Equipment

EQUIPMENT

Fusils

The new technological revolution has produced new weapons, and some items are unique to the ZEITGEIST adventure path.

TREASURE, SALARY, REQUISITIONS; WORKING FOR A LIVING; UPGRADES, LOOT, SKIMMING OFF THE TOP; EXPLOSIVE ALCHEMICALS; FIREARMS; ARMORS; WEAPONS; GEAR; CRAFTING

Treasure, Salary, and Requisitions

As constables of Risur, your characters have a slightly different relationship with treasure than typical Pathfinder adventurers.

At lower ranks (levels 1–8) you receive a combination of salary and official stipend to fulfill your duties, and the Constabulary’s resources and connections let you easily purchase or requisition the tools you need for your missions. Likewise, you can easily trade in items you no longer need, which can be used by other constables or local police. When you recover rare magic, treasure, or other valuables, you are expected to hand it over to higher authorities, who will make proper use of it. If desired, you can use your salary or stipend to acquire these items for yourself, assuming you file the proper paperwork and your request is deemed warranted.

Later on (levels 9–15), your actual salary becomes relatively inconsequential compared to the contacts and allies available in most major cities, who can help you procure whatever you need. You will be entrusted with great wealth, and given leeway to retain and exploit items you recover in your missions. If deemed worthy, you might even be granted access to precious relics held in the Risuri royal vaults.

During your greatest moments (levels 16+) you will have at your disposal the wealth of entire cities or nations, to buy things any sane person would consider priceless: weapons forged from the essence of whole demiplanes, rituals that harness the collective will of a thousand state mages, long-forgotten artifacts unearthed by the concerted efforts of an entire nation’s adventurers, all toiling to aid you, their god-like champions. Of course as the campaign begins, affairs of this grandeur are nigh-unthinkable, for no mortal has gained such power in a thousand years or more.

Working for a Living

Each adventure in lower levels will include guidelines for the GM to provide money to you and your fellow PCs at regular intervals, usually once per level. You can use this money to equip your character, though getting uncommon and rare items is not guaranteed.

Whenever you’re in a suitable place to shop, you can buy common items without restriction. Uncommon and rare items cost their normal amount, but whether you can get them and how long it takes depends on your Prestige. This abstraction represents what would realistically be a complex system of salary, stipend, and very large quantities of paperwork.

Upgrades, Loot, and Skimming Off the Top

You can turn in any functioning item to the RHC for its full value. This allows you to keep yourself equipped with the best material available, or at least the best that government bureaucracy thinks you can be trusted with.

Whenever the party acquires any sort of treasure in the course of a mission, you will be expected to hand it over to your superiors, which should keep you at the expected power for your level. If you recover something you want for yourself, you can spend money to requisition it, though that may take some time. There is always some leeway, and constables are allowed to hold onto loot for a reasonable period of time. If you defeat a foe with a magic sword, and his weapon would aid you in your immediate investigation, you can hold onto it for a few days, but you’re expected to turn it in.

An alternative, of course, is to hold onto items and not report them to the RHC. This is illegal, and would likely be grounds for dismissal. Such pecuniary misdeeds are expected of common police, but the RHC is held to higher standards. If you attempt to sell such an item, you cannot take advantage of the RHC’s favorable rates, and must use the normal values (50% of base value). Be careful, though, because prison is not kind to former law officers who turn to crime.

If you receive a gift, you can keep it, though the RHC might factor it into how much of a stipend they need to provide for your next mission. If the party decides to spontaneously become pirates out of frustration with the bureaucracy they have to deal with, we’ll switch to traditional treasure parcels.

Explosive Alchemicals

Early firearms used smoky blackpowder as propellant for its ammunition, but recent alchemical advances have produced firedust. This powdered variant of alchemist’s fire produces less smoke when used in firearms, has a lower risk of fouling or corroding the weapon’s internals, and is hydrophobic, allowing it to burn even after immersion in water.

  • A misfire with a firearm loaded with firedust does 1 point of damage to the weapon, rather than automatically bestowing the broken condition. Firearms have 6-10 hit points (depending on size), +1 hp if masterwork. If a firearm is damaged beyond half its total hp, it gains the broken condition; it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm (see Gunslinger). In that case, the misfire value increases by 2 instead of 4.

Many other firearm accelerants exist, volatile blackpowder is still widely used (though it is more expensive), magmite (a granular black substance rendered in alchemical furnaces) and phlogistite (transluscent red vapor slime that floats in globules if exposed to open air), but firedust is by far the most widely used. Some steam engines use condensed firedust as a variant to coke, firegems, which burn slower but longer and are likewise water-resistant.

