Cold Iron Club

Price: 5 gp, Weight: 3 lbs.

This is a simple club made from cold iron.

Angel Quill Arrowhead

Price: +10 gp per arrow, Weight: —, Craft: (alchemy) DC 25

This barbed, cold iron arrowhead is alchemically treated to inflict additional harm while embedded in creatures that are vulnerable to cold iron. For every angel quill arrowhead that damages a target with DR/cold iron, the target’s damage reduction decreases by 1. Up to five angel quill arrowheads can affect a single target at any one time, reducing the target’s DR/cold iron by up to 5 (additional arrowheads have no effect aside from dealing damage as normal). An affected target can pull out a number of arrowheads equal to her Dexterity modifier (minimum 1) as a full-round action with a successful DC 15 Heal check. Alternatively, the application of any magical healing causes all angel quill arrowheads embedded in the creature to instantly fall out.

Angel quill arrowheads of other special materials are also available, for the same increase to base price, and effect creatures with the appropriate DR for that material.

Exotic Weapons

Two-Handed Melee Weapon Price DMG (S) DMG (M) Critical Range Weight Type Special
Gnome Extendable Extruders 60 gp 1d8 1d10 x2 - 8 lbs. B Grapple; See Text

Gnome Extendable Extruders

Price: 60 gp, Weight: 8 lbs.
An interesting weapon for the more mechanically-minded elements of gnomish culture, extendable extruders are a pair of oversized pliers, intended to aid in a variety of tasks (both in and out of combat). A quick flick can switch the spring-loaded telescopic handles from their close, 3-foot length to their long, 8-foot length, often surprising foes expecting to keep a gnomish wielder underfoot. By squeezing or twisting the handles, this weapon’s length can be swiftly changed to function with reach. Changing extendable extruders between a normal or reach weapon requires two hands; deploying the telescopic handles to grant the weapon the reach quality is a swift action that does not provoke an attack of opportunity, while retracting the handles to return them to normal is a move action that provokes an attack of opportunity. If you are not proficient in their use, extendable extruders may be used as a Martial Weapon (in which case they function as a greatclub), though they prove difficult to handle effectively in this way: you can extend or retract the handles only as a standard action which provokes an attack of opportunity. You can use the weapon to grapple a foe of up to one size category larger or smaller than you. This attempt can be made while the foe is at reach or adjacent to you, depending on whether or not the handles are extended. Make a combat maneuver check to grapple your foe (without the –4 penalty for not having two hands free); success means you and the target are grappled. If the handles are extended, you and your target do not move adjacent to one another, and you can only perform a “move” grapple action against your grappled target. Due to the telescopic nature of the handles’ design, you receive a –2 penalty to your Combat Maneuver Defence whenever a foe attempts to sunder your extendable extruders while they are extended. Gnomes treat gnome extendable extruders as Martial Weapons when determining proficiency.

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