Core Rulebook | Rules | Equipment | Weapons | Weapon Descriptions

Weapon Descriptions

Table: Weapons

Table: Weapons
Simple WeaponsCostDmg (S)Dmg (M)CriticalRangeWeight1 Type2Special
Unarmed Attacks
Gauntlet2 gp1d21d3×21 lb.B
Unarmed strike1d21d3×2Bnonlethal
Light Melee Weapons
Dagger2 gp1d31d419–20/×210 ft.1 lb.P or S
Dagger, punching2 gp1d31d4 ×31 lb.P
Gauntlet, spiked5 gp1d31d4×21 lb.P
Mace, light5 gp1d41d6×24 lbs.B
Sickle6 gp1d41d6×22 lbs.Strip
One-Handed Melee Weapons
Club1d41d6×210 ft.3 lbs.B
Mace, heavy12 gp1d61d8×28 lbs.B
Morningstar8 gp1d61d8×26 lbs.B and P
Shortspear1 gp1d41d6×220 ft.3 lbs.P
Two-Handed Melee Weapons
Longspear5 gp1d61d8×39 lbs.Pbrace, reach
Quarterstaff1d4/1d41d6/1d6×24 lbs.Bdouble, monk
Spear2 gp1d61d8×320 ft.6 lbs.Pbrace
Ranged Weapons
Blowgun2 gp11d2×220 ft.1 lb.P
Darts, blowgun (10)5 sp
Crossbow, heavy50 gp1d81d1019–20/×2120 ft.8 lbs.P
Bolts, crossbow (10)1 gp1 lb.
Crossbow, light35 gp1d61d819–20/×280 ft.4 lbs.P
Bolts, crossbow (10)1 gp1 lb.
Dart5 sp1d31d4×220 ft.1/2 lb.P
Javelin1 gp1d41d6×230 ft.2 lbs.P
Sling1d31d4×250 ft.B
Bullets, sling (10)1 sp5 lbs.
Martial WeaponsCostDmg (S)Dmg (M)CriticalRangeWeight1 Type2Special
Light Melee Weapons
Axe, throwing8 gp1d41d6×210 ft.2 lbs.S
Hammer, light1 gp1d31d4×220 ft.2 lbs.B
Handaxe6 gp1d41d6×33 lbs.S
Kukri8 gp1d31d418–20/×22 lbs.S
Pick, light4 gp1d31d4×43 lbs.P
Sap1 gp1d41d6×22 lbs.Bnonlethal
Shield, lightspecial1d21d3×2specialB
Spiked armorspecial1d41d6×2specialP
Spiked shield, lightspecial1d31d4×2specialP
Starknife24 gp1d31d4×320 ft.3 lbs.P
Sword, short10 gp1d41d619–20/×22 lbs.P
One-Handed Melee Weapons
Battleaxe10 gp1d61d8×36 lbs.S
Flail8 gp1d61d8×25 lbs.Bdisarm, trip
Longsword15 gp1d61d819–20/×24 lbs.S
Pick, heavy8 gp1d41d6×46 lbs.P
Rapier20 gp1d41d618–20/×22 lbs.P
Scimitar15 gp1d41d618–20/×24 lbs.S
Shield, heavyspecial1d31d4×2specialB
Spiked shield, heavyspecial1d41d6×2specialP
Trident15 gp1d61d8×210 ft.4 lbs.Pbrace
Warhammer12 gp1d61d8×35 lbs.B
Two-Handed Melee Weapons
