In a city such as Sigil, strife and conflict are an everyday occurrence. Naturally, the people have come up with all sorts of ways to tear each other limb from limb, either through firearm or other weaponry. While the martial and simple weapons list are all available as per usual, there are a number of other weapons that are available as well. Many of these weapons are considered 'gun-blades', which usually house a gun within the weapon in some frame or fashion. A 'gun-blade' is for all intents and purposes treated as a double weapon, including making extra attacks with it. If a 'gun-blade' rolls within its misfire chance then the gun becomes misaligned, a move action must be used to right it. If the gun rolls this while firing then it is jammed, and a minute must be spent to clear the gun.

In addition, there are a number of weapons listed as Trick Weapons. Trick weapons were invented by the Slayers of old, strange transforming weapons that can switch between one of two forms, an open and a closed form. Some trick weapons boast firearms within them, and suffer no penalty for rolls outside of a nat 1. These weapons are considered 'exotic' and will need appropriate feats to wield one effectively. These are also considered as a Weapon Group for a Fighter. Those that take the Slayer class get these whenever they become available. Without the feats, it is a move action to switch forms that provoke attacks of opportunities, as well as incurring the normal penalties for not being proficient.

Finally, perhaps most importantly, since the days of the Slayers have ended such trick weapons are incredibly difficult to find. While there is said to be a secret to make trick weapons, such a method is only held by the Slayers of old.

Trick Weapon Wielder:
Prereq: Bab +1 or Slayer lvl 1
Benefit: You are trained in the usage of a singular trick weapons. Choose one trick weapon, you do not suffer non-proficiency penalties when using that trick weapons and do not provoke attacks of opportunity when transforming your trick weapon.

Special: Slayers get this feat at level one, and may chose an additional trick weapon they become proficient with every four levels.

Trick Weapon Expert:
Prereq: Bab +6 or Slayer lvl 3
You have more experience with using trick weapons, particularly in quickly switching between each form it has. You may transform your trick weapon as a swift action instead of a move action.

Special: Slayers get this for free at level three, and may switch their weapon while attacking allowing one to switch from open to closed form between attacks.

Weapon Special Properties:
Some weapons posses inherent special properties. A weapons' special properties are listed in the special column entry in its corresponding weapon table. Details of those special properties appears below.

Automatic – In addition to making ranged attacks normally, a weapon with this special property can fire in a fully automatic mode. No action is required to toggle a weapon between making normal ranged attacks and using automatic mode. 

When you make a full attack with a weapon in automatic mode, you can attack in a cone with a range of half the weapon’s range increment. This uses all the weapon’s remaining ammunition. Roll one attack against each target in the cone, starting with those closest to you. Attacks made with a weapon in automatic mode can’t score critical hits. Roll damage only once, and apply it to all targets struck. Each attack against an individual creature in the cone uses up the same amount of ammunition or charges as taking two shots, and once you no longer have enough
ammunition to attack another target, you stop making attacks.

For example, if you were using a Slayer's Choice with 6 rounds remaining, you would target the nearest 3 creatures in the cone and up all 6 rounds. 

If more than one creature is equidistant and you don’t have enough cartridges remaining to shoot at all equidistant creatures, determine randomly which one you target. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once, even if you have enough cartridges to fire more shots than you have targets. Attacks in automatic mode take the same penalties as other full attacks.

Blast—When a weapon with the blast weapon quality is fired, an attack roll is made against the individual target. If that attack hits, additional attack rolls are made against all targets within the blast radius, dealing ½ damage to everyone hit. If the shot is missed, blast damage is dealt to the original target and ¼ to all adjacent targets.

Charged—When a firearm with the charged weapon quality is fired, the recoil produced is transferred to a special kinetic battery that causes the weapon to deliver more damaging blows when used in melee combat. While kinetic energy is stored in this fashion, the weapon begins to vibrate slightly, imposing a -1 penalty to ranged attacks for every charge stored (up to a maximum of 3 charges). As a swift action, these charges can be released (as part of a melee attack) to deal an additional 2 points of damage her charge stored (up to a maximum of 3 charges).

Line—This weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with such a weapon, make a single attack roll and compare it to the relevant Armor Class of all creatures and objects in a line extending to the weapon’s listed range increment. Roll damage only once. The weapon hits all targets with an AC equal to or lower than the attack roll. However, if an attack fails to damage a creature or obstacle hit in the line (typically due to damage reduction or hardness), the path is stopped and the attack doesn’t damage creatures farther away. A line weapon can’t damage targets beyond its listed range. If you score a critical hit, that
effect applies only to the first target hit in the line, and you roll the critical damage separately. If multiple creatures are equally close, you choose which one takes the effects of the critical hit. A line weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as Vital Strike or the rogue's sneak attack).

