Ultimate Equipment | Rules | Arms And Armor | Weapons

Weapons

Without a doubt, weapons number among adventurers' most coveted possessions. Whether weapons are used as tools to lay foul monsters low, as the medium for magical enhancements, or as outlets for a host of fundamental class abilities, few heroes head into the field without their favorite—or perhaps even a whole arsenal of their favorites. This section presents all manner of nonmagical weapons for PCs to purchase and put to use, whatever their adventures might entail. The weapons presented here should be relatively easy to find and purchase in most towns and cities, although GMs might wish to restrict the availability of some of the more expensive and exotic items.

All weapons deal hit point damage. This damage is subtracted from the current hit points of any creature struck by the weapon. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). If a critical threat is scored, another attack roll is made, using the same modifiers as the original attack roll. If this second attack roll exceeds the target's AC, the hit becomes a critical hit, dealing additional damage.

Weapons are grouped into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapon's use (simple, martial, or exotic), the weapon's usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).

Simple, Martial, and Exotic Weapons

Most character classes are proficient with all simple weapons. Combat-oriented classes such as barbarians, cavaliers, and fighters are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. All characters are proficient with unarmed strikes and any natural weapons they gain from their race. A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls with that weapon.

Melee and Ranged Weapons

Melee weapons are used for making melee attacks, though some can be thrown as well. Ranged weapons include thrown weapons or projectile weapons that are not effective in melee.

Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, and whips are examples of reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

Double Weapons: Dire flails, gnome hooked hammers, and two-bladed swords are examples of double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.

The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can't use it as a double weapon—only one end of the weapon can be used in any given round.

Thrown Weapons: Daggers, darts, javelins, throwing axes, light hammers, and nets are examples of thrown weapons. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons).

It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range column on the following weapon tables), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.

Projectile Weapons: Blowguns, crossbows, shortbows, slings, longbows, and halfling sling staves are examples of projectile weapons—weapons that launch ammunition at a target. Most projectile weapons require two hands to use (see specific weapon descriptions). A character cannot apply his Strength modifier on damage rolls with a projectile weapon unless it's a sling or a specially built composite shortbow or composite longbow. If the character has a penalty for low Strength, apply it to damage rolls when she uses a bow or a sling.

Ammunition: Projectile weapons use ammunition, such as arrows for bows, bolts for crossbows, darts for blowguns, or sling bullets for slings and halfling sling staves. When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost.

Although shuriken are thrown weapons, they are treated as ammunition for the purposes of drawing them and crafting masterwork or otherwise special versions of them, and of what happens to them after they are thrown.

Light, One-Handed, and Two-Handed Melee Weapons

This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

Light: A light weapon is used in one hand. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling. Add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength modifier if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength modifier applies as though the weapon were held in the wielder's primary hand only.

An unarmed strike is always considered a light weapon.

One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder's Strength modifier to damage rolls for melee attacks with a one-handed weapon if it's used in the primary hand, or half his Strength modifier if it's used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character's Strength modifier to damage rolls made with that weapon.

Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength modifier to damage rolls for melee attacks with such a weapon.

Weapon Size

Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed. A weapon's size category isn't the same as its size as an object. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized WeaponsA creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature wields a Medium one-handed weapon as a two-handed weapon (it still takes the –2 penalty for using an inappropriately sized weapon). If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.

Improvised Weapons

Sometimes objects not crafted to be weapons nonetheless see use in combat—commonly bottles, chair legs, stray femurs, and that sort of thing. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a critical threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Weapon Qualities

Price

This value is the weapon's price in gold pieces (gp) or silver pieces (sp). The price includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver.

This price is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

Dmg

These columns give the damage dealt by the weapon on a successful hit. The column labeled "Dmg (S)" is for Small weapons. The column labeled "Dmg (M)" is for Medium weapons. If two damage ranges are given in the same column, then the weapon is a double weapon. Use the second damage figure given for the double weapon's extra attack. Table 1–8: Tiny and Large Weapon Damage gives weapon damage values for Tiny and Large weapons.

