|width=100|[[Bludgun]]&lt;br /&gt;
|width=100|[[Charn]]&lt;br /&gt;
|width=100|[[Dragonier]]&lt;br /&gt;
|-&lt;br /&gt;
|width=100|[[Jade Islands]]&lt;br /&gt;
|width=100|[[Llyranost]]&lt;br /&gt;
|width=100|[[Rune]]&lt;br /&gt;
|width=100|[[Stormgarde]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
&lt;br /&gt;
{| Width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=100|[[The Desolation]]&lt;br /&gt;
|width=100|[[Dran]]&lt;br /&gt;
|width=100|[[Khazad Duin]]&lt;br /&gt;
|-&lt;br /&gt;
|width=100|[[Myrddion]]&lt;br /&gt;
|width=100|[[The Vast]]&lt;br /&gt;
|width=100|[[Veyshan]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Lands==&lt;br /&gt;
Although society has advanced to a point that issues of travel and exploration are made easier, much of The Great Continent lies undiscovered with various parts having been cut off by both natural geography and the after effects of [[The Sundering]]. With the exception of [[The Azure Kingdoms]] much of Vantyre is an unknown realm and the nation of [[Gustav]] is the only known nation on the continent of Cellene. Other landmasses are known to exist on the world as well. The continent of [[Jammur]] is a distant lost continent accessible only by means of magical portal. It is known that the [[Lizardfolk]] race are native to this distant lost world and they come from jungles known only as [[Am'shere]].&lt;br /&gt;
&lt;br /&gt;
==Cosmology==&lt;br /&gt;
Gaea has a unique [[The Cosmology of Gaea|Cosmology]] that differs from standard D&amp;amp;D. We do take some basic conventions from the Players Handbook such as the notion of elemental planes (known as The [[Elemental Wheels]] in gaea's cosmology) and transitive planes but generally the public view of the outer realms consists of the material and mortal world and [[The Unseen]], which is the great vast beyond and the spiritual realm where the gods reside. Within The Unseen are countless worlds and the outer planes as Gaea citizens know it.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=World_Map&amp;diff=815</id>
		<title>World Map</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=World_Map&amp;diff=815"/>
		<updated>2010-03-22T08:49:05Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Nations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:worldmap.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
=The World=&lt;br /&gt;
The Emblem of Ea takes place on a world known as Gaea. Gaea is Earth like in almost all aspects save that it is a mystical otherworld where both sophisticated technology and powerful sorcery co-exist. It has a single sun which is named 'Solis', another name for the deity [[Daeus]]. It has two moons. The larger moon is known as [[Eluna]], named for the goddess of the moon. The smaller moon has many names, including The [[Phantom Moon]], The Null Moon and the Void Moon. It is characterized by a lidless eye like engraving onto its surface.&lt;br /&gt;
&lt;br /&gt;
==Continents==&lt;br /&gt;
The events of The Emblem of Ea concerns itself primarily with nations and areas on a landmass known as The Great Continent. Several sub-continental regions make up this large area. Much of this land is characterized by industrialized city-states, kingdoms and nations with a large bulk of this land unexplored and uncharted since the height of the previous age. The names of these continents are [[Arcania]], [[Vantyre]], and [[Cellene]].&lt;br /&gt;
&lt;br /&gt;
The continent of Arcania has similarities to Europe in the real world both in terms of location on the globe and in the sense of internationalism and diverse cultures and national outlook. Arcania is also the location of the main city of the game, [[Alexandria]]. Connected to Arcania is the continent of Vantyre. Much larger then Arcania, Vantyre has many similarities tone and style wise with Asia and parts of Africa and the Middle East. Lastly the continent of Cellene is very similar to the tone of the 'New World' of the Americas and aside from a few newer nations there is largely unexplored and undeveloped. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Nations and Regions=&lt;br /&gt;
Nations are organized both by singular realms and larger vast regions which themselves have smaller realms or conglomerate of realms within them. Please use this information to learn about our game world and to plan your characters origins and goals.&lt;br /&gt;
 &lt;br /&gt;
==Nations==&lt;br /&gt;
 &lt;br /&gt;
{| Width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=100|[[Alexandros]]&lt;br /&gt;
|width=100|[[Bludgun]]&lt;br /&gt;
|width=100|[[Charn]]&lt;br /&gt;
|width=100|[[Dragonier]]&lt;br /&gt;
|-&lt;br /&gt;
|width=100|[[Jade Islands]]&lt;br /&gt;
|width=100|[[Llyranost]]&lt;br /&gt;
|width=100|[[Rune]]&lt;br /&gt;
|width=100|[[Stormgarde]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
&lt;br /&gt;
{| Width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=100|[[The Desolation]]&lt;br /&gt;
|width=100|[[Dran]]&lt;br /&gt;
|width=100|[[Khazad Duin]]&lt;br /&gt;
|-&lt;br /&gt;
|width=100|[[Myrddion]]&lt;br /&gt;
|width=100|[[The Vast]]&lt;br /&gt;
|width=100|[[Veyshan]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Lands==&lt;br /&gt;
Although society has advanced to a point that issues of travel and exploration are made easier, much of The Great Continent lies undiscovered with various parts having been cut off by both natural geography and the after effects of [[The Sundering]]. With the exception of [[The Azure Kingdoms]] much of Vantyre is an unknown realm and the nation of [[Gustav]] is the only known nation on the continent of Cellene. Other landmasses are known to exist on the world as well. The continent of [[Jammur]] is a distant lost continent accessible only by means of magical portal. It is known that the [[Lizardfolk]] race are native to this distant lost world and they come from jungles known only as [[Am'shere]].&lt;br /&gt;
&lt;br /&gt;
==Cosmology==&lt;br /&gt;
Gaea has a unique [[The Cosmology of Gaea|Cosmology]] that differs from standard D&amp;amp;D. We do take some basic conventions from the Players Handbook such as the notion of elemental planes (known as The [[Elemental Wheels]] in gaea's cosmology) and transitive planes but generally the public view of the outer realms consists of the material and mortal world and [[The Unseen]], which is the great vast beyond and the spiritual realm where the gods reside. Within The Unseen are countless worlds and the outer planes as Gaea citizens know it.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Help:Editing&amp;diff=814</id>
		<title>Help:Editing</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Help:Editing&amp;diff=814"/>
		<updated>2010-03-22T08:45:56Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Using Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Formatting ==&lt;br /&gt;
For general formatting help, the following are helpful:&lt;br /&gt;
&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:Formatting Formatting for Text]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:Tables Formatting for Tables]&lt;br /&gt;
&lt;br /&gt;
== Using Links ==&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|Description&lt;br /&gt;
|You type&lt;br /&gt;
|You get&lt;br /&gt;
|-&lt;br /&gt;
|Internal Link&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Main Page]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|[[Main Page]]&lt;br /&gt;
|-&lt;br /&gt;
|Link With Different Text&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Main Page|different text]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|[[Main Page|different text]]	&lt;br /&gt;
|-&lt;br /&gt;
|Images &lt;br /&gt;
|&amp;lt;pre&amp;gt;[[media:example.jpg]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|a link to an image&lt;br /&gt;
|-&lt;br /&gt;
|External Link&lt;br /&gt;
|&amp;lt;pre&amp;gt;[http://mediawiki.org MediaWiki]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|[http://mediawiki.org MediaWiki]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Using Images==&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|Description&lt;br /&gt;
|You type&lt;br /&gt;
|You get&lt;br /&gt;
|-&lt;br /&gt;
|Show an Image&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[image:myimage.jpg]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|A pretty picture&lt;br /&gt;
|-&lt;br /&gt;
|Show an Image as a Thumbnail&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[image:myimage.jpg|thumb]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|A pretty thumbnail&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Help:Editing&amp;diff=813</id>
		<title>Help:Editing</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Help:Editing&amp;diff=813"/>
		<updated>2010-03-22T08:45:27Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Using Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Formatting ==&lt;br /&gt;
For general formatting help, the following are helpful:&lt;br /&gt;
&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:Formatting Formatting for Text]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:Tables Formatting for Tables]&lt;br /&gt;
&lt;br /&gt;
== Using Links ==&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
|Description&lt;br /&gt;
|You type&lt;br /&gt;
|You get&lt;br /&gt;
|-&lt;br /&gt;
|Internal Link&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Main Page]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|[[Main Page]]&lt;br /&gt;
|-&lt;br /&gt;
|Link With Different Text&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Main Page|different text]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|[[Main Page|different text]]	&lt;br /&gt;
|-&lt;br /&gt;
|Images &lt;br /&gt;
|&amp;lt;pre&amp;gt;[[media:example.jpg]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|a link to an image&lt;br /&gt;
|-&lt;br /&gt;
|External Link&lt;br /&gt;
|&amp;lt;pre&amp;gt;[http://mediawiki.org MediaWiki]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|[http://mediawiki.org MediaWiki]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Using Images==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!You type&lt;br /&gt;
!You get&lt;br /&gt;
|-&lt;br /&gt;
|Show an Image&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[image:myimage.jpg]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|A pretty picture&lt;br /&gt;
|-&lt;br /&gt;
|Show an Image as a Thumbnail&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[image:myimage.jpg|thumb]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|A pretty thumbnail&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Languages&amp;diff=812</id>
		<title>Languages</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Languages&amp;diff=812"/>
		<updated>2010-03-22T08:42:13Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List of Available Languages==&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''PHB Name'''&lt;br /&gt;
| '''Emblem of Ea Name'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Common&lt;br /&gt;