While it is the source of a firearm’s deadly power, firedust (unlike blackpowder) is relatively harmless as a weapon in its own right, since it burns too fast to cause serious wounds like traditional alchemist fire. If someone ignites a cask full of firedust, though, the resulting explosion could seriously hurt those nearby. Damage dealt by detonating a cask is 2d6 points of fire damage for every twenty pound cask ignited with a DC 14 reflex save to halve the damage (+2 to the save DC for every additional cask). Detonating a cask requires striking the object with an attack that can deal fire damage. A twenty pound cask of firedust, roughly a foot across, might explode in a 5-ft. radius. A one-ton pallet, enough to fill an entire square, could explode in 25-ft. radius.

Firearms

Firearms use explosive alchemicals to fire metal ammunition. Reloading involves drawing and tearing open a paper cartridge, which contains firedust and a bullet. The gunman pours firedust down the barrel, then packs in the bullet with a ramrod. Pistols and carbines are fairly easy to aim, but the extreme length of muskets (over five feet long) makes them unwieldy for untrained users.

Firearm rules are available HERE. The ZEITGEIST setting uses the rules presented but assumes firearms function with firedust and paper cartridges as explained above. Acquisition and cost associated with firearms uses the “commonplace” rules presented in the Pathfinder Role-Playing Game Ultimate Combat rulebook (25% costs listed). PCs must spend the appropriate gold listed for ammunition, though it is assumed this ammunition consists of firedust and a specially constructed cartridge rather than the black powder/alchemical cartridge listed.

New Armors

Armor Cost Bonus Max Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed (30’/20’) Weight†
Light armor
Cord 15 gp +2 +5 -1 15% 30 ft. / 20 ft. 15 lb.
Jumpsuit, combat 1,250 gp +3 +5 -1 5% 30 ft. / 20 ft. 10 lb.
Sharkskin 85 gp +3 +6 -1 10% 30 ft. / 20 ft. 15 lb.
Studded impact 765 gp +3 +5 –1 15% 30 ft. / 20 ft. 20 lb.
Leafweave 750 gp +2 +7 0 5% 30 ft. / 20 ft. 15 lb.
Darkleaf breastplate 2,450 gp +5 +4 –2 20% 30 ft. / 20 ft. 30 lb.
Medium armor
Chain impact 1,290 gp +6 +2 –5 30% 20 ft. / 15 ft. 40 lb.
Chitin 75 gp +5 +4 -3 30% 20 ft. / 15 ft. 20 lb.
Darkleaf banded mail 3,250 gp +7 +2 –4 30% 20 ft. / 15 ft. 35 lb.
Shell 25 gp +4 +3 -2 20% 20 ft. / 15 ft. 20 lb.
Heavy armor
Half-plate impact 2,450 gp +8 +0 –7 40% 20 ft.†† / 15 ft.†† 50 lb.

†Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much.
††When running in heavy armor, you move only triple your speed, not quadruple.

Chitin—Chitin armor is constructed from the exoskeletons of giant vermin. The chitin is is treated for flexibility and often cut and reshaped in long strips bound together by tightly woven cord where necessary.

Cord—Made from hemp fibers or similarly tough seaweed woven and knotted into a thick, tough covering, cord armor is common in places where metalworking and leather-working are not practiced.

Darkleaf—Similar to leafweave armor (see below), darkleaf armor is made of carefully cured and beautifully carved pieces of darkwood, supplemented by alchemically treated leaves from the darkwood tree.

Making armor out of darkleaf reduces its arcane spell failure chance by 5% because the armor is so flexible. The maximum Dexterity bonus of darkleaf armor is increased by 1, and armor check penalties are reduced by 2.

Darkleaf heavy armor is treated as medium armor for purposes of movement and other limitations, while darkleaf medium armor is considered to be light armor. Only medium and heavy armors normally made of metal can be constructed from darkleaf, and the most common forms are breastplates and banded mail.

Creating darkleaf armor requires a DC 25 Craft (alchemy) check in addition to the normal Craft (armorsmithing) checks required to make armor.

Impact Armor—The dwarf smiths of Drakr are capable of forging unique alchemical armor whose components and formulation are all jealously guarded secrets. Impact armor is one of these creations—bullet-resistant armor that stiffens temporarily when struck so as to protect its wearer from harm. Impact armor appears as normal armor of its type (studded leather, chainmail, or half-plate), except that the metallic parts of the armor are composed of a special impact-sensitive alloy that has a faint lavender sheen. Creating impact armor requires a DC 25 Craft (alchemy) check in addition to the normal Craft (armorsmithing) checks required to make armor.

A wearer of studded impact armor gains damage reduction 2/slashing; a wearer of chain impact armor gains damage reduction 3/slashing; a wearer of half-plate impact armor gains damage reduction 4/slashing.

Jumpsuit, combat—Based on the jumpsuits worn by factory workers routinely exposed to heat and electrical hazards, the combat jumpsuit is a flexible one-piece padded suit sewn together from alchemically treated metal filaments. It provides a great deal of maneuverability to the wearer in addition to fire and electricity resistance 5. Its light and flexible construction make the combat jumpsuit the armor of choice for many arcane spellcasters.

