Weapons
Adventurers are always on the look out for new or strange weapons to give them an advantage in combat.
Aura:CLl:
Price: 2 gp/20
Weight: 3 lbs.
These arrows have rounded wooden tips. They deal bludgeoning damage rather than piercing damage. An archer can use a blunt arrow to deal nonlethal damage (at the normal –4 attack penalty for using a lethal weapon to deal nonlethal damage).
Aura:CLl:
Price: 2 gp/20
Weight: 3 lbs.
These arrows have light shafts and special fletchings to give them greater range. A flight arrow's range increment is 20 feet greater with longbows, 10 feet greater with shortbows. They deal damage as if one size category smaller.
Aura:CLl:
Price: 10 gp
Weight: —
This arrow is actually a specially-shaped smokestick that can be fired from a bow. It trails smoke as it flies, and creates a 5-foot cube of smoke where it strikes. It otherwise functions like a normal arrow in terms of damage, range, and so on.
Aura:CLl:
Price: 13 gp
Weight: 14 lbs.
The crescent axe-blade of this polearm is attached to the haft at two points: the center of the blade attaches to a socket at the top of the haft, and the lower point of the blade attaches to a secondary mount point. The blade is often very long, sometimes almost as long as the haft. You gain a +2 bonus to your CMD to resist sunder attempts against a bardiche.
Aura:CLl:
Price: 5 gp
Weight: 4 lbs.
Named for the common aspergillum, a mace-like tool used by priests to sprinkle holy water, this light mace has a hollow head and a metal plug to fit the hollow's neck. When the mace strikes a creature, holy water sprinkles out through tiny holes throughout the weapon's head; creatures subject to damage from holy water take 1 point of damage in addition to the normal effect of being struck by the mace (a nonmagical aspergillum can deal holy water damage to an incorporeal creature in this manner, even if the mace itself deals no damage). After 5 hits, the battle aspergillum is empty and needs to be refilled. Filling it with holy water is a standard action that provokes an attack of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, otherwise the holy water leaks out as the weapon moves.
Aura:CLl:
Price: 5 gp
Weight: 1 lb.
Bayonets are close combat weapons designed to fit into the grooves or muzzles of crossbows and firearms. They allow you to make melee attacks with these weapons but render them temporarily useless as ranged weapons. Attaching or removing a bayonet is a move action.
Bec de Corbin
Aura:CLl:
Price: 15 gp
Weight: 12 lbs.
The bec de corbin is a polearm very similar to the lucerne hammer, but the hammer head is blunt rather than spiked and the spike is stouter and more hooked. You primarily attack with the spike. You gain a +2 bonus to your CMB to sunder medium or heavy armor with a bec de corbin.
Bill
Aura:CLl:
Price: 11 gp
Weight: 11 lbs.
The blade of this polearm is a curved or hooked chopping blade with a spiked projection on the back of the blade. The spike is commonly used to block and parry. When fighting defensively or with full defense, this weapon gives you a +1 shield bonus to AC. A mounted opponent hit by a bill takes a –1 penalty on his Ride check to stay mounted.
Boar Spear
Aura:CLl:
Price: 5 gp
Weight: 8 lbs.
This spear with a spiraling blade has a metal crossbar approximately halfway down its length. If you ready a boar spear against a charge and your attack hits, you get a +2 shield bonus to your AC against that creature until your next turn.
Aura:CLl:
Price: 3 gp
Weight: 3 lbs.
The boomerang is primarily a hunting tool, but it is not uncommon for these versatile thrown weapons to be carried into battle. A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head. A thrown boomerang does not fly in a returning path; returning boomerangs are solely recreational.
Aura:CLl:
Price: 1 gp
Weight: 1 lb.
These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you're casting). Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them.
Aura:CLl:
Price: 5 gp
Weight: 1 lb.
The cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm. The close combat weapon is reinforced with metal plates over the fingers and often lined with wicked spikes along the backs of the hands and wrists. While wearing a cestus, you are considered armed and your unarmed attacks deal normal damage. If you are proficient with a cestus, your unarmed strikes may deal bludgeoning or piercing damage. Monks are proficient with the cestus. When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks).
Aura:CLl:
Price: 15 gp
Weight: 13 lbs.
