Meta-Chakra Feats
TABLE 7-2: WEAPONS
Weapon Damage Critical Damage
Type IncrementRange
Weight Size Purchase
DC Restriction
Enhancement Seals Varies — Varies — — — Varies Varies
Ninja Weapons (require the Nin Weapon Proficiency feat)
Battle Wire¹ 1d4 20 Slashing 10 0.5 lb. Small 7 +1 (Lic)
Battle Wire, Long¹ 1d4 20 Slashing 10 1 lb. Med 7 +1 (Lic) Chakra Gantlets¹ 1d3* 20* Bludgeoning — 2 lb. Small 9 +1 (Lic)
Chisa-gatana 1d6 18-20 Slashing — 1.5 lb. Small 8 —
Daikunai 1d8 18-20 Piercing — 4 lb. Med 11 +1 (Lic)
Blowgun¹ 1* 20 Piercing 10 0.5 lb. Small 3 —
Darts (5) — — Piercing — 1 lb. Tiny 2 —
Fuuma Shuriken 1d8 19-20 Slashing 5 2 lb. Med 5 +1 (Lic)
Garrote Wire Special — See text — 1 lb. Small 6 —
Hand Crossbow 1d4 20 — 30 2 lb. Small 8 +1 (Lic)
Bolts (20) — — Piercing — 2 lb. Tiny 4 —
Kama 1d6 20 Slashing — 2 lb. Small 5 —
Kodachi 1d6 20 Slashing — 2.5 lb. Small 8 —
Kunai (5) 1d4 19-20 Piercing 10 2 lb. Tiny 6 —
Exploding Kunai 1d4 19-20 Piercing 10 0.5 lb. Small 7 +2 (Res) Kusari-gama¹ 1d6/1d4 20 Slashing and
Bludgeoning — 2 lb. Large 9 +1 (Lic)
Ninja-to 1d8 19-20 Piercing — 3 lb. Med 11 +1 (Lic)
Nunchaku 1d6 20 Bludgeoning — 2 lb. Small 3 —
Shuriken (5) 1d3 20 Piercing 15 1 lb. Tiny 3 —
Sword-cane 1d6 18-20 Piercing — 2 lb. Med 9 —
Tessen 1d4 20 Bludgeoning 5 1.5 lb. Small 4 —
Throwing Needle (10) 1 20 Piercing 10 1 lb. Tiny 3 —
Archaic Weapons (requires the Archaic Weapons Proficiency feat)
Battleaxe 1d8 20/x3 Slashing — 7 lb. Med 11 —
Dagger 1d4 19-20 Piercing 10 1 lb. Tiny 3 —
Daikyuu 1d8 20/x3 Piercing 120 3 lb. Large 14 —
Arrows (20) — — — — 3 lb. — 6 —
Greatbow 1d8 20/x3 Piercing 40 4 lb. Large 15 +1 (Lic)
Arrows (20) — — — — 3 lb. — 6 —
Greatsword 2d6 19-20 Slashing — 15 lb. Large 11 +1 (Lic)
Hankyuu 1d6 20/x3 Piercing 100 2 lb. Med 10 —
Arrows (20) — — — — 3 lb. — 6 —
Kanabo 1d12 20/x3 Bludgeoning — 7 lb. Large 10 —
Katana (two-handed) 1d10 19-20 Slashing — 6 lb. Large 12 +1 (Lic)
Naginata 1d10 20/x3 Slashing — 12 lb. Large 9 +1 (Lic)
Sabre 1d6 18-20 Slashing — 3 lb. Med 8 —
Shortsword 1d6 19-20 Piercing — 2 lb. Small 5 —
Wakizashi 1d6 19-20 Slashing — 1.5 lb. Small 6 —
War Fan 1d8 20 Bludgeoning — 6 lb. Large 7 +1 (Lic)
Exotic Weapons (requires the Exotic Melee, Firearms or Ranged Weapons Proficiency feat)
Daigama 1d10 20/x3 Piercing — 5 lb. Med 11 +1 (Lic)
Double katana 1d10 18-20 Slashing — 9 lb. Large 14 +2 (Res) Hansori 1d10/1d4 19-20 Slashing — 7.5 lb. Large 13 +1 (Lic) Katana (one-handed) 1d10 19-20 Slashing — 6 lb. Large 12 +1 (Lic) Large Katana 2d6 19-20 Slashing — 9 lb. Large 13 +1 (Lic)
Kunai, curved 1d4 18-20 Slashing 5 0.5 lb. Tiny 4 —
Scythe 2d4 20/x4 Piercing and
Slashing — 12 lb. Large 8 —
Shuko and Ashiko¹ 1 20 Piercing — 1 lb. Small 7 —
Spiked Greatmace 1d12 20/x3 Bludgeoning
and Piercing — 12 lb. Large 15 +1 (Lic)
Zanbatou 2d12 20/x3 Slashing — 35 lb. Huge 17 +2 (Res)
Simple Weapons (requires the Simple Weapons Proficiency feat)
Quarterstaff¹ 1d6/1d6 20 Bludgeoning — 4 lb. Large 3 —
¹ See weapon description for details.