| Tradespeak&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Elven&lt;br /&gt;
| Thallassian&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Elven (High)&lt;br /&gt;
| Darnassian*&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dwarven&lt;br /&gt;
| Khazdul&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Orc&lt;br /&gt;
| Yrch&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Gnome&lt;br /&gt;
| Gnomish&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Halfling&lt;br /&gt;
| Halfling&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Goblin Talk&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Kulthian* &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Eldritch*&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Handspeech&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Infernal&lt;br /&gt;
| Infernal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Abyssal&lt;br /&gt;
| Abyssal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Celestial&lt;br /&gt;
| Celestial&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Giant&lt;br /&gt;
| Jotun&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Low-Common&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Language Descriptions==&lt;br /&gt;
&lt;br /&gt;
'''Tradespeak: '''This is the Common Tongue of the world and is spoken just about everywhere. It has its own alphabet and is commonly used by strangers to greet one another and to conduct trade. &lt;br /&gt;
&lt;br /&gt;
'''Thallassian: '''This is the root elven language and it has its own elvish alphabet. Many ancient songs and legends are translated from Thallassian, which reads from right to left. The elven tongue is closely guarded and not often taught to outsiders.&lt;br /&gt;
&lt;br /&gt;
'''Darnassian:''' This is the root elven alphabet and language that was spoken by the Deep Elves. It is the equivalent to â€˜Old Englishâ€™ and is largely a dead language. Some elves and scholars learn it in formalized study and it is necessary in the translation of the most ancient of elvish ruins and sites and writings.&lt;br /&gt;
&lt;br /&gt;
'''Khazdul: '''This is the root dwarven language and has a rune based alphabet. &lt;br /&gt;
&lt;br /&gt;
'''Yrch-Speak: '''The rough and rugged orc tongue has its own alphabet, which is composed of all consonants and no vowels making translations rough and difficult. The Orcâ€™s have a large oral tradition with little use for writing save for the preservation of traditions and histories when they are in danger of being lost due to war or social mingling with other cultures.&lt;br /&gt;
&lt;br /&gt;
'''Gnomish: '''Most who claim to be able to speak Gnome are looked at as if they are insane.&lt;br /&gt;
&lt;br /&gt;
'''Halfling: '''The halfling language uses the elven alphabet which leads some to believe that Halflings have origins closer to elves then men.&lt;br /&gt;
&lt;br /&gt;
'''Goblin Talk: '''The Goblin speech consists of jumbled up words and phrases from Low Common and mixed in with Gnomish sounding words. In other words, itâ€™s just â€˜messâ€™ that takes a really chaotic mind to master and gives more stable people headaches when trying to read or recite it. &lt;br /&gt;
&lt;br /&gt;
'''Kulthian: '''This is the language of High Sorcery and formal speaking in the ancient world. This system of spell casting has since died out but the language still exists in ruins and the most ancient of texts. It is very difficult to master. &lt;br /&gt;
&lt;br /&gt;
'''Eldritch: '''This is the language of magic in the modern day world. Only Wizards are allowed to know this language. Sorcerers do not cast magic in Eldritch but speak in whatever language they know best. A non-Wizard who tries to learn Eldritch will find that the knowledge burns from their minds.&lt;br /&gt;
&lt;br /&gt;
'''Handspeech: '''This is a system of sign language, ground tapping and secret symbols developed by mercenaries to communicate with one another without making any sound. It requires that at least one hand is free or the ability to tap sequences on the ground and transmits the sound.&lt;br /&gt;
&lt;br /&gt;
'''Infernal: '''This is the language of the lower planes, spoken mostly by the race of beings designated as â€˜devilsâ€™. Emblem of Ea makes little distinction between Demons and Devils beyond this. Devils are simply another faction within an enormous order that has fallen prey to infighting. Tieflings with devilish origins find that they naturally know Infernal.&lt;br /&gt;
&lt;br /&gt;
'''Abyssal: '''This is the language of the chaotic demons who are another part of the faction that the and devils belong to. It has simply fallen prey to infighting and civil war. Tieflings who have demonic parentage find that they automatically understand Abyssal.&lt;br /&gt;
&lt;br /&gt;
'''Celestial: '''The language of angels and servants of the heavens. This language is often used in religious ceremonies involving the gods of light. It is never to be used lightly for it invokes divine power and presence. Aasimar find that they are ingrained with the knowledge of the heavenly language.&lt;br /&gt;
&lt;br /&gt;
'''Jotun: '''The language of the giants has a number of different dialects and root origins. Half Giants speak a variation of jotun that uses pictograms in exchange of traditional alphabets however they also use a Runic variation of the language for the purposes of arcane enhancements and writing.&lt;br /&gt;
&lt;br /&gt;
'''Low Common:''' This is just a thickly accented and heavily cultured version of Trade Speak that is used by less learned races to communicate with one another in gatherings. If you know Trade Speak then you can generally follow along with this even if thick accents, slang terms and mixing in of words from other languages may throw you off.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Languages&amp;diff=811</id>
		<title>Languages</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Languages&amp;diff=811"/>
		<updated>2010-03-22T08:41:06Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''PHB Name'''&lt;br /&gt;
| '''Emblem of Ea Name'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Common&lt;br /&gt;
| Tradespeak&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Elven&lt;br /&gt;
| Thallassian&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Elven (High)&lt;br /&gt;
| Darnassian*&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dwarven&lt;br /&gt;
| Khazdul&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Orc&lt;br /&gt;
| Yrch&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Gnome&lt;br /&gt;
| Gnomish&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Halfling&lt;br /&gt;
| Halfling&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Goblin Talk&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Kulthian* &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Eldritch*&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Handspeech&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Infernal&lt;br /&gt;
| Infernal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Abyssal&lt;br /&gt;
| Abyssal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Celestial&lt;br /&gt;
| Celestial&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Giant&lt;br /&gt;
| Jotun&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Low-Common&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
'''Tradespeak: '''This is the Common Tongue of the world and is spoken just about everywhere. It has its own alphabet and is commonly used by strangers to greet one another and to conduct trade. &lt;br /&gt;
&lt;br /&gt;
'''Thallassian: '''This is the root elven language and it has its own elvish alphabet. Many ancient songs and legends are translated from Thallassian, which reads from right to left. The elven tongue is closely guarded and not often taught to outsiders.&lt;br /&gt;
&lt;br /&gt;
'''Darnassian:''' This is the root elven alphabet and language that was spoken by the Deep Elves. It is the equivalent to â€˜Old Englishâ€™ and is largely a dead language. Some elves and scholars learn it in formalized study and it is necessary in the translation of the most ancient of elvish ruins and sites and writings.&lt;br /&gt;
&lt;br /&gt;
'''Khazdul: '''This is the root dwarven language and has a rune based alphabet. &lt;br /&gt;
&lt;br /&gt;
'''Yrch-Speak: '''The rough and rugged orc tongue has its own alphabet, which is composed of all consonants and no vowels making translations rough and difficult. The Orcâ€™s have a large oral tradition with little use for writing save for the preservation of traditions and histories when they are in danger of being lost due to war or social mingling with other cultures.&lt;br /&gt;
&lt;br /&gt;
'''Gnomish: '''Most who claim to be able to speak Gnome are looked at as if they are insane.&lt;br /&gt;
&lt;br /&gt;
'''Halfling: '''The halfling language uses the elven alphabet which leads some to believe that Halflings have origins closer to elves then men.&lt;br /&gt;
&lt;br /&gt;
'''Goblin Talk: '''The Goblin speech consists of jumbled up words and phrases from Low Common and mixed in with Gnomish sounding words. In other words, itâ€™s just â€˜messâ€™ that takes a really chaotic mind to master and gives more stable people headaches when trying to read or recite it. &lt;br /&gt;
&lt;br /&gt;
'''Kulthian: '''This is the language of High Sorcery and formal speaking in the ancient world. This system of spell casting has since died out but the language still exists in ruins and the most ancient of texts. It is very difficult to master. &lt;br /&gt;
&lt;br /&gt;
'''Eldritch: '''This is the language of magic in the modern day world. Only Wizards are allowed to know this language. Sorcerers do not cast magic in Eldritch but speak in whatever language they know best. A non-Wizard who tries to learn Eldritch will find that the knowledge burns from their minds.&lt;br /&gt;
&lt;br /&gt;
'''Handspeech: '''This is a system of sign language, ground tapping and secret symbols developed by mercenaries to communicate with one another without making any sound. It requires that at least one hand is free or the ability to tap sequences on the ground and transmits the sound.&lt;br /&gt;
&lt;br /&gt;
'''Infernal: '''This is the language of the lower planes, spoken mostly by the race of beings designated as â€˜devilsâ€™. Emblem of Ea makes little distinction between Demons and Devils beyond this. Devils are simply another faction within an enormous order that has fallen prey to infighting. Tieflings with devilish origins find that they naturally know Infernal.&lt;br /&gt;
&lt;br /&gt;
'''Abyssal: '''This is the language of the chaotic demons who are another part of the faction that the and devils belong to. It has simply fallen prey to infighting and civil war. Tieflings who have demonic parentage find that they automatically understand Abyssal.&lt;br /&gt;
&lt;br /&gt;