Leafweave—The elven artisans of Elfaivar weave suits of armor from bronzewood leaves, which are then treated by a special alchemical process that makes them as tough and flexible as leather, with considerably less weight and encumbrance.

Creating leafweave armor requires a DC 25 Craft (alchemy) check in addition to the normal Craft (armorsmithing) checks required to make armor.

Sharkskin—Introduced to Ber by the sahuagin, sharkskin is similar to leather armor in appearance. It is treated so that the sharp, toothlike scales covering the skin remain attached to the outside of the armor. Additionally, shark teeth are embedded along the forearms, shoulders, and legs, which count as armor spikes. Sharkskin armor provides a +6 circumstance bonus to Escape Artist checks made when the wearer is bound with rope, webs, or other easily cut bindings.

Shell—This armor, favored by the enigmatic aventi race, is created from specially treated tortoise or giant crab shells. The armormaking process softens the shells, making them far more pliable and likely to bend rather than shatter when struck. Shell armor includes a breastplate, shoulder guards, and even gauntlets crafted from smaller and smaller shells. Shell armor typically leaves the legs bare and is buoyant—the wearer only takes 1/2 the Armor check penalty to Swim checks.

New Weapons

ZEITGEIST depicts a clash between fringe-dwelling primitives, magically-fueled societies, and advanced cultures possessing fantastic steam- and combustion-powered technology; all of whom produce a staggering array of weaponry. Technological weapons possess bulky steam or internal combustion engines and require fuel in the form of coke, oil, or firegems. All these strange armaments normally require the Exotic Weapon Proficiency to properly wield.

Exotic Weapons† Cost Dmg (S) Dmg (M) Critical Range Weight‡ Type
Light Melee Weapons
Buckler-axe, dwarven 20 gp 1d4 1d6 ×3 4 lb. Slashing
Lightblade, elven 50 gp 1d4 1d6 18–20/×2 1 lb. Piercing
Shudderknife 200 gp 1d6 2d4 19–20/×2 10 ft. 3 lb. Slashing or piercing
Tortoise blade, gnome 10 gp 1d4 1d6 19–20/×2 3 lb. Piercing
One-Handed Melee Weapons
Ice axe 10 gp 1d4 1d6 ×4 5 lb. Piercing or slashing
Iuak 12 gp 1d4 1d6 19–20/×2 4 lb. Slashing
Maul 15 gp 1d8 1d10 ×3 20 lb. Bludgeoning
Pick, dire 30 gp 1d6 1d8 ×4 12 lb. Piercing
Shudderblade 250 gp 1d8 2d6 19–20/×2 6 lb. Slashing or piercing
Thinblade, elven 100 gp 1d6 1d8 18–20/×2 3 lb. Piercing
Tigerskull club 15 gp 1d6 1d8 ×4 8 lb. Bludgeoning and piercing
Warmace 25 gp 1d10 1d12 ×2 10 lb. Bludgeoning
Two-Handed Melee Weapons
Chainsaw 600 gp 1d10 2d8 ×4 20 lb. Slashing
Electrostaff†† 3,000 gp 1d8/1d8 2d6/2d6 ×2 12 lb. bludgeoning + electricity
Goad 8 gp 1d6 2d4 ×2 10 lb. Bludgeoning or piercing
Greatspear‡‡ 25 gp 1d10 2d6 ×3 10 ft. 9 lb. Piercing
Hammer, double†† 70 gp 1d6/1d6 1d8/1d8 ×3 18 lb. Bludgeoning
Lajatang†† 90 gp 1d6/1d6 1d8/1d8 ×2 7 lb. Slashing
Poleaxe, heavy‡‡ 20 gp 1d10 2d6 ×3 15 lb. Piercing or slashing
Ritiik 5 gp 1d6 1d8 ×3 6 lb. Piercing
Scimitar, elven double†† 125 gp 1d4/1d4 1d6/1d6 18–20/×2 15 lb. Slashing
Stingbox 1,000 gp 1 1d3 ×2 4 lb. Slashing + electricity
Shudderaxe 500 gp 2d6 2d10 ×3 20 lb. Slashing
Sugliin 35 gp 2d6 2d8 ×2 20 lb. Piercing and slashing
Ranged Weapons
Blowgun, greater 15 gp 1d2 1d3 ×2 10 ft. 2 lb. Piercing
Bola, barbed 10 gp 1d3 1d4 ×2 10 ft. 3 lb. Piercing
Bone bow 250 gp 1d8 1d10 ×3 120 ft. 4 lb. Piercing
Boomerang, drow 20 gp 1d4 1d6 ×2 20 ft. 2 lb. Bludgeoning or piercing
Chakri 10 gp 1d4 1d6 ×2 20 ft. 1 lb. Slashing
Flamethrower 1,000 gp 3d6 3d6 ×2 60 ft.†††† 25 lb. fire
Glot††† 1 gp 1d3 1d4 18–20/×2 10 ft. 1 lb. Bludgeoning
Icechucker, darfellan 150 gp 1d10 1d12 ×3 30 ft. 12 lb. Piercing
Greatbow 150 gp 1d8 1d10 ×3 120 ft. 6 lb. Piercing
Greatbow, composite 200 gp 1d8 1d10 ×3 130 ft. 6 lb. Piercing
Razor skipdisk††† 15 gp 1d4 1d6 18–20/×2 10 ft. 2 lb. Slashing
Rivebow 200 gp 1d10 2d6 19–20/×3 40 ft 14 lb. Slashing