Scatter—This weapon fires in a cone that extends only to its first range increment. You can’t use it to attack creatures beyond that range. 

For each attack you make with a weapon with the blast special property, roll one attack against each target in the cone, starting with those closest to you. Each attack takes a –2 penalty in addition to other penalties, such as the penalty to all attacks during a full attack. Roll damage only once for all targets. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects on a critical hit that require you to roll) and apply it to each creature against which you score a critical hit. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once. Attacks with scatter weapons ignore concealment. A scatter weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as the rogue's sneak attack or vital strike). Ammunition for blast weapons is designed for scatter attacks, so you spend the usage amount only once for each cone of attacks.

Sniper - Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly. If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon’s range increment as well as applying . You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do.

Small—A weapon with the small weapon quality is compact and light. It is treated as a light weapon and grants a +4 competence bonus to Sleight of Hand checks to conceal it.

Unwieldy - Weapons with the unwieldy special property are large and awkward, can’t be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can’t use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can’t attack with it more than once per round, and you can’t use it to make an attack of opportunity.

Firearm Cost Dmg Crit Misfire Capacity Range Weight Type Special

130 gp

1d6/1d6 x2/x3 1-3 6 40 ft. 8 lbs. B/P/S Double, Charged
Gunglaive 387 gp 1d10/1d12 x2/x3 1-3 3 50 ft. 18 lbs. B/P/S Double, Reach
Demon Breaker 487 gp 1d12/1d8 x4/x3 1-3 3 15 ft. 11 lbs. B/P/S Charged, Scatter
87 gp 1d8 x4 1 8 50 ft. 8 lbs. B/P  
Street Sweeper 212 gp 1d10 x4 1 6 20 ft. 8 lbs. B/P Scatter
Tailor 450 gp 1d10 x4 1 6 100 ft. (150 ft.) 9 lbs. B/P Sniper, Line
Blackthorn (Illegal) 600 gp 1d8/1d8 x4 1 10 70 ft. 14 lbs. B/P Automatic, Charged
Lord's Eye 650 gp 1d12 x4 1 5 100 ft. (200 ft.) 13 lbs. B/P Sniper, Line
Raucous Rifle 647 gp 1d12 x4 1 6 60 ft. 9 lbs. B/P Blast (5 ft.), Unwieldy
Slayer's Choice 430 gp 1d10 x4 1 10 70 ft. 9 lbs. B/P Automatic
Homewrecker (Illegal) 725 gp 4d6 x3 1 1 80 ft. 27 lbs. B/P Blast (10 ft.), Unwieldy
Cricket 125 gp 1d4 x4 1 4 25 ft. 3 lbs. B/P Small

A weapon taken and used amongst plenty of cutters throughout Sigil, this manufactured weapon is a shortsword with a pistol built along the blade and into the hilt itself. Favored by many who wish for the best of both worlds. 

A weapon much like the gunblade, this weapon is favored by those who wish to boast reach on their foes. Boasting a rifle along the hilt of the weapon, its size is added along to its versatility.

Demon Breaker
A massive hammer affixed with a shotgun barrel where a spike may have once lay, Demon Breaker is often used by the burlier of cutters throughout Sigil. Capable of smashing demon skulls into pieces, this heavy hammer is perfect for those who wish to break a name for themselves.

Cutter Standard
Incredibly simple, this pistol has replaced the standard revolvers in pretty much all means. Greater clip and superior range, most people have at least one on their person.

Street Sweeper
The cutter’s name for a shotgun, these shotguns can use either spread shot or slugs despite their aforementioned name. Perfect for dealing with large groups of dredges or clearing out bars of unwanted customers.

Every sniper's first weapon this rifle has incredible range and power few can compare with. Capable of punching through several enemies, the Tailor is perfect for those who wish to not get anywhere near the terrible demons of the Abyss.

Blackthorn (<u>Illegal</u>)
One Handed/Double-Weapon/Automatic/Charged
A gunblade that is only permitted to be used by the Black Rose gearforged officers. Any citizen seen owning or operating a blackthorn are to be arrested and imprisoned on sight, their possessions and such forfeited until a trial can be met.