Critical

The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.

Extra damage over and above a weapon's normal damage (such as sneak attack damage or bonus damage from the flaming weapon quality) is not multiplied when you score a critical hit.

×2The weapon deals double damage on a critical hit. Some weapons deal triple or quadruple damage.

×2/×3: One head of this double weapon deals double damage on a critical hit. The other head deals triple damage. Some double weapons' heads deal triple and quadruple damage on a critical hit.

19–20/×2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. Some weapons score a threat on a natural 18 as well, or deal triple instead of double damage on a critical hit.

Range

Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative –2 penalty for each full range increment (or fraction thereof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot up to 10 range increments.

Weight

This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons; double it for Large weapons. Some weapons have a special weight. See the weapon's description for details.

Type

Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.

Some weapons deal damage of multiple types. If a weapon causes two types of damage, the type it deals is not half one type and half another; rather, all damage caused is considered to be of both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon.

In other cases, a weapon can deal either of two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon. For example, the damage caused by a dagger depends on whether the wielder is thrusting to deal piercing damage or slicing to deal slashing damage.

Special

Some weapons have special features in addition to those noted in their descriptions.

Blocking: When you use this weapon to fight defensively, you gain a +1 shield bonus to AC.

Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.

Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.

Disarm: When you use this weapon, you get a +2 bonus on combat maneuver checks to disarm an enemy.

Distracting: You gain a +2 bonus on Bluff skill checks to feint in combat while wielding this weapon.

Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.

Fragile: Fragile weapons cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Masterwork and magical fragile weapons lack these flaws unless otherwise noted in the item description.

If a weapon gains the broken condition in this way, that weapon is considered to have taken damage equal to half its hit points +1. This damage is repaired either by something that addresses the effect that granted the weapon the broken condition (like quick clear in the case of firearm misfires or the Field Repair feat) or by the repair methods described in the broken condition. When an effect that grants the broken condition is removed, the weapon regains the hit points it lost when the broken condition was applied. Damage done by an attack against a weapon (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition.

Grapple: On a successful critical hit with a weapon of this type, you can attempt a combat maneuver check to grapple your opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the creature using a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away that the creature you're grappling is no longer within the weapon's reach, you end the grapple with that action.

Monk: A monk weapon can be used by a monk to perform a flurry of blows.

Nonlethal: These weapons deal nonlethal damage.

Performance: When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a performance combat check, you gain a +2 bonus on that check.

Reach: You can use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.

Trip: When you use a trip weapon to make a trip attack, if you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

Masterwork Weapons

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

Without using magic, you can't add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork transformation spell transforms a non-masterwork weapon into a masterwork weapon.

The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Masterwork ammunition is damaged (and effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn't stack with the enhancement bonus provided by the weapon's magic.

Even though some types of armor and shields can be used as weapons, you can't create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.

Weapon Descriptions

Weapons in this section are listed alphabetically by their full names. A few weapons had their names altered to be consistent with how other weapons are named; for example: "flail" and "heavy flail," are now called "light flail" and "heavy flail."