'''Celestial: '''The language of angels and servants of the heavens. This language is often used in religious ceremonies involving the gods of light. It is never to be used lightly for it invokes divine power and presence. Aasimar find that they are ingrained with the knowledge of the heavenly language.&lt;br /&gt;
&lt;br /&gt;
'''Jotun: '''The language of the giants has a number of different dialects and root origins. Half Giants speak a variation of jotun that uses pictograms in exchange of traditional alphabets however they also use a Runic variation of the language for the purposes of arcane enhancements and writing.&lt;br /&gt;
&lt;br /&gt;
'''Low Common:''' This is just a thickly accented and heavily cultured version of Trade Speak that is used by less learned races to communicate with one another in gatherings. If you know Trade Speak then you can generally follow along with this even if thick accents, slang terms and mixing in of words from other languages may throw you off.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Feats&amp;diff=810</id>
		<title>Feats</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Feats&amp;diff=810"/>
		<updated>2010-03-22T08:39:49Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: Created page with 'As Tenebrae goes through testing, the number of house and &amp;quot;outside source&amp;quot; feats will be limited.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As Tenebrae goes through testing, the number of house and &amp;quot;outside source&amp;quot; feats will be limited.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Gobbers&amp;diff=809</id>
		<title>Gobbers</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Gobbers&amp;diff=809"/>
		<updated>2010-03-22T08:26:02Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:gob01.jpg|thumb]]The Goblins (sometimes referred as Gobbers in slang) have truly surprised most scholars and researchers into racial development. Goblins have gone from being the butt of the jokes of other races to being one of the leading races in the race to discovery of new industrial technologies and Steamcraft. This has created something of a rift between the so-called Civilized Goblins who have emerged in the last fifty years or so as a contender among the races of Gaea, and their more barbaric and dangerous cousins. These barbaric goblins, known as The Burgrin Clans, are tall savage and vicious beings that inhabit the mountains, forests and remote areas of the world. Much of the distrust that civilized Goblins deal with is due to these savage brutes that still menace roads, trap travelers and work with and serve under even more powerful goblinoid. By contrast, the Civilized Goblins do much to attempt to gain welcome in the numerous cities of the world. They are tolerated, so long as they obey the local laws and behave themselves - which is often easier said then done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
Goblins are slight and wiry usually being no more then three feet in height. Their skin tone range from green to brown and they have three fingers and opposable thumbs. They tend to favor leather clothing, often stained with oils, soot and well worn and used. They are typically encountered as parts of trading envoys, or pirate raids. Goblin personalities can thus range from cultured to crude but with the mighty power of commerce and invention remaining the center of most of their lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Society and Lands==&lt;br /&gt;
There are few concrete Goblin Lands that exist in the world. Instead the Goblins are scattered throughout all of the civilized lands though they are more welcome in some places over others. For machine minded Goblins, the heart of their civilization has developed out of the port town of Clank along the south western most tips of Khazad Duin and touching against The Turbulent seas. A sister city to 'The Point' it became home of the so-called 'civilized goblins' as they broke off from their barbaric cousins and established trade princes and mercantile domains all throughout Arcania. No rhyme or reason seems to exist in Clank which is dedicated to only one true goblin god; commerce. Warehouses that are run down and infested can be found next to stately stone homes and wares of every type imaginable and some beyond the imagination are on display in exclusive boutiques. All hours of day and night, noise rises up from goblin run barrooms, casinos, fight clubs and more. The Goblin Mercantile Consortium soon seized control over this land and their trade princes perceived power as far and away as Tashran and the Golden Coast of Veyshan. Goblin tinker shops and junk piles can be found in nearly every civilized city. In Alexandria an entire sector of the cities south western quarters is dominated by several active goblin families and merchants and has come to be known as Goblinton.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Races==&lt;br /&gt;
Goblins get along well enough with other members of the group of races that fall under the category of &amp;quot;monstrous.&amp;quot; As shrewd merchants, inventors and businessmen, it's not unusual for a Goblin to hire an Orc or others for the purpose of protection during their travels and sales. Goblins have emerged from being the mistreated members of the goblinoids to being goblinoids that the others often come to for additional firepower, organization and advice â€¦ such as a goblin can offer at least. Those who underestimate the worth and value of the new breed of Tinker Goblins are usually taught the errors of their ways after trying to take advantage of them.&lt;br /&gt;
&lt;br /&gt;
==Alignment and Religion==&lt;br /&gt;
Indeed, while both gnomes and dwarves have a knack for technological invention, the reckless abandon with which the Goblin community thrusts themselves into invention tends to have far wider reaching effects and often more sinister application. Goblins are almost always chaotic beings with a tendency towards neutrality. They have little interest in broad ethical concerns, especially when it relates to commerce and the nature of their dealings encourages change and adaptation over stability. Most Goblins are not very religious. It's rare to encounter one with more then a cursory knowledge of the gods. For the most part, the Goblins are very earthly minded though they do have a version of the afterlife that they believe in. They're not totally sacrilegious, as they know all to well the looming threat of the wrath of the gods should they go to far or offend to many priests. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adventurers==&lt;br /&gt;
Though there are still very many evil goblins in the world, the change of society and the advance of technology has enabled them to find a niche that has pulled them out from under the shadow of bigger goblinoids species. Now the Bugbears and the Hobgoblins come to them for their aid and tinker-shops and are willing to pay good money for their services. Goblin adventurers are often Rogues or Artificers. Both classes play to the natural talents of the goblins very well. Goblin fighters are very tenacious and tend to fight at range with crossbows. Goblin rangers often set forth as guides to their fellows to help them through the wilds in their hunt for ancient Kulthian ruins and places to adequately scavenge their needed equipment and goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goblins in the Pathfinder Campaign==&lt;br /&gt;
&lt;br /&gt;
Goblins are among the races that have been the least altered by the recent events and upheavals. If anything, business is booming and the race is being called upon by their fellows to bring their talents to bear in a world that is full of conflict and surprises at every turn. Goblins relish in the current status quo, seeing it as an outlet for their creative ingenuity and an opportunity for them to make an enormous profit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Goblin Racial Traits==&lt;br /&gt;
Goblins mature at roughly 8 years, and live to be roughly 45 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+'''Gobber Average Height and Weight'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Base Height'''&lt;br /&gt;
| '''Base Weight'''&lt;br /&gt;
| '''Modifier'''&lt;br /&gt;
| '''Weight Multiplier'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Goblin, male&lt;br /&gt;
| 2ft 6in&lt;br /&gt;
| 30 lbs&lt;br /&gt;
| +2d4&lt;br /&gt;
| x1 lbs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Goblin, female&lt;br /&gt;
| 2ft 4in&lt;br /&gt;
| 25 lbs&lt;br /&gt;
| +2d4&lt;br /&gt;
| x1 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''+2 Dexterity, +2 Intelligence, -2 Strength:''' Goblins are quite clever and nimble but not particularly strong.&lt;br /&gt;
* '''Small:''' Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.&lt;br /&gt;
* '''Fast Speed:''' Goblins are fast for their size and have a base speed of 30 feet.&lt;br /&gt;
* '''Darkvision:''' Goblins can see in the dark for up to 60'&lt;br /&gt;
* '''Goblin Knack: '''Goblins have uncanny skill and are able to master much of what they put their minds to. They gain a +2 bonus on all Craft skills and on Appraise and a +4 skill bonus on Ride and Stealth checks. &lt;br /&gt;
* '''Always Ready: '''Goblins are particularly handy and sometimes dangerous, no matter what they happen to have in hand at the time. Goblins begin play with the'' Catch Off Guard'' feat. &lt;br /&gt;
* '''Marksmen: '''Many Goblins are comfortable from near birth with the handling of firearms. They are automatically proficient with all firearms and add an additional +2 bonus on any Craft check related to firearms. This is in addition to the normal bonus to Craft. &lt;br /&gt;
* '''Keen Senses:''' Goblins receive a +2 racial bonus on Perception skill checks.&lt;br /&gt;
* '''Weapon Familiarity:''' Goblins treat any weapon with the word &amp;quot;Goblin&amp;quot; in its name as a martial weapon.&lt;br /&gt;
* '''Languages:''' Goblins begin play speaking Common and Goblin. Goblins with high Intelligence scores can choose from any available language.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=808</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=808"/>
		<updated>2010-03-22T08:09:52Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapon Descriptions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
&lt;br /&gt;
To address: Crit multiplier on firearms. Crit on dran great maul. Stats for following weapons: Kusari-Gama, Mancatcher, Dran Flail&lt;br /&gt;
&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range. A blunderbuss must be wielded in two hands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pistol:''' A pistol can be fired in one hand. Refer to &amp;quot;firearms rules&amp;quot; below, for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
'''The following two reload feats need combined.&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=807</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=807"/>