Weapon Descriptions
The weapons described below have special benefits other than the characteristics mentioned above.
Enhancement Seals: Enhancement seals added to a weapon typically cannot be bought
and are extremely rare. However, if sold, typically add +1 to the purchase DC of the weapon per 150 XP required to craft the seal (rounded up), minimum +2 per rank. Craftsmen also often add a fee depending on the general skill of the person to craft it. Add +1 to the purchase DC per 2 levels of the craftsman.
Battle Wire: The battle wire is a fingerless leather glove outfitted with a thick metal
plate on the back of the hand. Each finger, thumb included, holds a hollow iron ring which contains coiled wire and a release mechanism triggered with the release of chakra. This weapon grants the wielder a +2 equipment bonus to Taijutsu checks made to enter the Kousen Ryu stance, and grants the wearer a +2 bonus to make a disarm attempt without risk of being disarmed. The battle wire is limited to 3 range increments (30 feet maximum range), and can hold weapon seals normally.
It cannot be used as a melee weapon, but the battle wire still allows the wielder to deliver unarmed attacks normally if the wires are not deployed.
The battle wire can be used in two-weapon fighting with another battle wire, using two ranged weapons of the same type, and the wielder adds his Dexterity modifier to attack and damage rolls with the battle wire. Off-hand attacks only gain half the wielder's Dexterity modifier to damage rolls.
Outside of the Kousen Ryu taijutsu stance, the battle wire cannot be used as a weapon and is a simple leather gauntlet.
Battle Wire, Long: This type of battle wire does not require additional proficiency and
deals the same damage as a normal battle wire, but is limited to 4 range increments rather than 3 (40 feet maximum range). The long battle wire is a Medium weapon.
Chakra Gauntlet: These heavy metal gauntlet is made for the purpose of holding
weapon seals in mind. While wearing a pair of chakra gauntlets, the character suffers a -2 penalty to skill checks made to perform techniques with Hand Seals or Half-Seals, but is able to wield the power of weapon seals scribed on them with unarmed attacks. A pair of chakra gauntlets can hold weapon seals normally.
Chakra Gauntlets do not improve or impair unarmed strikes, nor do they allow the
wielder to automatically count as armed or deal lethal damage with them. They cannot be worn with brass knuckles, shiko and ashiko, knuckle blades or similar weapons, but deal standard unarmed damage. The damage and critical statistics provided are for a character untrained with unarmed attacks.
Chisa-gatana: This weapon can be wielded with two hands to deliver additional damat
even though it it Small.
Daikunai: The wielder gains a +2 equipment bonus to checks made to resist being
disarmed.
Daikyuu: This weapon can be loaded or reloaded as part of the firing process, which
requires no action. The wielder does not apply his Strength score to damage with this weapon.
The japanese longbow has a rate of fire of 1, meaning that it cannot fire two shots with one attack even with feats that would normally allow it.
Double katana: This weapon is very similar to the Katana, except that two blades in
parallel are producing from the hilt, with around three quarters of an inch space in between them.
