Saltwave Weapons & Armor

Additional Equipment List


Armor Type Table

Armor Type

Cost

Armor Bonus

Max Dex

Armor Check

Spell Failure

Speed

Wt.

Clothing

Padded Spidersilk

1,000 gp

+4

–

–

–

30 ft.

2 lb.

TopTech Armorcloth

250 gp

+4

+8

0

–

30 ft.

5 lb.

RDA Leather Line

300 gp

+4

+8

0

–

30 ft.

5 lb.

SK Safety Styles

400 gp

+4

–

0

–

30 ft.

5 lb.

Light Armor

Arming Doublet or Padding

5 gp

+1

+8

0

5%

30 ft.

10 lb.

Cuir-boulli Leather

10 gp

+2

+6

0

10%

30 ft.

15 lb.

Studded Leather

25 gp

+3

+5

-1

15%

30 ft.

20 lb.

Chain Shirt

100 gp

+4

+4

-2

20%

30 ft.

25 lb.

Half-chain

125 gp

+4

+5

-1

15%

30 ft

20 lb.

Elven Chain Shirt

1,100 gp

+4

+6

0

10%

30 ft.

10 lb.

Elven Chainmail, Traditional

4,150 gp

+5

+4

-2

20%

30 ft.

20 lb.

Armor Vest
375 gp
+5
+5
0
5
30 ft
8 lb

TopTech Armorcloth Plus

500 gp

+6

+6

-1

10%

30 ft.

10 lb.

RDA Bronze Dragonscale

450 gp

+6

+6

-1

10%

30 ft.

8 lb.

SK-6 Combat Clothing

650 gp

+6

+6

0

10%

30 ft.

8 lb.

Wonderwood Elven Mail

2,250 gp

+7

+6

-1

10%

30 ft.

15 lb.

Medium Armor

Scale mail

50 gp

+4

+3

-4

25%

20 ft.

30 lb.

Partial laced armor

50 gp
+4
+4
-3
25%
20 ft.
30 lb.

Chain mail

150 gp

+5

+2

-5

30%

20 ft.

40 lb.

Breastplate & Vambraces

200 gp

+5

+3

-4

25%

20 ft.

25 lb.

Reinforced Half-chain

250 gp

+5

+4

-2

20%

20 ft.

25 lb.

Dwarven Adamant Breastplate

5,200 gp

+5

+3

-3

25%

20 ft.

25 lb.

SK-7 Combat Armor
2,100 gp
+7
+6
-1
10%
20 ft.
12 lb.
TopTech Combat Armor
3,750 gp
+9
+5
-3
20%
20 ft.
25 lb.
RDA Silver Dragonscale
3,200 gp
+9
+5
-3
20%
20 ft.
20 lb.
SK-9 Combat Armor
3,800 gp
+9
+5
-2
20%
20 ft.
20 lb.
Amazon Girding*
750 gp
+9
+6
-1
15%
20 ft.
25 lb.

Battle Dress (Wolverine) °

NA

+10

+4

-4

25%

20 ft.

30 lb.

Heavy Armor

Splint mail

200 gp

+6

+0

-7

40%

20 ft.*

45 lb.

Chain-lamellar

225 gp

+6

+1

-6

35%

20 ft.*

40 lb.

Banded mail

250 gp

+6

+1

-6

35%

20 ft.*

35 lb.

Half-plate

600 gp

+7

+0

-7

40%

20 ft.*

50 lb.

Great armor (o-yoroi)

1,000 gp

+7

+2

-5

40%

20 ft.*

45 lb.

Full Plate armor

1,500 gp

+8

+1

-6

35%

20 ft.*

50 lb.

Dwarven Adamant Plate

16,500 gp

+8

+1

-5

20%

20 ft.

25 lb.

Duralloy Plate armor

3,000 gp

+10

+1

-4

25%

20 ft.*

30 lb.

RDA Gold Dragonscale
7,500 gp
+12
+2
-4
35%
20 ft.*
50 lb.

Rael Armor°

NA

+16

+4

-3

25%

20 ft.*

50 lb.

° For reference only; cannot be purchased. Note that Rael armor confers hardness 10 on its wearer.
* Normally crafted for members of the Amazon Sorority only.

Shaded items are no longer in common use, having been replaced by more modern forms of protection. See also the Exotic Metals file.

Kzin Armor Type

Cost

Armor Bonus

Max Dex

Armor Check

Spell Failure

Speed

Wt.

Kzin Irridesium Mail

400 gp

+6

+4

-1

20%

40 ft.

30 lb.