† A wielder of a race or region mentioned in a weapon’s name treats that weapon as a martial weapon rather than an exotic weapon.
‡ Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
†† Double weapon.
‡‡ Reach weapon.
††† This weapon’s range increment increases to 20 feet over smooth solid ground, and to 30 feet over smooth ice.
‡‡‡The weapon deals nonlethal damage rather than lethal damage.
††††This is also the weapon’s maximum range.

Blowgun, Greater—Like its smaller cousin, the greater blowgun is often used to deliver poison. The darts it fires are larger than blowgun needles, but smaller than a thrown dart. These darts deal damage in addition to delivering poison. A greater blowgun requires two hands to use or reload. Loading a blowgun is a move action that provokes attacks of opportunity. A greater blowgun has a maximum range of five range increments.

Bola, Barbed—This weapon is similar to a normal set of bolas, except that its weighted balls are studded with hooked barbs and thus deal lethal (not nonlethal) damage. Because the barbed bolas can wrap around an enemy’s leg or other limb, you can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of barbed bolas. For purposes of weapon proficiency and similar feats, barbed bolas are treated as if they were bolas. Thus, if you have Exotic Weapon Proficiency (bolas), you are also proficient with barbed bolas.

Bone Bow—This powerful and oversized bow is designed to fire exceptionally large arrows specially made for it. Made of the bones and sinews of huge animals such as woolly mammoths and dinosaurs, these bows were designed by primitive cultures expressly for the hunting of huge creatures that require a lot of damage to take down. A bone bow functions as a composite longbow with regard to applying the user’s Strength bonus to damage done with arrows shot from it. The bow has a long, thick spike protruding from both ends; this spike is used to brace against a solid object (either the ground or an overhanging protrusion or ceiling) to aid in pulling the bow’s string. A character may use a bone bow as a martial weapon, but doing so imparts a –4 penalty on attack rolls, and firing an arrow from the bow requires a fullround action.

For purposes of feats such as Weapon Focus and Weapon Specialization, a bone bow is treated as if it were a longbow; thus if you have Weapon Focus (longbow), that feat applies to bone bows as well.

Boomerang, drow—The drow who dwell in the dark jungles south of Elfaivar use three-pronged returning boomerangs to hunt prey. Some adventurers and explorers learn to use the weapon while operating in the jungles, but few outside the drow communities ever master the intricacies of this boomerang. Catching a returning boomerang is a swift action and requires the wielder to be within reach of the square from where it was thrown.

Buckler-Axe, Dwarven—At first glance the dwarven buckler-axe appears similar to a standard buckler, but this weapon has enlarged bladelike edges at its top and bottom, allowing the wielder to swing it like an axe. Thus, in addition to its obvious protective qualities, it proves a capable off-hand weapon or emergency weapon when disarmed. A dwarven buckler-axe grants its wielder a +1 shield bonus to Armor Class. As with any shield, when you attack with a dwarven buckler-axe, you do not get the shield bonus to your AC. The buckler-axe also provides a –1 armor check penalty and incurs a 5% arcane spell failure chance for its wielder. Like a spiked shield, a buckler-axe can be enhanced as a weapon, as a shield, or both, but such enhancements must be paid for and applied separately.



Chakri—These frisbee-sized serrated-edged discs are used as throwing weapons and as ammunition for rivebows.

Chainsaw—The chainsaw is a complex tool which employs a steam or internal combustion engine (or sometimes magic) to drive a belt of blades around a vaguely sword-like projection. It is used for cutting through objects such as logs, and rare adamantine versions chew through solid iron walls. It is not intended to use as a weapon however. Those without proficiency take -6 to attack rolls, while those with proficiency still take -2. It may be used as a tool, proficient or not.

The chainsaw does special things on a natural 1 and a natural 20. On a natural 1, the chainsaw has a 20% chance it may jam. In such a case, the device must be shut off and a Disable Device check of DC 20 is requires to bring the chainsaw back into working order.

On a natural 20 however, the chainsaw has bored into its target. In addition to the critical hit damage, the weapon has a 20% chance of lopping off a limb. Choose randomly from one of the limbs (typically 4 for two arms and two legs). The enemy loses that limb, and takes appropriate penalties. The head is not considered a limb for this purpose.

Chainsaws gain +2 on sunder checks and treat the hardness of the object as -2 less than normal (to a minimum of 0). Any enchantment bonus to the chainsaw treats the hardness of targets as -1 per +1 of bonus.