It is said to deliver blows that are very hard to treat. If a character is wounded by a double katana, the DC to restore hit points with the treat injury skill is increased by 2 for 24 hours.
Unlike the katana, the double katana does not count as a Medium-sized weapon for the purpose of two-weapon fighting.
Blowgun: This simple bamboo blowgun can be used to deliver poisons of the Injury type
(see Craft Chemical for more details). This weapon cannot be used if the wielder cannot use his mouth (ie, is gagged). A fukiya can hold one dart.
Fuuma Shuriken: The weapon can be collapsed to reduce the size category by 1,
although its damage die is reduced by one die size (1d8 to 1d6).
Garrote Wire: At any time the wielder would catch a foe defenseless (a creature who has
been denied her dexterity bonus to defense), he may attempt a grapple check with a +4 bonus to attempt strangulation. Use standard Strangulation and Grapple rules.
Greatbow: The japanese greatbow is used at shorter range to deliver dearlier attack. The
wielder adds his Strength modifier to damage rolls. It otherwise functions the same as a daikyuu.
Hand Crossbow: You can draw a hand crossbow back manually. Loading a hand
crossbow is a move action that provokes attacks of opportunity.
Hankyuu: The wielder does not add his Strength modifier to damage rolls. The hankyuu
otherwise functions the same as daikyuu.
Hansori: Also called a shackle-blade, this special katana has a short chain attached to the
very tip of its hilt that can be used as a spiked chain that deals 1d4 points of damage. The hansori can be used as a double weapon; both heads of the weapon can be used on different opponents.
Using the hansori as a double weapon counts as though the wielder was using a small weapon in his off-hand. A character proficient in the use of the Hansori is not
automatically proficient in either the Katana or the Spiked Chain. A hansori can be wielded either one-handed or two-handed, as would a katana.
Katana: To wield a katana proficiently one handed, one must have the Exotic Melee
Weapon Proficiency feat with the katana; otherwise it only requires an Archaic Weapon Proficiency. A katana, with the exotic melee weapon proficiency feat, is eligible for the weapon finesse feat and counts as a Medium-sized weapon for the purpose of dual wielding.
Katana, Large: This larger version of the katana does not quite qualify as an "o-dachi"
or "daigatana". While it is not as large as the greatsword, it certainly bears the same kind of power. The Large Katana usually measures 5 and a half feet long. Due to its great length, it cannot be wielded one handed unless the wielder has the Monkey Grip feat and the Exotic Melee Weapon Proficiency (large katana) feat.
Knuckle Blade: This weapon allows the user to deal lethal slashing damage with his
unarmed attack while still keeping the same damage he would normally do.
This does not apply to damage bonus gained from the brawl feat tree and would deal the standard 1d3 point of damage, though this time slashing damage.
Feats and abilities like weapon focus can be applied to this weapon whether they are originally for Knuckle Blades or unarmed attacks, but they don't stack if taken for both. While fighting using a knuckle blade, the character does not benefit from critical range or modifier increase that applies only to unarmed attacks.
Kodachi: When fighting defensively, the wielder gains an additional +1 bonus to defense
per Kodachi he is currently wielding.
Kunai: When thrown, the character adds his strength modifier to damage with a kunai. In
addition, a character can draw one kunai as a free action if he intends to throw them right away, though he cannot make more attacks than he normally could in a round in this manner.
Kunai, curved: This oddly shaped kunai is used as a slashing weapon due to its curved
end. It can still be thrown, but with a -2 penalty to the attack roll.
Kunai, Exploding: This odd-shaped kunai has an exploding inscription engraved in its
hilt. Because of its odd balance and longer hilt, it is harder to throw and as such suffers a -1 penalty to attack rolls when thrown. The Greater Exploding Tag inscribed on its hilt can still be set off as long as the kunai is within range (see exploding tag entry for more details), but cannot be charged. Once it explodes, the kunai will be ruined.
generally considered exotic by most ninja. The wielder can use this weapon either as a chain or as a kama, or as a double weapon, though the weapon focus feat or ability does not grant benefit from its effects unless the feat was selected for a kusari-gama. The kama head of the weapon deals 1d6 points of slashing damage, while the chain head deals 1d4 points of bludgeoning damage.