Simple Weapons

Simple Weapons
Unarmed AttacksPriceDmg (S)Dmg (M)CriticalRangeWeightTypeSpecial
Unarmed strike1d21d3×2BNonlethal
Light Melee Weapons
Battle aspergillum5 gp1d41d6×24 lbs.BSee text
Brass knuckles1 gp1d21d3×21 lb.BMonk, see text
Cestus5 gp1d31d419–20/×21 lb.B or PMonk, see text
Dagger2 gp1d31d419–20/×210 ft.1 lb.P or S
Gauntlet2 gp1d21d3×21 lb.B
Light mace5 gp1d41d6×24 lbs.B
Punching dagger2 gp1d31d4×31 lb.P
Sickle6 gp1d41d6×22 lbs.STrip
Spiked gauntlet5 gp1d31d4×21 lb.P
Wooden stake1d31d4×210 ft.1 lb.P
One-Handed Melee Weapons
Club1d41d6×210 ft.3 lbs.B
Heavy mace12 gp1d61d8×28 lbs.B
Mere club2 gp1d31d4×22 lbs.B or PFragile
Morningstar8 gp1d61d8×26 lbs.B and P
Shortspear1 gp1d41d6×220 ft.3 lbs.P
Two-Handed Melee Weapons
Bayonet5 gp1d41d6×21 lb.P
Boar spear5 gp1d61d8×28 lbs.PBrace, see text
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
Dart5 sp1d31d4×220 ft.1/2 lb.P
Heavy crossbow50 gp1d81d1019–20/×2120 ft.8 lbs.P
Javelin1 gp1d41d6×230 ft.2 lbs.P
Light crossbow35 gp1d61d819–20/×280 ft.4 lbs.P
Sling1d31d4×250 ft.B
Underwater heavy crossbow100 gp1d81d1019–20/×2120 ft.8 lbs.P
Underwater light crossbow70 gp1d61d819–20/×280 ft.4 lbs.P

