New Weapons | I pull out my Newhonian Asskicking Stick, and...


Weapons of the Yeomanry | Weapons of the Halflings


Weapons of the Yeomanry 

In the Yeomanry, methods are employed in which large groups are organized to drive giants into pits, traps and nets, which they have set in advance. When giants cannot be sent into waiting traps, other methods are employed, such as the use of upsized bolas, caltrops, and lassos. In either case, once the giants are in disarray, the Yeoman then attack with their snag-spears, crossbows, longspears, giant-slings, snagnets, and swords.

Yeoman Giant-Bola

This stout 2-ball bola consists of two wooden spheres connected by a length of cord between 5 ft. and 12 ft. long. It is used to entangle and Trip humanoids of Large size and up. When thrown, you make a ranged touch attack against the opponent.

A Trip attack is a called shot at the legs, and is made with a -4 penalty. The bola does not deal damage of any type, but the opponent must make a Reflex save or Trip. The giant can extricate itself from the giant-bola with an Escape Artist skill check at DC 18.

When an entangle attack is made, you make a ranged touch attack against the target. If the attack is successful, the opponent must make a Reflex save or becomes entangled as it wraps around his body. An entangled creature suffers -2 on attack rolls and a -4 penalty to effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or be unable to cast the spell. When using a Giant-Bola, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent. A typical giant-bola has 5 hit points, AC 12, and can be burst with a Strength check (DC 25). Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with a giant-bola.

Exotic Weapons - Ranged

Medium-Sized
Giant-Bola, Yeoman*
Cost: 25 gp
Damage: --
Critical: --
Range Increment: 10 ft.
Weight: 10 lb.
Type: --

Yeoman Giant-Sling

This large sling is a scaled up version of a normal sling, specifically designed for use against giants. A character can hurl ordinary rocks with a staff sling, but rocks are not as dense or as round as bullets, so they deal only 1d8 points of damage and suffer a -1 penalty on attack rolls.
Exotic Weapons - Ranged

Medium-Sized
Giant-Sling, Yeoman*
Cost: 1 gp
Damage: 1d10
Critical: x2
Range Increment: 30 ft.
Weight: 1 lb.
Type: Bludgeoning
Ammunition: Rocks up to 5 lbs.

Yeoman Giant-Crossbow & Snag-Spear

This weapon is especially useful against flying creatures, and has been used to delay giants.

Giant-Crossbow

A giant-crossbow is so large that it is essentially a small ballista, requiring two hands to operate effectively. To draw the unique double-drawstrings back, an operator must turn its winch. Loading requires three full-round actions and provokes an attack of opportunity each round. Unless a trained operator is using the giant-crossbow, it makes attacks with a straight attack roll (1d20) with no modifications (no character base
attack bonuses, ability modifiers, etc.) except for range.

Snag-Spear

A snag-spear is a modified harpoon; its shaft is made of wood banded in steel rather than entirely of metal like a normal harpoon. It is a broad-bladed spear with attached barbs. At the end of the shaft is a trailing rope used to control speared creatures. If you inflict damage on an opponent, the victim must make a Reflex save against DC (equal to 10 plus the damage inflicted) or the snag-spear lodges in the target. Speared creatures are effectively entangled. An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity, and fliers lose the ability to ascend. In addition, the entangled creature can only move at half speed and cannot charge or run. The entangled creature can only move within the limits that the rope allows. An opposed Strength check is required to break the rope (DC 24), as the rope has a hardness of 5, and a total of 6 hit points. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or be unable to cast the spell.

Exotic Weapons - Ranged

Medium-Sized
Giant-Crossbow, Yeoman*
Cost: 250 gp
Damage: 1d10
Critical: x2
Range Increment: 120 ft.
Weight: 30 lbs.
Type: Piercing
Ammunition: Snag-Spear

Snag-Spear, Yeoman*
Cost: 15 gp
Weight: 10 lb.

