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Weapons

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Base Weapons

WEAPON 0 Tactical Shovel   Deadly_D8 Sweep Versatile_P

PRICE: 1 gp, 5 sp

BULK: 1

DAMAGE: 1d10 S

HANDS: 2

CATEGORY: Martial

GROUP: Axe

TYPE: Melee

A reinforced shovel with a sharpened spade, serrated on one side, the Tactical Shovel is easily passed off as a tool, gaining a +2 circumstance bonus to deception or stealth checks to do so. Additionally, it's fully functional as a shovel, granting an Item bonus to any athletics checks using it as such equal to its Potency Runes bonus.

WEAPON 0 Messer   Agile Finesse Versatile_P

PRICE: 9 sp

BULK: L

DAMAGE: 1d6 Slashing

HANDS: 1

CATEGORY: Martial

GROUP: Knife

A simple, versatile weapon with a single edged blade roughly two feet long, has a short false edge to facilitate thrusting blows, and unlike a sword, has a hilt consisting of a full tang sandwiched between two pieces of wood.

Staves

Staff of Crawling Things   Primal Staff

BULK: 1

USAGE: Held in 1 Hand

This Staff of pale wood is riddled with Boreholes and laced with parastic vines. While holding a Staff of Crawling Things, you can communicate with Insects, Worms, Arachnids, Fungi, and Mold in vague concepts and loose ideas. Shaking the Staff too hard makes small bugs fall out.

Activate Cast a Spell Effect You expend a number of Charges from the staff to cast a Spell from it's list.

NESTED ITEM 3 Staff of Crawling Things

Price: 60 gp

  • Cantrip Light (Taking the form of clouds of Lightning Bugs)
  • 1st Ant Haul, Spider Sting
NESTED ITEM 8 Staff of Crawling Things (Greater)

Price: 450 gp

  • 2nd Web, Vomit Swarm (Must be insects and arachnids)
  • 3rd Cordyceps Command, Antlion Trap, Moth's Supper
NESTED ITEM 12 Staff of Crawling Things (Major)

Price: 1800 gp

  • 4th Pest Swarm, Life Draining Roots
  • 5th Sawtooth Terrain, Nature's Pathway

Specific Magic Weapons

WEAPON 3 Scribes Warquill   Divine Invested

PRICE: 60 GP

BASE_WEAPON: Any Melee Weapon in the Knife or Spear Groups

These distint weapons are weilded by the more Martially inclined of the Scriveners followers, and take the form of overlarge, sharpened feather quills. While invested in a Scribe's Warquill, once per day, you can take the Magus's Spellstrike action, following all the normal rules for that action. Additionally, any Spellstrike action or Touch Range spell treat's your Reach as 5 feet more, as magical ink flows from the quill's nib to deliver it.

WEAPON 5 Verminblade   Invested

PRICE: 150 gp

BULK: 1

USAGE: Held in 1 Hand

BASE_WEAPON: Rapier

This +1 Striking Rapier is slightly warm to the touch, and is made entirely of segmented metallic brown Chitin and shell, which shifts and shudders slightly at random intervals. While this weapon is Invested, it's weilder gains the following actions:

NESTED Stinging Lash [two-actions]    Flourish

FREQUENCY: Once Per 10 Minutes

Strike with the Verminblade. The Verminblade gains reach for this action, this Strike deals deals 1d4 extra Poison damage per level of Striking Rune (up to three additional Die for a Striking (Major) Rune).

If the Invested Character is a Magus, or has the Magus Dedication, this action's effect changes to the following:

Spellstrike with the Verminblade. The Verminblade gains the Reach Trait for this action, and the spells damage becomes Poison.

NESTED Pooling Lunge [two-actions]    Flourish

FREQUENCY: Once Per 10 Minutes

You transform into a writhing swarm of insects and arachnids. Stride up to half your speed and Strike with the Verminblade. This strike deals +1 extra Poison damage per level of Striking Rune (up to +3 for a Striking (Major) Rune). During this movement, you may move through other characters spaces and gaps no smaller than one inch across, and gain a +2 Circumstance Bonus to your AC.

If the Invested Character is a Magus, or has the Magus Dedication, this action's effect changes to the following:

Stride up to half your Speed and Spellstrike with the Verminblade. During this movement, you may move through other characters spaces and gaps no smaller than one inch across, and gain a +2 Circumstance Bonus to your AC.

WEAPON 8 (Twin Censer Meteor Hammer)   Divine Fire Invested

PRICE: 500 GP

BASE_WEAPON: Meteor Hammer

This Flaming Striking +1 Meteor hammer consists of two reinforced censers, filled with Holy incenses, and is weilded mainly by devotee's of Astrea, the First God-King. In the hands of a devout follower of Astrea, the effects of this weapon's Invigorating Incense action are permanently active.

NESTED Invigorating Incense [one-action]    Divine Emotion Olfactory

The incense burns brighter, its scent filling your allies with vigor. Until the start of your next turn, you and all allies within a 15 foot emanation that can smell the incense gain a +1 bonus to attack rolls.

NESTED Incense Cloud [two-actions]    Divine Olfactory

FREQUENCY: Once per Day

The Censers release a billowing cloud to blind your foes and provide cover for allies. This smoke fills a 15-foot radius centered on one corner of your space. This smoke lasts for 1 minute, or until a strong wind disperses it. All creatures within this smoke are concealed from creatures outside it, and vice versa. Additionally, a Devout Follower of Astrea that starts it's turn in the smoke, or enters the smoke for the first time in a turn, and can smell the smoke, gains Temp HP equal to their level. A creature that has drawn Astrea's ire is Off-Gaurd as long as it is within and can smell the smoke.

WEAPON 8 Dawning Star   Divine Fire Invested

BULK: 1

PRICE: 750 GP

BASE_WEAPON: Morning Star

A weapon weilded by Select devotees of the First God-King, the head of this Flaming Striking +1 Morning Star has thin slits between the spikes, through which incense smoke wafts gently. In the hands of a devout follower, the effects of the Dawn's Light action are permanently active. Additionally, if the weilder is a Devout follower, they regain their usage of the Polaris Strike action whenever they successfully Critically Hit with this weapon.

NESTED Dawn's Light [one-action]    Concentrate Olfactory Visual

The Incense within the weapon burns brighter, inspiring hope and valor in your allies. Until the start of your next turn, the Dawning Star emits dim light in a 15 foot emanation, and the smell of incense fills the emanation as well. You and all allies in the area that can see the light or smell the incense gains a +1 Status bonus to damage rolls and saves against Fear. Additionally, the damage from this weapons Flaming Rune increases by 1 until the start of your next turn.

NESTED Polaris Strike [two-actions]    Divine Fire Flourish Holy

FREQUENCY: Once Per Hour

Like Astrea, The First God-King, you shine as a guiding star to victory while striking down your foes. Make a Melee Strike with the Dawning Star. On a hit, you deal an additional weapon die of damage, and leave a burning brand on the target for one minute. When another creature makes any Strike on a Branded target, they get a +1 bonus to the attack roll, and on a successful hit, the Brand flares with your fervor, adding a bonus 2d4 fire damage to the triggering strike. The Brand burns out after dealing damage this way, and a creature can have only a single Brand at a time.

Author: Vajra

Created: 2026-03-05