Kzin Battle Suit
500 gp
+7
+6
-1
10%
40 ft.
20 lb.

Kzin Irridesium Breastplate

500 gp

+8

+4

-3

25%

30 ft.

50 lb.

Kzin Combat Armor
3,750 gp
+10
+5
-3
20%
30 ft.
50 lb.

Kzin Irridesium Plate

3,750 gp

+10

+2

-5

35%

30 ft.*

100 lb.

Kzin Shock Armor
25,000 gp
+13
+2
-5
35%
30 ft.*
100 lb.

 


Melee Weapons, Martial

Weapon Type

Cost

Damage

Critical

Special

Weight

Type

Keenblade treatment

x5

no change

x2 range

+1 to hit

–

Pierce/Slash

Fineblade

100 gp

1d8

18-20/x2

–

3 lb.

Pierce/Slash

Fineblade (keenblade)

500 gp

1d8

15-20/x2

–

3 lb.

Pierce/Slash

Kzin Twohander

75 gp

2d8

19-20/x2

–

20 lb.

Slashing

Melee Weapons, Exotic

Weapon Type

Cost

Damage

Critical

Special

Weight

Type

Katana

350 gp

1d10

19-20/x2

–

4 lb

Pierce/Slash

Katana (keenblade)

1750 gp

1d10

17-20/x2

–

4 lb

Pierce/Slash

Lajatang

90 gp

1d8

19-20/x2

–

7 lb.

Slashing

Sai

10 gp

1d4

x2

–

2 lb.

Bludgeon

Ranged Weapons, Simple

Weapon Type

Cost

Damage

Critical

Range Increment

Weight

Type

Tiny

Boltcaster, hand

100 gp

1d8

19-20/x2

60 ft.

3 lb.

Piercing

Bolts, hand (10)

5 gp

–

–

–

1 lb.

–

Firebolts, any size

+25 gp ea

+1d6 fire each

–

–

–

–

Foxdarter

varies

special

x2

special

1 lb.

Force

RDA L1 Stun Pistol
400 gp
2d8
x2
100 ft.
2 lb.
Non-lethal
RDA Mk I Phaser°
2000 gp
2d10
x2
100 ft.
2 lb.
Force
Surestop-10 Taser
250 gp
stun
–
20 ft.
1 lb.
Electrical

Small

AzTech Laser Pistol
2200 gp
2d10
x2
100 ft.
2 lb.
Fire
Fairlight-6 Gauss Pistol°
3000 gp
2d8
x3
150 ft.
6 lb.
Piercing
K12 Slug Pistol
600 gp
2d6
x3
50 ft.
4 lb.
Piercing
K14 Slug Pistol
800 gp
2d8
x3
50 ft.
5 lb.
Piercing
Prrarir Blaster Pistol°
2400 gp
3d8
x2
100 ft.
3 lb.
Electricity
Prrarir Laser Pistol
1500 gp
2d10
x2
120 ft.
2 lb.
Fire
RDA L2 Stun Pistol
450 gp
2d10
x2
100 ft.
2 lb.
Non-lethal
SK-LP Laser Pistol
2800 gp
2d10
x2
100 ft.
2 lb.
Fire

Medium-size

Boltcaster, light

80 gp

1d10

19-20/x2

120 ft.

8 lb.

Piercing

Bolts, light (10)

5 gp

–

–

–

1 lb.

–

K20 Slug Carbine
600 gp
2d8
x3
200 ft.
8 lb.
Piercing
Prrarir Laser Carbine
2100 gp
3d8
x2
150 ft.
7 lb.
Fire
RDA L4 Stun Carbine
600 gp
3d8
x2
180 ft.
8 lb.
Non-lethal

Large

Boltcaster, heavy

200 gp

2d6

19-20/x2

180 ft.

12 lb.

Piercing

Bolts, heavy (10)

5 gp

–

–

–

1 lb.

–

Electric Rifle EM-61

150 gp

1d12

x3

150 ft.

10 lb.

Piercing

Electric Rifle EM-63

300 gp

1d12

x3

200 ft.

6 lb.

Piercing

EM-61/63 Bullets (20)

30 gp

–

–

–

2 lb.