Yeoman Snagnet Caster & Snagnet

Snagnet Caster

The snagnet caster is a smaller, lighter version of a catapult. It is used to fire a "snagnet," a fighting net that has small barbs in the weave. It can be used to entangle Large to Huge opponents. Loading requires 2 crewmembers and five full-round actions, and provokes an attack of opportunity each round (a single crewmember can operate the snagnet caster, but it requires 15 rounds). Unless a trained operator is using the giant-crossbow, it makes attacks with a straight attack roll (1d20) with no modifications (no character base attack bonuses, ability modifiers, etc.) except for range. Otherwise, it is a ranged touch attack. The net behaves in much the same way a grenadelike weapon does. If the attack roll fails, consult the "Deviation (10 ft. to 16 ft.)" diagram (DMG 68). The center is the desired target and this new result is used as the center to determine the actual deviation of the attack.

Snagnet

When a snagnet is hurled, it covers a 20 ft. radius area; all targets on the edges of this area may make a Reflex save at DC 16 to move 5 ft. out of the area. If the attack is successful, the target is entangled. An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. The entangled creature can escape with an Escape Artist check (DC 20) that is a full-round action. The net has 15 hit points and can be burst with a Strength check (DC 35, also a full-round action). If there is a trailing rope attached to the snagnet, the opponent can only move within the limits the rope allows (opposing Strength check if controlled by a creature, otherwise opposing the rooted object).

Exotic Weapons - Ranged

Medium-Sized
Snagnet Caster, Yeoman*
Cost: 200 gp
Damage: --
Critical: --
Range Increment: 70 ft.
Weight: 15 lbs.
Type: Piercing
Ammunition: Giant-Snagnet

Giant-Snagnet, Yeoman*
Cost: 40 gp
Weight: 20 lb.

Yeoman Giant-Lasso

A Citizen militia group, consisting of ranchers and cowhands from the southern Yeomanry, first implemented the Yeoman lasso against giants. These slightly larger-than-normal lassos have been used sporadically to complement other Yeoman giant-fighting tactics and weapons, primarily because of the specialized training required to use one. A Yeoman giant-lasso does no damage in game terms, but can be used to entangle a Large or Huge humanoid. The Yeoman lasso is seldom used alone; instead it is used in concert with other lasso attacks. This weapon is a length of very strong 50 ft. leather rope. When a Lasso is thrown, make a ranged touch attack against the target. A lasso's maximum range is 50 feet, and the character suffers no range penalties to throw it even to its maximum range.

A successful lasso attack made against a humanoid's upper body (neck, arms or waist) can pull the giant off his feet if an opposing Strength check is successful. When calculating the opposing Strength check, the combined Strength of all attached lasso users is used. Success indicates a Trip. If the attack is successful, the target is entangled. An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot Charge or Run.

The attacker controls the rope by succeeding at an opposed Strength check. If more than one successful lasso attack is already in play, all the Strength scores are combined for the check. Once control is established, several creatures can aid in Tripping a foe, each additional creature gives a +2 if medium-sized, or +1 if Small, to the opposed Strength check. If a lasso is used from a mount, and the line is tied to the saddle, the mount's Strength is used instead of the riders. If the attacker controls the rope and elects not to Trip the creature, the entangled creature can only move within the limits that the rope allows.

If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or be unable to cast the spell. The entangled creature can escape with an Escape Artist check (DC 20), which is a full-round action. The lasso has 5 hit points and can be broken with a successful Strength check (DC 25, also a full-round action). Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength.

Exotic Weapons - Ranged

Medium-Sized
Giant-Lasso, Yeoman*
Cost: 5 gp
Damage: --
Critical: --
Range Increment: 50 ft.
Weight: 12 lbs.
Type: --

Yeoman Anti-Giant Caltrops

Each Yeoman giant caltrop is a ball of four of spikes, weighing 1/2 lb. (five times the weight of a normal caltrop). As with its smaller cousin, a Yeoman giant caltrop is designed so that no matter how it lands it has at least one spike pointing upward. The base amount is ten giant caltrops cast down in a 25'x25' area (525' sq. ft.). Each time a Large or bigger creature moves into an area covered by giant caltrops (or spends a round fighting while standing in such an area), the creature may step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonus do not count. (Deflection averts blows as they approach, but it does not prevent a character from touching something dangerous.)