Lord’s Eye
A favorite amongst wealthy rifleman, this elegant rifle boasts incredible range and punch to boot. Stronger than the Tailor and a great deal more expensive. This rifle is often used by the bourgeois and those with connections; as much a fashion statement as a tool for killing.

Raucous Rifle
Loud, obnoxious, and dangerous are just a few words to describe the raucous rifle. A heated rifle barrel causes any bullets to be fired from it to explode to any enemies foolish enough to be caught by a madman wielding such a weapon.

Slayer’s Choice
Once seen in the possession of the many slayer’s that kept Sigil safe, few cutters can truly appreciate what the slayer’s so often used. A rifle capable of firing quickly and riddling holes through demon and sinful person alike. A superior range to most rifle and a powerful punch, few can deny its effectiveness.

Homewrecker (<u>Illegal</u>)
Blast (10 ft)/Unwieldy
Absolutely illegal in all forms, the homewrecker causes destruction by any lunatic who managed to get their hands on one such weapon. Created by some deranged goblin in a land called Riltar, this weapon requires specially made rounds filled to the brim with quadruple the normal amount of gunpowder. Damage done to structures with a homewrecker round ignore hardness and deal double damage to stone objects.

Made for and by gnomish hands, the cricket is a great pistol for those trying to sneak a gun into places that would otherwise not be allowed. Lacking any real power, nor magazine, it’s found a place alongside the trusty ‘boot dagger’. One could never be too safe.

Trick Weapons Cost Dmg Crit Type Open Form Closed Form Hands
Saw Cleaver 1090 Gp 1d8/1d8 x2 S Bleed Reach One/One
Snakeblade (Finessable) 1025 gp 1d6/1d6 19-20 x2/x2 S/P   15 ft. Reach/Trip/Disarm One/One
Abyss Breaker 1100 gp 1d10/1d12 x3 S Blocking, +1 Shield Bonus Reach Two
Splitting Shield 1060 gp 1d6/1d10 x2/ 19-20 x2 S/P Heavy, Steel Spiked Shield Scizore One
Staff Blade (Finessable) 1020 gp 1d8/1d6 x3/ 19-20/x2 S/P Double-Weapon x2 Light Weapons Two/One
Bowblade (Finessable) 1050 gp 1d8/1d6 x3/ 19-20 x2 S/P   Ranged 100 ft One/Two
Umbrella Shield (Finessable) 1020 gp 1d8/1d10 x3/x4 B/S or P Disguised +2 Buckler/Rifle One/Two
Daemon's Bane (Partial Finessability) 1900 gp 1d8/3d6 19-20/x2 S/P Charged +2 Shield AC, Can Make Only Single Attacks One/Two
Reaper's Carve (Finessable) 2010 gp 1d8/1d12 x2/x4 S/P +1d6 Sneak Attack Reach, Trip, Bleed +1d6 One/Two
Duelist's Dream (Finessability) 1260 gp 1d8/1d8 18-20 x2/x4 S/P Charged Repeating, Capacity 5 One

Trick Weapons:
Trick weapons each usually vary wildly from the last, each containing a strange mechanism that allows them to be not one but two different weapons. These are referred to as open and closed forms, each coming with their own stats and sometimes changing weapon types between them.

Saw Cleaver
One-Handed Weapon
The saw cleaver is the slayer standard, a large cleaver with serrated edges used to rend and tear the flesh of demons. In its closed form, the cleaver swipes from side to side, the serrated edges causing a bleed effect, adding 1 point of bleed per successful attack to a max of 5 bleed damage. A successful heal check (DC 10+wielder's bab+str mod) or healing from a supernatural source to stop the bleeding. In its open form the cleaver extends, granting reach to the wielder to better strike at larger demons.

Serpent's Bite
Closed Form: Light
Open Form: One-Handed/Finessable

The serpents' bite is credited with being one of the first in designed trick weapons, many speculating it's design was made in inspiration of one of the fabled legends of the land Riltar. It was said that the original user of the first serpent's bite was not even a slayer, but their savagery was enough to instill fear in all creatures, both good and evil. In it's closed form it is a simple short sword, akin to almost a dueling sword of sorts save for the blade appears to be a series of links forged together. In it's open form the links separated, connected by a thin strong cable, becoming a steel whip used to flay flesh from bone. In it's open form it has a reach of 15 ft, and possesses the trip and disarm features, and is treated as a whip for all feat related purposes.

