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Weapons

Weapons by Family, from Axes to Swords and Bombs.

Weapons are ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate. you use to AttackAttack ActionAttack is the Action you use to strike at a foe.. Each Weapon belongs to a group that shares a MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP..

Training

Training is the rating of how much practice a WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. demands. Each WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. lists one of three levels: SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training., MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively., or SiegeSiege TrainingSiege is a Training level for Weapons that require specialized training to use at all..

Core Rule—Training

You have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with a WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. when your ClassClass Class · Tier 1Classes are Scribe archetypes that set your Power Save, Hit Points, Hit Die, Speed, Drive, starting Feat, Proficiency, and starting gear. grants ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with both its Training and its group.

Martial

Martial is a TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands. level for WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. that require training to use effectively.

Siege

Siege is a TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands. level for WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. that require specialized training to use at all.

Simple

Simple is a TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands. level for WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. that most people can use with minimal training.

Axe

Item · Weapon · Tier 1 · Common

  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Axes are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for momentum. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is CleaveCleave Feat · Tier 1Cleave is a Feat built for fighting with Axes..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
CleaveCleave Feat · Tier 1Cleave is a Feat built for fighting with Axes.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Battleaxe

Item · Weapon · Tier 1 · Common

  • Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • Two-HandedTwo-Handed FeatureTwo-Handed is a Feature of items you can wield in one hand or two.2d8

Battleaxes are AxesAxe Item · Weapon · Tier 1Axes are Weapons built for momentum. with a single-bladed head on a reinforced haft.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1+
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
CleaveCleave Feat · Tier 1Cleave is a Feat built for fighting with Axes.
PricePrice StatPrice is the Coin-cost to buy items.
100 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
AxeAxe Item · Weapon · Tier 1Axes are Weapons built for momentum.

Greataxe

Item · Weapon · Tier 1 · Common

  • Body 2Body 2 FeatureBody 2 is a Feature that sets a Body requirement of 2 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Greataxes are AxesAxe Item · Weapon · Tier 1Axes are Weapons built for momentum. with a large double-bladed head on a long haft.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d10 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
CleaveCleave Feat · Tier 1Cleave is a Feat built for fighting with Axes.
PricePrice StatPrice is the Coin-cost to buy items.
100 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
3
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
AxeAxe Item · Weapon · Tier 1Axes are Weapons built for momentum.

Hatchet

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.

Hatchets are AxesAxe Item · Weapon · Tier 1Axes are Weapons built for momentum. with an axe blade and hammer poll on a short handle.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
CleaveCleave Feat · Tier 1Cleave is a Feat built for fighting with Axes.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
AxeAxe Item · Weapon · Tier 1Axes are Weapons built for momentum.

Warmaul

Item · Weapon · Tier 1 · Common

  • Body 2Body 2 FeatureBody 2 is a Feature that sets a Body requirement of 2 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type.BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).

Warmauls are AxesAxe Item · Weapon · Tier 1Axes are Weapons built for momentum. with a double-bladed head and spike on a long haft.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
CleaveCleave Feat · Tier 1Cleave is a Feat built for fighting with Axes.
PricePrice StatPrice is the Coin-cost to buy items.
400 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
3
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
AxeAxe Item · Weapon · Tier 1Axes are Weapons built for momentum.

Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Bombs are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for close-ranged blasts. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Acid Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Acid Bombs are BombsBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts. that deal DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).), Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).), and SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).) based on their potency.

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BombBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts.

Mild Acid Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Mild Acid Bombs are Acid BombsAcid Bomb Item · Weapon · Tier 1Acid Bombs are Bombs that deal Damage (Acid), Persistent Damage (Acid), and Splash Damage (Acid) based on their potency. of Mild potency.

Mild Acid Bomb
Each deals 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).), 4 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).), and 1 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 CausticCaustic EnergyCaustic is an Energy group that deals natural Damage. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
5 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Acid BombAcid Bomb Item · Weapon · Tier 1Acid Bombs are Bombs that deal Damage (Acid), Persistent Damage (Acid), and Splash Damage (Acid) based on their potency.

Minor Acid Bomb

Item · Weapon · Tier 2 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Minor Acid Bombs are Acid BombsAcid Bomb Item · Weapon · Tier 1Acid Bombs are Bombs that deal Damage (Acid), Persistent Damage (Acid), and Splash Damage (Acid) based on their potency. of Minor potency.

Minor Acid Bomb
Each deals 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).), 4 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).), and 3 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 CausticCaustic EnergyCaustic is an Energy group that deals natural Damage. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
20 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Acid BombAcid Bomb Item · Weapon · Tier 1Acid Bombs are Bombs that deal Damage (Acid), Persistent Damage (Acid), and Splash Damage (Acid) based on their potency.

Major Acid Bomb

Item · Weapon · Tier 3 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Major Acid Bombs are Acid BombsAcid Bomb Item · Weapon · Tier 1Acid Bombs are Bombs that deal Damage (Acid), Persistent Damage (Acid), and Splash Damage (Acid) based on their potency. of Major potency.

Major Acid Bomb
Each deals 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).), 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).), and 4 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
3d8 CausticCaustic EnergyCaustic is an Energy group that deals natural Damage. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
75 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Acid BombAcid Bomb Item · Weapon · Tier 1Acid Bombs are Bombs that deal Damage (Acid), Persistent Damage (Acid), and Splash Damage (Acid) based on their potency.

Superior Acid Bomb

Item · Weapon · Tier 4 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Superior Acid Bombs are Acid BombsAcid Bomb Item · Weapon · Tier 1Acid Bombs are Bombs that deal Damage (Acid), Persistent Damage (Acid), and Splash Damage (Acid) based on their potency. of Superior potency.

Superior Acid Bomb
Each deals 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).), 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).), and 6 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
4d8 CausticCaustic EnergyCaustic is an Energy group that deals natural Damage. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
250 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Acid BombAcid Bomb Item · Weapon · Tier 1Acid Bombs are Bombs that deal Damage (Acid), Persistent Damage (Acid), and Splash Damage (Acid) based on their potency.

Supreme Acid Bomb

Item · Weapon · Tier 5 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Supreme Acid Bombs are Acid BombsAcid Bomb Item · Weapon · Tier 1Acid Bombs are Bombs that deal Damage (Acid), Persistent Damage (Acid), and Splash Damage (Acid) based on their potency. of Supreme potency.

Supreme Acid Bomb
Each deals 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).), 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).), and 8 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
5d8 CausticCaustic EnergyCaustic is an Energy group that deals natural Damage. (AcidAcid EnergyAcid is a Caustic Energy that deals Damage (Acid).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
100 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Acid BombAcid Bomb Item · Weapon · Tier 1Acid Bombs are Bombs that deal Damage (Acid), Persistent Damage (Acid), and Splash Damage (Acid) based on their potency.

Earth Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Earth Bombs are BombsBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts. that deal DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).) and SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).) based on their potency.

Earth Bomb
On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it creates Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall. within the SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. RangeRange RangeRange is the distance an Effect can Originate from you..
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BombBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts.

Mild Earth Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Mild Earth Bombs are Earth BombsEarth Bomb Item · Weapon · Tier 1Earth Bombs are Bombs that deal Damage (Earth) and Splash Damage (Earth) based on their potency. of Mild potency.

Mild Earth Bomb
Each deals 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).) and 1 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it creates Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall. within the SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. RangeRange RangeRange is the distance an Effect can Originate from you..
DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
5 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Earth BombEarth Bomb Item · Weapon · Tier 1Earth Bombs are Bombs that deal Damage (Earth) and Splash Damage (Earth) based on their potency.

Minor Earth Bomb

Item · Weapon · Tier 2 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Minor Earth Bombs are Earth BombsEarth Bomb Item · Weapon · Tier 1Earth Bombs are Bombs that deal Damage (Earth) and Splash Damage (Earth) based on their potency. of Minor potency.

Minor Earth Bomb
Each deals 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).) and 3 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it creates Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall. within the SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. RangeRange RangeRange is the distance an Effect can Originate from you..
DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
20 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Earth BombEarth Bomb Item · Weapon · Tier 1Earth Bombs are Bombs that deal Damage (Earth) and Splash Damage (Earth) based on their potency.

Major Earth Bomb

Item · Weapon · Tier 3 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Major Earth Bombs are Earth BombsEarth Bomb Item · Weapon · Tier 1Earth Bombs are Bombs that deal Damage (Earth) and Splash Damage (Earth) based on their potency. of Major potency.

Major Earth Bomb
Each deals 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).) and 4 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it creates Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall. within the SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. RangeRange RangeRange is the distance an Effect can Originate from you..
DamageDamage HealthDamage is harm that reduces your Hit Points.
3d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
75 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Earth BombEarth Bomb Item · Weapon · Tier 1Earth Bombs are Bombs that deal Damage (Earth) and Splash Damage (Earth) based on their potency.

Superior Earth Bomb

Item · Weapon · Tier 4 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Superior Earth Bombs are Earth BombsEarth Bomb Item · Weapon · Tier 1Earth Bombs are Bombs that deal Damage (Earth) and Splash Damage (Earth) based on their potency. of Superior potency.

Superior Earth Bomb
Each deals 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).) and 6 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it creates Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall. within the SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. RangeRange RangeRange is the distance an Effect can Originate from you..
DamageDamage HealthDamage is harm that reduces your Hit Points.
4d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
250 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Earth BombEarth Bomb Item · Weapon · Tier 1Earth Bombs are Bombs that deal Damage (Earth) and Splash Damage (Earth) based on their potency.

Supreme Earth Bomb

Item · Weapon · Tier 5 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Supreme Earth Bombs are Earth BombsEarth Bomb Item · Weapon · Tier 1Earth Bombs are Bombs that deal Damage (Earth) and Splash Damage (Earth) based on their potency. of Supreme potency.

Supreme Earth Bomb
Each deals 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).) and 8 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it creates Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall. within the SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. RangeRange RangeRange is the distance an Effect can Originate from you..
DamageDamage HealthDamage is harm that reduces your Hit Points.
5d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
100 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Earth BombEarth Bomb Item · Weapon · Tier 1Earth Bombs are Bombs that deal Damage (Earth) and Splash Damage (Earth) based on their potency.

Fire Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Fire Bombs are BombsBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts. that deal DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).), Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).), and SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).) based on their potency.

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BombBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts.

Mild Fire Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Mild Fire Bombs are Fire BombsFire Bomb Item · Weapon · Tier 1Fire Bombs are Bombs that deal Damage (Fire), Persistent Damage (Fire), and Splash Damage (Fire) based on their potency. of Mild potency.

Mild Fire Bomb
Each deals 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).), 4 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).), and 1 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
5 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Fire BombFire Bomb Item · Weapon · Tier 1Fire Bombs are Bombs that deal Damage (Fire), Persistent Damage (Fire), and Splash Damage (Fire) based on their potency.