If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed at the attack, the creature has stepped on one. The caltrop deals 1d6 points of damage, and the creature's speed is reduced by 50% because its foot is wounded. This movement penalty lasts for 1 day, or until the creature is successfully treated with the Heal skill (DC 15), or until the damage is magical cured. A Charging or Running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

If the creature does not stop and remove the caltrop from its foot (requires a full-round action), it receives the same damage for each step thereafter. For each additional caltrop or step damage done, an a Constitution check is required. Failure indicates the giant is lame and can only move 1/3 its movement rate due to the pain of the injury. This restriction lasts 24 hours or until the wound is healed, whichever comes first. If only 5 caltrops are used in the standard 25'x25' given area, the giant gains a +4 to its Dexterity check. For every 5 caltrops greater than the base 10 caltrops used in the given area, the giant's Dexterity check is made at -2. If the giant is moving at least 50% greater than its normal movement rate, it suffers a -2 penalty to the Dexterity check. One check is made for every 25 square foot area the giant enters.

Adventuring Gear (Trap)

Small
Giant-Caltrops, Yeoman*
Cost: 1 gp each
Damage: --
Critical: x2
Weight: lbs.
Type: Piercing

Yeoman Giant Traps

Giant Jaw Trap: CR 2; no attack roll necessary (6d6/x3 critical); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20). CR 2; no attack roll necessary (6d6/x3 critical); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20). These finely crafted metal traps are often used to slow down an advancing group of giants. It has two large metal jaws lined with sharp points. A small platform rests in the between the jaws, and the entire trap is covered in loose brush for camouflage. The platform is designed to activate when a Large or bigger creature exerts pressure on the platform, causing the jaws to snap shut. This trap can be reset by a minimum crew of 1 in 15 minutes.

Giant Net Trap: CR 1; +5 melee (see note); Search (DC 20); Disable Device (DC 25). Note: Giants in 20-ft. square are grappled by net (Str 22) if they fail a Reflex save (DC 16). This trap is usually activated by a trip wire that stretches across the path a few feet above the height of the average humanoid. The net used for the trap is of Huge size, and is woven from thick ropes to help withstand giant strength. This trap can be reset by a minimum crew of 2 in 1 hour.

Crushing Trunk Trap: CR 5; +10 melee (6d6); Search (DC 20); Disable Device (DC 25). Note: Can strike all giants in two squares in front or behind the target square trajectory. Sometimes a spike is added to the end of the tree trunk causing additional damage, but only to the first giant in the trajectory (1d4+2/x3 critical). This trap can be reset by a minimum crew of 2 in 20 minutes.

Poison Spike Lever Trap: CR 2; +10 melee (3d6); Search (DC 20); Disable Device (DC 25); Note: see PHB, page 80, for a description of blue whinnis poison and its effects. This trap is often attached 10 feet or so above the ground, attached to a tree trunk. When the trip wire is activated, the lever whips around the tree trunk at an amazing speed, imbedding the poison spike deep within the giant. This trap can be easily reset by a crew of 1 in 10 minutes.

Tanglefoot Bag Trap: CR 2; +10 melee (2d4+4/x3 critical); Reflex save (DC 27) avoids; Search (DC 20); Disable Device (DC 25). Note: See PHB, page 114, for a description of a tanglefoot bag and its effects. This trap is activated when a Huge sized creature steps on the dense activation plate, releasing the goo in an explosive spray (see PHB page 138, Grenadelike Weapon Attacks). This trap cannot be reset.


Weapons of the Halflings

Anklebiter

The halfling anklebiter is a slightly modified sickle designed to simultaneously slash ankles and trip larger opponents. If used simply as a slashing weapon, the halfling anklebiter does the same mount of damage as a sickle. If used to trip medium-sized or larger opponents, there is a chance for the opponent to Trip (PHB 139) although damage done by the attack is reduced by 50%.

