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Trader info
Name:
Hanlo
Cash:
201gp 6cp
Type:
Weapons
Appraise:
4
Diplomacy:
4
Name
Price
List Price
Traders Price
#
Description
Dagger
2gp
2 gp
1gp 6sp 9cp
1
You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill).
Flail, dire
120gp
90 gp
113gp 7sp 3cp
1
A dire flail 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, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can't use it as a double weapon- only one end of the weapon can be used in any given round. When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.
Flail, heavy
16gp
15 gp
14gp 8sp 1cp
1
With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
Glaive
7gp
8 gp
6gp 5sp 5cp
1
A glaive has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.
Hammer, light
2gp
1 gp
1gp 1sp 8cp
1
Morningstar
8gp
8 gp
6gp 8sp 8cp
1
Net
20gp
20 gp
18gp 9sp
2
A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
Sap
2gp
1 gp
1gp 6cp
1
Scimitar
15gp
15 gp
14gp 6cp
1
Siangham
3gp
3 gp
2gp 6sp 1cp
1
The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options.
Sword, two-bladed
102gp
100 gp
96gp 2sp 5cp
1
A two-bladed sword 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, just as if you were using a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand can't use it as a double weapon-only one end of the weapon can be used in any given round.
Whip
10sp
1 gp
9sp 7cp
1
A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon. You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn't a light weapon for you.