To account for the mundane and innocuous objects that most people have among their possessions—and not force every character to specifically purchase such objects in order to employ them—use the following rules.
With the GM's permission, a character can make a Wealth check to see if he or she has a mundane object on hand, as long as the object has a purchase DC of 10 or lower. (The GM determines the purchase DC for an object that's not mentioned in this chapter, using similarly priced objects as a guide.) The Wealth check works the same as for buying the object, except that the character takes a –10 penalty on the check, and he or she can't take 10 or take 20. Also, a character can't make a Wealth check to see if he or she has a mundane object on hand during character generation or between adventures—only during play. If the character succeeds, his or her Wealth bonus is unaffected, even if the object's purchase DC is higher than his or her Wealth bonus.
Depending on the situation, the GM can rule that a certain mundane object is not available; for an object to be obtainable, the character must be in a place where the object logically would be.
Some objects require licenses to own or operate, or are restricted in use to qualifying organizations or individuals. In such cases, a character must purchase a license or pay a fee to legally own the object. A license or fee is a separate item, purchased in addition to (and usually before) the object to which it applies. The four levels of restriction are as follows.
Licensed: The owner must obtain a license to own or operate the object legally. Generally, the license is not expensive, and obtaining it has few if any additional legal requirements.
Restricted: Only specially qualified individuals or organizations are technically allowed to own the object. However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can eventually acquire the necessary license.
Military: The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted (see above), except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals.
Illegal: The object is illegal in all but specific, highly regulated circumstances.
Table: Restricted Objects
|Restriction Rating||License or Fee Purchase DC||Black Market Purchase DC*||Time Required|
*Add to the object's purchase DC if the character tries to buy it on the black market without first obtaining a license; see The Black Market, below.
To purchase a license or pay necessary fees, make a Wealth check against the purchase DC given in Table: Restricted Objects. With a success, the license is issued to the character after the number of days indicated. To speed the process, the hero can make a Knowledge (business) check against a DC equal to the license purchase DC. Success results in the license being issued in 1d6 hours. (During the process of character creation, a character just needs to purchase the license or pay the fee; the time required takes place before game play begins.)
As a general rule, a character must obtain the appropriate license before buying a restricted object. Legitimate dealers will not sell
restricted objects to a character who does not have the necessary license. However, a character may be able to turn to the black market (see below) to obtain restricted objects without a license.
Sometimes a character wants to obtain an object without going through the hassle of getting a license first. Almost anything is available on the black market. Knowledge (streetwise) checks can be used to locate a black market merchant. The DC is based on the location in question: 15 to find a black market merchant in a big city, or 20, 25, or higher in small towns and rural areas. Objects purchased on the black market are more expensive than those purchased legally. Add the black market purchase DC modifier from Table: Restricted Objects to the object's purchase DC.
Obtaining an object on the black market takes a number of days according to the Time Required column on Table: Restricted Objects. The process can be hurried, but each day cut out of the process (to a minimum of one day) increases the purchase DC by an additional +1.
When a hero working for Department-7 needs more equipment than he or she has on hand, the hero may try to requisition it. Department-7 evaluates whether the character really needs the object, how soon the agency can supply it, and whether the agency can reasonably expect to get it back when the hero is done with it.
The result is determined by a level check (1d20 + character level) against a DC equal to the equipment's purchase DC. Add the character's Charisma bonus to the check. Table: Requisition Modifiers lists modifiers that may affect the check. The result of the check determines whether and how quickly Department-7 can provide the hero with the requested equipment. With a success, the object is issued to the hero. Generally, it takes 24 hours to obtain an object through requisition, but if the object is especially common, or if the hero beats the check DC by 5 or more, it is available in 1d4 hours. Requisitioned objects are loaned, not given, to the hero.
Obviously, expendable objects like ammunition don't have to be returned if used.
Table: Requisition Modifiers
|Object is necessary for assignment||+6|
|Object has obvious application for assignment||+4|
|Object has peripheral application for assignment||+2|
|Object has no obvious application for assignment||–2|
|Object is rare||–2|
|Hero is skilled or proficient in use of object||+2|
|Hero returned all gear undamaged on previous mission||+2|
Weapons, armor, and some other types of equipment can be constructed as mastercraft objects. The exceptional quality of these objects provides the user a bonus on attack rolls, damage, Defense, or some other characteristic that improves when the object is used.
A mastercraft object that provides a +1 bonus can usually be purchased on the open market as a custom version of a common object. The increased cost of such an object adds +3 to the purchase DC.
A rare few objects are of mastercraft quality even without customization—the off-the-shelf version of the object is of such high quality that it is always provides a bonus of +1. In these cases, the purchase DC is not increased (such objects are already priced higher than similar objects of lower quality).
Mastercraft objects with a bonus of +2 or +3 are not common and are generally not for sale. If a mastercraft +2 object could be found for purchase, its cost would add +6 to the normal purchase DC. The cost of a mastercraft +3 object would add +9 to the normal purchase DC.
It's assumed that, when attempting to conceal a weapon or other object, a character is wearing appropriate clothing.
Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon, and normally requires an attack action. Keeping the weapon in an easier-to-draw position makes concealing it more difficult.
To conceal a weapon or other object, make a Sleight of Hand check. A character concealing an object before he or she heads out into public can usually take 10 unless he or she is rushed, trying to conceal it when others might see, or under other unusual constraints. Sleight of Hand can be used untrained in this instance, but the character must take 10.
The object's size affects the check result, as shown on Table: Concealing Weapons and Objects. The type of holster used or clothing worn, and any attempt to make a weapon easier to draw, can also affect the check.
Table: Concealing Weapons and Objects
|Size of weapon or object||Sleight of Hand Modifier|
|Huge or larger||can't conceal|
|Condition||Sleight of Hand Modifier|
|Clothing is tight or small||–4|
|Clothing is especially loose or bulky||+2|
|Clothing is specifically modified for concealing object||+2|
|Weapon is carried in concealed carry holster||+4|
|Weapon can be drawn normally||–2|
|Weapon can be drawn as free action with Quick Draw feat||–4|
Noticing a concealed weapon or other object requires a Spot check. The DC varies: If the target made a roll when concealing an object, the DC of the Spot check to notice the object is the same as the target's check result (an opposed check, in other words). If the target took 10 on his or her Sleight of Hand check, use this formula: Spot DC = Target's Sleight of Hand skill modifier (including modifiers from Table: Concealing Weapons and Objects) + 10 An observer attempting to spot a concealed object receives a –1 penalty for every 10 feet between him or herself and the target, and a –5 penalty if distracted.
Patting someone down for a hidden weapon requires a similar check. However, the skill employed in Search, and the searcher gets a +4 circumstance bonus for the hands-on act of frisking the target. Some devices may also offer bonuses under certain circumstances (a metal detector offers a bonus to Search checks to find metal objects, for example).
Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Don't use the modifiers from Table: Concealing Weapons and Objects when wearing concealable armor. Instead, anyone attempting to notice the armor must make a Spot check (DC 30).
The purchase DCs given are for average-quality items. It's possible to purchase similar items with luxury features, generally by increasing the purchase DC by 1. Although such items are more expensive, they offer no additional features or game benefits.
A character's carrying capacity depends directly on the character's Strength score, as shown on Table: Carrying Capacity.
Table: Carrying Capacity
|Strength||Light Load||Medium Load||Heavy Load||Strength||Light Load||Medium Load||Heavy Load|
|+10||X4||X4||X4||15||up to 66 lb.||67–133 lb.||134–200 lb.|
|1||up to 3 lb.||4–6 lb.||7–10 lb.||16||up to 76 lb.||77–153 lb.||154–230 lb.|
|2||up to 6 lb.||7–13 lb.||14–20 lb.||17||up to 86 lb.||87–173 lb.||174–260 lb.|
|3||up to 10 lb.||11–20 lb.||21–30 lb.||18||up to 100 lb.||101–200 lb.||201–300 lb.|
|4||up to 13 lb.||14–26 lb.||27–40 lb.||19||up to 116 lb.||117–233 lb.||234–350 lb.|
|5||up to 16 lb.||17–33 lb.||34–50 lb.||20||up to 133 lb.||134–266 lb.||267–400 lb.|
|6||up to 20 lb.||21–40 lb.||41–60 lb.||21||up to 153 lb.||154–306 lb.||307–460 lb.|
|7||up to 23 lb.||24–46 lb.||47–70 lb.||22||up to 173 lb.||174–346 lb.||347–520 lb.|
|8||up to 26 lb.||27–53 lb.||54–80 lb.||23||up to 200 lb.||201–400 lb.||401–600 lb.|
|9||up to 30 lb.||31–60 lb.||61–90 lb.||24||up to 233 lb.||234–466 lb.||467–700 lb.|
|10||up to 33 lb.||34–66 lb.||67–100 lb.||25||up to 266 lb.||267–533 lb.||534–800 lb.|
|11||up to 38 lb.||39–76 lb.||77–115 lb.||26||up to 306 lb.||307–613 lb.||614–920 lb.|
|12||up to 43 lb.||44–86 lb.||87–130 lb.||27||up to 346 lb.||347–693 lb.||694–1,040 lb.|
|13||up to 50 lb.||51–100 lb.||101–150 lb.||28||up to 400 lb.||401–800 lb.||801–1,200 lb.|
|14||up to 58 lb.||59–116 lb.||117–175 lb.||29||up to 466 lb.||467–933 lb.||934–1,400 lb.|
If the weight of everything a character is wearing or carrying amounts to no more than his or her light load figure, the character can move and perform any actions normally (though the character's speed might already be slowed by the armor he or she is wearing).
If the weight of the character's gear falls in his or her medium load range, the character is considered encumbered. An encumbered character's speed is reduced to the value given below, if the character is not already slowed to that speed for some other reason.
|Previous Speed||20 ft.||30 ft.||40 ft.||50 ft.||60 ft.|
|Current Speed||15 ft.||20 ft.||30 ft.||40 ft.||50 ft.|
An encumbered character performs as if his or her Dexterity modifier were no higher than +3. In addition, the character takes a –3 encumbrance penalty on attack rolls and checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump,
Move Silently, and Tumble. This encumbrance penalty stacks with any armor penalty that may also apply.
If the weight of a character's gear falls in his or her heavy load range, the character is considered heavily encumbered. A heavily encumbered character's speed is reduced to the value given below, if the character is not already slowed to that speed for some other reason.
|Previous Speed||20 ft.||30 ft.||40 ft.||50 ft.||60 ft.|
|Current Speed||10 ft.||15 ft.||20 ft.||25 ft.||30 ft.|
A heavily encumbered character performs as if his or her Dexterity modifier were no higher than +1. In addition, the character takes a –6 encumbrance penalty on attack rolls and checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble. This encumbrance penalty stacks with any armor penalty that may also apply. Finally, a heavily encumbered character's maximum running speed is his or her speed x3 instead of speed x4.
The figure at the upper end of a character's heavy load range is his or her maximum load. No character can move or perform any other actions while carrying more than his or her maximum load.
Lifting and Dragging: A character can lift up to his or her maximum load over his or her head. A character can lift up to double his or her maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to Defense and can only move 5 feet per round (as a full-round action).
A character can generally push or drag along the ground up to five times his or her maximum load. Favorable conditions (smooth ground, dragging a slick object) can double these numbers, and bad circumstances (broken ground, pushing an object that snags) can reduce them to one-half or less.