Simple Weapons - Melee

Small
Anklebiter, Halfling
Cost: 6 gp
Damage: 1d6
Critical: x2
Weight: 3 lb.
Type: Slashing

Blowstick

Halfling blowsticks (a.k.a. blowguns) are used by bayou halflings, and marshmen of the Hool marsh, to project darts to great distances. These foot-long hollow tubes (up to 3 ft. long tubes are possible to increase range) are normally carved out of magnolia wood, but any bendable wood can be used. The darts are almost always coated in a paralytic substance (DC 16, lasts only 2 rounds). The darts are daubed on the backs of the "red-and-blue poison-arrow frog" native to the Hool and therefore the paralytic substance cannot normally be resupplied outside the marsh. To residents of the Hool Marsh this weapon is "Martial-Ranged," but to all else its "Exotic-Ranged."

Exotic Weapons - Ranged

Blowstick, Halfling
Cost: 1 gp (per 1 ft. length of blowstick)
Damage: 1
Critical: x2
Range Increment: 10 ft. (per 1 ft. length of blowstick)
Weight: 2 lbs. (per 1 ft. length of blowstick)
Type: Piercing

Deadeye Spitshot

"Deadeye" is the nickname given to those who employ the "spitshot," an unusual attack method used by some bayou halflings and marshmen of the Hool Marsh. The deadeye spitshot was discovered by Elseneaux Hammertoe, the daughter of a trapper in the backmarsh of the Hool. Elseneaux was unusually thin for a stout halfling, her lean physique due to long treks through the wildwood. On this particular day, her mother had sent her from Dalrymple Inlet to River Trail to fetch a new crabtrap. During the short trip, she became hungry and stopped to prepare a meal. Her father had packed her usual favorite meal, purple peppers stuffed with sweetbread crumbs soaked lightly in honey, and crawfish tails. Elseneaux opened her bottle of peppersauce and poured a generous amount on her meal. Unfortunately for Elseneaux, a black bear had scented his next meal, and Elseneaux was eating it. Quietly, the bear moved in behind her. Elseneaux, caught off guard, was still chewing when the bear grappled her to the ground. She wrestled with the bear as best she could, but the bear was too heavy, so she grabbed at a cooking pan she had removed from her pack, and beat the bear. Not taking kindly to this, the bear turned, placing his entire front-end weight on her stomach. The force caused Elseneaux to spit out the food in her mouth right into the bear's face. Elseneaux later told the story of how the bear had turned and run, whimpering back into the marsh as fast as he could go. Elseneaux may have discovered the concept, but it was her mother who realized her daughter's serendipitous encounter could be used to their advantage. Seethaux Hammertoe distilled a painful brew of pure pepper juice, the same process used to this day. For several generations only the citizens of Iota Landing and Dalrymple Inlet used the pepper juice spitshot. Eventually, Deep Marsh Island began using it for its trapping and hunting expeditions. Although the blowsticks and sling sticks are still the primary weapons of the bayou halflings, the deadeye spitshot is often used during unexpected personal encounters with animals and beasts.

Not only does the purple pepper make for a tasty roux, it is also a mighty fine beast repellant. In combat the attacker can spit a mouthful (3 ounces) of distilled purple pepper juice into the eyes of his foe, causing stinging pain, blurred vision and possible blindness. This requires a successful ranged touch attack roll at -4, as the target is the opponent's eyes and it is considered a called shot. Defenders may add their dexterity, shield and deflection bonuses to their AC, but not benefits for armor unless a full-face helm is worn. The juice normally causes no damage, but inflicts immediate blindness for one round, and blurred vision accompanied by intense pain for 1d10 rounds resulting in a -2 to all attack, damage, saving throw and DC check rolls. Unintelligent animals and beasts must also make a successful Will save at DC 18 or run away. On a second successful attack roll, the subject is blinded for 1d10 rounds and suffers 1d4 points of damage. A critical hit on a natural 20 results in a threat. A successful heal check, application of water, magical curing or neutralize poison negates these affects.