Minor Fire Bomb

Item · Weapon · Tier 2 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Minor Fire Bombs are Fire BombsFire Bomb Item · Weapon · Tier 1Fire Bombs are Bombs that deal Damage (Fire), Persistent Damage (Fire), and Splash Damage (Fire) based on their potency. of Minor potency.

Minor Fire Bomb
Each deals 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).), 4 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).), and 3 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
20 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Fire BombFire Bomb Item · Weapon · Tier 1Fire Bombs are Bombs that deal Damage (Fire), Persistent Damage (Fire), and Splash Damage (Fire) based on their potency.

Major Fire Bomb

Item · Weapon · Tier 3 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Major Fire Bombs are Fire BombsFire Bomb Item · Weapon · Tier 1Fire Bombs are Bombs that deal Damage (Fire), Persistent Damage (Fire), and Splash Damage (Fire) based on their potency. of Major potency.

Major Fire Bomb
Each deals 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).), 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).), and 4 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
3d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
75 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Fire BombFire Bomb Item · Weapon · Tier 1Fire Bombs are Bombs that deal Damage (Fire), Persistent Damage (Fire), and Splash Damage (Fire) based on their potency.

Superior Fire Bomb

Item · Weapon · Tier 4 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Superior Fire Bombs are Fire BombsFire Bomb Item · Weapon · Tier 1Fire Bombs are Bombs that deal Damage (Fire), Persistent Damage (Fire), and Splash Damage (Fire) based on their potency. of Superior potency.

Superior Fire Bomb
Each deals 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).), 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).), and 6 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
4d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
250 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Fire BombFire Bomb Item · Weapon · Tier 1Fire Bombs are Bombs that deal Damage (Fire), Persistent Damage (Fire), and Splash Damage (Fire) based on their potency.

Supreme Fire Bomb

Item · Weapon · Tier 5 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Supreme Fire Bombs are Fire BombsFire Bomb Item · Weapon · Tier 1Fire Bombs are Bombs that deal Damage (Fire), Persistent Damage (Fire), and Splash Damage (Fire) based on their potency. of Supreme potency.

Supreme Fire Bomb
Each deals 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).), 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).), and 8 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
5d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (FireFire EnergyFire is an Element Energy that deals Damage (Fire).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
100 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Fire BombFire Bomb Item · Weapon · Tier 1Fire Bombs are Bombs that deal Damage (Fire), Persistent Damage (Fire), and Splash Damage (Fire) based on their potency.

Flash Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Flash Bombs are BombsBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts. that impose BlindedBlinded ConditionBlinded is a Condition that takes away your sight. on the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. and all CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. within SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. until the end of their next TurnTurn CombatTurns are the part of each Round when you get your chance to act..

DamageDamage HealthDamage is harm that reduces your Hit Points.
—
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BombBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts.

Ice Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Ice Bombs are BombsBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts. that deal DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).) and SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).) based on their potency.

Ice Bomb
On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes SlowedSlowed ConditionSlowed is a Condition that drags down your pace..
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BombBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts.

Mild Ice Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Mild Ice Bombs are Ice BombsIce Bomb Item · Weapon · Tier 1Ice Bombs are Bombs that deal Damage (Ice) and Splash Damage (Ice) based on their potency. of Mild potency.

Mild Ice Bomb
Each deals 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).) and 1 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes SlowedSlowed ConditionSlowed is a Condition that drags down your pace..
DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
5 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Ice BombIce Bomb Item · Weapon · Tier 1Ice Bombs are Bombs that deal Damage (Ice) and Splash Damage (Ice) based on their potency.

Minor Ice Bomb

Item · Weapon · Tier 2 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Minor Ice Bombs are Ice BombsIce Bomb Item · Weapon · Tier 1Ice Bombs are Bombs that deal Damage (Ice) and Splash Damage (Ice) based on their potency. of Minor potency.

Minor Ice Bomb
Each deals 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).) and 3 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes SlowedSlowed ConditionSlowed is a Condition that drags down your pace..
DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
20 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Ice BombIce Bomb Item · Weapon · Tier 1Ice Bombs are Bombs that deal Damage (Ice) and Splash Damage (Ice) based on their potency.

Major Ice Bomb

Item · Weapon · Tier 3 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Major Ice Bombs are Ice BombsIce Bomb Item · Weapon · Tier 1Ice Bombs are Bombs that deal Damage (Ice) and Splash Damage (Ice) based on their potency. of Major potency.

Major Ice Bomb
Each deals 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).) and 4 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes SlowedSlowed ConditionSlowed is a Condition that drags down your pace..
DamageDamage HealthDamage is harm that reduces your Hit Points.
3d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
75 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Ice BombIce Bomb Item · Weapon · Tier 1Ice Bombs are Bombs that deal Damage (Ice) and Splash Damage (Ice) based on their potency.

Superior Ice Bomb

Item · Weapon · Tier 4 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Superior Ice Bombs are Ice BombsIce Bomb Item · Weapon · Tier 1Ice Bombs are Bombs that deal Damage (Ice) and Splash Damage (Ice) based on their potency. of Superior potency.

Superior Ice Bomb
Each deals 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).) and 6 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes SlowedSlowed ConditionSlowed is a Condition that drags down your pace..
DamageDamage HealthDamage is harm that reduces your Hit Points.
4d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
250 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Ice BombIce Bomb Item · Weapon · Tier 1Ice Bombs are Bombs that deal Damage (Ice) and Splash Damage (Ice) based on their potency.

Supreme Ice Bomb

Item · Weapon · Tier 5 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Supreme Ice Bombs are Ice BombsIce Bomb Item · Weapon · Tier 1Ice Bombs are Bombs that deal Damage (Ice) and Splash Damage (Ice) based on their potency. of Supreme potency.

Supreme Ice Bomb
Each deals 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).) and 8 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes SlowedSlowed ConditionSlowed is a Condition that drags down your pace..
DamageDamage HealthDamage is harm that reduces your Hit Points.
5d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (IceIce EnergyIce is an Element Energy that deals Damage (Ice).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
100 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Ice BombIce Bomb Item · Weapon · Tier 1Ice Bombs are Bombs that deal Damage (Ice) and Splash Damage (Ice) based on their potency.

Pulse Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Pulse Bombs are BombsBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts. that deal DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) and SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) based on their potency.

Pulse Bomb
On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes SickenedSickened ConditionSickened is a Condition that turns your stomach..
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BombBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts.

Mild Pulse Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Mild Pulse Bombs are Pulse BombsPulse Bomb Item · Weapon · Tier 1Pulse Bombs are Bombs that deal Damage (Pulse) and Splash Damage (Pulse) based on their potency. of Mild potency.

Mild Pulse Bomb
Each deals 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) and 1 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes SickenedSickened ConditionSickened is a Condition that turns your stomach..
DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
5 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Pulse BombPulse Bomb Item · Weapon · Tier 1Pulse Bombs are Bombs that deal Damage (Pulse) and Splash Damage (Pulse) based on their potency.

Minor Pulse Bomb

Item · Weapon · Tier 2 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Minor Pulse Bombs are Pulse BombsPulse Bomb Item · Weapon · Tier 1Pulse Bombs are Bombs that deal Damage (Pulse) and Splash Damage (Pulse) based on their potency. of Minor potency.

Minor Pulse Bomb
Each deals 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) and 3 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes SickenedSickened ConditionSickened is a Condition that turns your stomach..
DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
20 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Pulse BombPulse Bomb Item · Weapon · Tier 1Pulse Bombs are Bombs that deal Damage (Pulse) and Splash Damage (Pulse) based on their potency.

Major Pulse Bomb

Item · Weapon · Tier 3 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Major Pulse Bombs are Pulse BombsPulse Bomb Item · Weapon · Tier 1Pulse Bombs are Bombs that deal Damage (Pulse) and Splash Damage (Pulse) based on their potency. of Major potency.

Major Pulse Bomb
Each deals 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) and 4 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes SickenedSickened ConditionSickened is a Condition that turns your stomach..
DamageDamage HealthDamage is harm that reduces your Hit Points.
3d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
75 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Pulse BombPulse Bomb Item · Weapon · Tier 1Pulse Bombs are Bombs that deal Damage (Pulse) and Splash Damage (Pulse) based on their potency.

Superior Pulse Bomb

Item · Weapon · Tier 4 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Superior Pulse Bombs are Pulse BombsPulse Bomb Item · Weapon · Tier 1Pulse Bombs are Bombs that deal Damage (Pulse) and Splash Damage (Pulse) based on their potency. of Superior potency.

Superior Pulse Bomb
Each deals 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) and 6 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes SickenedSickened ConditionSickened is a Condition that turns your stomach..
DamageDamage HealthDamage is harm that reduces your Hit Points.
4d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
250 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Pulse BombPulse Bomb Item · Weapon · Tier 1Pulse Bombs are Bombs that deal Damage (Pulse) and Splash Damage (Pulse) based on their potency.

Supreme Pulse Bomb

Item · Weapon · Tier 5 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Supreme Pulse Bombs are Pulse BombsPulse Bomb Item · Weapon · Tier 1Pulse Bombs are Bombs that deal Damage (Pulse) and Splash Damage (Pulse) based on their potency. of Supreme potency.

Supreme Pulse Bomb
Each deals 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) and 8 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes SickenedSickened ConditionSickened is a Condition that turns your stomach..
DamageDamage HealthDamage is harm that reduces your Hit Points.
5d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
100 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Pulse BombPulse Bomb Item · Weapon · Tier 1Pulse Bombs are Bombs that deal Damage (Pulse) and Splash Damage (Pulse) based on their potency.

Shock Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Shock Bombs are BombsBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts. that deal DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).) and SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).) based on their potency.

Shock Bomb
On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes StunnedStunned ConditionStunned is a Condition that leaves you reeling..
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BombBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts.

Mild Shock Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Mild Shock Bombs are Shock BombsShock Bomb Item · Weapon · Tier 1Shock Bombs are Bombs that deal Damage (Shock) and Splash Damage (Shock) based on their potency. of Mild potency.

Mild Shock Bomb
Each deals 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).) and 1 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes StunnedStunned ConditionStunned is a Condition that leaves you reeling..
DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
5 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Shock BombShock Bomb Item · Weapon · Tier 1Shock Bombs are Bombs that deal Damage (Shock) and Splash Damage (Shock) based on their potency.

Minor Shock Bomb

Item · Weapon · Tier 2 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Minor Shock Bombs are Shock BombsShock Bomb Item · Weapon · Tier 1Shock Bombs are Bombs that deal Damage (Shock) and Splash Damage (Shock) based on their potency. of Minor potency.

Minor Shock Bomb
Each deals 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).) and 3 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes StunnedStunned ConditionStunned is a Condition that leaves you reeling..
DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
20 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Shock BombShock Bomb Item · Weapon · Tier 1Shock Bombs are Bombs that deal Damage (Shock) and Splash Damage (Shock) based on their potency.