		<updated>2010-03-22T07:50:52Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapons Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
&lt;br /&gt;
To address: Crit multiplier on firearms. Crit on dran great maul. Stats for following weapons: Kusari-Gama, Mancatcher, Dran Flail&lt;br /&gt;
&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range. A blunderbuss must be wielded in two hands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pistol:''' A pistol can be fired in one hand. Refer to &amp;quot;firearms rules&amp;quot; below, for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
'''The following two reload feats need combined.&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=806</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=806"/>
		<updated>2010-03-22T07:49:34Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapons Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
&lt;br /&gt;
To address: Crit multiplier on firearms. Crit on dran great maul. Stats for following weapons: Kusari-Gama, Mancatcher, Dran Flail&lt;br /&gt;
&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range. A blunderbuss must be wielded in two hands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pistol:''' A pistol can be fired in one hand. Refer to &amp;quot;firearms rules&amp;quot; below, for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
'''The following two reload feats need combined.&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=805</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=805"/>
		<updated>2010-03-22T07:48:24Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapons Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
&lt;br /&gt;
To address: Crit multiplier on firearms. Crit on dran great maul. Stats for following weapons: Kusari-Gama, Mancatcher, Dran Flail&lt;br /&gt;
&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1H, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range. A blunderbuss must be wielded in two hands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pistol:''' A pistol can be fired in one hand. Refer to &amp;quot;firearms rules&amp;quot; below, for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
'''The following two reload feats need combined.&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=804</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=804"/>
		<updated>2010-03-22T07:45:07Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapons Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
&lt;br /&gt;
To address: Crit multiplier on firearms. Crit on dran great maul. Stats for following weapons: Kusari-Gama, Mancatcher, Dran Flail&lt;br /&gt;
&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range. A blunderbuss must be wielded in two hands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pistol:''' A pistol can be fired in one hand. Refer to &amp;quot;firearms rules&amp;quot; below, for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
'''The following two reload feats need combined.&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=803</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=803"/>
		<updated>2010-03-22T07:44:00Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapons Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
&lt;br /&gt;
To address: Crit multiplier on firearms. Crit on dran great maul. Stats for following weapons: Kusari-Gama, Mancatcher, Dran Flail&lt;br /&gt;
&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range. A blunderbuss must be wielded in two hands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pistol:''' A pistol can be fired in one hand. Refer to &amp;quot;firearms rules&amp;quot; below, for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
'''The following two reload feats need combined.&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=802</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=802"/>
		<updated>2010-03-22T07:42:25Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapons Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
&lt;br /&gt;
To address: Crit multiplier on firearms. Crit on dran great maul. Stats for following weapons: Kusari-Gama, Mancatcher, Dran Flail&lt;br /&gt;
&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range. A blunderbuss must be wielded in two hands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pistol:''' A pistol can be fired in one hand. Refer to &amp;quot;firearms rules&amp;quot; below, for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
'''The following two reload feats need combined.&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=801</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=801"/>
		<updated>2010-03-22T07:37:32Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapons Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
&lt;br /&gt;
To address: Crit multiplier on firearms. Crit on dran great maul. Stats for following weapons: Kusari-Gama, Mancatcher, Dran Flail&lt;br /&gt;
&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range. A blunderbuss must be wielded in two hands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pistol:''' A pistol can be fired in one hand. Refer to &amp;quot;firearms rules&amp;quot; below, for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
'''The following two reload feats need combined.&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=800</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=800"/>
		<updated>2010-03-22T07:35:17Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Additional Rules for Firearms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range. A blunderbuss must be wielded in two hands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pistol:''' A pistol can be fired in one hand. Refer to &amp;quot;firearms rules&amp;quot; below, for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
'''The following two reload feats need combined.&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=799</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=799"/>
		<updated>2010-03-22T07:34:18Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapon Descriptions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range. A blunderbuss must be wielded in two hands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pistol:''' A pistol can be fired in one hand. Refer to &amp;quot;firearms rules&amp;quot; below, for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=798</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=798"/>
		<updated>2010-03-22T07:10:33Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Ammunition for Firearms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range. A blunderbuss must be wielded in two hands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=797</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=797"/>
		<updated>2010-03-22T07:02:28Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapon Descriptions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range. A blunderbuss must be wielded in two hands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=796</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=796"/>
		<updated>2010-03-22T07:00:03Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapons Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=795</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=795"/>
		<updated>2010-03-22T06:59:39Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapons Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150 gp &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70 gp &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=794</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=794"/>
		<updated>2010-03-22T06:59:06Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapons Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150 gp &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70 gp &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range.&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=793</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=793"/>
		<updated>2010-03-22T06:57:33Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapons Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-Handed Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150 gp &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70 gp &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range.&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=792</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=792"/>
		<updated>2010-03-22T06:56:06Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapons Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-Handed Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150 gp &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70 gp &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range.&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=791</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=791"/>
		<updated>2010-03-22T06:55:28Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapons Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-Handed Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150 gp &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70 gp &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range.&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=790</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=790"/>
		<updated>2010-03-22T06:54:56Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapons Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
| '''Simple Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet &lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Main Gauche&lt;br /&gt;
| &amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P or S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| &amp;lt;center&amp;gt;300&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| &amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;12lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| &amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10lbs&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;P &amp;amp; B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Special'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Unarmed ''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Light''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Claws of Attack, Orcish&lt;br /&gt;
| &amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;18-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Circleknife &lt;br /&gt;
| &amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, S&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Swordwhip, Charn&lt;br /&gt;
| &amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, Trip&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hookblade, Veyshanti &lt;br /&gt;
| &amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;19-20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;S&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Disarm, See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''Two-Handed''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dran Great Maul&lt;br /&gt;