–

Fairlight-8 Gauss Rifle°
4500 gp
3d12
x3
250 ft.
10 lb.
Piercing
Prrarir Laser Rifle
2400 gp
3d10
x2
200 ft.
8 lb.
Fire
RDA L5 Stun Rifle
800 gp
3d10
x2
240 ft.
9 lb.
Non-lethal
K21 Slug Rifle
900 gp
2d10
x3
250 ft.
12 lb.
Piercing

Ranged Weapons, Martial

Weapon Type

Cost

Damage

Critical

Range Increment

Weight

Type

Tiny

Surestop-22 Taser
550 gp
stun
–
20 ft.
2 lb.
Electricity

Small

RDA Mk III Phaser°
5200 gp
2d10
x2
120 ft.
4 lb.
Force
SK-ALP Autolaser
3800 gp
2d10
x2
100 ft.
3 lb.
Fire

Medium-size

AzTech Assault Carbine
900 gp
2d6
x3
150 ft.
6 lb.
Piercing
AzTech Autolaser
3000 gp
2d10
x2
100 ft.
5 lb.
Fire
Fairlight-11 Assault Carbine°
6000 gp
2d12
x3
150 ft.
9 lb.
Piercing
KM-22-M Assault Carbine
1600 gp
2d6
x3
150 ft.
6 lb.
Piercing
Prrarir Assault Blaster°
6000 gp
4d8
x2
150 ft.
9 lb.
Electricity
RDA ACR Combat Rifle
450 gp
2d8
x3
150 ft.
8 lb.
Piercing
RDA ACR Micro-grenades
25 gp
4d6
100 ft.
Sonic & Bludgeon
RDA Mk II Phaser°
12000 gp
3d10
x2
200 ft.
8 lb.
Force
SK-UAL Urban Assault Laser
9500 gp
3d10
x2
100 ft.
6 lb.
Fire

Large

AzTech Assault Rifle
1200 gp
2d8
x3
150 ft.
8 lb.
Piercing
AzTech Combat Laser
6400 gp
3d10
x2
250 ft.
8 lb.
Fire

Electric Rifle EM-64

750 gp

1d12

x3

200 ft.

8 lb.

Piercing

EM-64 Bullets (50)

80 gp

–

–

–

2 lb.

–

Fairlight-15 Combat Rifle°
7500 gp
3d12
x3
250 ft.
14 lb.
Piercing
KM-25-M Assault Rifle
1800 gp
2d8
x3
150 ft.
8 lb.
Piercing
Prrarir Advanced Combat Blaster°
8000 gp
4d10
x2
200 ft.
10 lb.
Electricity
RDA HAR Heavy Autorifle
600 gp
2d10
x3
150 ft.
7 lb.
Piercing
SK-HLR Laser Rifle
4500 gp
3d12
x2
300 ft.
12 lb.
Fire
SK-CLR Combat Laser Rifle
7800 gp
3d10
x2
250 ft.
8 lb.
Fire

° Restricted; cannot currently be purchased. Ask DM for details.
Weapons in italics are capable of fully automatic fire.
All Schniedarkraft (SK) products are masterwork items and prices reflect this.

Weapon Descriptions

Blaster Weapons (simple/martial, ranged, technical proficiency required): The Prrarir Corporation of the Prreshtuwan Federation produces several models of particle accelerator weapons, typically called "blasters." Blasters hit their targets with high energy packets of charged particles causing damage through intense heat, cellular disruption, and electro-magnetic pulse effects. Martial blaster weapons are usually fully automatic. Blaster weapons use energy cells (25 gp cost) that give simple weapons 15 shots before a new cell is needed. Cells for martial weapons cost 100 gp and provide energy for 30 shots. Blasters come standard with a low power laser sight, giving a +1 circumstance bonus on attack rolls. Blaster weapon sales are restricted and a tightly controlled by the Federation. They are not available for purchase under normal circumstances.

Boltcaster (simple, ranged): The boltcaster is a dwarven weapon manufactured by the Klangsmitt Clan of Technikor. It operates by using a magically enhanced spring to propel a sharp, armor-piercing bolt at its target. The boltcasters listed here are standard semiautomatic versions, using a handy thumb lever to load a new bolt after each shot. Like crossbows, boltcasters are simple point-and-shoot weapons. They come equipped with safety catches to reduce the likelihood of unwanted weapon discharge. Loading a boltcaster is a standard action that requires two hands. Unlike a crossbow, however, loading a boltcaster is simpler, and does not provoke an attack of opportunity.

Each type of boltcaster uses its own properly-fitted bolts. The hand boltcaster is a Tiny weapon. It can be easily concealed under cloaks or outer garments. The light boltcaster is a medium-sized weapon the size of a light crossbow stock, but slightly heavier, and is the standard version for routine use. The heavy boltcaster is a Large weapon about the size of a heavy crossbow stock and slightly heavier.

