Scerotic Weapons: Scerotic weapons are a class of semi-intangible weapons. They are often made to look just like martial or exotic weapons, with all the same qualities, except on passing into a material or ethereal being they do ability damage instead of hit point damage.
For instance, a scerotic dagger has the same size and threat range as a normal dagger. A scerotic spear affords reach. The only difference is that a scerotic dagger does 1 point of ability damage each strike. A scerotic spear does 1-6 points. A scerotic arrow does 1-8 points.
Creating a scerotic weapon based on a normal one requires only a change in the die type of damage, as determined by the top of its original die type.
Weapons that do up to 3 points of hit point damage do 1 point of ability damage.
Weapons that do up to 6 points of hit point damage do 1d3 ability damage.
Weapons that over 6 points maximum do 1d6 ability damage.
Missile weapons do 1-3, 1-6, and 1-8 respectively.
Because scerotic weapons are made from more volatile and rarefied matter, such as raw emotion plasms, they are more expensive than mundane weapons.
Red weapons are twice as expensive as mundane and do intelligence damage.
Blue are three times as expensive and do charisma damage.
Violet are four times as expensive and do wisdom damage.
Green and Yellow are five times as expensive and do strength or dexterity damage.
Black are ten times as expensive and do Con damage.
Scerotic weapons are not intangible, and have the same miss chance against ethereal opponents that regular weapons do.
Medium Blue Scerotic Dagger: Cost 6 gp; 1d3 Cha; Crit 19-20/x2
Medium Red Scerotic Spiked Chain: Cost 50 gp; Dmg 1d6 Int; Crit 20/x2 (Reach Weapon)
Medium Green Scerotic Scythe: Cost 72 gp; Dmg 1d6 Str; Crit 20/x4
Medium Violet Scerotic Longsword: Cost 60 gp; Dmg 1d6 Wis; Crit 19-20/x2
Medium Yellow Scerotic Trident: Cost75 gp; Dmg 1d6 Dex; Crit 20/x2; Range Increment 10 ft.
Medium Black Scerotic Bastard Sword: Cost 350 gp; Dmg 1d6 Con; Critical 19-20/x2
Medium Shadow Short Sword: Cost 40 gp; Dmg 1d3 Str; Critical 19-20/x2
Medium Scerotic Arrow (10): Dmg 1d8 ability; Critical 19-20; Cost Red 2sp, Blue 3 sp, Violet 4 sp, Green or Yellow 5 sp, Black 1 gp.
Shardbow: A shardbow is a firing device designed to propel splinters of sclerotic matter, in the form of arrows or bolts, like a crossbow. Because of its tracked design, it could not accommodate a crossbow bolt, but could probably fire a sling bullet or stone for the same amount of damage they would normally do. Shardbows are built with as many as five tracks, meaning they can fire as many missiles as they have tracks. A shardbow with two tracks fires each shot with a -1 penalty, with three tracks fires them all at -2, four fires them at -3, and five at -4.Otherwise, a wielder can fire one track at a time at no penalty, with no need to reload as long as they have a full track. Reloading a single track is a move equivalent action that draws an attack of opportunity.Cocking an firing a track (or all of them at once), is a standard action.
A single track shardbow costs 60 gp and is a light weapon, a two track 500 gp, and each additional track adds 250 gp to the value. Shardbows with multiple tracks are heavy weapons.
Shardbow Engine: This large war machine, 5 ft. by 10 ft., can be loaded with 8 sclerotic missiles at a time and targeted at a 10 ft. area. It has a range increment of 200 ft. Everyone in the area takes 1d8 of whatever kind of sclerotic weapon it is loaded with. A reflex save (DC 15) means that they take half damage. Cost: 1000 gp.