Major Shock Bomb

Item · Weapon · Tier 3 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Major Shock Bombs are Shock BombsShock Bomb Item · Weapon · Tier 1Shock Bombs are Bombs that deal Damage (Shock) and Splash Damage (Shock) based on their potency. of Major potency.

Major Shock Bomb
Each deals 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).) and 4 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes StunnedStunned ConditionStunned is a Condition that leaves you reeling..
DamageDamage HealthDamage is harm that reduces your Hit Points.
3d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
75 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Shock BombShock Bomb Item · Weapon · Tier 1Shock Bombs are Bombs that deal Damage (Shock) and Splash Damage (Shock) based on their potency.

Superior Shock Bomb

Item · Weapon · Tier 4 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Superior Shock Bombs are Shock BombsShock Bomb Item · Weapon · Tier 1Shock Bombs are Bombs that deal Damage (Shock) and Splash Damage (Shock) based on their potency. of Superior potency.

Superior Shock Bomb
Each deals 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).) and 6 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes StunnedStunned ConditionStunned is a Condition that leaves you reeling..
DamageDamage HealthDamage is harm that reduces your Hit Points.
4d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
250 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Shock BombShock Bomb Item · Weapon · Tier 1Shock Bombs are Bombs that deal Damage (Shock) and Splash Damage (Shock) based on their potency.

Supreme Shock Bomb

Item · Weapon · Tier 5 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Supreme Shock Bombs are Shock BombsShock Bomb Item · Weapon · Tier 1Shock Bombs are Bombs that deal Damage (Shock) and Splash Damage (Shock) based on their potency. of Supreme potency.

Supreme Shock Bomb
Each deals 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).) and 8 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes StunnedStunned ConditionStunned is a Condition that leaves you reeling..
DamageDamage HealthDamage is harm that reduces your Hit Points.
5d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (ShockShock EnergyShock is an Element Energy that deals Damage (Shock).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
100 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Shock BombShock Bomb Item · Weapon · Tier 1Shock Bombs are Bombs that deal Damage (Shock) and Splash Damage (Shock) based on their potency.

Smoke Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Smoke Bombs are BombsBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts. that make the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. and all CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. within SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. VeiledVeiled VisibilityVeiled is a Visibility state in which others can’t see you, such as in Darkness, while Invisible, or in areas of extreme fog or dense foliage. until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act. or until wind disperses it.

DamageDamage HealthDamage is harm that reduces your Hit Points.
—
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BombBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts.

Sonic Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Sonic Bombs are BombsBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts. that deal DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).) and SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).) based on their potency.

Sonic Bomb
On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing..
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BombBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts.

Mild Sonic Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Mild Sonic Bombs are Sonic BombsSonic Bomb Item · Weapon · Tier 1Sonic Bombs are Bombs that deal Damage (Sonic) and Splash Damage (Sonic) based on their potency. of Mild potency.

Mild Sonic Bomb
Each deals 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).) and 1 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing..
DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
5 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Sonic BombSonic Bomb Item · Weapon · Tier 1Sonic Bombs are Bombs that deal Damage (Sonic) and Splash Damage (Sonic) based on their potency.

Minor Sonic Bomb

Item · Weapon · Tier 2 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Minor Sonic Bombs are Sonic BombsSonic Bomb Item · Weapon · Tier 1Sonic Bombs are Bombs that deal Damage (Sonic) and Splash Damage (Sonic) based on their potency. of Minor potency.

Minor Sonic Bomb
Each deals 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).) and 3 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing..
DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
20 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Sonic BombSonic Bomb Item · Weapon · Tier 1Sonic Bombs are Bombs that deal Damage (Sonic) and Splash Damage (Sonic) based on their potency.

Major Sonic Bomb

Item · Weapon · Tier 3 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Major Sonic Bombs are Sonic BombsSonic Bomb Item · Weapon · Tier 1Sonic Bombs are Bombs that deal Damage (Sonic) and Splash Damage (Sonic) based on their potency. of Major potency.

Major Sonic Bomb
Each deals 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).) and 4 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing..
DamageDamage HealthDamage is harm that reduces your Hit Points.
3d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
75 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Sonic BombSonic Bomb Item · Weapon · Tier 1Sonic Bombs are Bombs that deal Damage (Sonic) and Splash Damage (Sonic) based on their potency.

Superior Sonic Bomb

Item · Weapon · Tier 4 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Superior Sonic Bombs are Sonic BombsSonic Bomb Item · Weapon · Tier 1Sonic Bombs are Bombs that deal Damage (Sonic) and Splash Damage (Sonic) based on their potency. of Superior potency.

Superior Sonic Bomb
Each deals 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).) and 6 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing..
DamageDamage HealthDamage is harm that reduces your Hit Points.
4d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
250 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Sonic BombSonic Bomb Item · Weapon · Tier 1Sonic Bombs are Bombs that deal Damage (Sonic) and Splash Damage (Sonic) based on their potency.

Supreme Sonic Bomb

Item · Weapon · Tier 5 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Supreme Sonic Bombs are Sonic BombsSonic Bomb Item · Weapon · Tier 1Sonic Bombs are Bombs that deal Damage (Sonic) and Splash Damage (Sonic) based on their potency. of Supreme potency.

Supreme Sonic Bomb
Each deals 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).) and 8 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes DeafenedDeafened ConditionDeafened is a Condition that takes away your hearing..
DamageDamage HealthDamage is harm that reduces your Hit Points.
5d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (SonicSonic EnergySonic is an Element Energy that deals Damage (Sonic).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
100 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Sonic BombSonic Bomb Item · Weapon · Tier 1Sonic Bombs are Bombs that deal Damage (Sonic) and Splash Damage (Sonic) based on their potency.

Toxin Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Toxin Bombs are BombsBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts. that deal DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).), Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).), and SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).) based on their potency.

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BombBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts.

Mild Toxin Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Mild Toxin Bombs are Toxin BombsToxin Bomb Item · Weapon · Tier 1Toxin Bombs are Bombs that deal Damage (Toxin), Persistent Damage (Toxin), and Splash Damage (Toxin) based on their potency. of Mild potency.

Mild Toxin Bomb
Each deals 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).), 4 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).), and 1 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 CausticCaustic EnergyCaustic is an Energy group that deals natural Damage. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
5 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Toxin BombToxin Bomb Item · Weapon · Tier 1Toxin Bombs are Bombs that deal Damage (Toxin), Persistent Damage (Toxin), and Splash Damage (Toxin) based on their potency.

Minor Toxin Bomb

Item · Weapon · Tier 2 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Minor Toxin Bombs are Toxin BombsToxin Bomb Item · Weapon · Tier 1Toxin Bombs are Bombs that deal Damage (Toxin), Persistent Damage (Toxin), and Splash Damage (Toxin) based on their potency. of Minor potency.

Minor Toxin Bomb
Each deals 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).), 4 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).), and 3 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 CausticCaustic EnergyCaustic is an Energy group that deals natural Damage. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
20 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Toxin BombToxin Bomb Item · Weapon · Tier 1Toxin Bombs are Bombs that deal Damage (Toxin), Persistent Damage (Toxin), and Splash Damage (Toxin) based on their potency.

Major Toxin Bomb

Item · Weapon · Tier 3 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Major Toxin Bombs are Toxin BombsToxin Bomb Item · Weapon · Tier 1Toxin Bombs are Bombs that deal Damage (Toxin), Persistent Damage (Toxin), and Splash Damage (Toxin) based on their potency. of Major potency.

Major Toxin Bomb
Each deals 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).), 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).), and 4 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
3d8 CausticCaustic EnergyCaustic is an Energy group that deals natural Damage. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
75 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Toxin BombToxin Bomb Item · Weapon · Tier 1Toxin Bombs are Bombs that deal Damage (Toxin), Persistent Damage (Toxin), and Splash Damage (Toxin) based on their potency.

Superior Toxin Bomb

Item · Weapon · Tier 4 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Superior Toxin Bombs are Toxin BombsToxin Bomb Item · Weapon · Tier 1Toxin Bombs are Bombs that deal Damage (Toxin), Persistent Damage (Toxin), and Splash Damage (Toxin) based on their potency. of Superior potency.

Superior Toxin Bomb
Each deals 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).), 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).), and 6 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
4d8 CausticCaustic EnergyCaustic is an Energy group that deals natural Damage. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
250 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Toxin BombToxin Bomb Item · Weapon · Tier 1Toxin Bombs are Bombs that deal Damage (Toxin), Persistent Damage (Toxin), and Splash Damage (Toxin) based on their potency.

Supreme Toxin Bomb

Item · Weapon · Tier 5 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Supreme Toxin Bombs are Toxin BombsToxin Bomb Item · Weapon · Tier 1Toxin Bombs are Bombs that deal Damage (Toxin), Persistent Damage (Toxin), and Splash Damage (Toxin) based on their potency. of Supreme potency.

Supreme Toxin Bomb
Each deals 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).), 6 Persistent DamagePersistent Damage ConditionPersistent Damage is a Condition that keeps hurting you over time. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).), and 8 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
5d8 CausticCaustic EnergyCaustic is an Energy group that deals natural Damage. (ToxinToxin EnergyToxin is a Caustic Energy that deals Damage (Toxin).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
100 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Toxin BombToxin Bomb Item · Weapon · Tier 1Toxin Bombs are Bombs that deal Damage (Toxin), Persistent Damage (Toxin), and Splash Damage (Toxin) based on their potency.

Water Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Water Bombs are BombsBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts. that deal DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).) and SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).) based on their potency.

Water Bomb
On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BombBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts.

Mild Water Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Mild Water Bombs are Water BombsWater Bomb Item · Weapon · Tier 1Water Bombs are Bombs that deal Damage (Water) and Splash Damage (Water) based on their potency. of Mild potency.

Mild Water Bomb
Each deals 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).) and 1 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..
DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
5 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Water BombWater Bomb Item · Weapon · Tier 1Water Bombs are Bombs that deal Damage (Water) and Splash Damage (Water) based on their potency.

Minor Water Bomb

Item · Weapon · Tier 2 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Minor Water Bombs are Water BombsWater Bomb Item · Weapon · Tier 1Water Bombs are Bombs that deal Damage (Water) and Splash Damage (Water) based on their potency. of Minor potency.

Minor Water Bomb
Each deals 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).) and 3 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..
DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
20 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Water BombWater Bomb Item · Weapon · Tier 1Water Bombs are Bombs that deal Damage (Water) and Splash Damage (Water) based on their potency.

Major Water Bomb

Item · Weapon · Tier 3 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Major Water Bombs are Water BombsWater Bomb Item · Weapon · Tier 1Water Bombs are Bombs that deal Damage (Water) and Splash Damage (Water) based on their potency. of Major potency.