| &amp;lt;center&amp;gt;35&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d8 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;50 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | ''One-Handed Ranged''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Skipball, Halfling&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bola&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1d4 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 x2 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;20 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2 lbs &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;B &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;See Desc&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive Weapons'''&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Cost (g)'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (S) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Dmg (M) '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Critical '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Range Increment'''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Weight '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Type '''&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Exotic Weapons'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;150 gp &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2d6 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;x3 &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Fire &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Smoke Bomb &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;70 gp &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;Smoke &amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;center&amp;gt;10 ft. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1 lb. &amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss:''' The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles. A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range.&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=789</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=789"/>
		<updated>2010-03-22T06:02:56Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Firearms in Tenebrae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 300&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Military Pistol&lt;br /&gt;
| 750&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 45&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp;&amp;amp;nbsp;B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| 500&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 80&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Long Rifle&lt;br /&gt;
| 950&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 120&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| 400&lt;br /&gt;
| 2D4&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 10lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| See Desc&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hand Cannon (Heavy Pistol)&lt;br /&gt;
| 400&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 20&lt;br /&gt;
| 7lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun (Heavy Gun)&lt;br /&gt;
| 650&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 60&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Dragon Rifle&lt;br /&gt;
| 1100&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 90&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms represent a fusing of mana and technology and a high degree of unpredictability. Unusual and difficult to operate, these weapons require specialized training (represented in feat cost) to use proficiently. Unless specially trained, reloading any firearm is a standard action that provokes an attack of opportunity. &lt;br /&gt;
&lt;br /&gt;
For balance reasons and feat strangeness, pistols and other firearms may not be used for TWF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=788</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=788"/>
		<updated>2010-03-22T05:05:54Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Weapon Descriptions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Use Items=&lt;br /&gt;
'''Clockwork Chess Set:''' &lt;br /&gt;
Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defensible Parasol'''&lt;br /&gt;
Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium.&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150gp.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Armored Kilt'''&lt;br /&gt;
The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light or medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dwarven Breaching Engine'''&lt;br /&gt;
A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Large&lt;br /&gt;
&lt;br /&gt;
:: Cost: 400gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 3d8&lt;br /&gt;
&lt;br /&gt;
:: Critical: 20/x3&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: -&lt;br /&gt;
&lt;br /&gt;
:: Weight: 40lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dwarven Pullygun''&lt;br /&gt;
From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 225 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 8 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gnomish Gyroparasol'''&lt;br /&gt;
The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 150 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Army Knife'''&lt;br /&gt;
It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has &lt;br /&gt;
twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds &lt;br /&gt;
but no skill check is required.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 50 gp&lt;br /&gt;
&lt;br /&gt;
:: Weight: 4 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Goblin Catapult'''&lt;br /&gt;
Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
&lt;br /&gt;
:: Cost: 200gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: as per missile&lt;br /&gt;
&lt;br /&gt;
:: Critical: -&lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 125 ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 20lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: as per missile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spider Silk Rope'''&lt;br /&gt;
This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
:: Size: -&lt;br /&gt;
&lt;br /&gt;
:: Cost: 25gp/50 ft&lt;br /&gt;
&lt;br /&gt;
:: Weight: 3 lbs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Splundar's Patented Portentious Pyrotechnics (signal rockets)'''&lt;br /&gt;
Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 100gp&lt;br /&gt;
&lt;br /&gt;
:: Damage: 1d6 (1d4 to wielder if used as a weapon)&lt;br /&gt;
&lt;br /&gt;
:: Critical: - &lt;br /&gt;
&lt;br /&gt;
:: Range Increment: 100ft.&lt;br /&gt;
&lt;br /&gt;
:: Weight: 2lbs.&lt;br /&gt;
&lt;br /&gt;
:: Type: Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thanatopticon'''&lt;br /&gt;
A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Size: Small&lt;br /&gt;
&lt;br /&gt;
:: Cost: 300gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons Table==&lt;br /&gt;
[[image:equipment01.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 300&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Military Pistol&lt;br /&gt;
| 750&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 45&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp;&amp;amp;nbsp;B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| 500&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 80&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Long Rifle&lt;br /&gt;
| 950&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 120&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| 400&lt;br /&gt;
| 2D4&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 10lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| See Desc&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hand Cannon (Heavy Pistol)&lt;br /&gt;
| 400&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 20&lt;br /&gt;
| 7lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun (Heavy Gun)&lt;br /&gt;
| 650&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 60&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Dragon Rifle&lt;br /&gt;
| 1100&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 90&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
[[image:equipment02.jpg|thumb]]The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
&lt;br /&gt;
'''Main Gauche:''' The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms are not simple weapons to operate. They are heavy weapons that kick nearly as soon as the trigger is pulled. Someone without the proper military training will find his or her ability to hit with a firearm severely limited. Some weapons are even heavier, requiring more specialized training.&amp;amp;nbsp; Reloading a firearm requires training, but a person trained to use one firearm can reload any firearm, regardless of their actual ability to fire it effectively.&lt;br /&gt;
&lt;br /&gt;
There are 5 types of firearms. The proficiencies available are Pistol, Long Gun, Blunderbuss, Heavy Pistol and Heavy Gun. Long Guns, Blunderbuss and Heavy Guns are all Two Handed Weapons. Pistols and Heavy Pistols can be fired with one hand. Treat Pistols as Light Weapons and Heavy Pistols as One-Handed Weapons. For balance issues, firearms may not be used for TWF. &lt;br /&gt;
&lt;br /&gt;
'''Pistol &amp;amp; Long Gun:''' Standard Firearms, the modern flintlock pistol and rifle are now becoming standard technology in many units.&amp;amp;nbsp; These weapons have a smooth bore.&lt;br /&gt;
&lt;br /&gt;
'''Military Pistol &amp;amp; Long Rifle:''' Rifling the barrel with a spiral grove has been proven to give the bullet a spin that allows it to fly farther accurately.&amp;amp;nbsp; Due to the precision of the process, all Military Pistols and Long Rifles are Masterwork, which is included in the price.&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss':''  The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles.&amp;amp;nbsp; A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range.&lt;br /&gt;
&lt;br /&gt;
'''Hand Cannon, Dinosaur Gun and Dragon Rifle:''' A hand cannon uses Rifle Ammunition, and Dino and Dragon Guns use even larger rounds to hunt huge beasts.&amp;amp;nbsp; These weapons require special training to fire successfully.&amp;amp;nbsp; Attempting to rifle the barrel of a Hand Cannon does not provide any benefit, though it can receive masterwork normally.&lt;br /&gt;
&lt;br /&gt;
====Ammunition for Firearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Double Barrels, Quad Irons and Six Shots'''&lt;br /&gt;
&lt;br /&gt;