This vicious weapon often finds its way into gladiatorial events due to its versatility. The body of the weapon is a standard short spear, primarily used for thrusting. The butt of the spear is fitted with a length of chain, often spiked, with a hook at the end. The hook and chain may be used to make trip attacks. If your trip attack fails by 10 or more, you may drop the chain spear to avoid being knocked prone.
Aura:CLl:
Price: 1 gp
Weight: 1 lb.
The chakram is a simple, elegant, and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge. You can wield the chakram as a melee weapon, but it is not designed for such use; you take a –1 penalty on your attack roll with the weapon and must make a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor.
Aura:CLl:
Price: 300 gp
Weight: 18 lbs.
This heavy weapon fires a pair of iron-tipped bolts with a single squeeze of the trigger. Due to its size and weight, you take a –4 penalty on your attack roll if you're proficient with it, or –8 if you're not. If the attack hits, the target takes damage from both bolts. Critical hits, sneak attack damage, and other precision-based damage only apply to the first bolt. Reloading one bolt is a standard action; the Rapid Reload feat reduces this to a move action. Crossbow Mastery allows you to reload both bolts as a move action
Aura:CLl:
Price: 18 gp
Weight: 4 lbs.
This heavy blade has a single sharp, concave edge and a hook-shaped hilt. Its shape distributes the weight to give it the momentum of an axe with the cutting edge of a sword.
Aura:CLl:
Price: 12 gp
Weight: 10 lbs.
This polearm combines the blade of a glaive with a wicked hook. A mounted opponent hit by a glaive-guisarme takes a –2 penalty on his Ride check to stay mounted.
Aura:CLl:
Price: 20 gp
Weight: 8 lbs.
This heavy blade has a convex curve near the end, making its overall shape similar to a battleaxe.
Aura:CLl:
Price: 1 sp
Weight: 5 lbs.
This thrown weapon is a length of rope with a simple open knot on one end that allows you entangle a foe like you would using a net. The DC to cast a spell while entangled with a lasso is 10 + the spell level being cast. An entangled creature can slip free with a DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10. It requires a DC 23 Strength check to break it. On a successful hit, the lasso tightens; to use it again you must spend a standard action sliding the knot to enlarge the loop.
Aura:CLl:
Price: 15 gp
Weight: 12 lbs.
This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor; most attacks are made with the hammer. The long haft allows the wielder to put amazing force behind the head of this weapon. You gain a +2 bonus to your CMB to sunder medium or heavy armor with a lucerne hammer.
Aura:CLl:
Price: 15 gp
Weight: 10 lbs.
This polearm consists of two curved metal bands that close around a target when you attack, allowing you to bind an opponent. A mancatcher is built to capture a creature of a particular size category (such as Small or Medium) and doesn't work on creatures of the wrong size. Make a touch attack to hit an opponent and a combat maneuver check to grapple him (without the –4 penalty for not having two hands free); success means you and the target are grappled. Once the target is grappled, you can perform a move or damage grapple action against him. The mancatcher has hardness 10 and 5 hit points; it requires a DC 26 Strength check to break it. If you drop the mancatcher, the target can free himself as a standard action.
Aura:CLl:
Price: 5 gp
Weight: 4 lbs.
The tip of this heavy javelin is designed to break off and embed itself into a shield once it hits. Like ammunition, a thrown pilum that hits its target is destroyed. If you hit a shield-using opponent with a pilum, he loses the AC bonuses from that shield until he takes a standard action to pry the remnants of the pilum from his shield.
Aura:CLl:
Price: 45 gp
Weight: 4 lbs.
This slender light blade lies within a wooden container that serves as both its scabbard and hiding place. You can draw the blade from the cane as a swift action (or a free action if you have the Quick Draw feat). An observer must make a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon.
Aura:CLl:
Price: 10 gp
Weight: 3 lbs.
You can use this dagger to disarm or sunder enemy blades by catching them in the grooves on the back of the blade and using your weapon as a lever. If you are proficient with this weapon, add +4 on your disarm or sunder attempts against bladed weapons.
Aura:CLl:
Price: 30 gp
Weight: 3 lbs.