Martial Weapons

Martial Weapons
Light Melee WeaponsPriceDmg (S)Dmg (M)CriticalRangeWeightTypeSpecial
Butterfly sword (2)20 gp1d31d419–20/×21 lb.SMonk
Dogslicer8 gp1d41d619–20/×21 lb.SFragile
Gladius15 gp1d41d619–20/×23 lbs.P or SPerformance
Handaxe6 gp1d41d6×33 lbs.S
Iron brush2 gp1d21d3×210 ft.P
Jutte8 gp1d41d6×21 lb.BDisarm, monk
Kerambit2 gp1d21d3×3S
Kukri8 gp1d31d418–20/×22 lbs.S
Light hammer1 gp1d31d4×220 ft.2 lbs.B
Light pick4 gp1d31d4×43 lbs.P
Light shield9 gp1d21d3×2SpecialB
Lungchuan tamo5 gp1d31d4×210 ft.1 lb.P or SMonk
Sap1 gp1d41d6×22 lbs.BNonlethal
Shang gou6 gp1d31d4×21 lb.SDisarm or trip, monk
Shortsword10 gp1d41d619–20/×22 lbs.P
Spiked armor+50 gp1d41d6×2SpecialP
Spiked light shield+50 gp1d31d4×2SpecialP
Starknife24 gp1d31d4×320 ft.3 lbs.P
Throwing axe8 gp1d41d6×210 ft.2 lbs.S
Tonfa1 gp1d41d6×21 lb.BBlocking, monk
Wushu dart2 sp1d21d3×210 ft.PMonk
One-Handed Melee Weapons
Battleaxe10 gp1d61d8×36 lbs.S
Double chicken saber12 gp1d41d619–20/×23 lbs.SDisarm, monk
Heavy pick8 gp1d41d6×46 lbs.P
Heavy shield7 gp/20 gp1d31d4×2SpecialB
Klar12 gp1d41d6×26 lbs.SSee text
Light flail8 gp1d61d8×25 lbs.BDisarm, trip
Longsword15 gp1d61d819–20/×24 lbs.S
Nine-ring broadsword15 gp1d61d8×34 lbs.SMonk
Rapier20 gp1d41d618–20/×22 lbs.P
Scimitar15 gp1d41d618–20/×24 lbs.S
Scizore20 gp1d81d10×23 lbs.PPerformance
Sibat2 gp1d41d6×310 ft.2 lbs.P or SGrapple
Spiked heavy shield57 gp/70 gp1d41d6×2SpecialP
Sword cane45 gp1d41d6×24 lbs.P
Terbutje5 gp1d61d819–20/×22 lbs.SFragile
Trident15 gp1d61d8×210 ft.4 lbs.PBrace
Warhammer12 gp1d61d8×35 lbs.B
Two-Handed Melee Weapons
Bardiche13 gp1d81d1019–20/×214 lbs.SBrace, reach, see text
Bec de corbin15 gp1d81d10×312 lbs.B or PBrace, reach, see text
Bill11 gp1d61d8×311 lbs.SBrace, disarm, reach, see text
Earth breaker40 gp1d102d6×314 lbs.B
Falchion75 gp1d62d418–20/×28 lbs.S
Glaive8 gp1d81d10×310 lbs.SReach
Glaive-guisarme12 gp1d81d10×310 lbs.SBrace, reach, see text
Greataxe20 gp1d101d12×312 lbs.S
Greatclub5 gp1d81d10×28 lbs.B
Greatsword50 gp1d102d619–20/×28 lbs.S
Guisarme9 gp1d62d4×312 lbs.SReach, trip
Halberd10 gp1d81d10×312 lbs.P or SBrace, trip
Heavy flail15 gp1d81d1019–20/×210 lbs.BDisarm, trip
Hooked lance3 gp1d61d8×410 lbs.PReach, trip
Horsechopper10 gp1d81d10×312 lbs.P or SReach, trip
Lance10 gp1d61d8×310 lbs.PReach
Lucerne hammer15 gp1d101d12×212 lbs.B or PBrace, reach, see text
Mattock12 gp1d62d4×412 lbs.PFragile
Monk's spade20 gp1d4/1d41d6/1d6×212 lbs.B or P or SDouble, monk
Naginata35 gp1d61d8×49 lbs.SReach
Nodachi60 gp1d81d1018–20/×28 lbs.S or PBrace
Ogre hook24 gp1d81d10×310 lbs.PTrip
Ranseur10 gp1d62d4×312 lbs.PDisarm, reach
Rhomphaia15 gp1d62d4×310 lbs.P or SBrace, fragile, reach
Sansetsukon8 gp1d81d1019–20/×23 lbs.BBlocking, disarm, monk
Scythe18 gp1d62d4×410 lbs.P or STrip
Tepoztopilli8 gp1d81d1019–20/×28 lbs.P or SFragile, reach
Tiger fork5 gp1d61d8×28 lbs.PBrace, monk
Tri-point double-edged sword12 gp1d81d10×314 lbs.PReach
Ranged Weapons
Amentum1d41d6×250 ft.1 lb.PPerformance
Atlatl2 gp1d41d6×250 ft.2 lbs.P
Chakram1 gp1d61d8×230 ft.1 lb.S
Composite longbow100 gp1d61d8×3110 ft.3 lbs.P
Composite shortbow75 gp1d41d6×370 ft.2 lbs.P
Hunga munga4 gp1d41d6×215 ft.3 lbs.P
Longbow75 gp1d61d8×3100 ft.3 lbs.P
Pilum5 gp1d61d8×220 ft.4 lbs.PSee text
Poisoned sand tube1 gpSpecialSpecial1 lb.See text
Shortbow30 gp1d41d6×360 ft.2 lbs.P
Tube arrow shooter3 gp1d31d4×240 ft.1/2 lb.P