Bigger and Smaller Creatures: The figures on Table: Carrying Capacity are for Medium-size bipedal creatures. Larger bipedal creatures can carry more weight depending on size category: Large x2, Huge x4, Gargantuan x8, and Colossal x16. Smaller creatures can carry less weight depending on size category: Small x3/4, Tiny x1/2, Diminutive x1/4, and Fine x1/8. Quadrupeds, such as horses, can carry heavier loads than characters can. Use these multipliers instead of the ones given above: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small x1, Medium-size x1.5, Large x3, Huge x6, Gargantuan x12, and Colossal x24.
Tremendous Strength: For Strength scores not listed, find the Strength score between 20 and 29 that has the same ones digit as
the creature's Strength score. Multiply the figures by 4 if the creature's Strength is in the 30s, 16 if it's in the 40s, 64 if it's in the 50s, and so on.
This section covers the wide variety of general gear available to adventurers of all sorts.
Many of the objects in this section are battery-operated. Any device that uses batteries comes with them. As a general rule, ignore battery life—assume that heroes (and their antagonists) are smart enough to recharge or replace their batteries between adventures, and that the batteries last as long as needed during adventures. If battery life is important in the game, roll 1d20 every time a battery-operated item is used. On a result of 1, the batteries are dead and the object is useless. New batteries have a purchase DC of 2 and can be changed as a move action.
Equipment is described by a number of statistics:
Size: The size category of a piece of equipment helps to determine how easy that object is to conceal, and it also indicates whether using the object requires one hand or two. In general, a character needs only one hand to use any object that is of his or her size category or smaller.
Weight: This column gives the item's weight.
Purchase DC: This is the purchase DC for a Wealth check to acquire the item. This number reflects the base price and doesn't include any modifier for purchasing the item on the black market.
Restriction: The restriction rating for the object, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the item on the black market.
|Aluminum travel case|
|10 lb. Capacity||Med||5 lb.||10|
|40 lb. Capacity||Large||10 lb.||11|
|75 lb. capacity||Large||15 lb.||12|
|Contractor's field bag||Med||2 lb.||6|
|Day pack||Small||2 lb.||5|
|Patrol box||Med||4 lb.||9|
With the wide variety of equipment available to modern adventurers, it's often critical to have something to store the equipment in or carry it around in.
Aluminum Travel Case: A travel case is a reinforced metal box with foam inserts. Wingstyle clamps keep it from opening accidentally.
Briefcase: A briefcase can carry up to 5 pounds worth of gear. A briefcase can be locked, but its cheap lock is not very secure (Disable Device DC 20; break DC 10).
Contractor's Field Bag: A combination tool bag and notebook computer case, this has pockets for tools, pens, notepads, and cell phones. It even has a clear plastic flap for maps or plans. Made of durable fabric, it holds 10 pounds worth of equipment and comes with a shoulder strap.
Day Pack: This is a small backpack, the sort often used by students to carry their books around, or by outdoor enthusiasts on short hikes. It holds 8 pounds of gear and fits comfortably over one or both shoulders.
Handbag: Handbags provide another way to carry 2 pounds of equipment. The purchase DC shown is for a basic bag; high-fashion purses can increase the DC by as much as 5.
Range Pack: This lightweight black bag has a spacious inner compartment capable of holding roughly 8 pounds of gear and can hold an additional 4 pounds in six zippered external compartments. The larger version holds 12 pounds of equipment in the internal compartment and another 6 pounds in the zippered external pouches. A range pack easily holds several pistols and a submachine gun, and the larger version can hold disassembled rifles.
Patrol Box: Originally developed for use by police officers, this portable file cabinet has found favor with traveling salespeople. This hard-sided briefcase takes up the passenger seat of an automobile and provides easy access to files, storage for a laptop computer, and a writing surface. It holds 5 pounds worth of equipment and has an average lock (Disable Device DC 25; break DC 15).
The items described here represent special clothing types, or unusual outfits that a character might need to purchase. For the most part, clothing choice is based on character concept. It's generally assumed that a hero owns a reasonable wardrobe of the sorts of clothes that fit his or her lifestyle. Sometimes, however, a character might need something out of the ordinary. When that's the case, he or she will have to purchase it like any other piece of gear. Clothes have two effects on game mechanics: one on Disguise checks, and one on Sleight of Hand checks. First, clothing is part of a disguise. See the Disguise skill description for more on how appropriate dress affects Disguise checks. Clothes also help to hide firearms, body armor, and small objects. Tightly tailored clothing imposes a penalty on an attempt to conceal an object; clothing purposely tailored to conceal objects provides a bonus.
|Ghillie suit||Med||5 lb.||6|
|Fatigue jacket||Med||2 lb.||7|
|Photojournalist's vest||Med||1 lb.||9|
|Tool belt||Small||2 lb.||9|
Clothing Outfit: An outfit of clothing represents everything a character needs to dress a part: pants or skirt, shirt, undergarments, appropriate shoes or boots, socks or stockings, and any necessary belt or suspenders. The clothes a character wears does not count against the weight limit for encumbrance.
Business: A business outfit generally includes a jacket or blazer, and it tends to look sharp and well groomed without being overly formal.
Casual: Casual clothes range from cut-off jeans and a T-shirt to neatly pressed khakis and a hand-knit sweater.
Formal: From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for “black tie” occasions. Special
designer creations can have purchase DCs much higher than shown on the table.
Fatigues: Called “battle dress uniforms” (or BDUs) in the United States Army, these are worn by hardened veterans and wannabes alike. They're rugged, comfortable, and provide lots of pockets. They are also printed in camouflage patterns: woodland, desert, winter (primarily white), urban (gray patterned), and black are available. When worn in an appropriate setting, fatigues grant a +2 bonus on Hide checks.
Uniform: From the cable guy to a senior Air Force officer, people on the job tend to wear uniforms—making such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer.
Ghillie Suit: The ultimate in camouflage, a ghillie suit is a loose mesh over garment covered in strips of burlap in woodland colors, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern. A character wearing a ghillie suit with appropriate coloration gains a +10 bonus on Hide checks. (The suit's coloration can be changed with a move action. However, the bulky suit imposes a penalty of –4 on all Dexterity checks, Dexterity-based skill checks (except Hide), and melee attack rolls.
Outerwear: In addition to keeping a character warm and dry, coats and jackets provide additional concealment for things a character is carrying (they often qualify as loose or bulky clothing; see Concealed Weapons and Objects).
Coat: An outer garment worn on the upper body. Its length and style vary according to fashion and use.
Fatigue Jacket: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties.
Overcoat: A warm coat worn over a suit jacket or indoor clothing.
Parka: This winter coat grants the wearer a +2 equipment bonus on Fortitude saves made to resist the effects of cold weather.
Photojournalist's Vest: Made of cotton with mesh panels to keep the wearer cool, the photojournalist's vest has numerous obvious—and hidden—pockets. It counts as loose and bulky clothing when used to conceal Small or smaller weapons, and also grants the “specially modified to conceal object” bonus when used to conceal Tiny or smaller objects. See Concealed Weapons and Objects.
Tool Belt: This sturdy leather belt has numerous pockets and loops for tools, nails, pencils, and other necessities for repair and construction work, making it easy to keep about 10 pounds of items on hand. The pockets are open, however, and items can easily fall out if the belt is tipped.
Rules for operating computers appear under the Computer Use skill. Some of the items in this section have monthly subscription costs as well as initial purchase costs. The purchase DC accounts for both costs; once a character has obtained the item, he or she doesn't have to worry about ongoing subscription costs.
|Film developing (roll)||-||-||3|
|Digital audio recorder||Tiny||1 lb.||10|
|Portable satellite phone||Small||2 lb.||17|
|Portable video camera||Small||2 lb.||16|
Camera: Still cameras let a character capture a record of what he or she has seen.
35mm: The best choice for the professional photographer, this camera can accept different lenses and takes the highest-quality picture. A camera is needed to use the photography aspect of the Craft (visual art) skill. The film used in a camera must be developed.
Digital: A digital camera uses no film; instead, its pictures are simply downloaded to a computer as image files. No film developing is necessary.
Disposable: A 35mm camera with film built in can be purchased from vending machines, tourist traps, drugstores, and hundreds of other places. Once the film is used, the entire camera is turned in to have the film developed.
Film: The medium upon which photographs are stored, film comes in a variety of sizes and speeds. The purchase DC represents the cost of a roll of 24 exposures of high-speed (ASA 400) film.
Film Developing:In most areas, drugstores and photo shops provide 1-hour service; in others, it takes 24 hours. In really remote areas, film may have to be sent away for developing, taking a week or longer. The purchase DC represents the cost of getting two prints of each shot on a roll of film, or one of each and any two also blown up to a larger size.
Cell Phone: A digital communications device that comes in a hand-held model or as a headset, a cell phone uses a battery that lasts for 24 hours before it must be recharged. It works in any area covered by cellular service.
Computer: Whether a desktop or notebook model, a computer includes a keyboard, a mouse, a monitor, speakers, a CD-ROM drive, a dial-up modem, and the latest processor. A character needs a computer to make Computer Use checks and to make Research checks involving the Internet.
Desktop: Bulky but powerful, these machines are common on desks everywhere.
Notebook: Slim, lightweight, and portable, notebook computers have most of the functions available on desktop computers.
Upgrade: A character can upgrade a desktop or notebook computer's processor to provide a +1 equipment bonus on Computer Use checks. Increase the purchase DC of a desktop by +1 or a notebook by +2 to purchase an upgrade.
Digital Audio Recorder: These tiny recorders (about the size of a deck of playing cards) can record up to eight hours of audio and can be connected to a computer to download the digital recording. Digital audio recorders don't have extremely sensitive microphones; they only pick up sounds within 10 feet.
Modem: A modem allows a character to connect a computer to the Internet. To use a modem, a character must have a computer and an appropriate data line (or a cell phone, in the case of a cellular modem). All computers come with dial-up modems, which allow connection to the Internet but without the speed of broadband or the flexibility of cellular. A dial-up modem uses a standard telephone line; while it's connected, that telephone line can't be used for another purpose.
Broadband: Cable modems and DSL services bring high-speed Internet access into the homes of millions. A broadband modem gives a character on-demand, high-speed access to data, allowing Computer Use and Research checks involving the Internet to be made in half the normal time.
Cellular: A cellular modem allows a character to connect her notebook computer to the Internet anywhere he or she can use a cell phone. However, access speed is slow, and any Computer Use or Research check involving the Internet takes half again the normal time (multiply by 1.5).
PDA: Personal data assistants are handy tools for storing data. They can be linked to a notebook or desktop computer to move files back and forth, but can't be used for Computer Use or Research checks.
Portable Satellite Telephone: This object looks much like a bulky cell phone, and functions in much the same way as well. However, because it communicates directly via satellite, it can be used anywhere on earth, even in remote areas well beyond the extent of cell phone service. Portable satellite phones are very expensive to use. When used in a place not served by regular cellular service, each call requires a Wealth check (DC 6).
Portable Video Camera: Portable video cameras use some format of videotape to record activity. The tape can be played back through a VCR or via the camera eyepiece.
Printer: The color inkjet printer described here is suited for creating hard copies of text and image files from computers.
Scanner: A color flatbed scanner allows the user to transfer images and documents from hard copy into a computer in digital form.
Walkie-Talkie: This hand-held radio transceiver communicates with any similar device operating on the same frequency and within range.
Basic: This dime-store variety has only a few channels. Anyone else using a similar walkie-talkie within range can listen in on the character's conversations. It has a range of 2 miles.