Electrostaff—An electrostaff is a double weapon. Each end has an elecromagnetic pulse generator that discharges on impact, allowing it to deal severe blunt-force trauma, plus an additional 1d8 points of electrical damage. Creatures who suffer energy damage from an electrostaff must succeed a DC 15 Fort save or be stunned for 1d3 rounds.

Electrostaffs must be “re-charged” after twelve successful attacks. An electricity spell dealing no more than 3 points of damage (such as jolt) can provide enough charge. Damage in excess of 3 points is taken by the weapon itself (10 hp).

Flamethrower—A flamethrower is a suicidally dangerous device consisting of a vertical steel tank worn on the back. The tank is bisected, filled with pressurized gas in the lower section and flammable oil in the upper section. The tank is attached by a tube to a nozzle held in the wielder’s hand. On depressing a lever the propellant gas forces the flammable oil into and through the tube and over a lit wick at the nozzle’s end.

The flamethrower projects an arcing stream of fire and enormous clouds of smoke some 20 yards. The attacker makes a ranged touch attack against a target within range. A successful hit means the opponent takes 3d6 points of damage and is at risk of catching fire (Reflex 15 to avoid catching on fire).

After firing, every square in a line between the attacker and the target—including the attacker’s and target’s square—is filled with thick smoke.

The flamethrower is a single-shot weapon—preparing a new wick is a full round action that provokes an attack of opportunity. Every shot of a flamethrower uses up the equivalent of one flask of oil, and the back tank holds up to 24 flasks, 12 if the device designed for small-sized wearers (the weight of the oil is not included in the statistics listed above).

The tank worn by the wielder of the flamethrower is vulnerable to attack, and uses the touch AC of the wearer. It has a Hardness of 10; 15 hp. Any damage to the tank causes its contents to leak at a rate of 1 pint a round per point of damage. If the tank is broken, the weapon cannot build enough pressure to fire. Any amount of heat, electricity, or fire damage to the tank causes it to explode, inflicting 1d6/pint of oil remaining in the tank to the wearer, and possible splash damage to adjacent squares equal to 1/pint of oil remaining in the tank (Reflex 15 to avoid).

Glot—The glot is a specially balanced sphere of metal designed to be thrown low to the ground. It then skips and bounces across the ground with little reduction in velocity to strike its target. If the ground between you and your target is solid, flat, and relatively free of obstructions, the glot’s range increment increases to 20 feet. If the ground is also icy, the glot skips even more readily over the frozen ground and its range increment increases to 30 feet. If you use a glot to attack an airborne target, its range increment is always 10 feet.

You can make ranged trip attacks with a thrown glot.

Goad—A goad is a long, thin wooden pole mounted with a heavy stone or metal weight and a large spike at one end. Primarily intended as a tool to direct the movement of large animals, a goad makes an excellent weapon in a pinch. When you attack with a goad, you must decide if you are attacking with the spike to deal piercing damage or the weight to deal bludgeoning damage. The flexibility of the goad’s shaft absorbs much of the force behind blows made with the bludgeoning head, and all bludgeoning damage dealt by a goad is nonlethal as a result. Piercing damage remains lethal.

If you are proficient with its use, the goad grants a +2 circumstance bonus on all Handle Animal checks made against animals of Huge size or larger.

Greatbow—You need at least two hands to use a bow, regardless of its size. A greatbow sized for a Medium character is 6 feet or more in length when strung. A greatbow is too unwieldy to use while mounted. Like other bows, if you have a penalty for low Strength, apply it to damage rolls when using a greatbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite greatbow (see below) but not a regular greatbow.

Greatbow, Composite—You need at least two hands to use a bow, regardless of its size. A composite greatbow is too unwieldy to use while mounted. A composite greatbow sized for a Medium character is 6 feet or more in length when strung. Composite greatbows follow all of the normal rules for composite bows, including strength ratings. Each point of Strength bonus granted by the bow adds 200 gp to the cost.

Greatspear—This broad-bladed spear has a long, flat blade, and is too heavy to wield properly without proficiency.

Hammer, Double—A double hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you were attacking with a one-handed weapon and a light weapon.

Ice Axe—More tool than weapon, the ice axe has a sharp metal head that is perpendicular to the shaft and has a spiked handle. It grants a +1 circumstance bonus on Climb checks in mountainous and/or icy terrain, even if you do not possess the Exotic Weapon Proficiency (ice axe) feat. If you do possess this feat, the bonus increases to a +4 circumstance bonus. An ice axe may be used as a martial weapon, but takes a –2 penalty on attack rolls in this case.

Icechucker, darfellan—The darfellan icechucker, a signature weapon of the orca-folk, appears to be a large crossbow at a casual glance, larger even than a heavy crossbow. Its launching mechanism is designed to fire large shards of crystal or ice (usually icicles) rather than regular crossbow bolts. You draw an icechucker back by pulling on a thick lever on the underside of the weapon. Loading an icechucker is a fullround action that provokes attacks of opportunity. If icicles or shards aren’t handy to load into an icechucker, it can also be used to fire a javelin or harpoon, dealing the same damage.