Exotic Weapons

Exotic Weapons
Light Melee WeaponsPriceDmg (S)Dmg (M)CriticalRangeWeightTypeSpecial
Aklys5 gp1d61d8×220 ft.2 lbs.BPerformance, trip
Dan bong1 sp1d21d319–20/×210 ft.BBlocking, monk, see text
Emei piercer3 gp1d21d319–20/×2PSee text
Fighting fan5 gp1d31d4×3PDistracting, monk
Kama2 gp1d41d6×22 lbs.SMonk, trip
Knuckle axe9 gp1d41d6×32 lbs.SMonk, performance
Madu, Leather40 gp1d31d4×25 lbs.PPerformance
Madu, Steel50 gp1d31d4×26 lbs.PPerformance
Nunchaku2 gp1d41d6×22 lbs.BDisarm, monk
Pata14 gp1d41d6×33 lbs.PPerformance
Quadrens8 gp1d41d619–20/×22 lbs.PPerformance
Sai1 gp1d31d4×21 lb.BDisarm, monk
Scorpion whip5 gp1d31d4×23 lbs.SPerformance
Siangham3 gp1d41d6×21 lb.PMonk
Sica10 gp1d41d6×22 lbs.SPerformance
Swordbreaker dagger10 gp1d31d4×23 lbs.SDisarm, see text
Tekko-kagi2 gp1d21d3×2PDisarm, see text
Wakizashi35 gp1d41d618–20/×22 lbs.P or SDeadly
One-Handed Melee Weapons
Bastard sword35 gp1d81d1019–20/×26 lbs.S
Dwarven waraxe30 gp1d81d10×38 lbs.S
Falcata18 gp1d61d819–20/×34 lbs.S
Great terbutje12 gp1d81d1019–20/×24 lbs.SFragile
Hooked axe20 gp1d61d8×37 lbs.SDisarm, performance, trip
Katana50 gp1d61d818–20/×26 lbs.SDeadly
Khopesh20 gp1d61d819–20/×28 lbs.STrip
Nine-section whip8 gp1d61d819–20/×23 lbs.BBlocking, distracting, monk, trip
Rhoka sword25 gp1d61d818–20/×26 lbs.S
Sawtooth sabre35 gp1d61d819–20/×22 lbs.S
Shotel30 gp1d61d8×33 lbs.PPerformance
Taiaha10 gp1d8/1d41d10/1d6×2/×38 lbs.B or PDouble
Temple sword30 gp1d61d819–20/×23 lbs.SMonk, trip
Urumi30 gp1d61d818–20/×26 lbs.SDistracting
Wahaika3 gp1d41d6×210 ft.3 lbs.BDisarm
Whip1 gp1d21d3×22 lbs.SDisarm, nonlethal, reach, trip
Two-Handed Melee Weapons
Bo staff1 gp1d41d6×23 lbs.BBlocking, double, monk
Chain spear15 gp1d4/1d41d6/1d6×213 lbs.P and STrip
Dire flail90 gp1d6/1d61d8/1d8×210 lbs.BDisarm, double, trip
Double walking stick katana50 gp1d4/1d41d6/1d6×36 lbs.BDouble
Double-chained kama8 gp1d4/1d41d6/1d6×24 lbs.SDouble, monk, reach, trip
Dwarven urgrosh50 gp1d6/1d41d8/1d6×312 lbs.P or SBrace, double
Elven curve blade80 gp1d81d1018–20/×27 lbs.S
Flying blade40 gp1d101d12×312 lbs.SPerformance, reach
Gnome hooked hammer20 gp1d6/1d41d8/1d6×3/×46 lbs.B or PDouble, trip
Harpoon5 gp1d61d8×310 ft.16 lbs.PGrapple, see text
Kusarigama12 gp1d2/1d41d3/1d6×23 lbs.S or BDouble, grapple, monk, reach, trip
Kyoketsu shoge6 gp1d31d4×220 ft.1 lb.S or PDisarm, grapple, monk, reach
Mancatcher15 gp11d210 lbs.PReach, see text
Meteor hammer10 gp1d61d8×210 lbs.BReach, trip
Orc double axe60 gp1d6/1d61d8/1d8×315 lbs.SDouble
Seven-branched sword50 gp1d81d10×37 lbs.SDisarm, monk
Spiked chain25 gp1d62d4×210 lbs.PDisarm, trip
Tetsubo20 gp1d81d10×410 lbs.B
Two-bladed sword100 gp1d6/1d61d8/1d819–20/×210 lbs.SDouble
Ranged Weapons
Bolas5 gp1d31d4×210 ft.2 lbs.BNonlethal, trip
Boomerang3 gp1d41d6×230 ft.3 lbs.BSee text
Double crossbow300 gp1d61d819–20/×280 ft.18 lbs.PSee text
Halfling sling staff20 gp1d61d8×380 ft.3 lbs.B
Hand crossbow100 gp1d31d419–20/×230 ft.2 lbs.P
Kestros1 gp1d61d8×350 ft.1 lb.P
Lasso1 sp5 lbs.See text
Net20 gp10 ft.6 lbs.See text
Repeating hand crossbow800 gp1d31d419–20/×230 ft.4 lbs.P
Repeating heavy crossbow400 gp1d81d1019–20/×2120 ft.12 lbs.P
Repeating light crossbow250 gp1d61d819–20/×280 ft.6 lbs.P
Rope dart1 gp1d31d4×220 ft.PBlocking, distracting, monk
Shuriken (5)1 gp11d2×210 ft.1/2 lb.PMonk
Snag net30 gp10 ft.10 lbs.PTrip, see text
Throwing shield+50 gp1d41d6×220 ft.BPerformance, trip