The spitshot is effectively an exotic missile weapon and requires the Exotic Weapon (Spitshot) feat to use in this manner. Feats meant to be employed with ranged weapons can be used with the attack, such as Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Finesse, Weapon Focus, and Weapon Specialization. The pepper juice spitshot is a grenade like weapon that emanates forward in a cone pattern, opening the possibility to hit multiple targets within the cone spread. Using this attack in melee draws attacks of opportunity against the attacker, except as readied action. Some monsters and creatures without normal eyes may not be affected, per DM discretion. Certain very large creatures, such as dinosaurs, might have eyes so large or far apart that they would be considered separate targets. In this case the effects are halved.

Purple pepper spitshot can be made using the Alchemy skill at DC 15. Its only components, purple peppers, are rare outside the Hool Marsh. Therefore, the base material cost in the Hool Marsh is 2 gp, but escalates to 10 gp outside the Hool Marsh.

Exotic Weapons - Ranged

Small
Deadeye Spitshot*
Cost: 6 gp (Hool Marsh), 30 gp (elsewhere)
Damage: Special
Critical: Special
Range Increment: 5 ft
Weight: 1 lb.
Type: Grenade/Cone

Goolie Crusher

The halfling goolie crusher consists of a stout leather strap that fits over the knuckles, into which is sewn a thick, rough metal band. An attack with a goolie crusher takes place in the groin area, and requires that the area is reachable by the attacker. Generally, this means a goolie crusher can normally be employed only against opponents one or maybe two sizes larger than the attacker. Since the intention of a goolie crusher is to hit the groin area, the attacker makes the attack with a -4 penalty due to the called shot. Damage is minute, but an opponent that receives a hit must make a successful Fortitude save or is Staggered (PHB 135). A Staggered opponent must make a Fortitude save at the beginning of each round thereafter, success indicating he is recovered enough to take action that round.

Exotic Weapon - Melee

Tiny
Goolie Crusher, Halfling*
Cost: 5 gp
Damage: 1
Critical: x2
Weight: 3 lb.
Type: Bludgeoning

Jai

The halfling jai is a specially designed sack of thick woven reeds wherein one side is lightly scooped, and the other end is gripped with both hands. A rock weighing up to 15 pounds is placed within this scoop, and by twirling the body with arms outstretched, using precise body motions and a quick flinging action, the rock can be hurled with great force. In addition, rocks up to 15 pounds can be caught with a halfling jai scoop as long as the halfling is ready for, and aware of, the attack. Once every two rounds, a halfling can catch such a rock, or any similar hurled item, such as an orcish shotput. A halfling that would normally be hit by a rock can make a Reflex save at DC 16 to catch it as a Full-Round action, provoking an attack of opportunity. The halflings use this weapon to allow them an equalizer when fighting orcs and some giant-kin. To halflings of the Little Hills this weapon is "Martial-Ranged," but to all else its "Exotic-Ranged."

Exotic Weapons - Ranged

Medium-Sized
Jai, Halfling*
Cost: 3 gp
Damage: 2d6
Critical: 19-20/x3
Range Increment: 15 ft.
Weight: 1 lb.
Type: Bludgeoning

Kite

The halfling kite is a primitive construct made of light wood, paper, and/or fabric. It is launched and flown from the ground. It is large enough to carry a small humanoid aloft while tethered to the ground some distance away. Halflings use the kites for reconnaissance and, rarely, for aerial assaults. On those rare occasions, flaming oil or alchemists fire is often used.

In a pinch, an airborne halfling kite can be cut free by the rider and glided down to the ground (requires a full-round action). This is a dangerous maneuver, because now the rider must make a Dexterity check or fall immediately to the ground and take normal falling damage. Gliding can only be performed at altitudes of 100 feet or higher; otherwise the rider crashes to the ground and receives falling damage as if he had fallen from that height. For every 10 feet of gliding, the rider loses 1 foot of altitude (he can lose more if he chooses). The direction remains constant. However, a direction change can be attempted, requiring a successful Dexterity check. Failure indicates the glider has fallen apart during the attempt, and the rider crashes to the ground taking falling damage from his current height. When the ground is close enough, the halfling can maneuver to land, but this too requires a successful Dexterity check. Failure indicates a crash along with falling damage.

Cost: 10 gp
Weight: 3 lb.