Iuak—An iuak is a heavily weighted machete-shaped blade, usually made of bone or stone. While it makes an excellent weapon, its primary purpose is to cut through and destroy hard materials such as bone, stone, and ice. If used against an object, an iuak ignores the first 3 points of hardness possessed by the object.

Lajatang—The lajatang is a staff with a crescent-shaped blade at each end. A lajatang is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons: a one-handed weapon and a light weapon. A monk who is proficient with the lajatang can treat it as a special monk weapon. Each end counts as a separate weapon for the purpose of the flurry of blows ability, similar to how the quarterstaff works.

Lightblade, elven—This rapierlike weapon is the size of a short sword, but weighs only as much as a dagger. Dexterous elf fighters and rogues favor it. Its thin, flexible blade slips easily into the seams of armor or between the ribs of a foe. Some high elf nobles carry a lightblade—often decorated with intricate filigree and tiny gemstones—as a sign of their station, even if they aren’t proficient in its use.



Maul—A heavy stone, hardwood, or metal sledge attached to a long shaft, a maul is too large to use in one hand without special training (the appropriate Exotic Weapon Proficiency feat). Any character can use a maul two-handed as a martial weapon.

Pick, Dire—A dire pick resembles a heavy pick, but with a longer shaft and a more massive head. A dire pick is too large to use in one hand without special training (the appropriate Exotic Weapon Proficiency feat). A character can use a dire pick two-handed as a martial weapon.

Poleaxe, Heavy—A heavy poleaxe has reach; you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. Normally, you strike with the heavy poleaxe’s axe head, but the spike on the end is useful against charging opponents. If you use a ready action to set a heavy poleaxe against a charge, you deal double damage if you score a hit against a charging creature.

Razor Skipdisk—A razor skipdisk is a flat, circular disk of metal with a razor-sharp rim. One surface of the razor skipdisk is slightly convex and smooth, while the other is concave with a small knob protruding from the center. You attack with a razor skipdisk by gripping the knob and then hurling it so the convex surface skips and slides across the ground toward its target. If the ground between you and your target is solid, flat, and relatively free of obstructions, the razor skipdisk’s range increment increases to 20 feet. If the ground is also icy, the razor skipdisk skips even more readily over the frozen ground and its range increment increases to 30 feet.

If you use a razor skipdisk to attack an airborne target, its range increment is always 10 feet.

Ritiik—A ritiik or gaff is a spearlike weapon with an additional hooklike blade protruding from the base of the spear head. When you successfully hit a target with a ritiik, you can twist the weapon and hook this blade into the target’s flesh if the target fails a Reflex saving throw (DC 10 + the damage dealt). If you hook the target, you can immediately make a trip attack against the target. If you fail, you can let go of the ritiik to avoid the retaliatory trip attack.

The damaged creature can pull the ritiik from its wound if it has two free hands and takes a full-round action to do so, but it deals damage to itself equal to the initial damage the ritiik dealt. A character who succeeds on a DC 15 Heal check can remove a ritiik without further damage.

Rivebow—The rivebow is a heavy crossbow that fires spinning buzz blades called chakri. Loading a rivebow is a full-round action that provokes attacks of opportunity.

Scimitar, elven double—The elves use a dangerous and exotic double weapon with curving scimitar blades on each end. You can fight with a double weapon as if fighting with two weapons, but if you do, you incur all the normal attack penalties as if using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as a Large creature using a Medium double scimitar, can’t use it as a double weapon.

Shudder blades—Shudder weapons contain bulky engines on their hafts that cause their blades to vibrate rapidly, making them far more dangerous and unwieldy. Those without proficiency in a shudder weapon take -6 to attack rolls, while those with proficiency still take -2 to hit.

Stingbox—This metaclockwork device is used to electrocute or stun foes. It resembles a squared-off box with a handle at one end and a two whiplike flails at the other; the flails have a reach of 20 ft. These ends are extendable and flicked out to catch the enemy, then a powerful electrical charge is sent through the line (a swift action). While the base damage it deals is minimal (1 or 1d3), the charge deals 1d8 points of electricity damage. Creatures who suffer energy damage from the stingbox must succeed a DC 13 Fort save or be stunned for 1d3 rounds.

An untrained user of a stingbox who rolls a 1 on an attack roll shocks himself for normal damage and must save or be stunned.

Stingboxes must be “re-charged” after twelve successful attacks. An electricity spell dealing no more than 3 points of damage (such as jolt) can provide enough charge. Damage in excess of 3 points is taken by the stingbox itself (5 hp).