Falchion75 gp1d62d418–20/×28 lbs.S
Glaive8 gp1d81d10×310 lbs.Sreach
Greataxe20 gp1d101d12×312 lbs.S
Greatclub5 gp1d81d10×28 lbs.B
Flail, heavy15 gp1d81d1019–20/×210 lbs.Bdisarm, trip
Greatsword50 gp1d102d619–20/×28 lbs.S
Guisarme9 gp1d6 2d4×312 lbs.Sreach, trip
Halberd10 gp1d81d10×312 lbs.P or Sbrace, trip
Lance10 gp1d61d8×310 lbs.Preach
Ranseur10 gp1d62d4×312 lbs.Pdisarm, reach
Scythe18 gp1d62d4×410 lbs.P or Strip
Ranged Weapons
Longbow75 gp1d61d8×3100 ft.3 lbs.P
Arrows (20)1 gp3 lbs.
Longbow, composite100 gp1d61d8×3110 ft.3 lbs.P
Arrows (20)1 gp3 lbs.
Shortbow30 gp1d41d6×360 ft.2 lbs.P
Arrows (20)1 gp3 lbs.
Shortbow, composite75 gp1d41d6×370 ft.2 lbs.P
Arrows (20)1 gp3 lbs.
Exotic WeaponsCostDmg (S)Dmg (M)CriticalRangeWeight1 Type2Special
Light Melee Weapons
Kama2 gp1d41d6×22 lbs.S monk, trip
Nunchaku2 gp1d41d6×22 lbs.Bdisarm, monk
Sai1 gp1d31d4×21 lb.Bdisarm, monk
Siangham3 gp1d41d6×21 lb.Pmonk
One-Handed Melee Weapons
Sword, bastard35 gp1d81d1019–20/×26 lbs.S
Waraxe, dwarven30 gp1d81d10×38 lbs.S
Whip1 gp1d21d3×22 lbs.Sdisarm, nonlethal, reach, trip
Two-Handed Melee Weapons
Axe, orc double60 gp1d6/1d61d8/1d8×315 lbs.Sdouble
Chain, spiked25 gp1d62d4×210 lbs.Pdisarm, trip
Curve blade, elven80 gp1d81d1018–20/×27 lbs.S
Flail, dire90 gp1d6/1d61d8/1d8×210 lbs.Bdisarm, double, trip
Hammer, gnome hooked20 gp1d6/1d41d8/1d6×3/×46 lbs.B or Pdouble, trip
Sword, two-bladed100 gp1d6/1d61d8/1d819–20/×210 lbs.Sdouble
Urgrosh, dwarven50 gp1d6/1d41d8/1d6×312 lbs.P or Sbrace, double
Ranged Weapons
Bolas5 gp1d31d4×210 ft.2 lbs.Bnonlethal, trip
Crossbow, hand100 gp1d31d419–20/×230 ft.2 lbs.P
Bolts (10)1 gp1 lb.
Crossbow, repeating heavy400 gp1d81d1019–20/×2120 ft.12 lbs.P
Bolts (5)1 gp1 lb.
Crossbow, repeating light250 gp1d61d819–20/×280 ft.6 lbs.P
Bolts (5)1 gp1 lb.
Net20 gp10 ft.6 lbs.
Shuriken (5)1 gp11d2×210 ft.1/2 lb.Pmonk
Sling staff, halfling20 gp1d61d8×380 ft.3 lbs.B
Bullets, sling (10)1 sp5 lbs.
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.”