Abyss Breaker
A favorite of burlier slayers, the Abyss Breaker is a massive hammer that can crush and slash the bones of demons and all things that come from the abyss. In its closed from it is a massive hammer, weighted in such a way that using it requires constant abuse of momentum. This provides a +1 shield bonus to AC in this form. While open the hammer head folds and moves away, the shaft extending into a terribly large axe, granting reach to the wielder.

Splitting Shield
In its closed form this appears as a heavy steel, spiked shield that's adapt at defending the user. This was sometimes used in conjunction with other switch weapons, though this was a less then favored style of fighting for the slayers of old. In it's open form the shield splits, forming around the hand of the user and becoming scizore with a larger critical hit range.

Staff Blade
Closed Form: Two-Handed
Open Form: Light, Finessable

A steel staff used to bash the foes of both human and demon alike, it's used as a double weapon while in its closed form. While opened the staff splits in the middle, blades protruding from within the blade and becoming a pair of elegant short swords.

Closed Form: Two-Handed
Open form: One-Handed, Finessable

Favored by the rare elf slayers, this weapon was directly inspired by the fabled legends of the Warden of the Forest that resided within a nation called Lorshan. While a pale comparison to his weapon, this weapon was still favored heavily by the elves of the various lands. In it's closed form it becomes a longbow, but arrows must be held on hand outside of it. In it's open form the string disappears into the weapon, the bow folding to become a scimitar.

Umbrella Shield
Said to be a gentleman's favorite, this trick weapon goes perfect for a night in the rain or to any sort of gala invent. In closed form, it appears as a closed umbrella, gaining a +2 to disguise checks to appear as a noble, and also a +2 sleight of hand check to appear as a mundane object, while in fact it is a heavy mace capable of bashing heads in. In it's open form the umbrella extends, granting a +1 AC shield bonus and also doubling as a rifle with 10 rounds.

Daemon's Bane
Open Form: One-Handed/Finessable
Closed Form: Two-Handed

One of the rarest and most legendary of weapons, Daemon's Bane was said to be forged by a Riltarian who hunted werebeasts of all kind. Accustomed to massive weapons he too created one using the Workshop to create this weapon. It's said only a handful were made, and even fewer were able to master it. In its open form, it is but a simple long sword containing the charged quality. However, in its closed form where the weapon becomes a truly devastating force of carnage. By sheathing it into the massive metal sheathe, it becomes a titanic greatsword, only able to be wielded by those with immense strenght. It requires an 18 Strength to wield effectively, and cannot make iterative attacks despite what the wielder may have. However, power attack, any feat requiring it, the cleave line and the vital strike line may be used in conjunction with it. At the end of a charge, or during a spring attack, the wielder may use a charged derived from its open form, to use either vital strike or cleave at the end of a charge. Finally, while fighting defensively the wielder gains a +4 to AC until the start of their next turn and are considered to have total cover against ranged attacks.

Reaper's Carve
Open Form: Light Closed
Form: Two-Handed, Finessable

Used by the original teachers of the Slayers, the Reaper's Carve are said to be all but extinct as the blueprints and designs were lost to the ages. From the stories people have told, in it's open form the blade is curved and wicked, capable of slicing through the folds between armor. It grants the user as  having a +1d6 sneak attack, stacking with any sneak attack they may have (this functions exactly as sneak attack like rogues, slayers, or ninjas get). In it's closed form the blade attaches to the rest of the device, becoming a magnificent scythe that can cleave through entire demons. In this form it possesses reach, striking at people from great distance, and with every successful strike adds 2 bleed, up to a max of 10 bleed with every hit.

Duelist's Dream
The inventor of the duelist's dream is said to have been inspired by the great duelist's of yore, but the original had no shame in admitting he created the blade in the hope's the Scoundrel may one day use the blade. Of course the inventor disappeared, some saying he was killed or simply passed, but the weapon still remained. Most importantly this weapon was designed to be used by dexterous individuals, weaker in the hands of a brute force user. In both forms the weapon adds 1-1-1/2 Dex to damage. In it's closed form the duelist's dream is but an elongated and sharpened rapier, containing the charge feature. In it's open form, the duelist's dream reveals a hidden pistol, containing a holster for 6 pistol shots, that contains the repeating feature. In addition, the wielder may take a -2 to its attack to fire a shot mid strike, dealing double weapon damage. They may negate the -2 by expending a charged feature.

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The Nightmare of Sigil King_Justice