Firebolts incorporate a small amount of a mixture like alchemist's fire into the tip of each bolt. Each bolt does an extra 1d6 fire damage to whatever it hits. Each bolt costs 25 gp, in addition to the standard cost of the ammunition for the size of boltcaster used.

Electric Rifle (simple/martial, ranged, technical proficiency required): The Sony clan has been experimenting with this magitech weapon for at least thirty years. While they do not consider it perfected, they have managed to produce a weapon that is capable of respectable combat performance. The electric rifle uses electromagnets to propel a steel bullet at great speeds. The electricity is provided by small sunbox batteries packed at the end of each cartridge. The cartridges are about 1/3 of an inch in diameter and three inches long. When the special firing prongs make contact with the battery terminals, the rifle fires with a Zapp! noise and launches the bullet. All versions are autoloaders, and offer sustained semiautomatic fire. Fully automatic fire is possible with the Sony EM-64 version, a martial weapon. Each of the EM series weapons are Medium-sized weapons. Users are advised to save the spent sunbox cartridges where possible to receive a 50% discount on reloads.

Fairlight-n Gauss Weapons (simple/martial, ranged, technical proficiency required): Fairgrove Industries of Shinantra manufactures several models of hyper-velocity projectile weapons. These weapons use an electro-magnetic pulse to throw a metallic slug at extremely high velocities. Typically called railguns or gauss weapons, these weapons are almost as effective as energy weapons. Martial gauss weapons are fully automatic. Gauss weapons use energy cells that provide power for 50 shots before a new cell is needed. Projectiles are small caliber needle-nosed slugs that come 50 to a cartridge. Cartridges (50 gp cost) are packed with an energy cell for convenience. Fairgrove weapons come standard with a low power laser sight, giving a +1 circumstance bonus on attack rolls. Fairgrove Industries currently sells weapons only to closely allied elves.

Fineblade (martial, melee): First crafted by elven smiths, the fineblade is now in use throughout demihuman lands. It is a finely crafted rapier with a slightly heavier blade of a fine and more flexible alloy. Masterwork fineblades are usually made from mithral, or even irridesium. Proficiency in the rapier is interchangable with proficiency in the fineblade, and vice versa. The fineblade is a light weapon and may be used with the Weapon Finesse feat.

Foxdarter (magic, ranged): The foxdarter is a magical Wondrous Item that emits darts of force. It can be considered a ranged weapon because a ranged touch hit roll is required. Follow this link for details.

Katana (exotic, melee): As described in the Dungeon Master's Guide, the katana is essentially a version of a masterwork bastard sword. As such, it has the masterwork +1 situation bonus to hit. It can be used as either a slashing or piercing weapon, as needed. Because its one-handed use and different techniques for slashing and piercing attacks require special training, it is an exotic weapon.

Keenblade Treatment: Weapons can be created with a reinforced molecular structure that binds a coating of industrial diamond to the blade of a slashing or piercing weapon. As a result, the weapon gains a +1 circumstance bonus to attack rolls and has its threat range increased (e.g., 20 becomes 19-20, 19-20 becomes 17-20, and 18-20 becomes 15-20). The circumstance bonus stacks with bonuses for masterwork quality and enhancement. The keenblade cannot receive further enhancements to its threat range (e.g., keen weapon enchantment), but works normally with the Improved Critical feat. This treatment can be applied to any weapon with a durable metallic blade or penetrating head. The process must be used in the initial manufacturing process; it cannot be applied to an existing weapon. A keenblade multiples the normal cost of the weapon by five.

Kzin Twohander (martial, melee): As larger creatures, the kzinti can use larger weapons. Most kzinti use greatswords that match the size and statistics of the weapon listed in the Player's Handbook. Some kzinti prefer even larger weapons, and use the kzin twohander. This weapon has reach, and extends the user's threatened area out to two squares, but it may be used within one square. It cannot be used in close combat, or to make attacks of opportunity in response to an opponent using an unarmed combat technique (bull rush, grapple, unarmed attack) if that opponent only has to move into the wielder's square (a step, as opposed to a move or charge). If the opponent has to move more than one square to enter close combat, the wielder of the twohander may take normal attacks of opportunity.

Lajatang (exotic, melee): The lajatang is a short staff with crescent-shaped blades on either end. It requires special training to use, and allow a monk to use his more favorable number of unarmed combat attacks. It is a double weapon, allowing you to fight as if using a one-handed weapon and a light weapon (see the "Attacking with Two Weapons" section in the Player's Handbook, p. 125). The monk may elect to trade proficiency in another special monk weapon for proficiency in the lajatang, or can select the Exotic Weapon feat to master this weapon, as desired.

