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ASSASSIN WEAPONS

WEAPON COST DAMAGE CRITICAL RANGE WEIGHT TYPE
*Beads, Assassin's 10 gp 1d2* x2 - 2 lbs. Special*
Bladed Boots 15 gp 1d4 19-20 (x2) - 1 lb. Piercing
Bladed Cloak 40 gp 1d6 19-20 (x2) - 8 lbs. Slashing
Blowgun 10 gp 1 x2 10 ft. 2 lbs. Piercing
Blowgun, Repeating (L) 50 gp 1 x2 10ft. 2 lb. Piercing
Blowgun, Repeating (G) 100 gp 1d3 x2 10ft. 4 lb. Piercing
Crossbow, Sniper's 350 gp 1d8 19-20 (x2) 80 ft. 7 lbs. Piercing
*Dagger, Assassin's 4 gp 1d3 x4 - 1 lb. Piercing
Dagger, Hollow Pommel 20 gp 1d4 x2 10 ft. 3 lbs. Piercing
Dagger, Spring Loaded 30 gp 1d4 19-20 (x2) 10 ft. 2 lbs. Piercing
Daggers, Tamo 20 gp 1d4 or 1d6 19-20 (x2) or x2 - 4 lbs. Piercing or Bludgeoning
*Emei Piercers 2 gp 1d4 x4 - 1/2 lb. Piercing
Finger Razors 5 gp Unarmed x3 - nil Slashing
Flute Gun 15 gp - - 30 ft. 3 lbs. Piercing
Garrote 2 gp 1d2* 19-20 (x2) - 1/2 lb. Special*
Gauntlet, Spring Blade 6 gp/12 gp 1d4 19-20 (x2) - 4 lbs. Piercing
Spring Spear 100 gp 2d6 or 1d8 x4 or x3 20 ft. 7 lbs. Piercing
*Stiletto 8 gp 1d4 18-20 (x2) - 2 lbs. Piercing
Sword Cane 35 gp 1d6 19-20 (x2) - 3 lbs. Piercing

*These weapons are not exotic to Assassins and are instead treated as martial weapons.

BEADS, ASSASSIN'S: This is a garrote hidden within prayer beads that is released with a tug (as a Free Action). Assassin's Beads add +1 DC to the FORT  Save. They are used along with a sneak attack. A successful attack is totally silent and prevents the victim from making sounds while suffocating (Use the Drowning rules in the DMG). The victim is considered Grappled and can attempt to break free as normal. If the User scores a critical hit, the target can only hold their breath for CON number of rounds instead of x2 CON number of rounds (See Drowning). Medium Sized Exotic Weapon.

BLADE BOOT: Custom fitted to boot, concealed spring loaded dagger in heel assembly springs a dagger out of the boot's sole. Cost is per boot. When one or both blades are extended, the wearer cannot run or charge. A monk using them attacks as if Unarmed.  Weapon Finesse can be applied to the boots. NOTE: A person wearing these boots gains a +4 circumstance bonus to Escape Artist Checks to escape from ropes. Tom make Blade boots, one must have Craft (Cobbling) and Craft: (Weaponsmithing). The DC is 20 to refit an existing boot (takes a day with the right materials) or 15 to make a new pair (takes a week).

BLADED CLOAK: Stealthy weapons that are not easily detected by casual observation, they are useful for combat in places where weapons are not usually allowed. A character is always considered armed when wearing a bladed cloak, thus he need not draw his weapon when making an attack. The Bladed Cloak cannot be disarmed or sundered. Large Exotic Weapon.

BLOWGUN: A long hollow tube designed to fire poisoned needles, the blowgun is a favored weapon amongst assassins and rogues who often employ toxins. While a blowgun's needle only does one point of damage, it can deliver 'injury' and 'contact' poisons. The needles can't harm those with a +1 or greater Armor bonus or +3 Natural Armor Bonus. Medium Size Exotic Weapon. Needles, Blowgun (20): 1 sp.

BLOWGUN, REPEATING: A long hollow tube designed to fire poisoned needles with a special pouch, the Repeating Blowgun has a cartridge that allows the user to fire more rapidly. It takes a round to reload a cartridge. While a blowgun's needle only does one point of damage, it can deliver 'injury' and 'contact' poisons. The needles can't harm those with a +1 or greater Armor bonus or +3 Natural Armor Bonus.
Lesser Repeating Blowgun: Medium Size Exotic Weapon. Needles, Blowgun cartridge (8): 1 gp. 1/10 lbs.
Greater Repeating Blowgun: Large Size Exotic Weapon. Needles, Blowgun cartridge (5): 2 gp. 1/10 lbs.

CROSSBOW, SNIPER'S: Specifically designed to deliver a punishing sneak attack at long range, this crossbow employs a stock mounted telescope and a simple targeting sight that allows vital point targeting at a long distance. When using this crossbow, a rogue can sneak attack from up to 120 feet away from his target. A person without Exotic Weapon proficiency can use the crossbow as a light crossbow but will gain no benefit from the scope. Medium Sized Exotic Weapon.