Professional: This high-end civilian model allows a character to program in twenty different frequencies from thousands of choices—making it likely that the character can find a frequency that's not being used by anyone else within range. The device can be used with or without a voice-activated headset (included). It has a range of 15 miles.
Keeping an eye on suspects or tracking the moves of potential enemies is a crucial part of the modern adventurer's job.
|Black box||Tiny||0.5 lb.||4||Illegal (+4)|
|Caller ID defeater||Tiny||1 lb.||5||-|
|Cellular interceptor||Tiny||0.5 lb.||23||-|
|Lineman's buttset||Tiny||1 lb.||13||Lic (+1)|
|Metal detector||Small||2 lb.||11||-|
Night vision goggles
|Tap detector||Tiny||1 lb.||7||-|
|Line tap||Tiny||0.5 lb.||13||Lic (+1)|
|Receiver tap||Tiny||0.5 lb.||3||Res (+2)|
|Telephone line tracer||Med||5 lb.||23||-|
Black Box: This device, easily concealed in the palm of one hand, emits digital tones that convince the phone system to make a long-distance connection free of charge. They also let a user “bounce” a call through multiple switches, making the call harder to trace (the DC of any Computer Use check to trace the call is increased by 5).
Caller ID Defeater: When a phone line contains a caller ID defeater, phones attempting to connect with that line show up as “anonymous” or “unavailable” on a caller ID unit. Such a call can still be traced as normal, however.
Cellular Interceptor: About the size of a small briefcase, a cellular interceptor can detect and monitor a cell phone conversation within a 5-mile area by listening in on the cellular service's own transmitters. Intercepting the calls of a particular cell phone requires a Computer Use check (DC 35); if the user knows the phone number of the phone in question, the DC drops to 10. Obviously, the phone must be in use for someone to intercept the call. A cellular interceptor cannot be used to intercept regular (ground line) phone connections.
Lineman's Buttset: This device resembles an oversized telephone handset with a numeric keypad on the back and wire leads hanging from the bottom. It functions as a portable, reusable telephone line tap. With a Repair check (DC 10), a user can connect to a phone wire and hear any conversation that crosses it. A lineman's buttset is a common tool for telephone repair personnel.
Metal Detector: This handheld device provides a +10 equipment bonus on all Search checks involving metal objects.
Night Vision Goggles: Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in darkness, also called dark-vision—but because of the restricted field of view and lack of depth perception these goggles provide, they impose a –4 penalty on all Spot and Search checks made by someone wearing them. Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch black cave or a sealed room doesn't. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles).
Tap Detector: Plug this into a telephone line between the phone and the outlet, and it helps detect if the line is tapped. To detect a tap, make a Computer Use check (the DC varies according to the type of telephone tap used; see below). With a success, the tap detector indicates that a tap is present. It does not indicate the type or location of the tap however. Also, it can't be used to detect a lineman's buttset.
Telephone Tap: These devices allow a character to listen to conversations over a particular phone line.
Line Tap:This tap can be attached to a phone line at any point between a phone and the nearest junction box (usually on the street nearby). Installing it requires a Repair check (DC 15). It broadcasts all conversations on the line over a radio frequency that can be picked up by any professional walkie-talkie. Detecting a line tap by using a tap detector requires a Computer Use check (DC 25).
Receiver Tap: This item can be easily slipped into a telephone handset as a Repair check (DC 5). It broadcasts all conversations over a radio frequency that can be picked up by any professional walkie-talkie. Detecting a receiver tap by using a tap detector requires a Computer Use check (DC 15).
Telephone Line Tracer: Essentially a highly specialized computer, a line tracer hooked to a phone line can trace phone calls made to that line, even if there's a caller ID defeater hooked up at the other end. All it takes is time. Operating a line tracer is a full-round action requiring a Computer Use check (DC 10). Success gains one digit of the target phone number, starting with the first number of the area code.
This category covers a wide variety of specialized equipment used by professionals in adventure-related fields.
Some objects contain the tools necessary to use certain skills optimally. Without the use of these items, often referred to as kits, skill checks made with these skills are at a –4 penalty. See the descriptions of the kits for additional details. Note that kits should be restocked periodically (purchase DC 5 less than the original purchase DC. Skills and the kits they are associated with are listed below.
|Bolt cutter||Med||5 lb.||6||-||-|
|Caltrops (25)||Small||2 lb.||5||-||-|
|Car opening kit||Tiny||1 lb.||6||Lic (+1)||Disable Device|
|Med||6 lb.||16||-||Craft chemical|
|Demolitions kit||Med||5 lb.||13||Lic (+1)||Demolitions|
|Disguise kit||Med||5 lb.||12||-||Disguise|
|Duct tape||Tiny||1 lb.||4||-||-|
Electrical tool kit
|Basic||Large||12 lb.||14||-||Repair +0|
|Deluxe||Huge||33 lb.||21||-||Repair +2/ Craft Electronic +0|
|Basic||Med||6 lb.||7||-||Investigate +0|
|Deluxe||Med||8 lb.||15||-||Investigate +2|
|Fake ID||Fine||-||See text||Illegal (+4)||-|
|First aid kit||Small||3 lb.||5||-||Treat Injury +4|
|Forgery kit||Small||3 lb.||12||-||Forgery|
|Zip-tie (25)||Dim||0.5 lb.||6||-||-|
|keyboard||Large||12 lb.||12||-||Perform Musical|
|percussion||Huge||50 lb.||14||-||Perform Musical|
|stringed||Large||7 lb.||13||-||Perform Musical|
|wind||Tiny||1 lb.||8||-||Perform Musical|
|Lockpick set||Tiny||1 lb.||9||Lic (+1)||Disable Device|
|Lock release gun||Tiny||0.5 lb.||12||Res (+2)||Disable Device|
Mechanical tool kit
|Basic||Large||22 lb.||13||-||Craft (mechanical) Repair|
|Deluxe||Huge||45 lb.||20||-||Craft (structural) Repair|
|Med||5 lb.||15||-||Treat Injury|
|Multipurpose tool||Tiny||0.5 lb.||9||-||Repair|
|Pharmacist kit||Med||6 lb.||17||Res (+2)||Craft Pharmaceutical|
|Search-and-rescue kit||Med||7 lb.||12||-||-|
|Spike strip||Huge||22 lb.||13||-||-|
|Surgery kit||Med||5 lb.||16||Lic (+1)||Treat Injury|
Bolt Cutter: An exceptionally heavy wire cutter, a bolt cutter can snip through padlocks or chain-link fences. Using a bolt cutter requires a Strength check (DC 10).
Caltrops: Caltrops are four-pronged iron spikes designed so that one prong is pointing up when the caltrop rests on a surface. A character scatters caltrops on the ground to injure opponents, or at least slow them down. One bag of twenty-five caltrops covers a single 5-foot square. Each time a creature moves through a square containing caltrops at any rate greater than half speed, or each round a creature spends fighting in such an area, the caltrops make a touch attack roll (base attack bonus +0). A caltrop deals 1 point of damage on a successful hit, and the injury reduces foot speed to half normal (a successful Treat Injury check, DC 15, or one day's rest removes this penalty). A charging or running creature must immediately stop if it steps on a caltrop. See the avoid hazard stunt for the effect of caltrops on vehicles.
Car Opening Kit: This set of odd-shaped flat metal bars can be slipped into the window seam of a car door to trip the lock. The DC of a Disable Device check to accomplish this varies with the quality of the lock; see the skill description.
Chemical Kit: A portable laboratory for use with the Craft (chemical) skill, a chemical kit includes the tools and components necessary for mixing and analyzing acids, bases, explosives, toxic gases, and other chemical compounds.
Demolitions Kit: This kit contains everything needed to use the Demolitions skill to set detonators, wire explosive devices, and disarm explosive devices. Detonators must be purchased separately.
Disguise Kit: This kit contains everything needed to use the Disguise skill, including makeup, brushes, mirrors, wigs, and other accoutrements. It doesn't contain clothing or uniforms, however.
Duct Tape: The usefulness of duct tape is limited only by a character's imagination. Duct tape can support up to 200 pounds indefinitely, or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Escape Artist check (DC 20) to free themselves. A roll provides 70 feet of tape, 2 inches wide.
Electrical Tool Kit: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools, and leads and wires.
Basic: This small kit allows a character to make Repair checks to electrical or electronic devices without penalty.
Deluxe: This kit consists of a number of specialized diagnostic and repair tools as well as thousands of spare parts. It grants a +2 equipment bonus on Repair checks for electrical or electronic devices and allows a character to make Craft (electronic) checks without penalty.
Evidence Kits: Law enforcement agencies around the world use generally the same tools to gather evidence. Having an evidence kit does not grant access to a law enforcement agency's crime lab; it merely assists in the proper gathering and storing of evidence for use by such a lab. Without an evidence kit, a character receives a –4 penalty to use the collect evidence option of the Investigate skill.
Basic: A basic evidence kit includes clean containers, labels, gloves, tweezers, swabs, and other items to gather bits of physical evidence and prevent them from becoming contaminated.
Deluxe: A deluxe kit includes all the materials in a basic kit, plus supplies for analyzing narcotic substances at the scene and for gathering more esoteric forms of physical evidence such as casts and molds of footprints or vehicle tracks, as well as chemical residues and organic fluids. It also contains the necessary dusts, sprays, brushes, adhesives, and cards to gather fingerprints. It grants a +2 equipment bonus on Investigate checks under appropriate circumstances (whenever the GM rules that the equipment in the kit can be of use in the current situation). Using a deluxe kit to analyze a possible narcotic substance or basic chemical requires a Craft chemical) check (DC 15). In this case, the +2 equipment bonus does not apply.
Fake ID: Purchasing a falsified driver's license from a black market source can produce mixed results, depending on the skill of the
forger. Typically, a forger has 1 to 4 ranks in the Forgery skill, with a +1 ability modifier. When a character purchases a fake ID, the GM secretly makes a Forgery check for the forger, which serves as the DC for the opposed check when someone inspects the fake ID. The purchase DC of a fake ID is 10 + the forger's ranks in the Forgery skill.
First Aid Kit: Available at most drugstores and camping supply stores, this kit contains enough supplies (and simple instructions for their use) to treat an injury before transporting the injured person to a medical professional. A first aid kit can be used to help a dazed, unconscious, or stunned character by making a Treat Injury check (DC 15). A first aid kit can be used only once. Skill checks made without a first aid kit incur a –4 penalty.
Forgery Kit: This kit contains everything needed to use the Forgery skill to prepare forged items. Depending on the item to be forged, a character might need legal documents or other items not included in the kit.
Handcuffs: Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any Medium-size or Small human or other creature that has an appropriate body structure.
Steel: These heavy-duty cuffs have hardness 10, 10 hit points, a break DC of 30, and require a Disable Device check (DC 25) or Escape Artist check (DC 35) to remove without the key.
Zip-Tie: These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4 hit points, and a break DC of 25. They can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail).
Instrument, Keyboard: A portable keyboard, necessary in order to use the Perform (keyboard instrument) skill.
Instrument, Percussion: A set of drums, necessary in order to use the Perform (percussion instrument) skill.
Instrument, Stringed: An electric guitar, necessary in order to use the Perform (stringed instrument) skill.
Instrument, Wind: A flute, necessary in order to use the Perform (wind instrument) skill.