Laser Weapons (simple/martial, ranged, technical proficiency required): There are a variety of companies producing several different types of directed energy weapons. Lasers use a coherent light beam that produces intense heat at the point of aim. In addition to causing severe burns, the sudden heat of a laser discharge boils the fluid in living tissues, causing more damage than a typical high velocity slug. Martial laser weapons are usually fully automatic. Laser weapons use energy cells (25 gp cost) that give simple weapons 20 shots before a new cell is needed. Cells for martial weapons cost 100 gp and provide energy for 50 shots. Lasers come standard with a low power laser sight, giving a +1 circumstance bonus on attack rolls. Schiedarkraft products (abbreviation SK) are masterwork designs and receive a +1 enhancement bonus on attack rolls.

Phaser Weapons (simple/martial, ranged, technical proficiency required): The Royal Dragon Armaments of Lebensbrüke produce several types of advanced energy weapons based on the principles of phased kinetic pulses. These weapons do force damage and can be set to do non-lethal subdual damage, instead of lethal damage, as the user requires. Phasers come standard with a low power laser sight, giving a +1 circumstance bonus on attack rolls. All energy weapons, including phasers, produced or sold within Lebensbrüke have biolocks to prevent unauthorized use. Phasers are restricted weapons, not normally available for sale to the public.

Sai (exotic, melee): The sai is a blunt weapon with side prongs that can be used to trap opponents' weapons. It had its origins as a farming tool, and is one of the monk's special weapons, allowing her to use her more favorable unarmed number of attacks and other modifiers. Monks are proficient in the sai without further expenditure of feats. Using a sai to trap, disarm, or parry an opponent's weapon gains a +4 situation bonus to the opposed attack roll. As light weapons, sais are also often used in pairs.

Royal Dragon Armaments Slugthrowers (simple/martial, ranged, technical proficiency required): The Royal Dragon Armaments corporation produces low cost slug throwers for regular troops in its armed forces. These are sturdy, well-designed, reliable weapons that can take a beating in the field and keep on working. Some models are capable of fully automatic fire; these are martial weapons. The RDA ACR combat rifle also includes a micro-grenade launcher and rangefinder sight. Microgrenades burst in a 10 foot radius for 4d6 damage, half sonic and half bludgeoning (air). The microgrenade magazine holds six rounds and must be reloaded manually. All RDA weapons come equipped with a low-power laser sight, giving a +1 circumstance bonus on attack rolls. RDA slug throwers have biolocks to prevent unauthorized use.

Stun Weapons (simple, ranged, technical proficiency required): The Royal Dragon Armaments corporation of Lebensbrüke produces several personal defense weapon models that rely on lower-powered phaser principles to do non-lethal subdual damage. This only affects creatures who could be affected by non-lethal damage; creatures immune to critical hits are also immune to subdual damage. Stunners come standard with a low power laser sight, giving a +1 circumstance bonus on attack rolls. All stunners have biolocks to prevent unauthorized use. Stunners are becoming quite popular in Jaastenland as the Royal Dragon Armaments corporation produces and sells them at reasonable prices.

Surestop-15 Taser (simple, ranged): The Surestop-15 is a handheld taser weapon for personal protection. It fires a pair of light, reusable darts that attach to a target's skin or clothing (metal armor or shields offer no protection, but other armor and natural armor does). The wires trailing from the darts deliver electrical current, using the two attached darts as contacts to complete the circuit. This partially paralyzes the target's voluntary muscles. The target falls prone and is considered stunned unless it makes a DC 15 Fort save. This save must be made each round while the darts are attached and the user has the trigger depressed. The stun can be maintained each round as a standard action by the user, who must remain attentive and within wire range of the target (a maximum of 60 ft.). The wires automatically retract into the taser when removed from the target. The target can remove the darts with a DC 12 Reflex save or Escape Artist check or break the wires with a DC 12 Strength check. Each of these escape methods requires a standard action. A target sustains no lasting damage from a taser hit. The taser operates for 10 minutes of charge on a battery.

Surestop-22 Taser (martial, ranged): The Surestop-22 is a handheld taser weapon for law enforcement. It operates in the same way that the Surestop-10 does, but has a more powerful effect. This model requires a DC 22 Fort save to avoid the stunning effect. In addition to the darts, the Sureshot-22 can be used as a melee touch weapon to deliver the stun, with the same required save. The battery lasts for 20 minutes of use. Range, removal of the darts, and other characteristics are the same as the Surestop-15, but this model is only available to security and law enforcement buyers.

 


Last updated 24-Oct-2004
Content copyright © 1998-2003 by SilverDragon.