DAGGER, ASSASSIN'S: This broad-bladed dagger is designed to inflict vicious, gaping wounds that are difficult to mend. While this dagger generally deals less damage than a normal dagger, it is much deadlier when it scores a critical strike. Tiny Simple Weapon

DAGGER, HOLLOW POMMEL: The handle of this dagger is actually a secret carrying case. Either the bottom or the blade twists off. Hollow pommel daggers often carry messages, narcotics, thievesí tools, and other small, light items. DC: 15 (20 for removable blades) to Search for hollow compartment (Useful for smuggling). Those specifically looking for this type of compartment get a +5 to the search. Tiny Simple Weapon

DAGGER, SPRING-LOADED: This dagger is strapped to the wrist in a peculiar sheathe that causes the dagger to spring forth into the user's hand. To successfully draw the weapon, the user must make a DEX Check (DC: 10). If successful, he draws the dagger as a free action and may immediately attack possibly catching the opponent Flat footed if the opponent did not expect an attack. If unsuccessful, the user fumbles the blade and must draw it as normal. A character with the Quick Draw Feat does not need to roll the DEX Check. Tiny Martial Weapon.

DAGGERS, TAMO: Tamo Daggers, which are always sold in pairs, are thin, stiletto blades mounted on an often elaborately carved, thick, wooden handle. Each handle has a slot near the blade that serves as a sheathe for it's twin - when the blades are sheathed, the handles form a sturdy club. Tiny or Small Simple Weapon.

EMEI PIERCERS: A long steel needle between 9 inches and 1 foot long, sharpened on both ends, with a ring for the index finger attached to the middle on one side. when worn, they can be easily concealed under a long sleeve and an outstretched palm., making them useful in discreet assassinations. Emei Piercers grant a +4 circumstance bonus to resist being Disarmed. Tiny Exotic Weapon.

FINGER RAZORS: Sharpened false fingernails of either jade or steel that slip over the tips of the wearer's fingers. They allow slashing damage with unarmed attacks and are useful for delivering poisons. After the first blow they become useless, either sticking in their target or falling off. Tiny Simple Weapon.

FLUTE GUN: A favorite weapon of the Bardic Assassin, this ordinary looking flute contains a hidden blowgun mechanism. It can be played and used as a missile weapon at the same time. The needles do no damage but can deliver a potent dose of poison. It holds only one needle at a time but can be reloaded while playing with a successful Perform Check (DC: 10). The total Perform skill becomes the DC needed to Spot the reloading. Small Exotic Weapon. Needles, Flute gun (20): 5 gp.

GARROTE: This is a long wire used to wrap around a victim's throat in order to strangle him. They are used along with a sneak attack. A successful attack is totally silent and prevents the victim from making sounds while suffocating (Use the Drowning rules in the DMG). The victim is considered Grappled and can attempt to break free as normal. If the User scores a critical hit, the target can only hold their breath for CON number of rounds instead of x2 CON number of rounds (See Drowning). Tiny Martial Weapon.

GAUNTLET, SPRING BLADE: This gauntlet hides a dagger blade that can be projected from it. There are two forms of these gauntlets: Crude and Elite. The crude gauntlets often give away their sinister purposes by their bulky shape (DC: 10 Spot Check). The elite gauntlets are much better made and often pass Spot checks (DC: 20 Spot checks). Once spotted, an INT Check (DC: 15) needs to be made to determine the gauntlet's function. These gauntlets cannot be disarmed, the attack is considered armed, and it takes a Move Action to spring the blade forth for use. Cost and weight is for a single gauntlet.

SPRING SPEAR: The haft of this spear closes around a high tension spring. When the weapon is triggered, the blade springs forward and strikes with lethal impact. It can only be sprung once before needing to be reset which takes 3 full rounds and a (DC: 20) STR Check. Until the blade is reset, the Spring Spear can still be used as a typical Short Spear.

STILETTO: Assassinís blade, easily concealable with a long thin blade. Ignore all armor other than plate mail (breast plate, half plate, full plate, etc...) types when making sneak attacks. Weapon Finesse: (Stiletto) Adds DEX instead of STR to Attacks and Damage from sneak attacks. Tiny Exotic Weapon.

SWORD CANE: A Sword Cane is a light fencing weapon hidden in a walking cane. The sword's grip forms the cane's handle and the remainder of the cane forms the sheathe. There is usually a locking mechanism to prevent the blade from accidentally opening. A WIS Check (DC: 20) is needed to notice the cane is not ordinary. Treat the sword cane as a rapier with one exception: It's lack of a guard gives the wielder a -1 AC against opponents with Fencing weapons. When wielded as a cane or when the cane sheathe is used by itself, the cane is treated as a club that does 1d4 damage. This weapon can be Weapon Finessed (Weapon Finesse: Sword Cane). Small Exotic Weapon.