Lockpick Kit: A lockpick set includes picks and tension bars for opening locks operated by standard keys. A lockpick set allows a character to make Disable Device checks to open mechanical locks (deadbolts, keyed entry locks, and so forth) without penalty.
Lock Release Gun: This small, pistol-like device automatically disables cheap and average mechanical locks operated by standard keys (no Disable Device check necessary).
Mechanical Tool Kit: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, and even power tools.
Basic: This kit, which fits in a portable toolbox, allows a character to make Repair checks for mechanical devices without penalty.
Deluxe: This kit fills a good-sized shop cabinet. It includes a broad variety of specialized hand tools and a selection of high quality power tools. It grants a +2 equipment bonus on Repair checks for mechanical devices and allows a character to make Craft (mechanical) or Craft (structural) checks without penalty.
Medical Kit: About the size of a large tackle box, this is the sort of kit commonly carried by military medics and civilian EMTs. It contains a wide variety of medical supplies and equipment. A medical kit can be used to treat a dazed, unconscious, or stunned character, to provide long-term care, to restore hit points, to treat a diseased or poisoned character, or to stabilize a dying character (see the Treat Injury skill). Skill checks made without a medical kit incur a –4 penalty.
Multipurpose Tool: This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. A multipurpose tool can lessen the penalty for making Repair, Craft (mechanical), Craft (electronic), or Craft (structural) checks without appropriate tools to –2 instead of the normal –4. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations.
Pharmacist Kit: A portable pharmacy for use with the Craft (pharmaceutical) skill, a pharmacist kit includes everything needed to prepare, preserve, compound, analyze, and dispense medicinal drugs.
Search-and-Rescue Kit: This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight “space” blanket, a standard flashlight, 50 feet of durable nylon rope, two smoke grenades, and one signal flare.
Spike Strip: This device is designed to help the police end car chases. The strip comes rolled in a spool about the size of a small suitcase. Deploy it by rolling it across a roadway, where it lies like a flat, segmented belt. (The user can roll it out onto the road without entering the lane of traffic.) Until the strip is activated, the spikes do not protrude, and cars can pass safely over it. When the user activates it (via a control device attached to the end of the strip by a 10-foot-long cord), the spikes extend. Each time a creature moves through a square containing an activated spike strip at any rate greater than half speed, or each round a creature spends fighting in such an area, the spike strip makes a touch attack roll (base attack bonus +0). The strip deals 2 points of damage on a successful hit, and the injury reduces foot speed to half normal (a successful Treat Injury check, DC 15, or one day's rest removes this penalty). Wheeled vehicles passing over the strip are automatically hit—although vehicles equipped with puncture-resistant tires are not affected.
Survival gear helps characters keep themselves alive in the great outdoors.
|Standard Binoculars||Small||2 lb.||7|
|Range-finding Binoculars||Small||3 lb.||15|
|Electro-optical Binoculars||Small||4 lb.||16|
|Chemical light sticks (5)||Tiny||1 lb.||2|
|Climbing gear||Large||10 lb.||11|
|Flash goggles||Tiny||2 lb.||15|
|Standard Flashlight||Tiny||1 lb.||4|
|Battery Floodlight||Small||2 lb.||6|
|Gas mask||Small||5 lb.||13|
|GPS receiver||Tiny||1 lb.||15|
|Road atlas||Tiny||1 lb.||4|
|Tactical map||Tiny||0.5 lb.||3|
|Mesh vest||Med||7 lb.||8|
|Portable stove||Tiny||1 lb.||9|
|Rope (150 ft.)||Large||12 lb.||5|
|Sleeping bag||Med||4 lb.||9|
|Trail rations (12)||Tiny||1 lb.||5|
|2-person dome Tent||Med||4 lb.||11|
|4-person dome Tent||Med||7 lb.||12|
|8-person dome Tent||Large||10 lb.||13|
Backpack: This is a good-sized backpack, made of tough water-resistant material. It has one or two central sections, as well as several exterior pockets and straps for attaching tents, bedrolls, or other gear. It can carry up to 60 pounds of gear. A backpack gives a character a +1 equipment bonus to Strength for the purpose of determining carrying capacity.
Binoculars: Binoculars are useful for watching opponents, wild game, and sporting events from a long distance.
Standard: Standard binoculars reduce the range penalty for Spot checks to –1 for every 50 feet (instead of –1 for every 10 feet).
Using binoculars for Spot checks takes five times as long as making the check unaided.
Range-finding: In addition to the benefit of standard binoculars, range-finding binoculars include a digital readout that indicates the exact distance to the object on which they are focused.
Electro-Optical: Electro-optical binoculars function the same as standard binoculars in normal light. In darkness, however, users looking through them see as if they had the dark-vision ability granted by night vision goggles.
Chemical Light Stick: This disposable plastic stick, when activated, uses a chemical reaction to create light for 6 hours. It illuminates an area only 5 feet in radius. Once activated, it can't be turned off or reused. The listed purchase DC is for a pack of 5 sticks.
Climbing Gear: All of the tools and equipment that climbing enthusiasts use to make climbing easier and, in some cases, possible, including ropes, pulleys, helmet and pads, gloves, spikes, chocks, ascenders, pitons, a handax, and a harness. It takes 10 minutes to remove the gear from its pack and outfit it for use. Use this gear with the Climb skill.
Compass: A compass relies on the Earth's magnetic field to determine the direction of magnetic north. A compass grants its user a +2 equipment bonus on Navigate checks.
Fire Extinguisher: This portable apparatus uses a chemical spray to extinguish small fires. The typical fire extinguisher ejects enough extinguishing chemicals to put out a fire in a 10-foot-by-10-foot area as a move action. It contains enough material for two such uses.
Flash Goggles: These eye coverings provide total protection against blinding light.
Flashlight: Flashlights come in a wide variety of sizes and quality levels. Those covered here are professional, heavy-duty models, rugged enough to withstand the rigors of modern adventuring.
Flashlights negate penalties for darkness within their illuminated areas.
Penlight: This small flashlight can be carried on a key ring. It projects a beam of light 10 feet long and 5 feet wide at its end.
Standard: This heavy metal flashlight projects a beam 30 feet long and 15 feet across at its end.
Battery Flood: Practically a handheld spotlight, this item projects a bright beam 100 feet long and 50 feet across at its end.
Gas Mask: This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total protection from eye and lung irritants. The filter canister lasts for 12 hours of use. Changing a filter is a move action. The purchase DC for one extra filter canister is 6.
GPS Receiver: Global positioning system receivers use signals from GPS satellites to determine the receiver's location to within a few dozen feet. A GPS receiver grants its user a +4 equipment bonus on Navigate checks, but because the receiver must be able to pick up satellite signals, it only works outdoors.
Map: While a compass or GPS receiver can help characters find their way through the wilderness, a map can tell a character where he or she is going and what to expect when he or she gets there.
Road Atlas: Road atlases are available for the entire United States, showing all major roads in each state. They can also be purchased for most major metropolitan areas, detailing every street in the entire region.
Tactical Map: A tactical map covers a small area—usually a few miles on a side—in exacting detail. Generally, every building is represented, along with all roads, trails, and areas of vegetation. Tactical maps are not available for all areas, and, though inexpensive, they generally have to be ordered from federal mapping agencies (taking a week or longer to obtain).
Mesh Vest: This is a lightweight vest with a series of pockets for items such as a compass, spare ammunition magazines, pressure bandages, and a radio, along with loops for attaching grenades, knives, or tools. It can hold up to 40 pounds of equipment. A mesh vest provides a +2 equipment bonus to Strength for the purpose of determining carrying capacity.
Portable Stove: This small stove works on kerosene or white gasoline, and can easily be broken down and carried for backpacking.
Rope: Climbing rope can support up to 1,000 pounds.
Sleeping Bag: This lightweight sleeping bag rolls up compactly. It can keep a character warm even in severe weather and can also double as a stretcher in an emergency.
Tent: A tent keeps a character warm and dry in severe weather, providing a +2 equipment bonus on Fortitude saves against the effects of cold weather.
Trail Rations: Trail rations come in a number of commercial options. They all provide the necessary energy and nutrition for survival. The purchase DC given is for a case of 12 meals.
Lifestyle items include travel expenses, entertainment and meals beyond the ordinary, and housing, for those characters interested in buying a home rather than renting.
Housing: A number of types of homes are mentioned on Table:Lifestyle. The purchase DC covers the down payment, not the total cost of the home. (A character buying a home does not have to worry about mortgage payments; they simply replace the hero's rent, which is already accounted for in the Wealth system) The small house and condo are one- or two-bedroom homes, probably with curbside parking. The large condo and medium house are three-bedroom homes with garage or carport parking for one or two cars. The large house is a four-bedroom home with a two-car garage, while the mansion is a five- or six bedroom home with an extra den, spacious rooms throughout, and a three-car garage. All of these homes are of typical construction; luxury appointments or avant garde design is available with a +2 increase to the purchase DC. Location dramatically affects a home's value. The given purchase DC assumes a typical suburban location. An undesirable location, such as a bad neighborhood or a remote rural site, reduces the purchase DC by 2. A particularly good location in an upscale neighborhood or city center increases the purchase DC by 2.
Entertainment: Purchase DCs are given for several entertainment options. They represent the purchase of a single ticket. A pair of tickets can be purchased together; doing so increases the purchase DC by 2.
Meals: Several typical meal costs are provided. The cost of picking up the tab for additional diners adds +2 per person to the purchase DC.
Transportation: Airfare tickets are for a single passenger round trip. One-way tickets are available, but only reduce the purchase DC by 2. Car rentals and lodging rates are per day.
Lifestyle items are shown on the table below.
Table: Lifestyle Items
|Item||Purchase DC||Item||Purchase DC|
|Small condo||28||Fast food||2|
|Large condo||30||Family restaurant||4|
|Small house||30||Upscale restaurant||7|
|Medium house||32||Fancy restaurant||9|
|Budget motel||7||Sporting event ticket||7|
|Upscale hotel||11||Domestic, coach||14|
|Domestic, first class||17|
|Economy car||6||International, coach||18|
|Mid-size or truck||8||International, first class||22|
The broad spectrum of services available to characters is only represented in overview here.
Auto Repair: Having a car repaired can be expensive; how expensive depends on the amount of damage the vehicle has suffered. The purchase DCs for damage repair assume the vehicle has not actually been disabled; if it has, increase the purchase DC by +3. Repair generally takes 1 day for every 10 hit points of damage dealt, and results in the vehicle being returned to full hit points. See page 163 for more about vehicle damage.
Bail Bonds: Characters jailed for crimes can seek bail. Bail is a monetary guarantee that the suspect will show up for his trial. The bail amount is set by a judge or magistrate, sometimes immediately following arrest (for minor crimes) and sometimes days later (for serious crimes). If bail is granted, a character can arrange for a bail bond—a loan that covers bail. The purchase DCs represent the fees associated with the loan; the bond itself is paid back to the bond agency when the hero shows up for trial. If the hero fails to show up, the agency loses the bail loan, and may send bounty hunters or other thugs after the character. Bail amounts vary dramatically, depending on the seriousness of the crime, the suspect's criminal history, his or her role in society, his or her family life, and other factors the judge believes indicate that the character will or will not flee (or commit other crimes) before the trial. An upstanding citizen with a good job and a family who has never before been charged with a crime gets minimal bail; a career criminal with nothing to lose gets maximum bail or may not be granted bail at all. The purchase DCs shown assume the suspect is viewed positively by the court. If not, increase the purchase DC by as much as 5. Whatever the base purchase DC, a successful Diplomacy check (DC 15) by the suspect reduces the purchase DC by 2.