Ammunition

Ammunition
ItemPriceWeight
Arrows (20)1 gp3 lbs.
Atlatl dart1 gp2 lbs.
Bamboo shaft arrows (10) 1 gp1/2 lb.
Blowgun darts (10)5 sp
Blunt arrows (20)2 gp3 lbs.
Crossbow bolts (10)1 gp1 lb.
Flight arrows (20)2 gp3 lbs.
Kestros dart (10)5 gp5 lbs.
Repeating crossbow bolts (5)1 gp1 lb.
Sling bullets (10)1 sp5 lbs.
Smoke arrow10 gp
Whistling arrows (20)2 gp3 lbs.

Tiny and Large Weapon Damage

Tiny and Large Weapon Damage
Medium Weapon DamageTiny Weapon DamageLarge Weapon Damage
1d21d3
1d311d4
1d41d21d6
1d61d31d8
1d81d42d6
1d101d62d8
1d121d83d6
2d41d42d6
2d61d83d6
2d81d103d8
2d102d64d8

Aklys

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

The aklys is a hooked throwing club with a 20-foot-long cord, usually of woven leather; you can retrieve the aklys after throwing it as a move action. The hook allows you to make trip attacks at range. Some aklyses have holes drilled through them and whistle when flung.

Amentum

Aura:
CLl:
Price: &mdash
Weight: 1 lb.

An amentum is a long leather thong that attaches to a standard javelin. Before throwing, the amentum is wound about the javelin's shaft. You then throw the javelin while gripping the amentum, imparting spin on the weapon and greatly improving its range. Attaching an amentum to a javelin is a move action, and winding it is a full-round action. Javelins can be stored with amenta already wound about them. A javelin wound with an amentum is considered a martial weapon.

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.

Atlatl

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

This Stone Age weapon is a thin piece of wood or antler used as a lever to hurl a specially fitted dart. An atlatl gives much greater range to a dart, but must be loaded like a projectile weapon. Your Strength modifier applies to damage rolls when you use an atlatl, just as it does for thrown weapons. You can fire—but not load—an atlatl with one hand. Loading an atlatl is a move action that requires two hands and provokes attacks of opportunity. The Rapid Reload feat can be taken for atlatls, allowing you to load a dart as a free action.

Atlatl Dart

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

An atlatl dart is the equivalent of a javelin except it has fletching. If thrown without an atlatl, treat it as a javelin.

Bamboo Shaft Arrow

Aura:
CLl:
Price: 1 gp (10)
Weight: 1/2 lb.

These foot-long arrows are used as ammunition for arrow tubes. As an improvised melee weapon, they deal damage equivalent to that of a spiked gauntlet. They come in a bamboo tube that holds 10 shafts.

Bardiche

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 made against a bardiche.

Bastard Sword

Aura:
CLl:
Price: 35 gp
Weight: 6 lbs.

A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon. You can use a bastard sword two-handed as a martial weapon.

