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Trader info
Name:
Howor
Cash:
236gp 6cp
Type:
Weapons
Appraise:
4
Diplomacy:
0
Name
Price
List Price
Traders Price
#
Description
Bolas
5gp
5 gp
4gp 7sp 5cp
1
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 bolas.
Dagger, punching
3gp
2 gp
2gp 4sp 3cp
1
Greatsword
60gp
50 gp
56gp 2sp 5cp
1
Guisarme
12gp
9 gp
10gp 5sp 3cp
1
A guisarme has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.
Halberd
15gp
10 gp
13gp 4sp 5cp
1
If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character. You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.
Hammer, light
9sp
1 gp
8sp 3cp
1
Lance
12gp
10 gp
10gp 9sp 2cp
1
A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. While mounted, you can wield a lance with one hand.
Nunchaku
3gp
2 gp
2gp 2sp 3cp
1
The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, 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).
Sai
10sp
1 gp
9sp 7cp
1
With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). The sai is a special monk weapon. This designation gives a monk wielding a sai special options.
Sickle
7gp
6 gp
6gp 2sp 2cp
1
A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.
Spear
2gp
2 gp
1gp 6sp 3cp
1
A spear can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.
Sword, two-bladed
107gp
100 gp
101gp 3sp 3cp
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.
Trident
20gp
15 gp
18gp 2sp 8cp
1
This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.
Waraxe, dwarven
36gp
30 gp
34gp 1sp 2cp
1
A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.