Property Crime: The crime involved only the destruction of property; no one was attacked or seriously hurt as part of the crime.
Assault Crime: The crime involved an attack intended to capture, kill, or seriously injure the victim.
Death Crime:Someone died as a result of the crime.
Medical Services: A character's medical insurance is built into his or her Wealth bonus; the purchase DCs represent the ancillary expenses not covered, or only partly covered, by insurance. Medical services must be paid for in full regardless of whether they are successful. See the Treat Injury skill for more information on the medical services described below.
Long-Term Care: The purchase DC represents treatment for regaining hit points or ability score points more quickly than normal on a given day.
Restore Hit Points:The purchase DC represents treatment for hit point damage from wounds or injuries on a given day.
Surgery:The purchase DC represents the cost of a single surgical procedure.
Poison/Disease: The purchase DC represents one application of treatment for a poison or disease.
|1 to 10 hp damage||15|
|11 to 20 hp damage||18|
|21 to 30 hp damage||21|
|30+ hp damage||24|
|Legal services||10 + lawyer's Knowledge (civics) ranks|
|Long-term care||10 + doctor's Treat Injury ranks|
|Restore hit points||12 + doctor's Treat Injury ranks|
|Surgery||15 + doctor's Treat Injury ranks|
|Treat poison/disease||10 + doctor's Treat Injury ranks|
Body armor comes in a variety of shapes and sizes, providing varying degrees
of coverage and varying heaviness of materials. Three feats cover proficiency
in the use of armor: Armor Proficiency (light), Armor Proficiency (medium),
and Armor Proficiency (heavy).
Armor is described by a number of statistics, as shown on Table: Armor.
Type: Armor comes in four types: archaic, impromptu, concealable, andtactical. Archaic armor is old-fashioned armor, such as medieval chain mail and plate mail. Impromptu armor includes items that provide protection even though they weren't designed for that purpose, such as leather biker's jackets and football pads. Concealable armor is modern body armor designed to fit underneath regular clothing. It can be worn for extended periods of time without fatiguing the wearer. Tactical armor is modern body armor that fits over clothing and can't be easily concealed. Its weight and bulk make it impractical to wear all the time, and it's generally only donned when a specific dangerous confrontation is likely. Because it's worn over clothing in tactical situations, tactical armor often has pockets, clips, and Velcro attachment points for carrying weapons, grenades, ammunition, flashlights, first aid kits, and other items.
Equipment Bonus: The protective value of the armor. This bonus adds to the wearer's Defense.
Non-proficient Bonus: The maximum amount of the armor's equipment bonus that can be applied to the wearer's Defense if the wearer is using armor with which he or she isn't proficient (doesn't have the appropriate feat).
Maximum Dex Bonus: This number is the maximum Dexterity bonus to Defense that this type of armor allows. Heavier armor limits mobility, reducing a character's ability to avoid attacks. Even if A character's Dexterity bonus drops to +0 because of armor, the character are not considered to have lost his or her Dexterity bonus.
Armor Penalty: The heavier or bulkier the armor, the more it affects certain skills. This penalty applies to checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble.
Speed (30 ft.): Medium and heavy armor slows a character down. The number in this column is the character's speed while in armor, assuming his or her base speed is 30 feet (the normal speed for most human beings).
Weight: This column gives the armor's weight.
Purchase DC: This is the purchase DC for a Wealth check to acquire the armor. This number reflects the base price and doesn't include any modifier for purchasing the armor on the black market.
Restriction: The restriction rating for the armor, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the armor on the black market.
|Armor||Type||Equipment Bonus||Nonprof. Bonus||Maximum Dex Bonus||Armor Penalty||Speed (30 ft.)||Weight||Purchase DC||Restriction|
|Leather jacket||Impromptu||+1||+1||+8||-0||30||4 lb.||10||-|
|Leather armor||Archaic||+2||+1||+6||-0||30||15 lb.||12||-|
|Light undercover shirt||Concealable||+2||+1||+7||-0||30||2 lb.||13||Lic (+1)|
|Pull-up pouch vest||Concealable||+2||+1||+6||-1||30||2 lb.||13||Lic (+1)|
|Undercover vest||Concealable||+3||+1||+5||-2||30||3 lb.||14||Lic (+1)|
|Concealable vest||Concealable||+4||+2||+4||-3||25||4 lb.||15||Lic (+1)|
|Chainmail shirt||Archaic||+5||+2||+2||-5||20||40 lb.||18||-|
|Light-duty vest||Tactical||+5||+2||+3||-4||25||8 lb.||16||Lic (+1)|
|Tactical vest||Tactical||+6||+2||+2||-5||25||10 lb.||17||Lic (+1)|
|Special response vest||Tactical||+7||+3||+1||-6||20||15 lb.||18||Lic (+1)|
|Plate mail||Archaic||+8||+3||+1||-6||20||50 lb.||23||-|
|Forced entry unit||Tactical||+9||+3||+0||-8||20||20 lb.||19||Lic (+1)|
For the character who doesn't want to be bogged down by more cumbersome armor types, a leather garment or some sort of concealable armor is just the ticket.
This armor is represented by a heavy leather biker's jacket. A number of other impromptu armors, such as a football pads and a baseball catcher's pads, offer similar protection and game statistics.
This archaic armor consists of a breastplate made of thick, lacquered leather, along with softer leather coverings for other parts of the body.
Designed for deep undercover work in which it's critical that the wearer not appear to be armed or armored, this garment consists of a T-shirt with a band of light protective material sewn in around the lower torso.
This garment, consisting of a torso apron of light protective material held up by a loop around the neck, can be stored in an innocuous fanny pack. Deploying the apron is a move action. This garment provides no equipment bonus (and has no armor penalty or maximum Dexterity bonus) when undeployed.
Covering a larger area of the torso, this vest provides better protection than the light undercover shirt-but it's also more easily noticed. It's best used when the armor should remain unseen but the wearer doesn't expect to face much scrutiny, granting a +2 bonus on Spot checks to notice the armor.
Most medium armor (except for the archaic chain mail shirt) is not terribly heavy, but nonetheless provides a significant amount of protection-at the expense of some speed.
Standard issue in many police forces, this vest provides maximum protection in a garment that can be worn all day long under regular clothing. While it may go unnoticed by a quick glance, it is usually visible to anyone looking closely for it, granting a +4 bonus on Spot checks to notice the armor.
This medieval-era armor is a long shirt made of interlocking metal rings, with a layer of padding underneath. It's heavy, making it uncomfortable to wear for long periods of time.
A lightweight tactical vest designed for extended use by riot police and forces on alert for potential attack, this armor sacrifices a degree of protection for a modicum of comfort-at least compared to other tactical body armors.
The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.
For the best protection money can buy, go with heavy armor, but watch out for the armor penalty.
This medieval-era armor consists of metal plates that cover the entire body. It's heavy and cumbersome compared to most modern armor, but it does provide a great deal of protection.
Built like the tactical vest, but incorporating groin and neck protection as well as a ceramic plate over the chest, this armor provides additional protection in battles against heavily armed opponents.
The most powerful protection available is built into this suit, which consists of a heavy torso jacket with ceramic plates over the chest and back, neck and groin guards, arm protection, and a helmet. Heavy and cumbersome, this armor is generally only donned by tactical officers heading into a dangerous assault.
The weapons covered here are grouped into three categories based on their general utility: ranged weapons, explosives and splash weapons, and melee weapons.
As if modern weapons weren't dangerous enough, a number of accessories can increase their utility or efficiency.
|Box magazine||Tiny||0.5 lb.||4||-|
|Speed loader||Tiny||0.5 lb.||3||-|
|Laser sight||Tiny||0.5 lb.||15||-|
|Concealed carry||Tiny||0.5 lb.||5||-|
|Pistol||Tiny||1 lb.||12||Mil (+3)|
|Rifle||Small||4 lb.||14||Mil (+3)|
|Blasting cap||Tiny||0.5 lb.||4||Lic (+1)|
|Radio controlled||Tiny||0.5 lb.||10||Lic (+1)|
|Timed||Tiny||0.5 lb.||7||Lic (+1)|
|Wired||Tiny||1 lb.||6||Lic (+1)|
Box Magazine: For weapons that use box magazines, a character can purchase extras. Loading these extra magazines ahead of time and keeping them in a handy place makes it easy to reload a weapon in combat.
Laser Sight: This small laser mounts on a firearm, and projects a tiny red dot on the weapon's target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can't be used outdoors during the daytime.
Illuminator: An illuminator is a small flashlight that mounts to a firearm, freeing up one of the user's hands. It functions as a standard flashlight.
Speed Loader: A speed loader holds a number of bullets in a ring, in a position that mirrors the chambers in a revolver cylinder. Using a speed loader saves time in reloading a revolver, since a character can insert all the bullets at once.
Holster: Holsters are generally available for all Medium-size or smaller firearms.
Hip: This holster holds the weapon in an easily accessed-and easily seen-location.
Concealed Carry: A concealed carry holster is designed to help keep a weapon out of sight (see Concealed Weapons and Objects). In most cases, this is a shoulder holster (the weapon fits under the wearer's armpit, presumably beneath a jacket). Small or Tiny weapons can be carried in waistband holsters (often placed inside the wearer's waistband against his or her back). Tiny weapons can also be carried in ankle or boot holsters.
Scope: A scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use.
Standard: A standard scope increases the range increment for a ranged weapon by one-half (multiply by 1.5). However, to use a scope a character must spend an attack action acquiring his or her target. If the character changes targets or otherwise lose sight of the target, he or she must reacquire the target to gain the benefit of the scope.
Electro-Optical: An electro-optical scope functions the same as a standard scope in normal light. In darkness, however, the user sees through it as if he or she had the dark-vision ability granted by night vision goggles.
Suppressor: A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic speed that propel a bullet as it is fired.
This eliminates the noise from the bullet's firing,dramatically reducing the sound the weapon makes when it is used. For handguns, the only sound is the mechanical action of the weapon (Listen check, DC 15, to notice). For longarms, the supersonic speed of the bullet itself still makes noise. However, it's difficult to tell where the sound is coming from, requiring a Listen check (DC 15) to locate the source of the gunfire.
Modifying a weapon to accept a suppressorrequires a Repair check (DC 15). Once a weapon has been modified in this manner, a suppressor can be attached or removed as a move action.
Suppressors cannot be used on revolvers or shotguns. A suppressor purchased for one weapon can be used for any other weapon that fires the same caliber of ammunition.
Detonator: A detonator activates an explosive, causing it to explode. The device consists of an electrically activated blasting cap and some sort of device that delivers the electrical charge to set off the blasting cap. Connecting a detonator to an explosive requires a Demolitions check (DC 15). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.
Blasting Cap: This is a detonator without a built-in controller. It can be wired into any electrical device, such as a light switch or a car's ignition switch, with a Demolitions check (DC 10). When the electrical device is activated, the detonator goes off.
Radio Control: This device consists of two parts: the detonator itself and the activation device. The activation device is an electronic item about the size of a deck of cards, with an antenna, a safety, and an activation switch. When the switch is toggled, the activation device sends a signal to the detonator by radio, setting it off. It has a range of 500 feet.
Timed: This is an electronic timer connected to the detonator. Like an alarm clock, it can be set to go off at a particular time.