Major Water Bomb
Each deals 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).) and 4 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..
DamageDamage HealthDamage is harm that reduces your Hit Points.
3d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
75 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Water BombWater Bomb Item · Weapon · Tier 1Water Bombs are Bombs that deal Damage (Water) and Splash Damage (Water) based on their potency.

Superior Water Bomb

Item · Weapon · Tier 4 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Superior Water Bombs are Water BombsWater Bomb Item · Weapon · Tier 1Water Bombs are Bombs that deal Damage (Water) and Splash Damage (Water) based on their potency. of Superior potency.

Superior Water Bomb
Each deals 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).) and 6 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..
DamageDamage HealthDamage is harm that reduces your Hit Points.
4d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
250 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Water BombWater Bomb Item · Weapon · Tier 1Water Bombs are Bombs that deal Damage (Water) and Splash Damage (Water) based on their potency.

Supreme Water Bomb

Item · Weapon · Tier 5 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Supreme Water Bombs are Water BombsWater Bomb Item · Weapon · Tier 1Water Bombs are Bombs that deal Damage (Water) and Splash Damage (Water) based on their potency. of Supreme potency.

Supreme Water Bomb
Each deals 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).) and 8 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes ClumsyClumsy ConditionClumsy is a Condition that throws off your coordination..
DamageDamage HealthDamage is harm that reduces your Hit Points.
5d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (WaterWater EnergyWater is an Element Energy that deals Damage (Water).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
100 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Water BombWater Bomb Item · Weapon · Tier 1Water Bombs are Bombs that deal Damage (Water) and Splash Damage (Water) based on their potency.

Wind Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Wind Bombs are BombsBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts. that deal DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).) and SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).) based on their potency.

Wind Bomb
On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BombBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts.

Mild Wind Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Mild Wind Bombs are Wind BombsWind Bomb Item · Weapon · Tier 1Wind Bombs are Bombs that deal Damage (Wind) and Splash Damage (Wind) based on their potency. of Mild potency.

Mild Wind Bomb
Each deals 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).) and 1 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
5 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Wind BombWind Bomb Item · Weapon · Tier 1Wind Bombs are Bombs that deal Damage (Wind) and Splash Damage (Wind) based on their potency.

Minor Wind Bomb

Item · Weapon · Tier 2 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Minor Wind Bombs are Wind BombsWind Bomb Item · Weapon · Tier 1Wind Bombs are Bombs that deal Damage (Wind) and Splash Damage (Wind) based on their potency. of Minor potency.

Minor Wind Bomb
Each deals 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).) and 3 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
20 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Wind BombWind Bomb Item · Weapon · Tier 1Wind Bombs are Bombs that deal Damage (Wind) and Splash Damage (Wind) based on their potency.

Major Wind Bomb

Item · Weapon · Tier 3 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Major Wind Bombs are Wind BombsWind Bomb Item · Weapon · Tier 1Wind Bombs are Bombs that deal Damage (Wind) and Splash Damage (Wind) based on their potency. of Major potency.

Major Wind Bomb
Each deals 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).) and 4 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
DamageDamage HealthDamage is harm that reduces your Hit Points.
3d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
75 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Wind BombWind Bomb Item · Weapon · Tier 1Wind Bombs are Bombs that deal Damage (Wind) and Splash Damage (Wind) based on their potency.

Superior Wind Bomb

Item · Weapon · Tier 4 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Superior Wind Bombs are Wind BombsWind Bomb Item · Weapon · Tier 1Wind Bombs are Bombs that deal Damage (Wind) and Splash Damage (Wind) based on their potency. of Superior potency.

Superior Wind Bomb
Each deals 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).) and 6 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
DamageDamage HealthDamage is harm that reduces your Hit Points.
4d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
250 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Wind BombWind Bomb Item · Weapon · Tier 1Wind Bombs are Bombs that deal Damage (Wind) and Splash Damage (Wind) based on their potency.

Supreme Wind Bomb

Item · Weapon · Tier 5 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Supreme Wind Bombs are Wind BombsWind Bomb Item · Weapon · Tier 1Wind Bombs are Bombs that deal Damage (Wind) and Splash Damage (Wind) based on their potency. of Supreme potency.

Supreme Wind Bomb
Each deals 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).) and 8 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).). On a SuccessSuccess TestSuccess is a Test Result that means you achieve your goal., it imposes ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
DamageDamage HealthDamage is harm that reduces your Hit Points.
5d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (WindWind EnergyWind is an Element Energy that deals Damage (Wind).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
100 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Wind BombWind Bomb Item · Weapon · Tier 1Wind Bombs are Bombs that deal Damage (Wind) and Splash Damage (Wind) based on their potency.

Wound Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Wound Bombs are BombsBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts. that deal DamageDamage HealthDamage is harm that reduces your Hit Points. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) and SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) based on their potency.

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BombBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts.

Mild Wound Bomb

Item · Weapon · Tier 1 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Mild Wound Bombs are Wound BombsWound Bomb Item · Weapon · Tier 1Wound Bombs are Bombs that deal Damage (Bashing) and Splash Damage (Bashing) based on their potency. of Mild potency.

Mild Wound Bomb
Each deals 1d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) and 1 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
5 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Wound BombWound Bomb Item · Weapon · Tier 1Wound Bombs are Bombs that deal Damage (Bashing) and Splash Damage (Bashing) based on their potency.

Minor Wound Bomb

Item · Weapon · Tier 2 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Minor Wound Bombs are Wound BombsWound Bomb Item · Weapon · Tier 1Wound Bombs are Bombs that deal Damage (Bashing) and Splash Damage (Bashing) based on their potency. of Minor potency.

Minor Wound Bomb
Each deals 2d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) and 3 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
20 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Wound BombWound Bomb Item · Weapon · Tier 1Wound Bombs are Bombs that deal Damage (Bashing) and Splash Damage (Bashing) based on their potency.

Major Wound Bomb

Item · Weapon · Tier 3 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Major Wound Bombs are Wound BombsWound Bomb Item · Weapon · Tier 1Wound Bombs are Bombs that deal Damage (Bashing) and Splash Damage (Bashing) based on their potency. of Major potency.

Major Wound Bomb
Each deals 3d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) and 4 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
3d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
75 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Wound BombWound Bomb Item · Weapon · Tier 1Wound Bombs are Bombs that deal Damage (Bashing) and Splash Damage (Bashing) based on their potency.

Superior Wound Bomb

Item · Weapon · Tier 4 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Superior Wound Bombs are Wound BombsWound Bomb Item · Weapon · Tier 1Wound Bombs are Bombs that deal Damage (Bashing) and Splash Damage (Bashing) based on their potency. of Superior potency.

Superior Wound Bomb
Each deals 4d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) and 6 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
4d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
250 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Wound BombWound Bomb Item · Weapon · Tier 1Wound Bombs are Bombs that deal Damage (Bashing) and Splash Damage (Bashing) based on their potency.

Supreme Wound Bomb

Item · Weapon · Tier 5 · Common

  • AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
  • ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Supreme Wound Bombs are Wound BombsWound Bomb Item · Weapon · Tier 1Wound Bombs are Bombs that deal Damage (Bashing) and Splash Damage (Bashing) based on their potency. of Supreme potency.

Supreme Wound Bomb
Each deals 5d8 DamageDamage HealthDamage is harm that reduces your Hit Points. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) and 8 SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).).
DamageDamage HealthDamage is harm that reduces your Hit Points.
5d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
PricePrice StatPrice is the Coin-cost to buy items.
100 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
Wound BombWound Bomb Item · Weapon · Tier 1Wound Bombs are Bombs that deal Damage (Bashing) and Splash Damage (Bashing) based on their potency.

Bow

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.

Bows are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for careful aim. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is DeadeyeDeadeye Feat · Tier 1Deadeye is a Feat built for fighting with Bows..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
DeadeyeDeadeye Feat · Tier 1Deadeye is a Feat built for fighting with Bows.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Arbalest

Item · Weapon · Tier 2 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.Crossbow BoltsCrossbow Bolt Item · Ammunition · Tier 1Crossbow Bolts are Ammunition made from sturdy wooden or metal shafts with metal tips, stored in a bolt case.
  • Body 3Body 3 FeatureBody 3 is a Feature that sets a Body requirement of 3 for using an item.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.
  • Reload 2Reload 2 FeatureReload 2 is a Reload Feature that takes 2 Action Points to reload.

Arbalests are heavy crossbow BowsBow Item · Weapon · Tier 1Bows are Weapons built for careful aim. mounted on a foldable frame with a windlass crank.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d12 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SiegeSiege TrainingSiege is a Training level for Weapons that require specialized training to use at all.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
DeadeyeDeadeye Feat · Tier 1Deadeye is a Feat built for fighting with Bows.
PricePrice StatPrice is the Coin-cost to buy items.
200 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
4
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BowBow Item · Weapon · Tier 1Bows are Weapons built for careful aim.

Composite Longbow

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.ArrowsArrow Item · Ammunition · Tier 1Arrows are Ammunition made from lightweight wooden or carbon shafts with fletching and pointed tips, stored in a quiver.
  • Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • PropulsivePropulsive FeaturePropulsive is a Feature of items that turn your strength into extra force.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.
  • Reload 0Reload 0 FeatureReload 0 is a Reload Feature that lets you reload an item without spending Action Points.

Composite Longbows are BowsBow Item · Weapon · Tier 1Bows are Weapons built for careful aim. laminated from layered wood, horn, and sinew.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1+
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
DeadeyeDeadeye Feat · Tier 1Deadeye is a Feat built for fighting with Bows.
PricePrice StatPrice is the Coin-cost to buy items.
100 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BowBow Item · Weapon · Tier 1Bows are Weapons built for careful aim.

Composite Shortbow

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.ArrowsArrow Item · Ammunition · Tier 1Arrows are Ammunition made from lightweight wooden or carbon shafts with fletching and pointed tips, stored in a quiver.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • PropulsivePropulsive FeaturePropulsive is a Feature of items that turn your strength into extra force.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
  • Reload 0Reload 0 FeatureReload 0 is a Reload Feature that lets you reload an item without spending Action Points.

Composite Shortbows are compact, recurved BowsBow Item · Weapon · Tier 1Bows are Weapons built for careful aim. laminated from layered wood, horn, and sinew.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1+
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
DeadeyeDeadeye Feat · Tier 1Deadeye is a Feat built for fighting with Bows.
PricePrice StatPrice is the Coin-cost to buy items.
50 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BowBow Item · Weapon · Tier 1Bows are Weapons built for careful aim.

Crossbow

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.Crossbow BoltsCrossbow Bolt Item · Ammunition · Tier 1Crossbow Bolts are Ammunition made from sturdy wooden or metal shafts with metal tips, stored in a bolt case.
  • Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
  • Reload 1Reload 1 FeatureReload 1 is a Reload Feature that takes 1 Action Point to reload.