Battle Aspergillum

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

Named for the common aspergillum, a macelike tool used by priests to sprinkle holy water, this light mace has a hollow head and a metal plug closing off the hole through which the head is filled. 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 attacks of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, to prevent the holy water from leaking out as the weapon moves.

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.

Bayonet

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 slightly blunter and the spike is stouter and more hooked. You primarily attack with the spike. You gain a +2 bonus on combat maneuver checks 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.

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 Poisons on page 110.

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.

Blunt Arrows

Aura:
CLl:
Price: 2 gp (20)
Weight: 3 lbs.

These arrows have rounded wooden tips that deal bludgeoning damage rather than piercing. 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).

Bo Staff

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

Similar to a quarterstaff, only more slender and tapered at one end, the bo staff is both a defensive device and a weapon.

Boar Spear

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

This spear has a metal crossbar to protect you against onrushing attackers. If you ready a boar spear against a charge and your attack hits, you gain a +2 shield bonus to your AC against that creature until your next turn.

Bolas

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

A bolas is a pair of wooden, stone, or metal weights connected by a thin rope or cord. You can whirl and throw 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.

Boomerang

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 hunting boomerang does not fly in a returning path.

Brass Knuckles

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

These weapons fit snugly around the knuckles and allow you to deal lethal damage with an unarmed strike. 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 successful concentration check (DC 10 + the level of the spell you're casting). Monks are proficient with brass knuckles. Brass knuckles can't be disarmed.

Butterfly Sword

Aura:
CLl:
Price: 20 GP (2)
Weight: 1 lb.

These short matching swords come in pairs, cleverly nested together to appear as a single blade. Both weapons can be drawn at the same time, and they can be separated as a free action and wielded in both hands to make wickedly effective chops and slashes. Their thin, broad blades extend just 1 foot in length. A butterfly sword has a hardwood grip covered with braided cord, and a metal D-shaped guard to protect the wielder's hand. The listed price is for a pair of butterfly swords. Masterwork butterfly swords cost 320 gp for the pair. If you add magical enhancement bonuses or properties to a butterfly sword, treat each sword in the pair as a separate weapon (for example, adding a +1 magical enhancement bonus to a pair of masterwork butterfly swords costs 4,000 gp).

Cestus

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 lethal damage. If you are proficient with a cestus, you can have your unarmed strikes 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). A cestus can't be disarmed.

Chain Spear

Aura:
CLl:
Price: 15 gp
Weight: 13 lbs.

This vicious weapon is often used in 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.

Chakram

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 succeed at 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.

Club

Aura:
CLl:
Price: &mdash
Weight:

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

Composite Longbow

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 it with proficiency). If your Strength modifier 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 modifier on damage rolls, 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 negative modifier due to low Strength, apply it to damage rolls when you use a composite longbow. A composite longbow fires arrows.

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

Composite Shortbow

Aura:
CLl:
Price: 75 gp
Weight: 2 lbs.

You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow 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 modifier is lower 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 shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow 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 modifier on damage rolls, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost. you have a negative modifier due to low Strength, apply it to damage rolls when you use a composite shortbow. A composite shortbow fires arrows.

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

Crossbow Bolts

Aura:
CLl:
Price: 1 GP (10)
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 (critical multiplier ×2). Bolts come in a case or quiver that holds 10 bolts. All crossbows except repeating crossbows use these kinds of crossbow bolts, which are sometimes called "quarrels."

Firearms

This section presents an anachronistic collection of hand-held black powder weapons suitable for a wide variety of fantasy adventure campaigns. Most of them are single-shot muzzle-loaders with highly inefficient triggering mechanisms—traditional sword and sorcery firearms. More advanced firearms are also presented for those brave enough to mix their fantasy with a technology much closer to that of the Old West than the slow and unstable weapons that gave musketeers their name. Of course, it is the GM's decision whether or not guns of any type are allowed in a campaign.

What follows are additional rules for using firearms.

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