Sugliin—The infamous sugliin was created by primitive tribes more to strike terror into the hearts of their enemies rather than to be an effective weapon. This massive polearm consists of several sets of sharpened antlers affixed to a long wooden shaft. You attack with the sugliin as if it were a massive axe or scythe, slashing and chopping at the targets with great arcs. This weapon is so unwieldy and heavy that making a single attack with it is a full-round action. Sugliins are favored weapons for low-level characters who want to deal huge amounts of damage and lack the skill to make additional attacks; higher-level characters only rarely use sugliins due to their awkwardness.

A sugliin has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.



Thinblade, elven: This rapierlike weapon is the size of a longsword, but much lighter. Dexterous elf fighters and rogues favor it. Its thin, flexible blade slips easily into the seams of armor, or between the ribs of an enemy. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an elven thinblade.

Tigerskull Club—The smilodon’s skull is remarkably sturdy; it would have to be, to absorb the impacts of its terrible bite. The bugbears of Ber, along with many primitive tribes have capitalized on this fact of nature and use smilodon skulls to fashion tigerskull clubs. A tigerskull club consists of a smilodon’s skull (sans lower jaw) lashed to a short length of wood. The twin sabers of the skull’s upper jaw then function as a highly effective picklike weapon.

Disarm and trip attacks made with a tigerskull club gain a +2 circumstance bonus. If you fail to trip your opponent, you may choose to drop your tigerskull club to avoid the retaliatory trip attack.

Tortoise Blade, gnome—This contraption is designed to be used by a gnome in his or her off hand. It is particularly useful in cramped tunnels or warrens where swinging a weapon is difficult or impossible. It looks like a turtle shell strapped to the wielder’s wrist, with a daggerlike blade jutting out where the wielder’s fingers should be. A tortoise blade grants a +1 shield bonus to Armor Class. As with any shield, when you attack with a tortoise blade you do not get the shield bonus to your AC. A tortoise blade also provides a –1 armor check penalty and incurs a 5% arcane spell failure chance for its wielder. Like a spiked shield, a tortoise blade can be enhanced as a weapon, as a shield, or both, but such enhancements must be paid for and applied separately.

Warmace: Anyone wielding a warmace takes a –1 penalty to Armor Class because the weight of the weapon makes it difficult to recover quickly from swinging it. A warmace is too large to use in one hand without special training (the appropriate Exotic Weapon Proficiency feat). A character can use a warmace two-handed as a martial weapon.

Miscellaneous Gear

Item Price Weight
Acidic fire (flask) 30 gp 1 lb.
Air tank 10 gp 5 lb.
Alchemist’s frost (flask) 25 gp 1 lb.
Alchemist’s spark (flask) 25 gp 1 lb.
Dynamite (1 stick) 150 gp 1/2 lb.
Feypepper 20 gp 2 lb.
Firedust, cask (100 doses) 20 gp 5 lb.1
Firegem 1 gp
Gasmask 200 gp 2 lb.
Gasmask filter 5 sp
Gearman repair kit 50 gp 1 lb.
Hydrostatergatic helm 350 gp 2 lb.
Inquisitive’s kit 300 gp 4 lb.
Leaf of Nicodemus 1 gp 2 lb.
Noxious smokestick 80 gp 1/2 lb.
Pocket watch 25 gp
Surgeon’s kit 50 gp 2 lb.

Acidic Fire—This alchemical concoction combines alchemist’s fire with a strong acid. A direct hit with acidic fire deals 1d4 points of acid damage and 1d4 points of fire damage. Every creature within 5 feet of the point where the acidic fire hits takes 1 point of acid damage and 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d4 points of fire damage; this damage can be avoided in the same way as for alchemist’s fire. Any alchemist bonus damage from her Throw Anything class feature is only added once to direct damage or splash damage.

Air tank—A metal canister filled with pressurized, breathable air. The tank is used in gasmasks and hydrostatergatic helms and provides air for one hour.

Alchemist’s Frost—A thin liquid that grows extremely cold when exposed to air, alchemist’s frost functions like alchemist’s fire except that it deals 1d8 points of cold damage on a direct hit (and 1 point of cold damage to those it splashes), rather than fire damage. It deals no additional damage after the initial damage.

Alchemist’s Spark—Alchemist’s spark combines two substances that react violently when mixed. A flask of alchemist’s spark has two compartments that keep the two substances separate; throwing the flask shatters it and allows the substances to mix, releasing a powerful electrical discharge. Otherwise, alchemist’s spark functions like alchemist’s fire except that it deals 1d8 points of electricity damage on a direct hit (and 1 point of electricity damage to those it splashes), rather than fire damage. It deals no additional damage after the initial damage.

Dynamite—This stick of paper contains sawdust soaked in explosive phlogistite. To use in combat it requires a move action to light and a standard action to throw. A single stick deals 2d6 fire damage on a direct hit and 1d6 damage to all squares within 5’, but those caught in this splash radius are allowed a DC 20 Reflex save to take half damage. A slow burning wick or trail of blackpowder allows the user to set a timed delay of up to 5 minutes with a DC 12 Profession (miner or engineer). A metallic cable attached to the cap of a stick or bundle of dynamite allows the explosion to be set at a safe distance, assuming an electrical charge can be channeled through the cable.