Crossbows are BowsBow Item · Weapon · Tier 1Bows are Weapons built for careful aim. mounted horizontally on a stock with a trigger mechanism.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
DeadeyeDeadeye Feat · Tier 1Deadeye is a Feat built for fighting with Bows.
PricePrice StatPrice is the Coin-cost to buy items.
100 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BowBow Item · Weapon · Tier 1Bows are Weapons built for careful aim.

Greatbow

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.ArrowsArrow Item · Ammunition · Tier 1Arrows are Ammunition made from lightweight wooden or carbon shafts with fletching and pointed tips, stored in a quiver.
  • Body 2Body 2 FeatureBody 2 is a Feature that sets a Body requirement of 2 for using an item.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • PropulsivePropulsive FeaturePropulsive is a Feature of items that turn your strength into extra force.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.
  • Reload 0Reload 0 FeatureReload 0 is a Reload Feature that lets you reload an item without spending Action Points.

Greatbows are large BowsBow Item · Weapon · Tier 1Bows are Weapons built for careful aim. with reinforced limbs and an extended stave.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d10 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1+
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
DeadeyeDeadeye Feat · Tier 1Deadeye is a Feat built for fighting with Bows.
PricePrice StatPrice is the Coin-cost to buy items.
500 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
3
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BowBow Item · Weapon · Tier 1Bows are Weapons built for careful aim.

Hand Crossbow

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.Crossbow BoltsCrossbow Bolt Item · Ammunition · Tier 1Crossbow Bolts are Ammunition made from sturdy wooden or metal shafts with metal tips, stored in a bolt case.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
  • Reload 1Reload 1 FeatureReload 1 is a Reload Feature that takes 1 Action Point to reload.

Hand Crossbows are compact crossbow BowsBow Item · Weapon · Tier 1Bows are Weapons built for careful aim. with a short stock and mechanical trigger.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
DeadeyeDeadeye Feat · Tier 1Deadeye is a Feat built for fighting with Bows.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BowBow Item · Weapon · Tier 1Bows are Weapons built for careful aim.

Longbow

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.ArrowsArrow Item · Ammunition · Tier 1Arrows are Ammunition made from lightweight wooden or carbon shafts with fletching and pointed tips, stored in a quiver.
  • Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
  • Reload 0Reload 0 FeatureReload 0 is a Reload Feature that lets you reload an item without spending Action Points.

Longbows are tall BowsBow Item · Weapon · Tier 1Bows are Weapons built for careful aim. made from a single curved stave and string.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1+
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
DeadeyeDeadeye Feat · Tier 1Deadeye is a Feat built for fighting with Bows.
PricePrice StatPrice is the Coin-cost to buy items.
25 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BowBow Item · Weapon · Tier 1Bows are Weapons built for careful aim.

Shortbow

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.ArrowsArrow Item · Ammunition · Tier 1Arrows are Ammunition made from lightweight wooden or carbon shafts with fletching and pointed tips, stored in a quiver.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
  • Reload 0Reload 0 FeatureReload 0 is a Reload Feature that lets you reload an item without spending Action Points.

Shortbows are compact BowsBow Item · Weapon · Tier 1Bows are Weapons built for careful aim. made from a single curved stave and string.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1+
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
DeadeyeDeadeye Feat · Tier 1Deadeye is a Feat built for fighting with Bows.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
BowBow Item · Weapon · Tier 1Bows are Weapons built for careful aim.

Club

Item · Weapon · Tier 1 · Common

  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Clubs are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for heavy impacts. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is KnockbackKnockback Feat · Tier 1Knockback is a Feat built for fighting with Clubs..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
KnockbackKnockback Feat · Tier 1Knockback is a Feat built for fighting with Clubs.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Cudgel

Item · Weapon · Tier 1 · Common

  • Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Cudgels are ClubsClub Item · Weapon · Tier 1Clubs are Weapons built for heavy impacts. made from a short wooden shaft with a weighted end.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
KnockbackKnockback Feat · Tier 1Knockback is a Feat built for fighting with Clubs.
PricePrice StatPrice is the Coin-cost to buy items.
25 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ClubClub Item · Weapon · Tier 1Clubs are Weapons built for heavy impacts.

Greatclub

Item · Weapon · Tier 1 · Common

  • Body 2Body 2 FeatureBody 2 is a Feature that sets a Body requirement of 2 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Greatclubs are large ClubsClub Item · Weapon · Tier 1Clubs are Weapons built for heavy impacts. made from a wooden shaft with a reinforced weighted end.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
KnockbackKnockback Feat · Tier 1Knockback is a Feat built for fighting with Clubs.
PricePrice StatPrice is the Coin-cost to buy items.
400 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
3
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ClubClub Item · Weapon · Tier 1Clubs are Weapons built for heavy impacts.

Mace

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type.PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).

Maces are ClubsClub Item · Weapon · Tier 1Clubs are Weapons built for heavy impacts. with a heavy flanged metal head on a wooden shaft.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
KnockbackKnockback Feat · Tier 1Knockback is a Feat built for fighting with Clubs.
PricePrice StatPrice is the Coin-cost to buy items.
50 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ClubClub Item · Weapon · Tier 1Clubs are Weapons built for heavy impacts.

Morningstar

Item · Weapon · Tier 1 · Common

  • Body 2Body 2 FeatureBody 2 is a Feature that sets a Body requirement of 2 for using an item.
  • FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type.BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).

Morningstars are ClubsClub Item · Weapon · Tier 1Clubs are Weapons built for heavy impacts. with a large spiked metal head on a heavy shaft.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d10 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
KnockbackKnockback Feat · Tier 1Knockback is a Feat built for fighting with Clubs.
PricePrice StatPrice is the Coin-cost to buy items.
500 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
3
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ClubClub Item · Weapon · Tier 1Clubs are Weapons built for heavy impacts.

Sap

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Saps are ClubsClub Item · Weapon · Tier 1Clubs are Weapons built for heavy impacts. made from a weighted lead core wrapped in leather.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
KnockbackKnockback Feat · Tier 1Knockback is a Feat built for fighting with Clubs.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ClubClub Item · Weapon · Tier 1Clubs are Weapons built for heavy impacts.

Conduit

Item · Weapon · Tier 1 · Uncommon

  • MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.

Conduits are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for practitioners of magic. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is InvokeInvoke Feat · Tier 1Invoke is a Feat built for casting through Conduits..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
InvokeInvoke Feat · Tier 1Invoke is a Feat built for casting through Conduits.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Crystal

Item · Weapon · Tier 1 · Uncommon

  • MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.

Crystals are palm-sized ConduitsConduit Item · Weapon · Tier 1Conduits are Weapons built for practitioners of magic. of focusing stone that steady a caster’s concentration.

DamageDamage HealthDamage is harm that reduces your Hit Points.
—
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.
Resonance: Gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on ChecksCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. to maintain FocusFocus CastingFocus is a sustained state of concentration you keep up by spending Action Points on each of your Turns..
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
InvokeInvoke Feat · Tier 1Invoke is a Feat built for casting through Conduits.
PricePrice StatPrice is the Coin-cost to buy items.
100 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ConduitConduit Item · Weapon · Tier 1Conduits are Weapons built for practitioners of magic.

Greatstaff

Item · Weapon · Tier 1 · Uncommon

  • MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.

Greatstaffs are tall, iron-shod ConduitsConduit Item · Weapon · Tier 1Conduits are Weapons built for practitioners of magic. carved to channel supernatural power.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.
Farcaster: Your SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane.'s ReachReach StatReach is the Range an Effect extends from its Origin. increases by one step.
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
InvokeInvoke Feat · Tier 1Invoke is a Feat built for casting through Conduits.
PricePrice StatPrice is the Coin-cost to buy items.
500 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ConduitConduit Item · Weapon · Tier 1Conduits are Weapons built for practitioners of magic.

Orb

Item · Weapon · Tier 1 · Uncommon

  • MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.

Orbs are ConduitsConduit Item · Weapon · Tier 1Conduits are Weapons built for practitioners of magic. made from a polished sphere of crystal or glass that strengthens its wielder’s connection to supernatural power.

DamageDamage HealthDamage is harm that reduces your Hit Points.
—
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.
Reservoir: Increase your maximum ManaMana DriveMana is the Drive Evokers use. by 2.
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
InvokeInvoke Feat · Tier 1Invoke is a Feat built for casting through Conduits.
PricePrice StatPrice is the Coin-cost to buy items.
250 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ConduitConduit Item · Weapon · Tier 1Conduits are Weapons built for practitioners of magic.

Rod

Item · Weapon · Tier 1 · Uncommon

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.

Rods are reinforced ConduitsConduit Item · Weapon · Tier 1Conduits are Weapons built for practitioners of magic. with a polished handle and decorated tip.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.
Empower: When you’re the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. of a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane., spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (ReactionReaction CombatReactions are Actions you take immediately in response to changing situations.) to capture part of its energy. Before the end of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act., the next SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. you CastCast ActionCast is the Action you use to unleash a Spell. that deals DamageDamage HealthDamage is harm that reduces your Hit Points. or grants HealingHealing HealthHealing is restoration that increases your Hit Points. adds 1d6 to its output.
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
InvokeInvoke Feat · Tier 1Invoke is a Feat built for casting through Conduits.
PricePrice StatPrice is the Coin-cost to buy items.
300 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ConduitConduit Item · Weapon · Tier 1Conduits are Weapons built for practitioners of magic.

Scepter

Item · Weapon · Tier 1 · Uncommon

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.

Scepters are ornate, ceremonial ConduitsConduit Item · Weapon · Tier 1Conduits are Weapons built for practitioners of magic. that channel supernatural power through a decorated head and strike like a mace.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.
Conduction: Once per TurnTurn CombatTurns are the part of each Round when you get your chance to act., when you hit with a MeleeMelee FeatureMelee is a Feature of items built for close combat. AttackAttack ActionAttack is the Action you use to strike at a foe. using the Scepter, spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. to deal +1d6 of an EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. you can CastCast ActionCast is the Action you use to unleash a Spell..
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
InvokeInvoke Feat · Tier 1Invoke is a Feat built for casting through Conduits.
PricePrice StatPrice is the Coin-cost to buy items.
400 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ConduitConduit Item · Weapon · Tier 1Conduits are Weapons built for practitioners of magic.

Wand

Item · Weapon · Tier 1 · Uncommon

  • MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.

Wands are slender ConduitsConduit Item · Weapon · Tier 1Conduits are Weapons built for practitioners of magic. crafted to channel supernatural power accurately.

DamageDamage HealthDamage is harm that reduces your Hit Points.
—
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
SpecialSpecial FeatureSpecial is a Feature that flags an item with a rule of its own.
Precise: Gain +1 on AttacksAttack ActionAttack is the Action you use to strike at a foe. with SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane..
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
InvokeInvoke Feat · Tier 1Invoke is a Feat built for casting through Conduits.
PricePrice StatPrice is the Coin-cost to buy items.
250 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ConduitConduit Item · Weapon · Tier 1Conduits are Weapons built for practitioners of magic.