Disdained by any serious Gunner, these weapons combine multiple barrels into a single weapon.&amp;amp;nbsp; But they can be popular with warriors who want to get off several quick shots at the beginning of combat before drawing a melee weapon.&amp;amp;nbsp; The cost of the weapon is the base price for the weapon multiplied by the number of barrels.&amp;amp;nbsp; Each barrel must be enchanted separately if that is desired.&amp;amp;nbsp; The weight and awkwardness of Quad Irons provide a -1 penalty to any shot after the first in a round, and Six Shots have a -2 penalty.&amp;amp;nbsp; Multi-Shot weapons provide no benefit to reloading.&lt;br /&gt;
&lt;br /&gt;
====Additional Rules for Firearms====&lt;br /&gt;
&lt;br /&gt;
'''Reloading Firearms'''&lt;br /&gt;
&lt;br /&gt;
A person trained in firearms can reload one as a standard action that provokes an attack of opportunity.  Feats, Magic and Special Items can reduce this time down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Spells&amp;diff=787</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Spells&amp;diff=787"/>
		<updated>2010-03-22T03:01:38Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Emblem of Ea makes use of a number of in-house spells to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them.&lt;br /&gt;
&lt;br /&gt;
===Detect Lycanthrope===&lt;br /&gt;
'''School:''' Divination&lt;br /&gt;
&lt;br /&gt;
'''Level:''' Ranger 1&lt;br /&gt;
&lt;br /&gt;
'''Casting Time:''' 1 standard action&lt;br /&gt;
&lt;br /&gt;
'''Components:''' V, S, M/DF (fur from a wolf)&lt;br /&gt;
&lt;br /&gt;
'''Range:''' 60 ft.&lt;br /&gt;
&lt;br /&gt;
'''Area:''' Cone-shaped emanation&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Concentration, up to 1 minute/ level (D)&lt;br /&gt;
&lt;br /&gt;
'''Saving Throw:''' None&lt;br /&gt;
&lt;br /&gt;
'''Spell Resistance:''' No&lt;br /&gt;
&lt;br /&gt;
You can detect the aura that surrounds lycanthropes. The amount of information revealed depends on how long you study a particular area.&lt;br /&gt;
&lt;br /&gt;
: ''1st Round:'' Presence or absence of lycanthropes.&lt;br /&gt;
&lt;br /&gt;
: ''2nd Round:'' Number of lycanthropes in the area and the strength of the strongest lycanthrope's aura present.&lt;br /&gt;
&lt;br /&gt;
: ''3rd Round:'' The strength and location of lycanthrope's aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.&lt;br /&gt;
&lt;br /&gt;
: ''Aura Strength:'' The strength of a lycanthrope's aura is determined by the HD of the lycanthrope, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
: ''Lingering Aura:'' A lycanthrope's cursed aura lingers after its original source is destroyed. If detect lycanthrope is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''HD'''   &lt;br /&gt;
| '''Strength'''    &lt;br /&gt;
| '''Lingering Aura Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 or lower    &lt;br /&gt;
| Faint    &lt;br /&gt;
| 1d6 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2-4    &lt;br /&gt;
| Moderate    &lt;br /&gt;
| 1d6 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 5-10    &lt;br /&gt;
| Strong    &lt;br /&gt;
| 1d6 x 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 11 or higher    &lt;br /&gt;
| Overwhelming    &lt;br /&gt;
| 1d6 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each round, you can turn to detect lycanthrope in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br /&gt;
&lt;br /&gt;
'''Special:''' During the full moon phase, the number of rounds required to determine the aura strength is reduced by one. During the new moon phase, the number of rounds required is increased by one. Use +today or refer to the DM.&lt;br /&gt;
&lt;br /&gt;
===Merciful Blade===&lt;br /&gt;
'''School:''' Transmutation&lt;br /&gt;
&lt;br /&gt;
'''Level:''' Pal 1&lt;br /&gt;
&lt;br /&gt;
'''Components:''' V, DF, S&lt;br /&gt;
&lt;br /&gt;
'''Casting Time:''' 1 swift action&lt;br /&gt;
&lt;br /&gt;
'''Range:''' Personal&lt;br /&gt;
&lt;br /&gt;
'''Target:''' You&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 1 minute/level (D)&lt;br /&gt;
&lt;br /&gt;
Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any sort of weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Spells&amp;diff=786</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Spells&amp;diff=786"/>
		<updated>2010-03-22T02:42:57Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Detect Lycanthrope */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Emblem of Ea makes use of a number of in-house spells to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them.&lt;br /&gt;
&lt;br /&gt;
====Detect Lycanthrope====&lt;br /&gt;
'''School:''' Divination&lt;br /&gt;
&lt;br /&gt;
'''Level:''' Ranger 1&lt;br /&gt;
&lt;br /&gt;
'''Casting Time:''' 1 standard action&lt;br /&gt;
&lt;br /&gt;
'''Components:''' V, S, M/DF (fur from a wolf)&lt;br /&gt;
&lt;br /&gt;
'''Range:''' 60 ft.&lt;br /&gt;
&lt;br /&gt;
'''Area:''' Cone-shaped emanation&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' Concentration, up to 1 minute/ level (D)&lt;br /&gt;
&lt;br /&gt;
'''Saving Throw:''' None&lt;br /&gt;
&lt;br /&gt;
'''Spell Resistance:''' No&lt;br /&gt;
&lt;br /&gt;
You can detect the aura that surrounds lycanthropes. The amount of information revealed depends on how long you study a particular area.&lt;br /&gt;
&lt;br /&gt;
: ''1st Round:'' Presence or absence of lycanthropes.&lt;br /&gt;
&lt;br /&gt;
: ''2nd Round:'' Number of lycanthropes in the area and the strength of the strongest lycanthrope's aura present.&lt;br /&gt;
&lt;br /&gt;
: ''3rd Round:'' The strength and location of lycanthrope's aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.&lt;br /&gt;
&lt;br /&gt;
: ''Aura Strength:'' The strength of a lycanthrope's aura is determined by the HD of the lycanthrope, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
: ''Lingering Aura:'' A lycanthrope's cursed aura lingers after its original source is destroyed. If detect lycanthrope is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''HD'''   &lt;br /&gt;
| '''Strength'''    &lt;br /&gt;
| '''Lingering Aura Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 or lower    &lt;br /&gt;
| Faint    &lt;br /&gt;
| 1d6 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2-4    &lt;br /&gt;
| Moderate    &lt;br /&gt;
| 1d6 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 5-10    &lt;br /&gt;
| Strong    &lt;br /&gt;
| 1d6 x 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 11 or higher    &lt;br /&gt;
| Overwhelming    &lt;br /&gt;
| 1d6 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each round, you can turn to detect lycanthrope in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br /&gt;
&lt;br /&gt;
'''Special:''' During the full moon phase, the number of rounds required to determine the aura strength is reduced by one. During the new moon phase, the number of rounds required is increased by one. Use +today or refer to the DM.&lt;br /&gt;
&lt;br /&gt;
====Merciful Blade====&lt;br /&gt;
'''School:''' Transmutation&lt;br /&gt;
&lt;br /&gt;
'''Level:''' Pal 1&lt;br /&gt;
&lt;br /&gt;
'''Components:''' V, DF, S&lt;br /&gt;
&lt;br /&gt;
'''Casting Time:''' 1 swift action&lt;br /&gt;
&lt;br /&gt;
'''Range:''' Personal&lt;br /&gt;
&lt;br /&gt;
'''Target:''' You&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 1 minute/level (D)&lt;br /&gt;
&lt;br /&gt;
Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any sort of weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Spells&amp;diff=785</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Spells&amp;diff=785"/>
		<updated>2010-03-22T02:42:32Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Merciful Blade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Emblem of Ea makes use of a number of in-house spells to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them.&lt;br /&gt;
&lt;br /&gt;
====Detect Lycanthrope====&lt;br /&gt;
'''School:''' divination&lt;br /&gt;
&lt;br /&gt;
'''Level:''' ranger 1&lt;br /&gt;
&lt;br /&gt;
'''Casting Time:''' 1 standard action&lt;br /&gt;
&lt;br /&gt;
'''Components:''' V, S, M/DF (fur from a wolf)&lt;br /&gt;
&lt;br /&gt;
'''Range:''' 60 ft.&lt;br /&gt;
&lt;br /&gt;
'''Area:''' cone-shaped emanation&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' concentration, up to 1 minute/ level (D)&lt;br /&gt;
&lt;br /&gt;
'''Saving Throw:''' none&lt;br /&gt;
&lt;br /&gt;
'''Spell Resistance:''' no&lt;br /&gt;
&lt;br /&gt;
You can detect the aura that surrounds lycanthropes. The amount of information revealed depends on how long you study a particular area.&lt;br /&gt;
&lt;br /&gt;
: ''1st Round:'' Presence or absence of lycanthropes.&lt;br /&gt;
&lt;br /&gt;
: ''2nd Round:'' Number of lycanthropes in the area and the strength of the strongest lycanthrope's aura present.&lt;br /&gt;
&lt;br /&gt;
: ''3rd Round:'' The strength and location of lycanthrope's aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.&lt;br /&gt;
&lt;br /&gt;
: ''Aura Strength:'' The strength of a lycanthrope's aura is determined by the HD of the lycanthrope, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
: ''Lingering Aura:'' A lycanthrope's cursed aura lingers after its original source is destroyed. If detect lycanthrope is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''HD'''   &lt;br /&gt;
| '''Strength'''    &lt;br /&gt;
| '''Lingering Aura Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 or lower    &lt;br /&gt;
| Faint    &lt;br /&gt;
| 1d6 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2-4    &lt;br /&gt;
| Moderate    &lt;br /&gt;
| 1d6 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 5-10    &lt;br /&gt;
| Strong    &lt;br /&gt;
| 1d6 x 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 11 or higher    &lt;br /&gt;
| Overwhelming    &lt;br /&gt;
| 1d6 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each round, you can turn to detect lycanthrope in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br /&gt;
&lt;br /&gt;
'''Special:''' During the full moon phase, the number of rounds required to determine the aura strength is reduced by one. During the new moon phase, the number of rounds required is increased by one. Use +today or refer to the DM.&lt;br /&gt;
&lt;br /&gt;
====Merciful Blade====&lt;br /&gt;
'''School:''' Transmutation&lt;br /&gt;
&lt;br /&gt;
'''Level:''' Pal 1&lt;br /&gt;
&lt;br /&gt;
'''Components:''' V, DF, S&lt;br /&gt;
&lt;br /&gt;
'''Casting Time:''' 1 swift action&lt;br /&gt;
&lt;br /&gt;
'''Range:''' Personal&lt;br /&gt;
&lt;br /&gt;
'''Target:''' You&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 1 minute/level (D)&lt;br /&gt;
&lt;br /&gt;
Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any sort of weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Spells&amp;diff=784</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Spells&amp;diff=784"/>
		<updated>2010-03-22T02:42:05Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Merciful Blade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Emblem of Ea makes use of a number of in-house spells to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them.&lt;br /&gt;
&lt;br /&gt;
====Detect Lycanthrope====&lt;br /&gt;
'''School:''' divination&lt;br /&gt;
&lt;br /&gt;
'''Level:''' ranger 1&lt;br /&gt;