These statistics and rules can be used for blackpowder bombs, in which the explosive substance is packed in a round, metallic casing.

Fey Pepper—This rare plant only grows near paths to the Dreaming, and since the fall of the Elfaivar empire five hundred years ago it has been a black market item in most of Lanjyr. When chewed or smoked, the pepper makes the user giddy and upbeat. With a sufficient dosage, the user begins to hallucinate, though many claim these visions are actually glimpses into the Dreaming.

Firegem—The advantage of firegems over oil and coal is that they produce a lot of heat but very little smoke, are less apt to foul their engines with soot, and are hydrophobic. A single firegem provides 4 hours of energy or fuel for a single hand-held item, like a shudderknife. A two handed item like a chainsaw consumes a single gem after 1 hour. A gearman using firegems for fuel can burn through 2d4 a day, +1 for every encounter requiring strenuous activity. Larger engines require significantly more firegems.

Gasmask—A gasmask is a personal atmosphere filtering device that that fits snugly over the eyes, nose, and mouth, and protects its wearer from airborne pollutants and toxic gases. A hose may connect the front of the mask to an air tank, or the front of the mask may neutralize toxins via a charcoal-filled filter. While an external oxygen tank provides complete protection for up to 1 hour, a mask using just a filter gives you a +8 circumstance bonus on Fortitude saves made against airborne toxins and scent-based effects for 3d4 hours. Because a gasmask limits peripheral vision, the wearer suffers a -2 penalty on Perception checks. A gasmask can be built into a suit of armor.

Gearman Repair Kit—Containing a variety of organic and inorganic materials (much like the gearmen themselves) and specialized tools, this kit grants a +4 circumstance bonus on Craft checks made to repair damage to a gearman.

Hydrostatergatic helm—A large, usually bubble-shaped helmet that, when attached by a hose to an air tank, allows a diver to breath underwater. The helm and its viewports are airtight and reinforced to resist the pressures of the watery depths. It is designed to be attached and sealed to a bulky coverall that provides the rest of the diver’s body with protection from deep ocean pressure.

Inquisitive’s Kit—Made popular by freelance inquisitives, this kit contains some of the most often-used tools of the investigation trade. It includes containers of various shapes and sizes made of glass, metal, and wood; fine silk gloves; mundane dusts and brushes; tweezers, picks, and probes; a magnifying lens; ink and quills; chalk and charcoal; parchment sheets; and a small journal for recording notes. It grants a +4 circumstance bonus on Perception checks made to investigate the scene of a crime or other mystery.

Leaf of Nicodemus—Monks cultivate this herb, which grows best on the islands of the Yerasol Archipelago. When crumbled, rolled, and smoked as a cigarette, the monk’s leaf soothes nerves and sharpens perception slightly. It can be addictive if used extensively, but has no social stigma, unlike fey pepper.

Noxious Smokestick—A variation on the common smokestick, this object pours forth extremely foul-smelling smoke when it is ignited. In addition to the obscuring effects of a smokestick, a creature within the smoke of a noxious smokestick must make a DC 15 Fortitude saving throw or be nauseated for 1 round.

Pocket watch—Keeps accurate track of the time of day. Must be wound once every 24 hours. Masterwork pocket watches cost double the price and may contain precious metals and gems, or have special features such as alarm chimes and dials that keep track of heavenly bodies.

Surgeon’s kit—Contains bone saw, debriding curette, ether, forceps, morphium, probes, retractors, scalpels, scissors, sutures, syringe. Allows the user to apply her INT bonus instead of her WIS bonus to Heal checks, along with a +2 circumstance bonus. A surgeon’s kit is exhausted after 10 uses.

Crafting

The ZEITGEIST Campaign Setting includes a number of new items that can be made using the Craft (alchemy) skill. Craft check DCs for these items are given on the table below.

Item Craft DC
Acidic fire 25
Alchemist’s lightning 22
Alchemist’s frost 22
Blackpowder 15
Dynamite 25
Firedust 18
Firegem 20
Noxious smokestick 25

Repair Gearman: A character with ranks in certain Craft skills can attempt to repair a gearman character who has taken damage. A check requires 8 hours and restores a number of hit points equal to the Craft check result –15. A character can take 10 on this check but can’t take 20. Other constructs can’t be repaired in this way (but a character with the Craft Construct feat can repair such a construct). Repairing gearmen requires some crafting expertise. This particular use of the Craft skill cannot be performed untrained.

Applicable Craft skills include armorsmithing, blacksmithing, gemcutting, and sculpting. A gearman with an applicable Craft skill can repair itself.

1 This rule differs from and supersedes the one listed in the ZEITGEIST Player’s Guide.

Equipment

Zeitgeist Jim_Mount