Entangler

Item · Weapon · Tier 1 · Common

  • NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Entanglers are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for restraint and battlefield control. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is EnsnareEnsnare Feat · Tier 1Ensnare is a Feat built for fighting with Entanglers..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
EnsnareEnsnare Feat · Tier 1Ensnare is a Feat built for fighting with Entanglers.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Bolas

Item · Weapon · Tier 1 · Common

  • NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.

Bolas are EntanglersEntangler Item · Weapon · Tier 1Entanglers are Weapons built for restraint and battlefield control. made from weights joined by cord, thrown to entangle limbs.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
EnsnareEnsnare Feat · Tier 1Ensnare is a Feat built for fighting with Entanglers.
PricePrice StatPrice is the Coin-cost to buy items.
50 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
EntanglerEntangler Item · Weapon · Tier 1Entanglers are Weapons built for restraint and battlefield control.

Chain Net

Item · Weapon · Tier 1 · Common

  • Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item.
  • NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Chain Nets are weighted EntanglersEntangler Item · Weapon · Tier 1Entanglers are Weapons built for restraint and battlefield control. of interlocking metal chains.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
EnsnareEnsnare Feat · Tier 1Ensnare is a Feat built for fighting with Entanglers.
PricePrice StatPrice is the Coin-cost to buy items.
100 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
EntanglerEntangler Item · Weapon · Tier 1Entanglers are Weapons built for restraint and battlefield control.

Chain Whip

Item · Weapon · Tier 1 · Common

  • Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Chain Whips are EntanglersEntangler Item · Weapon · Tier 1Entanglers are Weapons built for restraint and battlefield control. made from interlocking metal links attached to a handle.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
EnsnareEnsnare Feat · Tier 1Ensnare is a Feat built for fighting with Entanglers.
PricePrice StatPrice is the Coin-cost to buy items.
100 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
EntanglerEntangler Item · Weapon · Tier 1Entanglers are Weapons built for restraint and battlefield control.

Lasso

Item · Weapon · Tier 1 · Common

  • HookHook FeatureHook is a Feature of items built to snag Targets and drag them off balance.
  • NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • TetheredTethered FeatureTethered is a Feature of items tied to a rope or chain so you can recover them.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Lassos are EntanglersEntangler Item · Weapon · Tier 1Entanglers are Weapons built for restraint and battlefield control. made from coiled rope with a running loop at one end.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
EnsnareEnsnare Feat · Tier 1Ensnare is a Feat built for fighting with Entanglers.
PricePrice StatPrice is the Coin-cost to buy items.
25 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
EntanglerEntangler Item · Weapon · Tier 1Entanglers are Weapons built for restraint and battlefield control.

Net

Item · Weapon · Tier 1 · Common

  • NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Nets are EntanglersEntangler Item · Weapon · Tier 1Entanglers are Weapons built for restraint and battlefield control. of woven mesh with weighted edges and a drawstring closure.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
EnsnareEnsnare Feat · Tier 1Ensnare is a Feat built for fighting with Entanglers.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
EntanglerEntangler Item · Weapon · Tier 1Entanglers are Weapons built for restraint and battlefield control.

Whip

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Whips are EntanglersEntangler Item · Weapon · Tier 1Entanglers are Weapons built for restraint and battlefield control. made from braided leather cord attached to a short handle.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
EnsnareEnsnare Feat · Tier 1Ensnare is a Feat built for fighting with Entanglers.
PricePrice StatPrice is the Coin-cost to buy items.
50 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
EntanglerEntangler Item · Weapon · Tier 1Entanglers are Weapons built for restraint and battlefield control.

Firearm

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.

Firearms are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for counterfire. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is Quick DrawQuick Draw Feat · Tier 1Quick Draw is a Feat built for fighting with Firearms..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Quick DrawQuick Draw Feat · Tier 1Quick Draw is a Feat built for fighting with Firearms.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Bolt-Action Rifle

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.BulletsBullet Item · Ammunition · Tier 1Bullets are metal Ammunition designed for firearm barrels, stored in a bullet bandolier.
  • Magazine 6Magazine 6 FeatureMagazine 6 is a Magazine Feature that holds 6 rounds.fixed
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.

Bolt-Action Rifles are long, precise FirearmsFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire. built for hunting.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Quick DrawQuick Draw Feat · Tier 1Quick Draw is a Feat built for fighting with Firearms.
PricePrice StatPrice is the Coin-cost to buy items.
200 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
3
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
FirearmFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire.

Break-Action Shotgun

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.Shotgun ShellShotgun Shell Item · Ammunition · Tier 1Shotgun Shells are Ammunition made from metal casings that hold multiple pellets or a single slug, stored in a shell bandolier.
  • Magazine 1Magazine 1 FeatureMagazine 1 is a Magazine Feature that holds a single round.fixed
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
  • ScatterScatter FeatureScatter is a Feature of items that spread harm to those near the Target.

Break-Action Shotguns are single-barrel FirearmsFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire. that break open for loading.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Quick DrawQuick Draw Feat · Tier 1Quick Draw is a Feat built for fighting with Firearms.
PricePrice StatPrice is the Coin-cost to buy items.
200 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
FirearmFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire.

Derringer

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.BulletsBullet Item · Ammunition · Tier 1Bullets are metal Ammunition designed for firearm barrels, stored in a bullet bandolier.
  • Magazine 1Magazine 1 FeatureMagazine 1 is a Magazine Feature that holds a single round.fixed
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.

Derringers are compact pocket FirearmsFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire. made for concealed carry.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Quick DrawQuick Draw Feat · Tier 1Quick Draw is a Feat built for fighting with Firearms.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
FirearmFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire.

Double-Barrel Shotgun

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.Shotgun ShellShotgun Shell Item · Ammunition · Tier 1Shotgun Shells are Ammunition made from metal casings that hold multiple pellets or a single slug, stored in a shell bandolier.
  • Magazine 2Magazine 2 FeatureMagazine 2 is a Magazine Feature that holds 2 rounds.fixed
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
  • ScatterScatter FeatureScatter is a Feature of items that spread harm to those near the Target.

Double-Barrel Shotguns are FirearmsFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire. with two barrels, side-by-side or over-under.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d10 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Quick DrawQuick Draw Feat · Tier 1Quick Draw is a Feat built for fighting with Firearms.
PricePrice StatPrice is the Coin-cost to buy items.
400 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
FirearmFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire.

Musket

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.BulletsBullet Item · Ammunition · Tier 1Bullets are metal Ammunition designed for firearm barrels, stored in a bullet bandolier.
  • Magazine 1Magazine 1 FeatureMagazine 1 is a Magazine Feature that holds a single round.fixed
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.
  • Reload 3Reload 3 FeatureReload 3 is a Reload Feature that takes 3 Action Points to reload.

Muskets are black-powder, muzzle-loading FirearmsFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire..

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Quick DrawQuick Draw Feat · Tier 1Quick Draw is a Feat built for fighting with Firearms.
PricePrice StatPrice is the Coin-cost to buy items.
100 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
3
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
FirearmFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire.

Pistol

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.BulletsBullet Item · Ammunition · Tier 1Bullets are metal Ammunition designed for firearm barrels, stored in a bullet bandolier.
  • Magazine 10Magazine 10 FeatureMagazine 10 is a Magazine Feature that holds 10 rounds.detachable
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.

Pistols are semi-automatic handgun FirearmsFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire. with a high-capacity magazine.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Quick DrawQuick Draw Feat · Tier 1Quick Draw is a Feat built for fighting with Firearms.
PricePrice StatPrice is the Coin-cost to buy items.
100 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
FirearmFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire.

Pump Shotgun

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.Shotgun ShellShotgun Shell Item · Ammunition · Tier 1Shotgun Shells are Ammunition made from metal casings that hold multiple pellets or a single slug, stored in a shell bandolier.
  • Magazine 6Magazine 6 FeatureMagazine 6 is a Magazine Feature that holds 6 rounds.fixed
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
  • ScatterScatter FeatureScatter is a Feature of items that spread harm to those near the Target.

Pump Shotguns are FirearmsFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire. with a tubular magazine and pump-action mechanism.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d10 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Quick DrawQuick Draw Feat · Tier 1Quick Draw is a Feat built for fighting with Firearms.
PricePrice StatPrice is the Coin-cost to buy items.
600 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
FirearmFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire.

Revolver

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.BulletsBullet Item · Ammunition · Tier 1Bullets are metal Ammunition designed for firearm barrels, stored in a bullet bandolier.
  • Magazine 6Magazine 6 FeatureMagazine 6 is a Magazine Feature that holds 6 rounds.fixed
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.

Revolvers are handgun FirearmsFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire. with a rotating cylinder that serves as the magazine.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Quick DrawQuick Draw Feat · Tier 1Quick Draw is a Feat built for fighting with Firearms.
PricePrice StatPrice is the Coin-cost to buy items.
50 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
FirearmFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire.

Semi-Auto Rifle

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.BulletsBullet Item · Ammunition · Tier 1Bullets are metal Ammunition designed for firearm barrels, stored in a bullet bandolier.
  • Magazine 10Magazine 10 FeatureMagazine 10 is a Magazine Feature that holds 10 rounds.detachable
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Long RangeLong Range RangeLong Range is a Range for Effects that can Originate within 24 Spaces of you.

Semi-Auto Rifles are military-grade FirearmsFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire. with a high-capacity magazine.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d10 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Quick DrawQuick Draw Feat · Tier 1Quick Draw is a Feat built for fighting with Firearms.
PricePrice StatPrice is the Coin-cost to buy items.
500 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
3
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
FirearmFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire.

Flail

Item · Weapon · Tier 1 · Common

  • DisarmDisarm FeatureDisarm is a Feature of items built to knock a weapon from a Target’s grip.
  • FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type.

Flails are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for sustained injury. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is RendRend Feat · Tier 1Rend is a Feat built for fighting with Flails..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
RendRend Feat · Tier 1Rend is a Feat built for fighting with Flails.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Hand Flail

Item · Weapon · Tier 1 · Common

  • Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item.
  • DisarmDisarm FeatureDisarm is a Feature of items built to knock a weapon from a Target’s grip.
  • FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type.PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing). or SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).

Hand Flails are FlailsFlail Item · Weapon · Tier 1Flails are Weapons built for sustained injury. with a striking head attached to a short handle by a chain or flexible joint.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
RendRend Feat · Tier 1Rend is a Feat built for fighting with Flails.
PricePrice StatPrice is the Coin-cost to buy items.
100 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
FlailFlail Item · Weapon · Tier 1Flails are Weapons built for sustained injury.