Wired: This is the simplest form of detonator. The blasting cap connects by a wire to an activation device, usually a small pistol-grip device that the user squeezes. The detonator comes with 100 feet of wire, but longer lengths can be spliced in with a Demolitions check (DC 10).
Any portable object can be used as a weapon in a pinch. In most cases, an object can be wielded either as a melee weapon or a ranged weapon. A character takes a -4 penalty on his or her attack roll when wielding or throwing an improvised weapon. An improvised weapon is not considered simple, archaic, or exotic, so weapon proficiency feats cannot offset the -4 penalty.
A character can effectively wield or throw an object of his or her size category or smaller using one hand. A character can effectively wield or throw an object one size category larger than him or herself using two hands. An improvised thrown weapon has a range increment of 10 feet. Increase the range increment for creatures of Large size or larger as follows: Large 15 feet, Huge 30 feet, Gargantuan 60 feet, Colossal 120 feet.
Table: Improvised Weapon Damage by Size
|Examples||Ashtray, CD disk case, crystal paperweight||Fist-sized rock, mug, screwdriver, softball, flashlight, wrench||Bottle, drill, fire extinguisher, flower pot, helmet, metal hubcap, vase||Bar stool, brick, briefcase, bowling ball, garbage can lid, hockey stick, nail gun|
|Examples||Empty garbage can, guitar, computer monitor, office chair, tire iron||10-foot ladder, mailbox, oil barrel, park bench, sawhorse||Desk, dumpster, file cabinet, large sofa, soda machine||Junked vehicle, stoplight, telephone pole|
Damage: Improvised weapons deal lethal damage based on their size, although the GM may adjust the damage of an object that is especially light or heavy for its size. The wielder's Strength modifier applies only to damage from Tiny or larger improvised weapons; do not apply the wielder's Strength modifier to damage from Diminutive objects. Table: Improvised Weapon Damage by Size gives the damage for improvised weapons of varying size. Improvised weapons threaten a critical hit on a natural roll of 20. Improvised weapons of Fine size deal no damage.
Unlike real weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend, crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself.
Melee weapons are used in close combat, and they are generally among the simplest types of weapons. The feat that provides proficiency with these weapons varies from weapon to weapon; some are considered simple weapons (covered by the Simple Weapons Proficiency feat); others are archaic (Archaic Weapons Proficiency) or exotic (Exotic Melee Weapon Proficiency).
A character's Strength modifier is always added to a melee weapon's attack roll and damage roll.
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.
Damage: The damage the weapon deals on a successful hit.
Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).
Damage Type: Melee weapon damage is classified according to type: bludgeoning (weapons with a blunt striking surface), energy (of a specific type), piercing (weapons with a sharp point), and slashing (weapons with an edged blade). Some creatures or characters may be resistant or immune to some forms of damage.
Range Increment: Melee weapons that are designed to be thrown can be used to make ranged attacks. As such, they have a range increment just as other ranged weapons do-but the maximum range for a thrown weapon is five range increments instead of ten.
Any attack at less than the given range increment is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the attack roll.
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon's size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it's a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character's off hand.
Weight: This column gives the weapon's weight.
Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon.
Restriction: None of the following melee weapons have restrictions on their purchase.
Table: Melee Weapons
|Weapon||Damage||Critical||Damage Type||Size||Weight||Purchase DC|
Simple Weapons (require the Simple Weapons Proficiency feat)
|Brass knuckles||1||20||Bludgeoning||Tiny||1 lb.||5|
|Club||1d6||20||Bludgeoning10 ft.||Med||3 lb.||4|
|Knife||1d4||19-20||Piercing10 ft.||Tiny||1 lb.||7|
|Metal baton||1d6||19-20||Bludgeoning||Med||2 lb.||8|
|Stun gun*||1d3||20||Electricity||Tiny||1 lb.||5|
Archaic Weapons (require the Archaic Weapons Proficiency feat)
|Bayonet (fixed)*||1d4/1d6||20||Piercing||Large||1 lb.||7|
|Hatchet||1d6||20||Slashing10 ft.||Small||4 lb.||4|
|Straight razor||1d4||19-20||Slashing||Tiny||0.5 lb.||4|
|Sword cane*||1d6||18-20||Piercing||Med||3 lb.||9|
Exotic Melee Weapons (each requires a specific Exotic Melee Weapon Proficiency feat)
|Chain saw||3d6||20||Slashing||Large||10 lb.||9|
|Three-section staff*||1d10/1d10||20||Bludgeoning||Large||3 lb.||4|
*See the description of this weapon for special rules.
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.
These pieces of molded metal fit over the outside of a character's fingers and allow him or her to deal lethal damage with an unarmed strike instead of nonlethal damage. A strike with brass knuckles is otherwise considered an unarmed attack. When used by a character with the Brawl feat, brass knuckles increase the base damage dealt by an unarmed strike by +1 and turn the damage into lethal damage. The cost and weight given are for a single item.
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants. These weapons are essentially similar to the twin butterfly swords used in some kung fu styles.
Almost anything can be used as a club. This entry represents the wooden nightsticks sometimes carried by police forces.
This category of weapon includes hunting knives, butterfly or “balisong” knives, switchblades, and bayonets (when not attached to rifles). A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a knife.
This weapon can be collapsed to reduce its size and increase its concealability. A collapsed baton is Small and can't be used as a weapon. Extending or collapsing the baton is a free action.
Using a pistol as a melee weapon can deal greater damage than attacking unarmed. No weight or purchase DC is given for this weapon, since both vary depending on the pistol used.
The butt of a rifle can be used as an impromptu club.
This weapon, essentially a smaller version of a club, deals nonlethal damage instead of lethal damage.
Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. (The taser is a ranged weapon with a similar effect.) On a successful hit, the stun gun deals 1d3 points of electricity damage, and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.
This is the melee weapon carried by most police forces, used to subdue and restrain criminals. A character can deal nonlethal damage with a tonfa without taking the usual -4 penalty.
Most of these weapons deal damage by means of a blade or a sharp point. Some of them are moderately expensive, reflecting their archaic nature in modern-day society.
The statistics given describe a bayonet fixed at the end of a longarm with an appropriate mount. With the bayonet fixed, the longarm becomes a double weapon-club-like at one end and spear-like at the other. A character can fight with it as if fighting with two weapons, but if the character does so, he or she incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.
This light axe is a chopping tool that deals slashing damage when employed as a weapon.
This classic, straight blade is the weapon of knighthood and valor.
This long-bladed tool looks much like a short, lightweight sword.
The rapier is a lightweight sword with a thin blade. A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a rapier.
This primitive device is a reach weapon. A character can strike opponents 10 feet away with it, but can't use it against an adjacent foe.
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.
This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. Because of this special construction, a sword cane is always considered to be concealed; it is noticed only with a Spot check (DC 18). (The walking stick or umbrella is not concealed, only the blade within.)
Most exotic weapons are either atypical in form or improved variations of other melee weapons. Because each exotic weapon is unique in how it is manipulated and employed, a separate Exotic Melee Weapon Proficiency feat is required for each one in order to avoid the -4 non-proficient penalty.
Also called the manriki-gusari, this is a simple chain with weighted ends. It can be whirled quickly, striking with hard blows from the weights. One end can also be swung to entangle an opponent. The chain can be used either as a double weapon or as a reach weapon. A charactercan fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, the character can only strike at an adjacent opponent. If a character uses the chain as a reach weapon, he or she can strike opponents up to 10 feet away. In addition, unlike other weapons with reach, the character can use it against an adjacent foe. In this case, the character can only use one end of the chain effectively; he or she can't use it as a double weapon. Because a chain can wrap around an enemy's leg or other limb, a character can make a trip attack with it by succeeding at a melee touch attack. If the character is tripped during his or her own trip attempt, the character can drop the chain to avoid being tripped.
When using a chain, the character gets a +2 equipment bonus on his or her opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm the opponent). A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a chain.
Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies.
A kama is a wooden shaft with a scythe blade extending at a right angle out from the shaft. Kama are traditional weapons in various styles of karate.
The katana is the traditional Japanese samurai sword. When used with the Exotic Melee Weapon Proficiency feat, it can be used with one hand. For a wielder without the feat, the katana must be used with two hands, and the standard -4 non-proficiency penalty applies.
This heavy, curved dagger has its sharp edge on the inside of the curve.
A popular martial arts weapon, the nunchaku is made of two wooden shafts connected by a short length of rope or chain.
Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal lengths, joined at the ends by chain, leather, or rope. The three-section staff requires two hands to use.
The three-section staff is a double weapon. A character can fight with it as if fighting with two weapons, but if he or she does, the character incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.
These weapons explode or burst, dealing damage to creatures or objects within an area.
Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons.
All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon Accessories.
A splash weapon is a projectile that burstson impact, spewing its contents over an area and damaging any creature or object within that area. Generally, creatures directly hit by splash weapons take the most damage, while those nearby take less damage. Splash weapons usually must be thrown to have effect. Explosives and splash weapons require no feat to use with proficiency unless they are fired or propelled from some sort of launcher or other device, in which case the appropriate Weapon Proficiency feat for the launcher is necessary to avoid the -4 non-proficient penalty.
Explosives and splash weapons are described by a number of statistics, as shown on Table: Explosives and Splash Weapons. Damage/Direct Hit Damage: The primary damage dealt by the weapon. For explosives, the Damage column shows the damage dealt to all creatures within the explosive's burst radius. For splash weapons, the Direct Hit Damage column is used for a target directly struck by the weapon.
Burst Radius/Splash Damage: For explosives, the burst radius is the area affected by the explosive. All creatures or objects within the burst radius take damage from the explosive. For splash weapons, all creatures within 5 feet of the weapon's impact point take splash damage equal to the amount shown in this column.
Damage Type: Damage from explosives and splash weapons is classified according to type: energy (of a specific type) or slashing. Some creatures or characters may be resistant or immune to some forms of damage.
Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).
Reflex DC: Any creature caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.
Range Increment: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated. (See the Demolitions skill).
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon's size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it's a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character's off hand.
Weight: This column gives the weapon's weight.
Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. This number reflects the base price and doesn't include any modifier for purchasing the weapon on the black market.
Restriction: The restriction rating for the weapon, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the weapon on the black market.
Table: Explosives and Splash Weapons
|Weapon||Damage||Burst Radius||Damage Type||Range Increment||Reflex DC||Size||Weight||Purchase DC||Restriction|
|40mm fragmentation grenade||3d6||-||Slashing||10 ft.||15||Tiny||1 lb.||16||Mil (+3)|
|C4/Semtex||4d6||-||Concussion||10 ft.||18||Small||1 lb.||12||Mil (+3)|
|Det cord||2d6||-||Fire||See text||12||Med||2 lb.||8||Res (+2)|
|Dynamite||2d6||10 ft.||Concussion||5 ft||15||Tiny||1 lb.||12||Lic (+1)|
|Fragmentation grenade||4d6||10 ft.||Slashing||20 ft.||15||Tiny||1 lb.||15||Mil (+3)|
|Smoke grenade||-||10 ft.||-||See text||-||Small||2 lb.||10||-|
|Tear gas grenade||See text||10 ft.||-||See text||-||Small||2 lb.||12||Res (+2)|
|Thermite grenade||6d6||10 ft.||Fire||5 ft.||12||Small||2 lb.||17||Mil (+3)|
|White phosphorus grenade||2d6||10 ft.||Fire||20 ft.||12||Small||2 lb.||15||Mil (+3)|
|Acid, mild||1d6||-||Acid||10 ft.**||20||Tiny||1 lb.||6||-|
|Molotov cocktail*||1d6||-||Fire||10 ft.**||20||Small||1 lb.||
*This weapon cannot be purchased as an item; the purchase DC given is for the weapon's components.