Weapons found on Table: Weapons are described below. Splash weapons are described under Special Substances and Items.

Arrows

Aura:
CLl:
Price: 1 gp/20
Weight: 3 lbs.

An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows.

Axe, Orc Double

Aura:
CLl:
Price: 60 gp
Weight: 15 lbs.

A cruel weapon with blades placed at opposite ends of a long haft, an orc double axe is a double weapon.

Battleaxe

Aura:
CLl:
Price: 10 gp
Weight: 6 lbs.

The handle of this axe is long enough that you can wield it one-handed or two-handed. The head may have one blade or two, with blade shapes ranging from half-moons to squared edges like narrower versions of woodcutting axes. The wooden haft may be protected and strengthened with metal bands called langets.

Blowgun

Aura:
CLl:
Price: 2 gp
Weight: 1 lb.

Blowguns are generally used to deliver debilitating (but rarely fatal) poisons from a distance. They are nearly silent when fired. For a list of appropriate poisons, see Poison.

Blowgun Darts

Aura:
CLl:
Price: 5 sp/10
Weight: —

The thin, light darts used in a blowgun are usually made of hardwood with a stabilizing fletching of down or fur. A dart is usually loaded from the back end just before firing.

Bolas

Aura:
CLl:
Price: 5 gp
Weight: 2 lbs.

A bolas is a pair of weights, connected by a thin rope or cord. You can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your own trip attempt when using a bolas.

Bolts

Aura:
CLl:
Price: 1 gp/5
Weight: 1 lb.

A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow).

Bullets, Sling

Aura:
CLl:
Price: 1 sp/10
Weight: 5 lbs.

Bullets are shaped metal balls, designed to be used by a sling or halfling sling staff. Bullets come in a leather pouch that holds 10 bullets.

Chain, Spiked

Aura:
CLl:
Price: 25 gp
Weight: 10 lbs.

A spiked chain is about 4 feet in length, covered in wicked barbs. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn't a light weapon.

Club

Aura:
CLl:
Price: —
Weight: 3 lbs.

This weapon is usually just a shaped piece of wood, sometimes with a few nails or studs embedded in it.

Crossbow, Hand

Aura:
CLl:
Price: 100 gp
Weight: 2 lbs.

You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.

You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

Crossbow, Heavy

Aura:
CLl:
Price: 50 gp
Weight: 8 lbs.

You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.

Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

Crossbow, Light

Aura:
CLl:
Price: 35 gp
Weight: 4 lbs.

You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.

Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.

Crossbow, Repeating Heavy

Aura:
CLl:
Price: 400 gp
Weight: 12 lbs.

The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.

You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.

Crossbow, Repeating Light

Aura:
CLl:
Price: 250 gp
Weight: 6 lbs.

The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.

You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.

Curve Blade, Elven

Aura:
CLl:
Price: 80 gp
Weight: 7 lbs.

Essentially a longer version of a scimitar, but with a thinner blade, the elven curve blade is exceptionally rare. You receive a +2 circumstance bonus to your Combat Maneuver Defense whenever a foe attempts to sunder your elven curve blade due to its flexible metal.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an elven curve blade sized for you, even though it isn't a light weapon.

Dagger

Aura:
CLl:
Price: 2 gp
Weight: 1 lb.

A dagger has a blade that is about 1 foot in length. You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body (see Using Skills).

Dagger, Punching

Aura:
CLl:
Price: 2 gp
Weight: 1 lb.

A punching dagger's blade is attached to a horizontal handle that projects out from the fist when held.

Dart

Aura:
CLl:
Price: 5 sp
Weight: 1/2 lb.

This thrown weapon is larger than an arrow and shorter than a javelin, with a weighted tip and a shorter range than a javelin. Most darts are wooden shafts with a thick metal point.

Falchion

Aura:
CLl:
Price: 75 gp
Weight: 8 lbs.

This sword has one curved, sharp edge like a scimitar, with the back edge unsharpened and either flat or slightly curved. Its weight is greater toward the end, making it better for chopping rather than stabbing.

Flail

Aura:
CLl:
Price: 8 gp
Weight: 5 lbs.

A flail consists of a spiked metal ball, connected to a handle by a sturdy chain.

Flail, Dire

Aura:
CLl:
Price: 90 gp
Weight: 10 lbs.

A dire flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft.

Flail, Heavy

Aura:
CLl:
Price: 15 gp
Weight: 10 lbs.

Similar to a flail, a heavy flail has a larger metal ball and a longer handle.

Gauntlet

Aura:
CLl:
Price: 2 gp
Weight: 1 lb.

This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets. Your opponent cannot use a disarm action to disarm you of gauntlets.

Gauntlet, Spiked

Aura:
CLl:
Price: 5 gp
Weight: 1 lb.

The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack. Your opponent cannot use a disarm action to disarm you of spiked gauntlets.

Glaive

Aura:
CLl:
Price: 8 gp
Weight: 10 lbs.

A glaive is a simple blade, mounted to the end of a pole about 7 feet in length.

Greataxe

Aura:
CLl:
Price: 20 gp
Weight: 12 lbs.

