Alien Weapons
Table of Contents
Alien Exotic Weapons
| Weapon | Cost | Dmg (S) | Dmg (M) | Crit | Range | Weight | Type | Special | Source |
|---|---|---|---|---|---|---|---|---|---|
| Deathbloom stamen | 250 gp | 1d3 | 1d4 | x2 | — | 7 lbs. | P | finesse, poison, see text | TWU |
| Deathbloom nectar | 150 gp | — | — | — | — | — | — | see text | TWU |
| Razorang | 15 gp | 1d4 | 1d6 | 19-20/x3 | 30 ft. | 3 lbs. | S | see text | TWU |
| Spur rifle | 100 gp | 1d4 | 1d6 | 19-20/x2 | 80 ft. | 6 lbs. | P | see text | TWU |
| Trinity blade | 25 gp | 1d3/1d3 | 1d4/1d4 | 19-20/x2 | — | 3 lbs | S or P | double | TWU |
Alien Weapon Descriptions
Deathbloom Stamen
This weapon is often harvested by chlorvians and used in ritualistic duels among their kind, but it has also found its way onto the black market and into the hands of various assassins. The deathbloom itself is a flower the size of a human head, resembling a cross between a rose and an orchid with deep purple petals edged and veined in crimson. The bloom sits atop a leafy stalk some seven feet in height, its end capped in a flask of nutrient fluid which feeds a deadly nectar into the flower’s stamen. When harvested, these stamens harden into sharp piercing weapons, still containing a dose of the poisonous nectar within them. Those proficient in wielding deathbloom stamens may break off the sharpened end inside a victim, automatically releasing its venom. The nutrient fluid inside a stamen can remain active for up to a week, or twice as long if kept partially submersed in water.
Deathbloom Nectar
The collected venom from the deathbloom can be purchased separately from its weaponized stamens. Independent of the nutrients provided by the flower, it only lasts for 3 days before slowly losing its potency, lowering the poison’s DC by 1 for each day thereafter, and finally becoming fully inert after 1 week.
Deathbloom Nectar: Type—injury; save Fort DC 14; frequency 1/rd. for 6 rds.; effect 1d3 Con; cure 1 save
Razorang
A metal version of a standard boomerang with a sharpened blade along its inner edge, the razorang first appeared among the zvarr who created it as a thrown weapon for use while gliding. Unlike a standard boomerang, the razorang can be thrown in a manner so it returns to its wielder while on the move if it misses its target, returning at the end of the round. If the razorang successfully strikes an opponent, it doesn’t return, either remaining embedded in the victim, or falling in the same square where it hit. A razorang wielder typically wears a heavy gauntlet with which to catch the returning weapon. Anyone without such protection, or a natural armor bonus of +1 or better, takes the weapon’s full damage when catching it.
Spur Rifle
Designed by the jagladine for use by their klaven footsoldiers, this ranged weapon fires thorny projectiles of a hard, resin-like substance, and may hold up to six spurs at a time in a self-contained case attached to the stock. As long as the rifle holds ammunition, its wielder can ready a new projectile with a free action, but loading a new case requires a full-round action which provokes attacks of opportunity. The jagladine grow the various components for spur rifles from organic biomass cultivated in the swamps of their homeworld, making them immune to spells such as heat metal and warp wood, but they still count as objects for the purposes of other spells and effects. The spurs themselves are porous and easily poisoned, often bearing jagladine toxins used to incapacitate other species for capture, interrogation, and experimentation.
Trinity Blade
This tretharri weapon resembles a punching dagger with a pair of curved blades projecting from the end of each of its horizontal handles. A proficient user can wield a trinity blade one-handed as a double weapon while carrying a buckler an the off-hand. The four-armed tretharri often wield such weapons with deadly effect.