Heavy blades typically used by guardians of religious sites, temple swords have distinctive crescent-shaped blades, appearing as an amalgam of a sickle and sword. Many have holes drilled into the blade or places on the pommel where charms, bells, or other holy trinkets might be attached. Monks are proficient with the temple sword.
Aura:CLl:
Price: —
Weight: 1 lb.
This close combat weapon is just a sharpened piece of wood. Iron spikes used as weapons deal damage as wooden stakes.
Table: Weapons
Simple Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Unarmed Attacks | ||||||||
Brass knuckles | 1 gp | 1d2 | 1d3 | ×2 | — | 1 lb. | B | monk, see text |
Light Melee Weapons | ||||||||
Battle aspergillum | 5 gp | 1d4 | 1d6 | ×2 | — | 4 lbs. | B | see text |
Cestus | 5 gp | 1d3 | 1d4 | 19–20/×2 | — | 1 lb. | B or P | monk, see text |
Wooden stake | — | 1d3 | 1d4 | ×2 | 10 ft. | 1 lb. | P | — |
Two-Handed Melee Weapons | ||||||||
Bayonet | 5 gp | 1d4 | 1d6 | ×2 | — | 1 lb. | P | — |
Boar spear | 5 gp | 1d6 | 1d8 | ×2 | — | 8 lbs. | P | brace, see text |
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special |
One-Handed Melee Weapons | ||||||||
Sword cane | 45 gp | 1d4 | 1d6 | ×2 | — | 4 lbs. | P | — |
Two-Handed Melee Weapons | ||||||||
Bardiche | 13 gp | 1d8 | 1d10 | 19–20/×2 | — | 14 lbs. | S | brace, reach, see text |
Bec de corbin | 15 gp | 1d8 | 1d10 | ×3 | — | 12 lbs. | B or P | brace, reach, see text |
Bill | 11 gp | 1d6 | 1d8 | ×3 | — | 11 lbs. | S | brace, disarm, reach, see text |
Glaive-guisarme | 12 gp | 1d8 | 1d10 | ×3 | — | 10 lbs. | S | brace, reach, see text |
Lucerne hammer | 15 gp | 1d10 | 1d12 | ×2 | — | 12 lbs. | B or P | brace, reach, see text |
Ranged Weapons | ||||||||
Arrow, blunt (20) | 2 gp | — | — | — | — | 3 lbs. | B | see text |
Arrow, flight (20) | 2 gp | — | — | — | see text | 3 lbs. | P | see text |
Arrow, smoke | 10 gp | — | — | — | — | — | P | see text |
Chakram | 1 gp | 1d6 | 1d8 | ×2 | 30 ft. | 1 lb. | S | — |
Pilum | 5 gp | 1d6 | 1d8 | ×2 | 20 ft. | 4 lbs. | P | see text |
Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special |
Light Melee Weapons | ||||||||
Swordbreaker dagger | 10 gp | 1d3 | 1d4 | ×2 | — | 3 lbs. | S | disarm, see text |
One-Handed Melee Weapons | ||||||||
Falcata | 18 gp | 1d6 | 1d8 | 19–20/×3 | — | 4 lbs. | S | — |
Khopesh | 20 gp | 1d6 | 1d8 | 19–20/×2 | — | 8 lbs. | S | trip |
Temple sword | 30 gp | 1d6 | 1d8 | 19–20/×2 | — | 3 lbs. | S | monk, trip |
Two-Handed Melee Weapons | ||||||||
Chain spear | 15 gp | 1d4/1d4 | 1d6/1d6 | ×2 | — | 13 lbs. | P and S | trip |
Mancatcher | 15 gp | 1 | 1d2 | — | — | 10 lbs. | P | reach, see text |
Ranged Weapons | ||||||||
Boomerang | 3 gp | 1d4 | 1d6 | ×2 | 30 ft. | 3 lbs. | B | see text |
Double crossbow | 300 gp | 1d6 | 1d8 | 19–20/×2 | 80 ft. | 18 lbs. | P | — |
Lasso | 1 sp | — | — | — | — | 5 lbs. | — | see text |
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. | ||||||||
2 A weapon with two types is both types if the entry specifies “and,” or either type (wielder's choice) if the entry specifies “or.” |