NEW GEAR AND EQUIPMENT

Autofiring Crossbow

This ancient weapon was created during the Cleansing Wars to help the enemies of Rajaat. Each attack a character makes using this weapon fires three bolts instead of only one. If the attack hits, all bolts hit. Otherwise, all miss.
This weapon is similar to a normal crossbow (and has the same statistics), but it has an underbarrel drum that carries up 30 bolts.
Since this is not a magical weapon, it may be further enchanted.

Arrows of Impact

These minor artifacts where used against the Champions of Rajaat and their lieutenants. They may only be used on longbows and similar weapons.
These arrows have at least +1 enchantment, and inflict an additional 3d6 force damage, and the target must successfully save against a DC of 10 plus the additional damage. For each point he fails the save by, he's thrown 5 ft following the arrow's direction.
These are awful in closed spaces and when stealth is needed, since each time they hit a there is a sound like thunder.
Another version of this impact enchantment was used to create the maces of impact.

Bone-Chain Sword

I took this idead from Andy Collins' site (since I also saw the movie which inspired him). This is an old weapon, forgotten in time. All these weapons were masterwork, and could be enchanted.

Crown of Xuddhal

The Crown of Xuddhal is a minor artifact that was created by the first rulers of Derya. This crown gives the user the Martial Weapons Proficiency and Leadership feats, plus +4 Cha, +2 insight bonus in both attack and damage rolls, 2 points of mental hardness (cumulative with any other mental hardness), and a +4 to his Leadership score in order to find cohorts and followers.

If the crown is used by anyone who’s not of the Xuddhal bloodline, it will quickly constrict (causing 2d6 of damage per round) until it explodes the usurper’s head.

Gnome Flashlight

These are metal rods 1 ft in length that have one extremity that may be opened. When opened, it may be adjusted to provide illumination in the form of a 30 ft cone or a 60 ft beam.
These are very rare items, found only in the ruins of Small Home.

Mace of Impact

These maces were made of a dark, shining bone, and were of at least +1 enchantment. However, they're much more dangerous than they seem (both for the one who wields it and his enemy).
If the characters who wields a Mace of Impact sacrifices 10 of his own hit points, the weapon gains a +1 bonus to hit and damage, plus an additional 1d6 of force damage. The maximum value that may be sacrificed is 50 hp, thus turning this weapon into a +6 weapon dealing an additional 6d6 of force damage.
Besides the damage, the target must successfully save against a DC of 10 plus the force damage. For each point he fails the save by, he's thrown 5 ft following the hit's direction.
Like the Arrows of Impact, each time a charged Mace of Impact hits there is a sound like thunder.

Multispear

These strange weapons are composed of two parts: a bone or stone handle and a wooden shaft, sharpened to a point or with a sharp stone point. The wooden part, after impaling the prey, can be broken from the handle, dealing again half the damage already inflicted, and then another shaft may be attached (1 round to attach, unless the character has the Quick Draw feat). 
Although these weapons are not magical, each shaft broken and still impaled on the prey cause 1 additional point of damage every round, until removed. 
These weapons may be used to receive a charge, just as a normal longspear. However, they’ll automatically break after impaling the charging foe, inflicting half again the damage already inflicted. 
Each individual shaft weights 7 lbs. 
    Magical Multispear: These are similar to a normal multispear. However, these are at least +1 weapons, and they’re able to grow a new shaft every round, but only once per round. 
            Price: 1,800 cp plus the magical enhancement (at least +1).

Silt Skimmers

Each wheel of a skimmer may have 1 large slave in it, 2 medium slaves or 4 small slaves.

All weights are given in tons. For other statistics than those presented here, use the Arms and Equipment Guide (3e), using the statistics of the respective ship kind.

The following skimmers are equiped with “standard” combat gear. It may vary from one skimmer to another, and is presented here just as an example of how a skimmer looks like.  

Type

Ship Kind

Sail

Wt
(empty)

Crew

Wheels

Firing
Castle

Rotating
Platform

Light
Catapults

Heavy
Catapults

Ballistas

Cargo

1

Keelboat

x10 ft

14

6

4

 ---

---

---

---

1

50

2

Longship

x10 ft

16,8

20

6

---

---

---

---

2

50

3

Barge

x10 ft

47,8

10

6

---

---

---

---

---

100

4

Sailing Ship

x20 ft

46,5

20

6

---

---

2

---

---

150

5

Warship

x15 ft

68

60

8

1

2

---

1

2

85

6

Galley

x15 ft

88,9

100

10

2

2

---

2

2

150

To get a silt skimmer’s cost (in cp), multiply the cost of a ship equal to its ship type (in the Arms and Equipment Guide) by 5. The cost of an obsidian engine is equal to 10% the cost of the skimmer itself.

Creating an obsidian engine

To create an obsidian engine, it is needed a flawless, symmetrical, enchanted piece of obsidian. It must then be blessed by a cleric of the element of Earth or Fire, or it and the ship itself may be blessed by a cleric of Silt. Finally, the Psionic Channeler spell must be cast on the engine.

Trollish Maul

Altough physically powerful, trolls were not combat oriented, and had few weapon available for them. Those weapon they had on their villages were mostly cerimonial, pratically useless. However, when forced to engage into combat, they employed the huge mauls they ued when working on their quarries to crack open the skulls of their enemies and smash limbs and internal organs.

These are reach weapons. When employed by large creatures, they increase the reach of their attacks by 5 ft (so a normal troll would have a total reach of 15 ft when using one of these weapons).

Huge Weapon, cost 30 cp, damage 3d6, Critical x3, weight 22 lb, type: bludgeoning.