**Threat range applies to direct hits only; splash damage does not threaten a critical hit.
Many explosives require detonators, which are described in Weapon Accessories.
This small explosive device must be fired from a 40mm grenade launcher, such as the M79. It sprays shrapnel in all directions when it explodes. The 40mm fragmentation grenade has a minimum range of 40 feet. If fired against a target closer than 40 feet away, it does not arm and will not explode. The purchase DC given is for a box of 6 grenades.
So-called “plastic” explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasingthe damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet, and requires a Demolitions check (DC 15) to link them. Although the damage statistics on the table represent a 1-pound block, C4 is sold in 4-block packages. The purchase DC given represents a package of 4 blocks. C4/Semtex requires a detonator to set off. It is considered to be a moderate explosive for the purpose of using a Craft (chemical) check to manufacture it.
Det cord is an explosive in a ropelike form. Technically, det cord doesn't explode-but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off), det cord can also be looped around a tree or post or other object to cut it neatly in half.
The information on the table represents a 50-foot length. A length of det cord can be spread out to pass through up to ten 5- foot squares. When this is the case, it deals the indicated damage to all creatures in each 5-foot square through which it passes. It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6 to a maximum increase of +4d6. Det cord requires a detonator to set it off. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it.
Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet). It's possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Demolitions check (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character's choice). Dynamite is sold in boxes of 12 sticks. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it. To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse-a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade), or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes. The purchase DC given is for a box of 6 grenades.
Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet, and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the dark-vision ability granted by night vision goggles. Any creature within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can't use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices. The purchase DC given is for a box of 6 grenades.
Military and police forces use these weapons to disperse crowds and smoke out hostage takers. On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius, and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.
A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or she leaves the cloud. Those who succeed at their saves but remain in the cloud must continue to save each round. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save.
Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment. The purchase DC given is for a box of 6 grenades.
White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire. In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade (see above), except that it only fills squareswithin 5 feet of the explosion point. The purchase DC given is for a box of 6 grenades.
Many splash weapons, such as Molotov cocktails, are essentially homemade devices (improvised explosives). The purchase DC given in Table: Explosives and Splash Weapons reflects the typical cost of the necessary components. See the Craft (chemical) skill for details on making improvised explosives.
A character can throw a flask of acid as a grenade-like weapon. A flask is made of ceramic, metal, or glass (depending on the substance it has to hold), with a tight stopper, and holds about 1 pint of liquid. This entry represents any mild caustic substance. Acid may be purchased in many places, including hardware stores.
A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand (Craft [chemical] check DC 10 or Intelligence check DC 15). To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first. A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.
Ranged weapons fall into three general groups: handguns, longarms, and other ranged weapons such as crossbows. When using a ranged weapon, the wielder applies his or her Dexterity modifier to the attack roll.
Handguns and longarms are personal firearms. A personal firearm is any firearm designed to be carried and used by a single person.
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.
Damage: The damage the weapon deals on a successful hit.
Critical: The threat range for a critical hit. If thethreat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).
Damage Type: Ranged weapon damage is classified according to type: ballistic (all firearms), energy (of a specific type), piercing (some simple ranged weapons), or slashing (a whip). Some creatures or characters may be resistant or immune to some forms of damage.
Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the attack roll. Ranged weapons have a maximum range of ten range increments, except for thrown weapons, which have a maximum range of five range increments.
Rate of Fire: Some ranged weapons have a rate of fire of 1, which simply means they can be employed once per round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for handguns, longarms, and heavy weapons are single shot, semiautomatic, and automatic.
Single Shot:A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapons) between each shot. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other abilities that normally allow more than one shot per attack.
Semiautomatic (S):Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid successions, getting in more than one shot per attack.
Automatic (A):Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.
Magazine: The weapon's magazine capacity and type are given in this column. The amount of ammunition a weapon carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine's capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. A fourth type, linked, has an unlimited capacity; for this reason the entry does not also have a number. Weapons with a dash in this column have no magazines; they are generally thrown weapons, or weapons (such as bows) that are loaded as part of the firing process.
Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.
Cylinder: A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can't be removed, and they must be reloaded by hand. However, most revolvers can be used with a speed loader. Using a speed loader is much like inserting a box magazine into a weapon. Without a speed loader, a firearm with a cylinder magazine must be loaded by hand.
Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.
Linked: Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon's size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it's a light weapon.
A Medium-size or smaller weapon can be used one-handed or two-handed.
A Large weapon requires two hands.
A Huge weapon requires two hands and a bipod or other mount.
A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in your off hand.
Weight: This column gives the weapon's weight when fully loaded.
Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. This number reflects the base price and doesn't include any modifier for purchasing the weapon on the black market.
Restriction: The restriction rating for the weapon, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the weapon on the black market.
Table: Ranged Weapons
|Weapon||Damage||Critical||Damage Type||Range||Rate of Fire||Magazine||Size||Weight||Purchase DC||Restriction|
|Handguns (require the Personal Firearms Proficiency feat)|
|2d6||20||Ballistic||40 ft.||S||15 box||Small||3 lb.||16||Lic (+1)|
(9mm machine pistol)
|2d6||20||Ballistic||30 ft.||S,A||20 box||Med||3 lb.||18||Res (+2)|
|Colt Double Eagle (10mm autoloader)||2d6||20||Ballistic||30 ft.||S||9 box||Small||3 lb.||16||Lic (+1)|
|2d6||20||Ballistic||30 ft.||S||7 box||Small||3 lb.||15||Lic (+1)|
|Colt Python *
|2d6||20||Ballistic||40 ft.||S||6 cyl.||Med||3 lb.||14||Lic (+1)|
|Derringer(.45)||2d6||20||Ballistic||10 ft.||Single||2 int.||Tiny||1 lb.||18||Lic (+1)|
|2d8||20||Ballistic||40 ft.||S||9 box||Med||4 lb.||18||Lic (+1)|
|2d6||20||Ballistic||30 ft.||S||17 box||Small||2 lb.||18||Lic (+1)|
|2d6||20||Ballistic||40 ft.||S||15 box||Small||3 lb.||18||Lic (+1)|
|MAC Ingram M10 (.45 machine pistol)||2d6||20||Ballistic||40 ft.||S, A||30 box||Med||6 lb.||15||Res (+2)|
|Pathfinder (.22 revolver)||2d4||20||Ballistic||20 ft.||S||6 cyl.||Tiny||1 lb.||14||Lic (+1)|
|Ruger Service-Six (.38S revolver)||2d6||20||Ballistic||30 ft.||S||6 cyl.||Small||2 lb.||14||Lic (+1)|
|S&W M29 (.44 magnum revolver)||2d8||20||Ballistic||30 ft.||S||6 cyl.||Med||3 lb.||15||Lic (+1)|
|SITES M9(9mm autoloader)||2d6||20||Ballistic||30 ft.||S||8 box||Tiny||2 lb.||15||Lic (+1)|
|Skorpion (.32 machine pistol)||2d4||20||Ballistic||40 ft.||S, A||20 box||Med||4 lb.||17||Res (+2)|
|TEC-9 (9mm machine pistol)||2d6||20||Ballistic||40 ft.||S or A||32 box||Med||4 lb.||14||Res (+2)|
|Walther PPK(.32 autoloader)||2d4||20||Ballistic||30 ft.||S||7 box||Small||1 lb.||15||Lic (+1)|
|Weapon||Damage||Critical||Damage Type||Range||Rate of Fire||Magazine||Size||Weight||Purchase DC||Restriction|
|Longarms (require the Personal Firearms Proficiency feat)|
|AKM/AK-47 (7.62mmR assault rifle)||2d8||20||Ballistic||70 ft.||S, A||30 box||Large||10 lb.||15||Res (+2)|
|Barrett Light Fifty(.50 sniper rifle)||2d12||20||Ballistic||120 ft.||S||11 box||Huge||35 lb.||22||Lic (+1)|
|Beretta M3P (12-gauge shotgun)||2d8||20||Ballistic||30 ft.||S||5 box||Large||9 lb.||16||Lic (+1)|
|Browning BPS(10-gauge shotgun)||2d10||20||Ballistic||30 ft.||S||5 int.||Large||11 lb.||16||Lic (+1)|
|HK G3(7.62mm assault rifle)||2d10||20||Ballistic||90 ft.||S, A||20 box||Large||11 lb.||19||Res (+2)|
HK MP5* (9mm submachine gun)
|2d6||20||Ballistic||50 ft.||S, A||30 box||Large||7 lb.||20||Res (+2)|
|HK MP5K (9mm submachine gun)||2d6||20||Ballistic||40 ft.||S, A||15 box||Med||5 lb.||19||Res (+2)|
|HK PSG1* (7.62mm sniper rifle)||2d10||20||Ballistic||90 ft.||S||5 box||Large||16 lb.||22||Lic (+1)|
|M16A2(5.56mm assault rifle)||2d8||20||Ballistic||80 ft.||S, A||30 box||Large||8 lb.||16||Res (+2)|
|M4 Carbine (5.56mm assault rifle)||2d8||20||Ballistic||60 ft.||S, A||30 box||Large||7 lb.||16||Res (+2)|
|Mossberg (12-gauge shotgun)||2d8||20||Ballistic||30 ft.||S||6 int.||Large||7 lb.||15||Lic (+1)|
|Remington 700 (7.62mm hunting rifle)||2d10||20||Ballistic||80 ft.||Single||5 int.||Med||8 lb.||17||Lic (+1)|
|Sawed-off shotgun (12-ga shotgun)||2d8||20||Ballistic||10 ft.||S||2 int.||Large||4 lb.||15||Lic (+1)|
|Steyr AUG (5.56mm assault rifle)||2d8||20||Ballistic||80 ft.||S, A||30 box||Large||9 lb.||19||Res (+2)|
|Uzi (9mm submachine gun)||2d6||20||Ballistic||40 ft.||S, A||20 box||Large||8 lb.||18||Res (+2)|
|Winchester 94(.444 hunting rifle)||2d10||20||Ballistic||90 ft.||S||6 int.||Large||7 lb.||15||Lic (+1)|
|Weapon||Damage||Critical||Damage Type||Range||Rate of Fire||Magazine||Size||Weight||Purchase DC||Restriction|
|Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)|
|M-60 (medium machine gun)||2d8||20||Ballistic||100 ft.||A||Linked||Huge||22 lb.||21||Mil (+3)|
|M2HB (heavy machine gun)||2d12||20||Ballistic||110 ft.||A||Linked||Huge||75 lb.||22||Mil (+3)|
|M72A3 LAW (rocket launcher)||10d6**||-||-||150 ft.||1||1 int.||Large||5 lb.||15||Mil (+3)|
|M79 (grenade launcher)||Varies**||-||-||70 ft.||1||1 int.||Large||7 lb.||14||Mil (+3)|
|Other Ranged Weapons (Weapons Proficiency feat needed given in parentheses)|
|Compound bow(Archaic)**||1d8||20||Piercing||40 ft.||1||-||Large||3 lb.||10||-|
|Crossbow (Simple)||1d10||19-20||Piercing||40 ft.||1||1 int.||Med||7 lb.||9||-|
|Flamethrower (no feat needed)***||3d6||-||Fire||-||1||10 int.||Large||50 lb.||17||Mil (+3)|
|Javelin (Simple)||1d6||20||Piercing||30 ft.||1||-||Med||2 lb.||4||-|
|Pepper spray (Simple)||Special**||-||Special**||5 ft.||1||1 int.||Tiny||0.5 lb.||5||-|
|Shuriken (Archaic)||1||20||Piercing||10 ft.||1||-||Tiny||0.5 lb.||3||-|
|Taser (Simple)||1d4**||-||Electricity||5 ft.||1||1 int.||Small||2 lb.||7||-|
|Whip (Simple)||1d2||20||Slashing||15 ft.***||1||-||Small||2 lb.||4||-|
*This mastercraft weapon grants a +1 bonus on attack rolls.