This two-handed battle axe is heavy enough that you can't wield it with one hand. The head may have one blade or two, and may be "bearded" (meaning hooked or trailing at the bottom) to increase cleaving power and help pull down enemy shields. The haft is usually 3 to 4 feet long.

Greatclub

Aura:
CLl:
Price: 5 gp
Weight: 8 lbs.

This larger, bulkier version of the common club is heavy enough that you can't wield it with one hand. It may be ornate and carved, reinforced with metal, or a simple branch from a tree. Like simple clubs, greatclubs have many names, such as cudgels, bludgeons, shillelaghs, and more.

Greatsword

Aura:
CLl:
Price: 50 gp
Weight: 8 lbs.

This immense two-handed sword is about 5 feet in length.

Guisarme

Aura:
CLl:
Price: 9 gp
Weight: 12 lbs.

A guisarme is an 8-foot-long shaft with a blade and a hook mounted at the tip.

Halberd

Aura:
CLl:
Price: 10 gp
Weight: 12 lbs.

A halberd is similar to a 5-foot-long spear, but it also has a small, axe-like head mounted near the tip.

Hammer, Gnome Hooked

Aura:
CLl:
Price: 20 gp
Weight: 6 lbs.

A gnome hooked hammer is a double weapon—an ingenious tool with a hammer head at one end of its haft and a long, curved pick at the other. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. Gnomes treat hooked hammers as martial weapons.

Handaxe

Aura:
CLl:
Price: 6 gp
Weight: 3 lbs.

This one-handed axe is short (roughly 1 foot long) and designed for use with one hand. Unlike throwing axes, it is not well balanced for a graceful tumbling motion, and is instead heavier at its head. Tomahawks, war hatchets, and other such names usually refer to hand axes.

Heavy Pick

Aura:
CLl:
Price: 8 gp
Weight: 6 lbs.

This variant of the light pick has a longer handle and can be used with one or two hands. It is a common, inexpensive weapon for mounted soldiers since it can be used effectively from horseback.

Javelin

Aura:
CLl:
Price: 1 gp
Weight: 2 lbs.

A javelin is a thin throwing spear . Since it is not designed for melee, you are treated as nonproficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon.

Kama

Aura:
CLl:
Price: 2 gp
Weight: 2 lbs.

Similar to a sickle, a kama is a short, curved blade attached to a simple handle.

Kukri

Aura:
CLl:
Price: 8 gp
Weight: 2 lbs.

A kukri is a curved blade, about 1 foot in length.

Lance

Aura:
CLl:
Price: 10 gp
Weight: 10 lbs.

A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.

Light Hammer

Aura:
CLl:
Price: 1 gp
Weight: 2 lbs.

A lighter version of a warhammer, this weapon usually has a sleek metal head with one striking surface.

Light Pick

Aura:
CLl:
Price: 4 gp
Weight: 3 lbs.

This weapon, adapted from the pickaxe tool, has a head with a slightly curved, armor-piercing spike and a hammerlike counterweight.

Longbow

Aura:
CLl:
Price: 75 gp
Weight: 3 lbs.

At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a Strength bonus, you can apply it to damage rolls when you use a composite longbow (see below), but not when you use a regular longbow.

Longbow, Composite

Aura:
CLl:
Price: 100 gp
Weight: 3 lbs.

You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow.

For purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.

Longspear

Aura:
CLl:
Price: 5 gp
Weight: 9 lbs.

A longspear is about 8 feet in length.

Longsword

Aura:
CLl:
Price: 15 gp
Weight: 4 lbs.

This sword is about 3-1/2 feet in length.

Mace

Aura:
CLl:
Price: 5 gp
Weight: 4 lbs.

A mace is made up of an ornate metal head attached to a simple wooden or metal shaft.

Mace, Heavy

Aura:
CLl:
Price: 12 gp
Weight: 8 lbs.

A heavy mace has a larger head and a longer handle than a normal mace.

Morningstar

Aura:
CLl:
Price: 8 gp
Weight: 6 lbs.

A morningstar is a spiked metal ball, affixed to the top of a long handle.

Net

Aura:
CLl:
Price: 20 gp
Weight: 6 lbs.

A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

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