&lt;br /&gt;
'''Casting Time:''' 1 standard action&lt;br /&gt;
&lt;br /&gt;
'''Components:''' V, S, M/DF (fur from a wolf)&lt;br /&gt;
&lt;br /&gt;
'''Range:''' 60 ft.&lt;br /&gt;
&lt;br /&gt;
'''Area:''' cone-shaped emanation&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' concentration, up to 1 minute/ level (D)&lt;br /&gt;
&lt;br /&gt;
'''Saving Throw:''' none&lt;br /&gt;
&lt;br /&gt;
'''Spell Resistance:''' no&lt;br /&gt;
&lt;br /&gt;
You can detect the aura that surrounds lycanthropes. The amount of information revealed depends on how long you study a particular area.&lt;br /&gt;
&lt;br /&gt;
: ''1st Round:'' Presence or absence of lycanthropes.&lt;br /&gt;
&lt;br /&gt;
: ''2nd Round:'' Number of lycanthropes in the area and the strength of the strongest lycanthrope's aura present.&lt;br /&gt;
&lt;br /&gt;
: ''3rd Round:'' The strength and location of lycanthrope's aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.&lt;br /&gt;
&lt;br /&gt;
: ''Aura Strength:'' The strength of a lycanthrope's aura is determined by the HD of the lycanthrope, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
: ''Lingering Aura:'' A lycanthrope's cursed aura lingers after its original source is destroyed. If detect lycanthrope is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''HD'''   &lt;br /&gt;
| '''Strength'''    &lt;br /&gt;
| '''Lingering Aura Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 or lower    &lt;br /&gt;
| Faint    &lt;br /&gt;
| 1d6 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2-4    &lt;br /&gt;
| Moderate    &lt;br /&gt;
| 1d6 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 5-10    &lt;br /&gt;
| Strong    &lt;br /&gt;
| 1d6 x 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 11 or higher    &lt;br /&gt;
| Overwhelming    &lt;br /&gt;
| 1d6 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each round, you can turn to detect lycanthrope in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br /&gt;
&lt;br /&gt;
'''Special:''' During the full moon phase, the number of rounds required to determine the aura strength is reduced by one. During the new moon phase, the number of rounds required is increased by one. Use +today or refer to the DM.&lt;br /&gt;
&lt;br /&gt;
====Merciful Blade====&lt;br /&gt;
Transmutation&lt;br /&gt;
&lt;br /&gt;
'''Level:''' Pal 1&lt;br /&gt;
&lt;br /&gt;
'''Components:''' V, DF, S&lt;br /&gt;
&lt;br /&gt;
'''Casting Time:''' 1 swift action&lt;br /&gt;
&lt;br /&gt;
'''Range:''' Personal&lt;br /&gt;
&lt;br /&gt;
'''Target:''' You&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 1 minute/level (D)&lt;br /&gt;
&lt;br /&gt;
Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any sort of weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Spells&amp;diff=783</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Spells&amp;diff=783"/>
		<updated>2010-03-22T02:41:40Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Merciful Blade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Emblem of Ea makes use of a number of in-house spells to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them.&lt;br /&gt;
&lt;br /&gt;
====Detect Lycanthrope====&lt;br /&gt;
'''School:''' divination&lt;br /&gt;
&lt;br /&gt;
'''Level:''' ranger 1&lt;br /&gt;
&lt;br /&gt;
'''Casting Time:''' 1 standard action&lt;br /&gt;
&lt;br /&gt;
'''Components:''' V, S, M/DF (fur from a wolf)&lt;br /&gt;
&lt;br /&gt;
'''Range:''' 60 ft.&lt;br /&gt;
&lt;br /&gt;
'''Area:''' cone-shaped emanation&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' concentration, up to 1 minute/ level (D)&lt;br /&gt;
&lt;br /&gt;
'''Saving Throw:''' none&lt;br /&gt;
&lt;br /&gt;
'''Spell Resistance:''' no&lt;br /&gt;
&lt;br /&gt;
You can detect the aura that surrounds lycanthropes. The amount of information revealed depends on how long you study a particular area.&lt;br /&gt;
&lt;br /&gt;
: ''1st Round:'' Presence or absence of lycanthropes.&lt;br /&gt;
&lt;br /&gt;
: ''2nd Round:'' Number of lycanthropes in the area and the strength of the strongest lycanthrope's aura present.&lt;br /&gt;
&lt;br /&gt;
: ''3rd Round:'' The strength and location of lycanthrope's aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.&lt;br /&gt;
&lt;br /&gt;
: ''Aura Strength:'' The strength of a lycanthrope's aura is determined by the HD of the lycanthrope, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
: ''Lingering Aura:'' A lycanthrope's cursed aura lingers after its original source is destroyed. If detect lycanthrope is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''HD'''   &lt;br /&gt;
| '''Strength'''    &lt;br /&gt;
| '''Lingering Aura Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 or lower    &lt;br /&gt;
| Faint    &lt;br /&gt;
| 1d6 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2-4    &lt;br /&gt;
| Moderate    &lt;br /&gt;
| 1d6 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 5-10    &lt;br /&gt;
| Strong    &lt;br /&gt;
| 1d6 x 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 11 or higher    &lt;br /&gt;
| Overwhelming    &lt;br /&gt;
| 1d6 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each round, you can turn to detect lycanthrope in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br /&gt;
&lt;br /&gt;
'''Special:''' During the full moon phase, the number of rounds required to determine the aura strength is reduced by one. During the new moon phase, the number of rounds required is increased by one. Use +today or refer to the DM.&lt;br /&gt;
&lt;br /&gt;
====Merciful Blade====&lt;br /&gt;
Transmutation&lt;br /&gt;
'''Level:''' Pal 1&lt;br /&gt;
'''Components:''' V, DF, S&lt;br /&gt;
'''Casting Time:''' 1 swift action&lt;br /&gt;
'''Range:''' Personal&lt;br /&gt;
'''Target:''' You&lt;br /&gt;
'''Duration:''' 1 minute/level (D)&lt;br /&gt;
&lt;br /&gt;
Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any sort of weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: W'need to remember to review the other spells for flavor/balance/suitability before porting.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Spells&amp;diff=782</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Spells&amp;diff=782"/>
		<updated>2010-03-22T02:40:50Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Detect Lycanthrope */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Emblem of Ea makes use of a number of in-house spells to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them.&lt;br /&gt;
&lt;br /&gt;
====Detect Lycanthrope====&lt;br /&gt;
'''School:''' divination&lt;br /&gt;
&lt;br /&gt;
'''Level:''' ranger 1&lt;br /&gt;
&lt;br /&gt;
'''Casting Time:''' 1 standard action&lt;br /&gt;
&lt;br /&gt;
'''Components:''' V, S, M/DF (fur from a wolf)&lt;br /&gt;
&lt;br /&gt;
'''Range:''' 60 ft.&lt;br /&gt;
&lt;br /&gt;
'''Area:''' cone-shaped emanation&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' concentration, up to 1 minute/ level (D)&lt;br /&gt;
&lt;br /&gt;
'''Saving Throw:''' none&lt;br /&gt;
&lt;br /&gt;
'''Spell Resistance:''' no&lt;br /&gt;
&lt;br /&gt;
You can detect the aura that surrounds lycanthropes. The amount of information revealed depends on how long you study a particular area.&lt;br /&gt;
&lt;br /&gt;
: ''1st Round:'' Presence or absence of lycanthropes.&lt;br /&gt;
&lt;br /&gt;
: ''2nd Round:'' Number of lycanthropes in the area and the strength of the strongest lycanthrope's aura present.&lt;br /&gt;
&lt;br /&gt;
: ''3rd Round:'' The strength and location of lycanthrope's aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.&lt;br /&gt;
&lt;br /&gt;
: ''Aura Strength:'' The strength of a lycanthrope's aura is determined by the HD of the lycanthrope, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
: ''Lingering Aura:'' A lycanthrope's cursed aura lingers after its original source is destroyed. If detect lycanthrope is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''HD'''   &lt;br /&gt;
| '''Strength'''    &lt;br /&gt;
| '''Lingering Aura Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 or lower    &lt;br /&gt;
| Faint    &lt;br /&gt;
| 1d6 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2-4    &lt;br /&gt;
| Moderate    &lt;br /&gt;
| 1d6 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 5-10    &lt;br /&gt;
| Strong    &lt;br /&gt;
| 1d6 x 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 11 or higher    &lt;br /&gt;
| Overwhelming    &lt;br /&gt;
| 1d6 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each round, you can turn to detect lycanthrope in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br /&gt;
&lt;br /&gt;
'''Special:''' During the full moon phase, the number of rounds required to determine the aura strength is reduced by one. During the new moon phase, the number of rounds required is increased by one. Use +today or refer to the DM.&lt;br /&gt;
&lt;br /&gt;
====Merciful Blade====&lt;br /&gt;
: Transmutation&lt;br /&gt;
: Level: Pal 1&lt;br /&gt;
: Components: V, DF, S&lt;br /&gt;
: Casting Time: 1 swift action&lt;br /&gt;
: Range: Personal&lt;br /&gt;
: Target: You&lt;br /&gt;
: Duration: 1 minute/level (D)&lt;br /&gt;
&lt;br /&gt;
Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any sort of weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: W'need to remember to review the other spells for flavor/balance/suitability before porting.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Spells&amp;diff=781</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Spells&amp;diff=781"/>
		<updated>2010-03-22T02:40:00Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Detect Lycanthrope */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Emblem of Ea makes use of a number of in-house spells to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them.&lt;br /&gt;
&lt;br /&gt;
====Detect Lycanthrope====&lt;br /&gt;
'''School:''' divination&lt;br /&gt;
&lt;br /&gt;
'''Level:''' ranger 1&lt;br /&gt;
&lt;br /&gt;
'''Casting Time:''' 1 standard action&lt;br /&gt;
&lt;br /&gt;
'''Components:''' V, S, M/DF (fur from a wolf)&lt;br /&gt;
&lt;br /&gt;
'''Range:''' 60 ft.&lt;br /&gt;
&lt;br /&gt;
'''Area:''' cone-shaped emanation&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' concentration, up to 1 minute/ level (D)&lt;br /&gt;
&lt;br /&gt;
'''Saving Throw:''' none&lt;br /&gt;
&lt;br /&gt;
'''Spell Resistance:''' no&lt;br /&gt;
&lt;br /&gt;
You can detect the aura that surrounds lycanthropes. The amount of information revealed depends on how long you study a particular area.&lt;br /&gt;
&lt;br /&gt;
'''1st Round:''' Presence or absence of lycanthropes.&lt;br /&gt;
&lt;br /&gt;
''2nd Round:'' Number of lycanthropes in the area and the strength of the strongest lycanthrope's aura present.&lt;br /&gt;
&lt;br /&gt;
''3rd Round:'' The strength and location of lycanthrope's aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.&lt;br /&gt;
&lt;br /&gt;
''Aura Strength:'' The strength of a lycanthrope's aura is determined by the HD of the lycanthrope, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