**This weapon does special damage. See the weapon description.
***See the description of this weapon for special rules.
A handgun is a personal firearm that can be used one-handed without penalty. This includes all pistols and some submachine guns and shotguns. All handguns require the Personal Firearms Proficiency feat. Using a handgun without this feat imposes a –4 penalty on attack rolls.
Handguns can be broken down into three smaller groups: autoloaders, revolvers, and machine pistols.
Autoloaders (sometimes called “automatics”) feature removable box magazines, and some models hold quite a lot of ammunition. They work by using the energy of a shot fired to throw back a slide, eject the shot's shell casing, and scoop the next round into the chamber. They are more complex than revolvers, but nevertheless have become increasingly popular in the modern age.
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder. As the trigger is pulled, the cylinder revolves to bring the next bullet in line with the barrel.
Machine pistols are automatic weapons small enough to be fired with one hand. Some are autoloader pistols modified to fire a burst of bullets in a single pull of the trigger, while others are modified submachine guns, cut down in size and weight to allow one-handed use.
Ranged weapons that use box magazines come with one full magazine.
The standard service pistol of the United States military and many American law enforcement agencies.
This close relative of the Beretta 92F looks like a large autoloader but can fire on automatic. It sports a fold-down grip in front of the trigger guard, an extendable steel shoulder stock that is attached to the butt of the pistol, and an extended magazine. This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.
This .45 semiautomatic pistol was used by the United States military for decades until it was recently replaced by the Beretta 92F. Manufactured at three locations in the United States alone, the M1911 can be found all over the world, and is still in use in several other military forces.
The Python has a well-deserved reputation for accuracy. Due to its high quality of manufacture, the Colt Python is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.
This pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the other and is barely 5 inches long, making it easy to conceal.
Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders. The version on Table: Ranged Weapons fires the massive .50 Action Express round. The Desert Eagle also comes in .357 Magnum and .44 Magnum models.
The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel. Due to its high quality of manufacture, the Glock 17 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round. Due to its high quality of manufacture, the Glock 20 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.
No longer in production, about 10,000 of these small submachine guns were made and supplied to United States police forces, the U.S. Army, Cuba, and Peru. Light pressure on the trigger produces single shots, while increased pressure brings automatic fire.
The M10 accepts a suppressor without modification.
The Pathfinder is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. The Pathfinder is typical of a number of short-barreled (3 inches) small-caliber revolvers.
This revolver, designed specifically for police use, fires the .38 Special round. It was very popular with United States police forces prior to the increasing use of autoloaders in recent decades, and is still in service with many police forces today.
The Smith & Wesson Model 29 .44 Magnum revolver fires one of the most powerful pistol cartridges in the world. The M29 is known for its deafening sound, bright muzzle flash, and powerful recoil.
The compact SITES weapon is very narrow, making it easy to conceal.
The CZ61 Skorpion is a Czech machine pistol seen increasingly in the West since the collapse of the Soviet Union. Originally intended for military vehicle crews who don't have space for an unwieldy longarm, it was widely distributed to Communist countries and in central Africa, and can now be found anywhere in the world.
The Intratec TEC-9 is an inexpensive machine pistol popular with criminals because it can be modified (Repair check DC 15) to fire on automatic. The pistol only works on semiautomatic fire or, if modified, only on automatic. Once modified to fire on automatic, the TEC-9 cannot be changed back to semiautomatic.
The PPK is a small, simple, and reliable autoloader with a design that dates back to the 1930s. It remains in widespread service among European police, military, and government agencies.
Longarms are personal firearms that require two hands to be fired without penalty. This group includes hunting and sniping rifles, assault rifles, shotguns, and most submachine guns. The basic longarmis the rifle, a group that includes both hunting rifles and sniper rifles. Most rifles are autoloaders, and they function internally in a manner very similar to autoloader pistols. Some models are operated manually, however, with the user having to work a bolt or lever between each shot. Assault rifles are rifles designed for military use and feature automatic as well as semiautomatic fire. Shotguns are large-bore weapons that primarily fire shells full of small projectiles. They tend to be powerful, but only at short range. Reduce shotgun damage by 1 point for every range increment of the attack. Submachine guns are relatively compact longarms that generally fire pistol ammunition. They can fire on automatic. All longarms are covered by the Personal Firearms Proficiency feat. Longarms are not well suited to close combat. A character takes a –4 penalty on the attack roll when firing at an adjacent target.
This assault rifle of the old Soviet Union is one of the most popular firearms in the world, having found common use in scores of bush wars and insurrections—on all sides of such conflicts.
The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it's a sniper rifle, it fires a .50- caliber machine gun bullet, a round much more powerful than any other rifle ammunition.
The Benelli 121 M1 semiautomatic shotgun is reliable, simple, and sturdy, with one of the fastest shotgun actions in the world. Many military and law enforcement agencies use this or similar weapons.
Designed for police and security work, the M3P can fire either single shots or on semiautomatic. The M3P comes equipped with a tubular steel stock that folds over the top of the weapon to form a carrying handle, and its ammunition feeds from a box magazine—an uncommon feature in a shotgun.
This heavy longarm fires the largest shotgun round available, the 10-gauge shell.
The G3 fires the powerful 7.62mm cartridge, a round used in many light machine guns but increasingly uncommon in assault rifles. At one time, over sixty of the world's armies used this rifle.
The Heckler & Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model. Due to its high quality of manufacture, the MP5 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls. This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon's size and weight negate the benefits of the parent weapon's extraordinary quality, and as a result the MP5K is not a mastercraft weapon.
Although it comes with a 15-round magazine, the MP5K can also accept the same 30-round magazine as the MP5 (use of the larger magazine increases the weapon's size to Large, though). This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.
This high-precision sniper rifle, based on the design of the HK G3, has a fully adjustable trigger and stock for individual users. The PSG1 comes with a standard scope. Due to its high quality of manufacture, the PSG1 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.
Typical of the assault rifles used by militaries around the world, the Colt M16A2 is the current service rifle of the United States military, and is common with other armies and in the civilian world. This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.
This is a cut-down version of the Colt M16A2,shortened by about a third by means of a telescoping stock and a shorter barrel.
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.
A bolt-action rifle with a reputation for accuracy, the Remington 700 has been popular with hunters and target shooters since its introduction in the 1940s.
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that's left of the stock is a pistol grip, and the barrels are roughly 12 inches long. Sawed-off shotguns are generally illegal; most are homemade by cutting down a standard shotgun.
An unusual and exotic-looking weapon, the bullpup AUG is the standard rifle of the Austrian and Australian armies. Its completely ambidextrous components make it equally convenient for left- and right-handed users, and it features a built-in optical sight. This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.
Designed in the 1950s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact.
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.
The weapons covered in this section fall under the Exotic Firearms Proficiency feat. Someone who wields a heavy weapon without the appropriate proficiency takes a –4 penalty on all attack rolls with the weapon.
Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and that of several other armies. The Exotic Firearms Proficiency (heavy machine guns) feat applies to this weapon.
This heavy-duty .50-caliber machine gun has been in service since World War II, and remains a very common vehicle mounted military weapon around the world. The Exotic Firearms Proficiency (heavy machine guns) feat applies to this weapon.
The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.
When the LAW hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 18 for half damage). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the LAW ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius. The M72 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode. The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.
This simple weapon is a single-shot grenade launcher. It fires 40mm grenades (see under Grenades and Explosives, below). These grenades look like huge bullets an inch and a half across; they can't be used as hand grenades, and the M79 can't shoot hand grenades.
Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or creature). The differences between using the M79 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M79 requires a weapon proficiency to operate without penalty.
The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.
Ranged weapons that are not firearms include such diverse objects as crossbows, tasers, and pepper spray. The feat that provides proficiency with these weapons varies from weapon to weapon, as indicated on Table: Ranged Weapons.
Bow hunting remains a popular sport in North America. A character's Strength modifier applies to damage rolls made when using this weapon.
A crossbow requires two hands to use. Pulling a lever draws the bow. Loading a crossbow is a move action that provokes attacks of opportunity.
A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save. A flamethrower's backpack has hardness 5 and 5 hit points. When worn, the backpack has a Defense equal to 9 + the wearer's Dexterity modifier + the wearer's class bonus. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage). Any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area. A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack has a purchase DC of 13.
This light, flexible spear built for throwing can be used in melee, but since it's not designed for it, characters using it in this manner are always considered non-proficient and take a –4 penalty on their melee attack rolls.
A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds.
A shuriken is a thrown, star-shaped projectile with four to eight razor-sharp points. A character may draw a shuriken as a free action.
A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action that provokes attacks of opportunity.
Whips deal a small amount of lethal damage. Although a character doesn't “fire” the weapon, treat a whip as a ranged weapon with a maximum range of 15 feet and no range penalties.
Because a whip can wrap around an enemy's leg or other limb, a character can make a trip attack with it by succeeding at a ranged touch attack. The character does not provoke an attack of opportunity when using a whip in this way. If the character is tripped during his or her own trip attempt, the character can drop the whip to avoid being tripped.
When using a whip, a character gets a +2 bonus on your opposed attack
roll when attempting to disarm an opponent (including the roll to keep from
being disarmed if the character fails to disarm the opponent).
Reloading a firearm with an already filled box magazine or speed loader is a move action. Refilling a box magazine or a speed loader, or reloading a revolver without a speed loader or any weapon with an internal magazine, is a full-round action.
Loading a belt of linked ammunition is a full-round action.
Linking two belts together is a move action.
|Ammunition Type||9mm||10mm||.22 caliber||.32 caliber||.38 special||.357 caliber||.44 caliber||.45 caliber||.50AE caliber|
|Ammunition Type||5.56mm||7.62mm||7.62mmR||.444 caliber||.50 caliber||10-gauge buckshot||12-gauge buckshot||Arrow||Crossbow bolt|
These calibers are generally used in pistols or submachine guns, and are sold in boxes of 50 bullets each. The .50AE pistol round is not compatible with the much larger .50 rifle-caliber cartridge (see above).
These calibers of ammunition are generally used in rifles, assault rifles, or machine guns, and are sold in boxes of 20 bullets each. The 7.62mmR is used in the AKM and other ex- Soviet weapon types, and is not compatible with the larger 7.62mm cartridge. The .50 caliber is a huge cartridge generally fired from heavy machine guns, but also adapted to a few models of powerful sniper rifles.
Shotgun cartridges, also known as buckshot, are sold in boxes of ten.
Arrows come in quivers of 12 and are used with the compound bow and other types of archery weapons. These missile weapons consist of a slender shaft and a pointed head.
A shaft or missile designed to be shot from a crossbow, bolts come in quivers of 12.
Ammunition for firearms and other ranged weapons is covered on Table: Ammunition.