Here are a few weapons for natives and explorers of Xor. Costs shown are only rough suggestions for a standard gp based economy to judge relative value. Ranges should be as per rules of choice.
Tether Bore: this ammunition will release a parasite (on a failed save by an organic target) that will bore into the victim heading for the ground or nearest Xor surface inflicting 1d4 a round and emerging on any round on the 2nd or following that it inflicts 4 pts of damage whereupon it will sink a jumble of fleshy roots into the surface where it will leave the victim attached. The ether bore will stop harming the victim on rounds after it is attached but as the victims own body is begin used to supply nutrient to the tether any attempts to cut free will cause equal damage to the host that will be left with unclosing hemorrhaging wounds. The strength of the attachment will be as per a STR of 6 on the 1st round and build by a d6 each round until it hits 15 or better (tearing away will rip open blood vessels as would cutting it). The only way to free someone without risking them bleeding to death (if not already dead) is to soak the exposed portions of the tether bore in quart of vinegar or 4 ounces of salt which will cause the tether bore to shrivel up and die. Once used the ammo is useless but there is a 2% chance per HD of victim left to die while tethered that 1d4 tether bores can be recovered from the remains afterward.
Tether Bore Dart, Damage: 1d3+ and special, cost: 800 gp
Tether Bore Javelin, Damage 1d4+ special, cost: 1000 gp
Tether Bore Arrow/Bolt, Damage: 1d6+ special, cost: 1500 gp
Slither Bolas: these organic bolas (appearing to be centipedes, worms, pseudopods, or tentacles depending on where they are grown) will continue to attempt to entangle and trap a victim on a successful hit. The victim must save vs entanglement or a limb will be entangled, the following round no damage is caused but movement will be halved and on the third round the victim will be immobilized. The Slither Bolas are killed if they suffer 4 or more point s of damage in a single attack, any attacks against them are divided between them and their victim. A Slither Bola will relax and release a victim after 30 minutes.
Damage: 1d3+ entangle, cost: 300 gp
Spiked Slither Bola: as above but covered in ripping spikes and hooks. This weapon will causes 1d4 damage per round of entanglement. Ripping it off a victim is hidesouly dangerous and will cause 1d4 per damage per round it has been attached if it is still alive.
Damage:1d4+ entangle and 1d4 per round, cost: 800gp
Maggot Mace: A large mace (two-handed for mannish folk) with a head with multi fleshy lobes. On a damage roll of 6 one of the lobes bursts releasing a horde of flesh devouring maggots onto the target. These maggots may be killed by fire, vinegar, or alcohol before they causes too much damage, if the maggots kill a target a new maggot mace will form where their spines was in 1d4 days.
Damage- 1d6 (maggots do 1d3 per/round after bursting). Costs 30gp + 10gp per lobe, 7 lobes max.
Hemospigot: there are various classes of these missiles that will causes massive blood loss from hollow tubes if a critical hit is scored (1d4 per round). Pulling the spigot out crudely causes 1d8+1 damage to victim. On a missed hit roll a hemospigot is killed and useless afterward.
Hemospigot Dart Damage: 1d3+ bleeding, Cost: 5gp
Hemospigot Javelin Damage: 1d4 + bleeding, Cost: 10 gp
Hemospigot Arrow/Bolt Damage: 1d6 + bleeding, cost: 15 gp
Skeeter-dart: These darts will speed to their targets (increase range by 50%) and will lacy on following a successful hit drawing out 1h of blood per round until they draw opts and fall off bloated. Some have poisons that cause slowness, sleep, or paralysis in targets (on a failed save, lasts 1 hour in all forms). A Skeeterdart can be reused in 3 days after it is digests all the blood.
Normal Skeeter-dart, Damage:1d3+ blood drain. cost: 30 gp
Slowpoke Skeeter-dart, Damage: 1d3+ blood drain and slow, cost: 300 gp
Sleepy skeeter-dart, Damage: 1d3+ blood drain and sleep, cost: 500 gp
Paralyzing Skeeter-dart, Damage: 1d3 + blood drain and paralysis. cost 800 gp
Remora Rod: The arms bear a snapping, ripping jaws at thier ends. If a cirtical hit is made the weapon will latch onto a target and rip and tear with no hit roll required until pulled away by the owner.
Remora Rod, Damage: 1d4 + autohit after critical, cost : 300 gp
Remora Staff, Damage: 1d6 + autohit after critical, cost: 400 gp
Remora Pike, Damage: 1d8 + autohit after critical, cost: 500 gp
Shock-eel Rod: This arm sprouts a disgustign eel head at the business end that also delivers an electric shock that incapacitated tagets for 2-7 rounds if they fail a save.
Shock-eel Rod, Damage: 1d3 + shock, cost : 600 gp
Shock-eel Staff, Damage: 1d4 + shock, cost: 700 gp
Shock-eel Pike, Damage: 1d6 + shock, cost: 800 gp
Gobble-Gauntlet: This gauntlet is worn over the attackers hand and resembles a wicked fanged mouth (only really good for climbing and attacking). Spme Gobble-Gauntlets have poisoned bites that cause numbness, pain, paralysis or are inflict extra poison damage. A large creature with a gobble gauntlet can use it to bite off the head or a limb of a man-sized or smaller foe (save vs death after critical hit) these larger gauntlets would cost 5 times what is listed here. Gobble Gauntlets can be used in regular melee, brawling, or grappling with no penalty. If someone foolishly wears two they will need help gettign them off.
Gobble-gauntlet, Damage: 1d4+1, Cost: 10 gp
Numbing Gobble-gauntlet, Damage: 1d4+1 and save or be slowed, cost: 500 gp
Agonizing Gobble-gauntlet, Damage: 1d4+1 and save or overcome with pain 2-7 rounds, cost: 800 gp
Paralyzing Gobble-gauntlet, Damage: 1d4+1 and save or paralyzed 2 full turns, cost 1,000 gp
Poisonous Gobble-gauntlet, Damage: 1d4+1 and save or suffer 1d6 poison damage per round until death, cost : 2000 gp
More Xor here on this blog and at: http://elfmaidsandoctopi.blogspot.com/search?q=xor