In addition, a Kusari-gama can be used as a reach weapon to attack foes up to 10 feet away. Using the weapon in this manner allows the wielder to make only a single attack as an attack action, and must be withdrawn back to the wielder as a move-equivalent action for him to be able to use it again.
Using the weighed-chain part of the weapon allows the wielder to use the weapon as a chain (see equipment chapter of the core rulebook for details) even though the
proficiencies and bonus abilities do not apply unless they affect the Kusari-gama (and likewise, abilities and proficiencies for the Kusari-gama does not affect either the Chain or the Kama.)
Despite its large size, the wielder may apply the Weapon Finesse feat to the Kusari-gama. The kusari-gama can be used as a double weapon, though it incurs all the penalties of fighting with a one-handed weapon and a light weapon.
Naginata: This spear-like weapon is commonly used by warriors and monks, and is a
reach weapon. As such, the user can attack foes with a 10-feet reach, but not adjacent enemies with it.
Ninja-to: The sheath of a Ninja-to can be used to conceal 5 throwing needles (with no
check required, spot DC 15), and as scuba gear to swim close to the surface (or crawl at the bottom of a small fish pond), or blowpipe for powders and poisons.
A character can select the Weapon Finesse feat to apply his Dexterity modifier instead of Strength modifier to attack rolls with a ninja-to. (Note: This weapon is purely a
hollywoodian misconception and is not an actual shinobi weapon.)
Quarterstaff: The quarter staff can be used to strike with either end of a quarterstaff,
allowing one to take full advantage of openings in an opponent’s defenses. A quarterstaff is a double weapon. It can be used to fight 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 are 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 quarterstaff, can’t use it as a double weapon.
Sabre: The wielder gains a +4 bonus to opposed checks to avoid being disarmed. Shuko and Ashiko: This weapon adds a +1 piercing damage bonus to the wielder's
unarmed strike, in addition to making the user's unarmed attack count as armed and deal lethal damage.
While the user wields shuko and ashiko, he can freely perform hand seals and hold objects, and gain a +2 bonus to Climb checks. Once worn, Shuko and Ashiko already affect both arm and legs, and thus cannot be used in pairs unless one possess more than one pair of each limbs.
The wielder cannot be disarmed of a shuko and ashiko.
Shuriken: A shuriken can be anything, from throwing stars to small blades. When
thrown, the character adds his strength modifier to damage with a shuriken.
The character can draw up to two shuriken as a free action if he intends to throw them right away, though he cannot make more attacks than he normally could in a round in this manner.
Sword-cane: The sword-cane is a lightweight weapon concealed in the shaft of a walking
stick or umbrella. It is always considered concealed, and is only noticed with a Spot check (DC 18). The walking stick or umbrella is not concealed, only the blade within.
Tessen: A tessen can be collapsed one size category, though its damage is reduced by one
die size (1d4 to 1d3).
Throwing Needle: When taking a full-attack action using only throwing needles as
weapon, the wielder also gains an additional attack at his highest attack bonus with a -5 penalty during this round, though all attacks (including the additional attack) suffer a -2 penalty to attack rolls. This does not stack with other similar abilities, such as Rapid Shot. In addition, a character can draw up to four throwing needles as a free action if he intends to throw them right away, though he cannot make more attacks than he normally could in a round in this manner. A character doesn't add his strength modifier to damage with throwing needles.
War Fan: This weapon can be collapsed one size category smaller, though its damage is
reduced one die size (1d8 to 1d6).
Zanbatou: This sword is absolutely enormous and cannot normally be wielded by a
Medium-size character. Wielding this weapon proficiently requires the Exotic Melee Weapon Proficiency (zanbatou) feat and the Monkey Grip feat. Even with these two feats, the character suffers a -2 penalty to attack rolls because it is an improperly sized weapon. The zanbatou is a reach weapon that allows the wielder to attack opponents within 10 feet, but cannot be used against adjacent foes.
Explosives
The explosives described below are all shinobi-grade, high-quality explosives that require a license to possess and are illegal to purchase or craft for non-authorized shinobi and civilians.
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.
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.