Kneecracker

The halfling kneecracker is a battlehammer crafted and weighted to be used by creatures of Small size only. It is specifically designed to break an opponent's kneecap, possibly crippling him. Striking the kneecap requires a called shot, which incurs -4 penalty on the attack roll. The injured opponent must make a successful Fortitude save, or take 1 point of Strength damage (returns 1 per day), defend against a Trip attack, and lose the use of his knee (until magically healed).

Simple Weapons - Melee

Tiny
Kneecracker, Halfling
Cost: 10 gp
Damage: 1d6
Critical: x2
Weight: 5 lb.
Type: Bludgeoning

Pellet Crossbow

Although almost identical in construction and use as a normal hand crossbow, the pellet crossbow has a small pocket in the bowstring for holding a stone or lead pellet. The pellet can be fired with more force than from a sling, giving the weapon extra range, but not extra damage. Pellet crossbows use sling ammunition, such as sling stones and sling bullets. You can draw a pellet crossbow by hand, and loading is a move-equivalent action that provokes an attack of opportunity. To halflings of the Little Hills this weapon is "Martial-Ranged," but to all else its "Exotic-Ranged."

Simple Weapons - Ranged

Small
Crossbow, Halfling Pellet, Light
Cost: 35 gp
Damage: 1d6
Critical: x2
Range Increment: 60 ft.
Weight: 6 lbs.
Type: Bludgeoning

Medium-Size
Crossbow, Halfling Pellet, Heavy
Cost: 50 gp
Damage: 1d8
Critical: x2
Range Increment: 100 ft.
Weight: 9 lbs.
Type: Bludgeoning

Large
Crossbow, Halfling Pellet, Great
Cost: 100 gp
Damage: 1d10
Critical: x2
Range Increment: 130 ft.
Weight: 15 lbs.
Type: Bludgeoning

Exotic Weapons - Ranged

Tiny
Crossbow, Halfling Pellet, Hand
Cost: 100 gp
Damage: 1d3
Critical: x2
Range Increment: 20 ft.
Weight: 3 lbs.
Type: Bludgeoning

Medium-Sized
Crossbow, Halfling Pellet, Repeating
Cost: 250 gp
Damage: 1d6
Critical: x2
Range Increment: 60 ft.
Weight: 16 lbs.
Type: Bludgeoning

Bowsling

The halfling bowsling (a.k.a. slingshot) is simply "Y"-shaped piece of stout wood or other unbending material. The bottom shaft of the "Y" is held by one of the attacker's hands. Across the upper "V" portion is attached a stretchy fabric (such as a tight net weave), wherein is placed a small stone or pellet. When aiming, the stretchy material is drawn back to its maximum length and released toward the intended target. Bowslings use sling ammunition, such as sling stones and sling bullets. A bowsling's increased accuracy allows for a +1 circumstance bonus to attack rolls when using sling bullets (but not ordinary stones). To halflings of the Little Hills this weapon is "Martial-Ranged," but to all else its "Exotic-Ranged."

Simple Weapons - Ranged

Tiny
Bowsling, Halfling
Cost: 1 gp
Damage: 1d2
Critical: x2
Range Increment: 20 ft.
Weight: 1 lb.
Type: Bludgeoning

Sling Stick

Halfling sling sticks are usually made from weeping willow wood and are about two feet long, and no longer than an inch thick. The stick is notched a few inches from the far end where a halfling skiprock, about 2-3 inches in diameter, is placed in the notch. When the flexible stick is bent back and released, the rock is sent forward at a dangerous rate of speed. To residents of the Hool Marsh this weapon is "Martial-Ranged," but to all else its "Exotic-Ranged."

Exotic Weapons - Ranged

Halfling Sling Sticks
Cost: 3 gp
Damage: 1d3 (polished rock), 1d4 (grooved stone), 1d4+1 (edged disc)
Critical: x2
Range Increment: 40 ft.
Weight: 1 lb.
Type: Bludgeoning (polished rock or grooved stone) or slashing (edged disc)


built by unclefester | sternzwischen | updated 14-05-29 23:13:23