''Lingering Aura:'' A lycanthrope's cursed aura lingers after its original source is destroyed. If detect lycanthrope is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''HD'''   &lt;br /&gt;
| '''Strength'''    &lt;br /&gt;
| '''Lingering Aura Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 or lower    &lt;br /&gt;
| Faint    &lt;br /&gt;
| 1d6 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2-4    &lt;br /&gt;
| Moderate    &lt;br /&gt;
| 1d6 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 5-10    &lt;br /&gt;
| Strong    &lt;br /&gt;
| 1d6 x 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 11 or higher    &lt;br /&gt;
| Overwhelming    &lt;br /&gt;
| 1d6 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each round, you can turn to detect lycanthrope in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br /&gt;
&lt;br /&gt;
'''Special:''' During the full moon phase, the number of rounds required to determine the aura strength is reduced by one. During the new moon phase, the number of rounds required is increased by one. Use +today or refer to the DM.&lt;br /&gt;
&lt;br /&gt;
====Merciful Blade====&lt;br /&gt;
: Transmutation&lt;br /&gt;
: Level: Pal 1&lt;br /&gt;
: Components: V, DF, S&lt;br /&gt;
: Casting Time: 1 swift action&lt;br /&gt;
: Range: Personal&lt;br /&gt;
: Target: You&lt;br /&gt;
: Duration: 1 minute/level (D)&lt;br /&gt;
&lt;br /&gt;
Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any sort of weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: W'need to remember to review the other spells for flavor/balance/suitability before porting.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Spells&amp;diff=780</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Spells&amp;diff=780"/>
		<updated>2010-03-22T02:39:21Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: /* Detect Lycanthrope */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Emblem of Ea makes use of a number of in-house spells to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them.&lt;br /&gt;
&lt;br /&gt;
====Detect Lycanthrope====&lt;br /&gt;
'''School:''' divination&lt;br /&gt;
'''Level:''' ranger 1&lt;br /&gt;
'''Casting Time:''' 1 standard action&lt;br /&gt;
'''Components:''' V, S, M/DF (fur from a wolf)&lt;br /&gt;
'''Range:''' 60 ft.&lt;br /&gt;
'''Area:''' cone-shaped emanation&lt;br /&gt;
'''Duration:''' concentration, up to 1 minute/ level (D)&lt;br /&gt;
'''Saving Throw:''' none&lt;br /&gt;
'''Spell Resistance:''' no&lt;br /&gt;
&lt;br /&gt;
You can detect the aura that surrounds lycanthropes. The amount of information revealed depends on how long you study a particular area.&lt;br /&gt;
&lt;br /&gt;
1st Round: Presence or absence of lycanthropes.&lt;br /&gt;
&lt;br /&gt;
2nd Round: Number of lycanthropes in the area and the strength of the strongest lycanthrope's aura present.&lt;br /&gt;
&lt;br /&gt;
3rd Round: The strength and location of lycanthrope's aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.&lt;br /&gt;
&lt;br /&gt;
Aura Strength: The strength of a lycanthrope's aura is determined by the HD of the lycanthrope, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
Lingering Aura: A lycanthrope's cursed aura lingers after its original source is destroyed. If detect lycanthrope is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''HD'''   &lt;br /&gt;
| '''Strength'''    &lt;br /&gt;
| '''Lingering Aura Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 or lower    &lt;br /&gt;
| Faint    &lt;br /&gt;
| 1d6 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2-4    &lt;br /&gt;
| Moderate    &lt;br /&gt;
| 1d6 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 5-10    &lt;br /&gt;
| Strong    &lt;br /&gt;
| 1d6 x 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 11 or higher    &lt;br /&gt;
| Overwhelming    &lt;br /&gt;
| 1d6 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each round, you can turn to detect lycanthrope in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br /&gt;
&lt;br /&gt;
Special: During the full moon phase, the number of rounds required to determine the aura strength is reduced by one. During the new moon phase, the number of rounds required is increased by one. Use +today or refer to the DM.&lt;br /&gt;
&lt;br /&gt;
====Merciful Blade====&lt;br /&gt;
: Transmutation&lt;br /&gt;
: Level: Pal 1&lt;br /&gt;
: Components: V, DF, S&lt;br /&gt;
: Casting Time: 1 swift action&lt;br /&gt;
: Range: Personal&lt;br /&gt;
: Target: You&lt;br /&gt;
: Duration: 1 minute/level (D)&lt;br /&gt;
&lt;br /&gt;
Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any sort of weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: W'need to remember to review the other spells for flavor/balance/suitability before porting.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Spells&amp;diff=779</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Spells&amp;diff=779"/>
		<updated>2010-03-22T02:38:11Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Emblem of Ea makes use of a number of in-house spells to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them.&lt;br /&gt;
&lt;br /&gt;
====Detect Lycanthrope====&lt;br /&gt;
: School divination&lt;br /&gt;
: Level ranger 1&lt;br /&gt;
: Casting Time 1 standard action&lt;br /&gt;
: Components V, S, M/DF (fur from a wolf)&lt;br /&gt;
: Range 60 ft.&lt;br /&gt;
: Area cone-shaped emanation&lt;br /&gt;
: Duration concentration, up to 1 minute/ level (D)&lt;br /&gt;
: Saving Throw none&lt;br /&gt;
: Spell Resistance no&lt;br /&gt;
&lt;br /&gt;
You can detect the aura that surrounds lycanthropes. The amount of information revealed depends on how long you study a particular area.&lt;br /&gt;
&lt;br /&gt;
1st Round: Presence or absence of lycanthropes.&lt;br /&gt;
&lt;br /&gt;
2nd Round: Number of lycanthropes in the area and the strength of the strongest lycanthrope's aura present.&lt;br /&gt;
&lt;br /&gt;
3rd Round: The strength and location of lycanthrope's aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.&lt;br /&gt;
&lt;br /&gt;
Aura Strength: The strength of a lycanthrope's aura is determined by the HD of the lycanthrope, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
Lingering Aura: A lycanthrope's cursed aura lingers after its original source is destroyed. If detect lycanthrope is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''HD'''   &lt;br /&gt;
| '''Strength'''    &lt;br /&gt;
| '''Lingering Aura Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 or lower    &lt;br /&gt;
| Faint    &lt;br /&gt;
| 1d6 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2-4    &lt;br /&gt;
| Moderate    &lt;br /&gt;
| 1d6 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 5-10    &lt;br /&gt;
| Strong    &lt;br /&gt;
| 1d6 x 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 11 or higher    &lt;br /&gt;
| Overwhelming    &lt;br /&gt;
| 1d6 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each round, you can turn to detect lycanthrope in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br /&gt;
&lt;br /&gt;
Special: During the full moon phase, the number of rounds required to determine the aura strength is reduced by one. During the new moon phase, the number of rounds required is increased by one. Use +today or refer to the DM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Merciful Blade====&lt;br /&gt;
: Transmutation&lt;br /&gt;
: Level: Pal 1&lt;br /&gt;
: Components: V, DF, S&lt;br /&gt;
: Casting Time: 1 swift action&lt;br /&gt;
: Range: Personal&lt;br /&gt;
: Target: You&lt;br /&gt;
: Duration: 1 minute/level (D)&lt;br /&gt;
&lt;br /&gt;
Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any sort of weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: W'need to remember to review the other spells for flavor/balance/suitability before porting.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Spells&amp;diff=778</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Spells&amp;diff=778"/>
		<updated>2010-03-22T02:37:41Z</updated>

		<summary type="html">&lt;p&gt;70.134.205.94: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Emblem of Ea makes use of a number of in-house spells to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them.&lt;br /&gt;
&lt;br /&gt;
'''Detect Lycanthrope'''&lt;br /&gt;
: School divination&lt;br /&gt;
: Level ranger 1&lt;br /&gt;
: Casting Time 1 standard action&lt;br /&gt;
: Components V, S, M/DF (fur from a wolf)&lt;br /&gt;
: Range 60 ft.&lt;br /&gt;
: Area cone-shaped emanation&lt;br /&gt;
: Duration concentration, up to 1 minute/ level (D)&lt;br /&gt;
: Saving Throw none&lt;br /&gt;
: Spell Resistance no&lt;br /&gt;
&lt;br /&gt;
You can detect the aura that surrounds lycanthropes. The amount of information revealed depends on how long you study a particular area.&lt;br /&gt;
&lt;br /&gt;
1st Round: Presence or absence of lycanthropes.&lt;br /&gt;
&lt;br /&gt;
2nd Round: Number of lycanthropes in the area and the strength of the strongest lycanthrope's aura present.&lt;br /&gt;
&lt;br /&gt;
3rd Round: The strength and location of lycanthrope's aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.&lt;br /&gt;
&lt;br /&gt;
Aura Strength: The strength of a lycanthrope's aura is determined by the HD of the lycanthrope, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
Lingering Aura: A lycanthrope's cursed aura lingers after its original source is destroyed. If detect lycanthrope is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| '''HD ''   &lt;br /&gt;
| '''Strength'''    &lt;br /&gt;
| '''Lingering Aura Duration'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 or lower    &lt;br /&gt;
| Faint    &lt;br /&gt;
| 1d6 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 2-4    &lt;br /&gt;
| Moderate    &lt;br /&gt;
| 1d6 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 5-10    &lt;br /&gt;
| Strong    &lt;br /&gt;
| 1d6 x 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
| 11 or higher    &lt;br /&gt;
| Overwhelming    &lt;br /&gt;
| 1d6 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each round, you can turn to detect lycanthrope in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.&lt;br /&gt;
&lt;br /&gt;
Special: During the full moon phase, the number of rounds required to determine the aura strength is reduced by one. During the new moon phase, the number of rounds required is increased by one. Use +today or refer to the DM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Merciful Blade'''&lt;br /&gt;
: Transmutation&lt;br /&gt;
: Level: Pal 1&lt;br /&gt;
: Components: V, DF, S&lt;br /&gt;
: Casting Time: 1 swift action&lt;br /&gt;
: Range: Personal&lt;br /&gt;
: Target: You&lt;br /&gt;
: Duration: 1 minute/level (D)&lt;br /&gt;
&lt;br /&gt;
Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any sort of weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: W'need to remember to review the other spells for flavor/balance/suitability before porting.&lt;/div&gt;</summary>
		<author><name>70.134.205.94</name></author>
	</entry>
</feed>