Warflail

Item · Weapon · Tier 1 · Common

  • Body 2Body 2 FeatureBody 2 is a Feature that sets a Body requirement of 2 for using an item.
  • DisarmDisarm FeatureDisarm is a Feature of items built to knock a weapon from a Target’s grip.
  • FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type.PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing). or SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).

Warflails are FlailsFlail Item · Weapon · Tier 1Flails are Weapons built for sustained injury. with a large striking head attached to a long haft by a chain or flexible joint.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d10 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
RendRend Feat · Tier 1Rend is a Feat built for fighting with Flails.
PricePrice StatPrice is the Coin-cost to buy items.
500 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
3
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
FlailFlail Item · Weapon · Tier 1Flails are Weapons built for sustained injury.

Glove

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Gloves are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for grappling control. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is BrawlerBrawler Feat · Tier 1Brawler is a Feat built for fighting with Gloves and bare fists..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
BrawlerBrawler Feat · Tier 1Brawler is a Feat built for fighting with Gloves and bare fists.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Gauntlet

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • Free GripFree Grip FeatureFree Grip is a Feature of items strapped to or worn on your hand.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Gauntlets are GlovesGlove Item · Weapon · Tier 1Gloves are Weapons built for grappling control. with metal plates across the knuckles and fingers.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
0
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
BrawlerBrawler Feat · Tier 1Brawler is a Feat built for fighting with Gloves and bare fists.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
GloveGlove Item · Weapon · Tier 1Gloves are Weapons built for grappling control.

Knuckle Claw

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type.PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).

Knuckle Claws are GlovesGlove Item · Weapon · Tier 1Gloves are Weapons built for grappling control. made from a metal plate that fits over the knuckles, with sharpened claw extensions.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
BrawlerBrawler Feat · Tier 1Brawler is a Feat built for fighting with Gloves and bare fists.
PricePrice StatPrice is the Coin-cost to buy items.
50 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
GloveGlove Item · Weapon · Tier 1Gloves are Weapons built for grappling control.

Knuckle Duster

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Knuckle Dusters are GlovesGlove Item · Weapon · Tier 1Gloves are Weapons built for grappling control. made from metal plates shaped to fit over the knuckles.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
BrawlerBrawler Feat · Tier 1Brawler is a Feat built for fighting with Gloves and bare fists.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
GloveGlove Item · Weapon · Tier 1Gloves are Weapons built for grappling control.

Spiked Gauntlet

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • Free GripFree Grip FeatureFree Grip is a Feature of items strapped to or worn on your hand.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Spiked Gauntlets are reinforced GlovesGlove Item · Weapon · Tier 1Gloves are Weapons built for grappling control. with metal spikes or studs across the knuckles and back.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
0
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
BrawlerBrawler Feat · Tier 1Brawler is a Feat built for fighting with Gloves and bare fists.
PricePrice StatPrice is the Coin-cost to buy items.
50 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
GloveGlove Item · Weapon · Tier 1Gloves are Weapons built for grappling control.

Unarmed Attack

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill.

Unarmed Attacks count as GlovesGlove Item · Weapon · Tier 1Gloves are Weapons built for grappling control. and use natural body parts: fists, elbows, knees, or head.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
0+
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
BrawlerBrawler Feat · Tier 1Brawler is a Feat built for fighting with Gloves and bare fists.
PricePrice StatPrice is the Coin-cost to buy items.
—
SlotsSlot StatSlots are units that measure your item capacity.
—
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
GloveGlove Item · Weapon · Tier 1Gloves are Weapons built for grappling control.

Hammer

Item · Weapon · Tier 1 · Common

  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Hammers are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for crushing disruption. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is StunnerStunner Feat · Tier 1Stunner is a Feat built for fighting with Hammers..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
StunnerStunner Feat · Tier 1Stunner is a Feat built for fighting with Hammers.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Claw Hammer

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Claw Hammers are HammersHammer Item · Weapon · Tier 1Hammers are Weapons built for crushing disruption. with a flat striking head and a claw or peen on a short handle.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
StunnerStunner Feat · Tier 1Stunner is a Feat built for fighting with Hammers.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
HammerHammer Item · Weapon · Tier 1Hammers are Weapons built for crushing disruption.

Sledgehammer

Item · Weapon · Tier 1 · Common

  • Body 2Body 2 FeatureBody 2 is a Feature that sets a Body requirement of 2 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Sledgehammers are HammersHammer Item · Weapon · Tier 1Hammers are Weapons built for crushing disruption. with a large double-faced striking head on a long handle.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
StunnerStunner Feat · Tier 1Stunner is a Feat built for fighting with Hammers.
PricePrice StatPrice is the Coin-cost to buy items.
400 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
3
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
HammerHammer Item · Weapon · Tier 1Hammers are Weapons built for crushing disruption.

Warhammer

Item · Weapon · Tier 1 · Common

  • Body 2Body 2 FeatureBody 2 is a Feature that sets a Body requirement of 2 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • Two-HandedTwo-Handed FeatureTwo-Handed is a Feature of items you can wield in one hand or two.2d10

Warhammers are HammersHammer Item · Weapon · Tier 1Hammers are Weapons built for crushing disruption. with a heavy striking head and rear spike on a long haft.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d10 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
StunnerStunner Feat · Tier 1Stunner is a Feat built for fighting with Hammers.
PricePrice StatPrice is the Coin-cost to buy items.
100 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
3
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
HammerHammer Item · Weapon · Tier 1Hammers are Weapons built for crushing disruption.

Knife

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Knives are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for precision. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is BackstabberBackstabber Feat · Tier 1Backstabber is a Feat built for fighting with Knives..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
BackstabberBackstabber Feat · Tier 1Backstabber is a Feat built for fighting with Knives.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Dagger

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
  • VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type.SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).

Daggers are KnivesKnife Item · Weapon · Tier 1Knives are Weapons built for precision. with a short double-edged blade, pointed tip, and crossguard.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
BackstabberBackstabber Feat · Tier 1Backstabber is a Feat built for fighting with Knives.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
KnifeKnife Item · Weapon · Tier 1Knives are Weapons built for precision.

Punch Dagger

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type.SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).

Punch Daggers are KnivesKnife Item · Weapon · Tier 1Knives are Weapons built for precision. with a short blade and a perpendicular T-shaped grip.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
BackstabberBackstabber Feat · Tier 1Backstabber is a Feat built for fighting with Knives.
PricePrice StatPrice is the Coin-cost to buy items.
50 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
KnifeKnife Item · Weapon · Tier 1Knives are Weapons built for precision.

Sickle

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Sickles are KnivesKnife Item · Weapon · Tier 1Knives are Weapons built for precision. with a curved single-edged blade on a short handle.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
BackstabberBackstabber Feat · Tier 1Backstabber is a Feat built for fighting with Knives.
PricePrice StatPrice is the Coin-cost to buy items.
50 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
KnifeKnife Item · Weapon · Tier 1Knives are Weapons built for precision.

Pick

Item · Weapon · Tier 1 · Common

  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Picks are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built to crack ArmorArmor Item · Armor · Tier 1Armor is a protective Object you wear to increase your Defense.. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is PuncturePuncture Feat · Tier 1Puncture is a Feat built for fighting with Picks..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
PuncturePuncture Feat · Tier 1Puncture is a Feat built for fighting with Picks.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Greatpick

Item · Weapon · Tier 1 · Common

  • Body 2Body 2 FeatureBody 2 is a Feature that sets a Body requirement of 2 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Greatpicks are PicksPick Item · Weapon · Tier 1Picks are Weapons built to crack Armor. with a heavy spike balanced by a counterweight on a long haft.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d10 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
PuncturePuncture Feat · Tier 1Puncture is a Feat built for fighting with Picks.
PricePrice StatPrice is the Coin-cost to buy items.
500 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
3
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
PickPick Item · Weapon · Tier 1Picks are Weapons built to crack Armor.

Hand Pick

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Hand Picks are PicksPick Item · Weapon · Tier 1Picks are Weapons built to crack Armor. with a single pointed spike on a short haft.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
PuncturePuncture Feat · Tier 1Puncture is a Feat built for fighting with Picks.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
PickPick Item · Weapon · Tier 1Picks are Weapons built to crack Armor.

Mattock

Item · Weapon · Tier 1 · Common

  • Body 2Body 2 FeatureBody 2 is a Feature that sets a Body requirement of 2 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type.SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).

Mattocks are long-hafted PicksPick Item · Weapon · Tier 1Picks are Weapons built to crack Armor. with a pick blade on one end and an adze blade on the other.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
PuncturePuncture Feat · Tier 1Puncture is a Feat built for fighting with Picks.
PricePrice StatPrice is the Coin-cost to buy items.
400 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
3
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
PickPick Item · Weapon · Tier 1Picks are Weapons built to crack Armor.

Warpick

Item · Weapon · Tier 1 · Common

  • Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • Two-HandedTwo-Handed FeatureTwo-Handed is a Feature of items you can wield in one hand or two.2d8

Warpicks are PicksPick Item · Weapon · Tier 1Picks are Weapons built to crack Armor. with a hammer head opposite a pointed spike on a reinforced haft.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
PuncturePuncture Feat · Tier 1Puncture is a Feat built for fighting with Picks.
PricePrice StatPrice is the Coin-cost to buy items.
100 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
PickPick Item · Weapon · Tier 1Picks are Weapons built to crack Armor.

Polearm

Item · Weapon · Tier 1 · Common

  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Polearms are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for area control. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is Extra ReachExtra Reach Feat · Tier 1Extra Reach is a Feat built for fighting with Polearms..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Extra ReachExtra Reach Feat · Tier 1Extra Reach is a Feat built for fighting with Polearms.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Boar Spear

Item · Weapon · Tier 1 · Common

  • Body 2Body 2 FeatureBody 2 is a Feature that sets a Body requirement of 2 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Boar Spears are PolearmsPolearm Item · Weapon · Tier 1Polearms are Weapons built for area control. with a broad leaf blade and a protective crossbar below the head.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Extra ReachExtra Reach Feat · Tier 1Extra Reach is a Feat built for fighting with Polearms.
PricePrice StatPrice is the Coin-cost to buy items.
400 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
3
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
PolearmPolearm Item · Weapon · Tier 1Polearms are Weapons built for area control.

Glaive

Item · Weapon · Tier 1 · Common

  • Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Glaives are PolearmsPolearm Item · Weapon · Tier 1Polearms are Weapons built for area control. with a single-edged blade mounted at the tip.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Extra ReachExtra Reach Feat · Tier 1Extra Reach is a Feat built for fighting with Polearms.
PricePrice StatPrice is the Coin-cost to buy items.
200 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
PolearmPolearm Item · Weapon · Tier 1Polearms are Weapons built for area control.

Halberd

Item · Weapon · Tier 1 · Common

  • Body 2Body 2 FeatureBody 2 is a Feature that sets a Body requirement of 2 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • TripTrip FeatureTrip is a Feature of items built to knock Targets off their feet.
  • VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type.SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).

Halberds are PolearmsPolearm Item · Weapon · Tier 1Polearms are Weapons built for area control. that mount an axe blade, top spike, and rear hook.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d10 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Extra ReachExtra Reach Feat · Tier 1Extra Reach is a Feat built for fighting with Polearms.
PricePrice StatPrice is the Coin-cost to buy items.
100 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
PolearmPolearm Item · Weapon · Tier 1Polearms are Weapons built for area control.

Scythe

Item · Weapon · Tier 1 · Common

  • Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Scythes are PolearmsPolearm Item · Weapon · Tier 1Polearms are Weapons built for area control. with a curved blade mounted perpendicular near the top.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Extra ReachExtra Reach Feat · Tier 1Extra Reach is a Feat built for fighting with Polearms.
PricePrice StatPrice is the Coin-cost to buy items.
200 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
PolearmPolearm Item · Weapon · Tier 1Polearms are Weapons built for area control.

Spear

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Spears are PolearmsPolearm Item · Weapon · Tier 1Polearms are Weapons built for area control. with a leaf-shaped or triangular pointed head.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Extra ReachExtra Reach Feat · Tier 1Extra Reach is a Feat built for fighting with Polearms.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
PolearmPolearm Item · Weapon · Tier 1Polearms are Weapons built for area control.

Trident

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • DisarmDisarm FeatureDisarm is a Feature of items built to knock a weapon from a Target’s grip.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Tridents are PolearmsPolearm Item · Weapon · Tier 1Polearms are Weapons built for area control. with three parallel barbed prongs.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Extra ReachExtra Reach Feat · Tier 1Extra Reach is a Feat built for fighting with Polearms.
PricePrice StatPrice is the Coin-cost to buy items.
50 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
PolearmPolearm Item · Weapon · Tier 1Polearms are Weapons built for area control.

Projectile

Item · Weapon · Tier 1 · Common

  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Projectiles are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for quick TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. swaps. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is Point BlankPoint Blank Feat · Tier 1Point Blank is a Feat built for fighting with Projectiles..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Point BlankPoint Blank Feat · Tier 1Point Blank is a Feat built for fighting with Projectiles.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Blowgun

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.Blowgun NeedleBlowgun Needle Item · Ammunition · Tier 1Blowgun Needles are Ammunition made from slender wooden or bone shafts with stabilizing fins and pointed tips, stored in a needle case.
  • NonlethalNonlethal FeatureNonlethal is a Feature of Weapons built to subdue rather than kill.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
  • Reload 1Reload 1 FeatureReload 1 is a Reload Feature that takes 1 Action Point to reload.

Blowguns are ProjectilesProjectile Item · Weapon · Tier 1Projectiles are Weapons built for quick Target swaps. made from a hollow tube with a smooth bore and mouthpiece.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Point BlankPoint Blank Feat · Tier 1Point Blank is a Feat built for fighting with Projectiles.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ProjectileProjectile Item · Weapon · Tier 1Projectiles are Weapons built for quick Target swaps.

Dart

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Darts are small, pointed ProjectilesProjectile Item · Weapon · Tier 1Projectiles are Weapons built for quick Target swaps. with a weighted tip and flight vanes.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Point BlankPoint Blank Feat · Tier 1Point Blank is a Feat built for fighting with Projectiles.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ProjectileProjectile Item · Weapon · Tier 1Projectiles are Weapons built for quick Target swaps.

Harpoon

Item · Weapon · Tier 1 · Common

  • Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • TetheredTethered FeatureTethered is a Feature of items tied to a rope or chain so you can recover them.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.

Harpoons are ProjectilesProjectile Item · Weapon · Tier 1Projectiles are Weapons built for quick Target swaps. with a barbed spearhead and an attached rope line.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1+
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Point BlankPoint Blank Feat · Tier 1Point Blank is a Feat built for fighting with Projectiles.
PricePrice StatPrice is the Coin-cost to buy items.
100 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ProjectileProjectile Item · Weapon · Tier 1Projectiles are Weapons built for quick Target swaps.

Javelin

Item · Weapon · Tier 1 · Common

  • Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.

Javelins are light, spear-shaped ProjectilesProjectile Item · Weapon · Tier 1Projectiles are Weapons built for quick Target swaps. with a weighted shaft and throwing grip.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Point BlankPoint Blank Feat · Tier 1Point Blank is a Feat built for fighting with Projectiles.
PricePrice StatPrice is the Coin-cost to buy items.
25 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ProjectileProjectile Item · Weapon · Tier 1Projectiles are Weapons built for quick Target swaps.

Sling

Item · Weapon · Tier 1 · Common

  • AmmoAmmo FeatureAmmo is a Feature of items that fire loaded Ammunition.Sling StoneSling Stone Item · Ammunition · Tier 1Sling Stones are Ammunition of natural stone or crafted clay, metal, or other dense material, stored in a pouch.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • PropulsivePropulsive FeaturePropulsive is a Feature of items that turn your strength into extra force.
  • RangedRanged FeatureRanged is a Feature of items built to strike from a distance.Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.

Slings are ProjectilesProjectile Item · Weapon · Tier 1Projectiles are Weapons built for quick Target swaps. made from a leather or fabric pouch with two braided release cords.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
Point BlankPoint Blank Feat · Tier 1Point Blank is a Feat built for fighting with Projectiles.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
ProjectileProjectile Item · Weapon · Tier 1Projectiles are Weapons built for quick Target swaps.

Staff

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • Two-HandedTwo-Handed FeatureTwo-Handed is a Feature of items you can wield in one hand or two.

Staves are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for defensive counters. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is ParryParry Feat · Tier 1Parry is a Feat built for fighting with Staves..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
ParryParry Feat · Tier 1Parry is a Feat built for fighting with Staves.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Quarterstaff

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • TripTrip FeatureTrip is a Feature of items built to knock Targets off their feet.
  • Two-HandedTwo-Handed FeatureTwo-Handed is a Feature of items you can wield in one hand or two.2d8

Quarterstaves are StavesStaff Item · Weapon · Tier 1Staves are Weapons built for defensive counters. made from a sturdy wooden shaft with careful weight distribution and reinforcement.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
ParryParry Feat · Tier 1Parry is a Feat built for fighting with Staves.
PricePrice StatPrice is the Coin-cost to buy items.
100 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
StaffStaff Item · Weapon · Tier 1Staves are Weapons built for defensive counters.

Walking Staff

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • Two-HandedTwo-Handed FeatureTwo-Handed is a Feature of items you can wield in one hand or two.2d4

Walking Staves are simple StavesStaff Item · Weapon · Tier 1Staves are Weapons built for defensive counters. made from a wooden pole with minimal shaping.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
ParryParry Feat · Tier 1Parry is a Feat built for fighting with Staves.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
StaffStaff Item · Weapon · Tier 1Staves are Weapons built for defensive counters.

Sword

Item · Weapon · Tier 1 · Common

  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Swords are WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. built for reactive misses. Their MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers. FeatFeat Feat · Tier 1Feats are abilities you buy with SP. is ReprisalReprisal Feat · Tier 1Reprisal is a Feat built for fighting with Swords..

MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
ReprisalReprisal Feat · Tier 1Reprisal is a Feat built for fighting with Swords.
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
WeaponWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack.

Falchion

Item · Weapon · Tier 1 · Common

  • Body 2Body 2 FeatureBody 2 is a Feature that sets a Body requirement of 2 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Falchions are SwordsSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses. with a heavy single-edged blade that broadens toward the tip.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d10 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
ReprisalReprisal Feat · Tier 1Reprisal is a Feat built for fighting with Swords.
PricePrice StatPrice is the Coin-cost to buy items.
200 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
3
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
SwordSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses.

Greatsword

Item · Weapon · Tier 2 · Common

  • Body 3Body 3 FeatureBody 3 is a Feature that sets a Body requirement of 3 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type.PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).

Greatswords are massive double-edged SwordsSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses. with an extended grip and reinforced tang.

DamageDamage HealthDamage is harm that reduces your Hit Points.
2d12 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
2
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SiegeSiege TrainingSiege is a Training level for Weapons that require specialized training to use at all.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
ReprisalReprisal Feat · Tier 1Reprisal is a Feat built for fighting with Swords.
PricePrice StatPrice is the Coin-cost to buy items.
200 PlatinumCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
4
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
SwordSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses.

Longsword

Item · Weapon · Tier 1 · Common

  • Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • Two-HandedTwo-Handed FeatureTwo-Handed is a Feature of items you can wield in one hand or two.2d6
  • VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type.PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).

Longswords are SwordsSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses. with a long, straight, double-edged blade, crossguard, and lengthened grip.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1+
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
ReprisalReprisal Feat · Tier 1Reprisal is a Feat built for fighting with Swords.
PricePrice StatPrice is the Coin-cost to buy items.
50 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
SwordSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses.

Rapier

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Rapiers are SwordsSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses. with a slender, rigid, needle-tapered blade and a complex hand guard.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d6 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
ReprisalReprisal Feat · Tier 1Reprisal is a Feat built for fighting with Swords.
PricePrice StatPrice is the Coin-cost to buy items.
50 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
SwordSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses.

Scimitar

Item · Weapon · Tier 1 · Common

  • Body 1Body 1 FeatureBody 1 is a Feature that sets a Body requirement of 1 for using an item.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.

Scimitars are SwordsSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses. with a curved blade sharpened along its outer arc.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d8 WoundWound EnergyWound is an Energy group that deals physical Damage. (SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
ReprisalReprisal Feat · Tier 1Reprisal is a Feat built for fighting with Swords.
PricePrice StatPrice is the Coin-cost to buy items.
100 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
2
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
SwordSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses.

Shortsword

Item · Weapon · Tier 1 · Common

  • AgileAgile FeatureAgile is a Feature of items built for quick follow-up strikes.
  • MeleeMelee FeatureMelee is a Feature of items built for close combat.
  • ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
  • VersatileVersatile FeatureVersatile is a Feature of items that can deal more than one Energy type.SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing).

Shortswords are compact SwordsSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses. with a straight double-edged blade and protective crossguard.

DamageDamage HealthDamage is harm that reduces your Hit Points.
1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing).)
GripGrip StatGrip is the number of hands you need to hold and use an item.
1
TrainingTraining TrainingTraining is the rating of how much practice a Weapon demands.
SimpleSimple TrainingSimple is a Training level for Weapons that most people can use with minimal training.
MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
ReprisalReprisal Feat · Tier 1Reprisal is a Feat built for fighting with Swords.
PricePrice StatPrice is the Coin-cost to buy items.
10 GoldCoin RuleCoins are the currency you use to buy items.
SlotsSlot StatSlots are units that measure your item capacity.
1
FamilyFamily RuleFamilies are sets of items that share a name and a stat table, such as Swords or Healing Potions.
SwordSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses.