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
Unarmed Attacks | Price | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type | Special |
---|---|---|---|---|---|---|---|---|
Unarmed strike | — | 1d2 | 1d3 | ×2 | — | — | B | Nonlethal |
Light Melee Weapons | ||||||||
Battle aspergillum | 5 gp | 1d4 | 1d6 | ×2 | — | 4 lbs. | B | See text |
Brass knuckles | 1 gp | 1d2 | 1d3 | ×2 | — | 1 lb. | B | Monk, see text |
Cestus | 5 gp | 1d3 | 1d4 | 19–20/×2 | — | 1 lb. | B or P | Monk, see text |
Dagger | 2 gp | 1d3 | 1d4 | 19–20/×2 | 10 ft. | 1 lb. | P or S | — |
Gauntlet | 2 gp | 1d2 | 1d3 | ×2 | — | 1 lb. | B | — |
Light mace | 5 gp | 1d4 | 1d6 | ×2 | — | 4 lbs. | B | — |
Punching dagger | 2 gp | 1d3 | 1d4 | ×3 | — | 1 lb. | P | — |
Sickle | 6 gp | 1d4 | 1d6 | ×2 | — | 2 lbs. | S | Trip |
Spiked gauntlet | 5 gp | 1d3 | 1d4 | ×2 | — | 1 lb. | P | — |
Wooden stake | — | 1d3 | 1d4 | ×2 | 10 ft. | 1 lb. | P | — |
One-Handed Melee Weapons | ||||||||
Club | — | 1d4 | 1d6 | ×2 | 10 ft. | 3 lbs. | B | — |
Heavy mace | 12 gp | 1d6 | 1d8 | ×2 | — | 8 lbs. | B | — |
Mere club | 2 gp | 1d3 | 1d4 | ×2 | — | 2 lbs. | B or P | Fragile |
Morningstar | 8 gp | 1d6 | 1d8 | ×2 | — | 6 lbs. | B and P | — |
Shortspear | 1 gp | 1d4 | 1d6 | ×2 | 20 ft. | 3 lbs. | 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 |
Longspear | 5 gp | 1d6 | 1d8 | ×3 | — | 9 lbs. | P | Brace, reach |
Quarterstaff | — | 1d4/1d4 | 1d6/1d6 | ×2 | — | 4 lbs. | B | Double, monk |
Spear | 2 gp | 1d6 | 1d8 | ×3 | 20 ft. | 6 lbs. | P | Brace |
Ranged Weapons | ||||||||
Blowgun | 2 gp | 1 | 1d2 | ×2 | 20 ft. | 1 lb. | P | — |
Dart | 5 sp | 1d3 | 1d4 | ×2 | 20 ft. | 1/2 lb. | P | — |
Heavy crossbow | 50 gp | 1d8 | 1d10 | 19–20/×2 | 120 ft. | 8 lbs. | P | — |
Javelin | 1 gp | 1d4 | 1d6 | ×2 | 30 ft. | 2 lbs. | P | — |
Light crossbow | 35 gp | 1d6 | 1d8 | 19–20/×2 | 80 ft. | 4 lbs. | P | — |
Sling | — | 1d3 | 1d4 | ×2 | 50 ft. | — | B | — |
Underwater heavy crossbow | 100 gp | 1d8 | 1d10 | 19–20/×2 | 120 ft. | 8 lbs. | P | — |
Underwater light crossbow | 70 gp | 1d6 | 1d8 | 19–20/×2 | 80 ft. | 4 lbs. | P | — |
Martial Weapons
Light Melee Weapons | Price | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type | Special |
---|---|---|---|---|---|---|---|---|
Butterfly sword (2) | 20 gp | 1d3 | 1d4 | 19–20/×2 | — | 1 lb. | S | Monk |
Dogslicer | 8 gp | 1d4 | 1d6 | 19–20/×2 | — | 1 lb. | S | Fragile |
Gladius | 15 gp | 1d4 | 1d6 | 19–20/×2 | — | 3 lbs. | P or S | Performance |
Handaxe | 6 gp | 1d4 | 1d6 | ×3 | — | 3 lbs. | S | — |
Iron brush | 2 gp | 1d2 | 1d3 | ×2 | 10 ft. | — | P | — |
Jutte | 8 gp | 1d4 | 1d6 | ×2 | — | 1 lb. | B | Disarm, monk |
Kerambit | 2 gp | 1d2 | 1d3 | ×3 | — | — | S | — |
Kukri | 8 gp | 1d3 | 1d4 | 18–20/×2 | — | 2 lbs. | S | — |
Light hammer | 1 gp | 1d3 | 1d4 | ×2 | 20 ft. | 2 lbs. | B | — |
Light pick | 4 gp | 1d3 | 1d4 | ×4 | — | 3 lbs. | P | — |
Light shield | 9 gp | 1d2 | 1d3 | ×2 | — | Special | B | — |
Lungchuan tamo | 5 gp | 1d3 | 1d4 | ×2 | 10 ft. | 1 lb. | P or S | Monk |
Sap | 1 gp | 1d4 | 1d6 | ×2 | — | 2 lbs. | B | Nonlethal |
Shang gou | 6 gp | 1d3 | 1d4 | ×2 | — | 1 lb. | S | Disarm or trip, monk |
Shortsword | 10 gp | 1d4 | 1d6 | 19–20/×2 | — | 2 lbs. | P | — |
Spiked armor | +50 gp | 1d4 | 1d6 | ×2 | — | Special | P | — |
Spiked light shield | +50 gp | 1d3 | 1d4 | ×2 | — | Special | P | — |
Starknife | 24 gp | 1d3 | 1d4 | ×3 | 20 ft. | 3 lbs. | P | — |
Throwing axe | 8 gp | 1d4 | 1d6 | ×2 | 10 ft. | 2 lbs. | S | — |
Tonfa | 1 gp | 1d4 | 1d6 | ×2 | — | 1 lb. | B | Blocking, monk |
Wushu dart | 2 sp | 1d2 | 1d3 | ×2 | 10 ft. | — | P | Monk |
One-Handed Melee Weapons | ||||||||
Battleaxe | 10 gp | 1d6 | 1d8 | ×3 | — | 6 lbs. | S | — |
Double chicken saber | 12 gp | 1d4 | 1d6 | 19–20/×2 | — | 3 lbs. | S | Disarm, monk |
Heavy pick | 8 gp | 1d4 | 1d6 | ×4 | — | 6 lbs. | P | — |
Heavy shield | 7 gp/20 gp | 1d3 | 1d4 | ×2 | — | Special | B | — |
Klar | 12 gp | 1d4 | 1d6 | ×2 | — | 6 lbs. | S | See text |
Light flail | 8 gp | 1d6 | 1d8 | ×2 | — | 5 lbs. | B | Disarm, trip |
Longsword | 15 gp | 1d6 | 1d8 | 19–20/×2 | — | 4 lbs. | S | — |
Nine-ring broadsword | 15 gp | 1d6 | 1d8 | ×3 | — | 4 lbs. | S | Monk |
Rapier | 20 gp | 1d4 | 1d6 | 18–20/×2 | — | 2 lbs. | P | — |
Scimitar | 15 gp | 1d4 | 1d6 | 18–20/×2 | — | 4 lbs. | S | — |
Scizore | 20 gp | 1d8 | 1d10 | ×2 | — | 3 lbs. | P | Performance |
Sibat | 2 gp | 1d4 | 1d6 | ×3 | 10 ft. | 2 lbs. | P or S | Grapple |
Spiked heavy shield | 57 gp/70 gp | 1d4 | 1d6 | ×2 | — | Special | P | — |
Sword cane | 45 gp | 1d4 | 1d6 | ×2 | — | 4 lbs. | P | — |
Terbutje | 5 gp | 1d6 | 1d8 | 19–20/×2 | — | 2 lbs. | S | Fragile |
Trident | 15 gp | 1d6 | 1d8 | ×2 | 10 ft. | 4 lbs. | P | Brace |
Warhammer | 12 gp | 1d6 | 1d8 | ×3 | — | 5 lbs. | B | — |
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 |
Earth breaker | 40 gp | 1d10 | 2d6 | ×3 | — | 14 lbs. | B | — |
Falchion | 75 gp | 1d6 | 2d4 | 18–20/×2 | — | 8 lbs. | S | — |
Glaive | 8 gp | 1d8 | 1d10 | ×3 | — | 10 lbs. | S | Reach |
Glaive-guisarme | 12 gp | 1d8 | 1d10 | ×3 | — | 10 lbs. | S | Brace, reach, see text |
Greataxe | 20 gp | 1d10 | 1d12 | ×3 | — | 12 lbs. | S | — |
Greatclub | 5 gp | 1d8 | 1d10 | ×2 | — | 8 lbs. | B | — |
Greatsword | 50 gp | 1d10 | 2d6 | 19–20/×2 | — | 8 lbs. | S | — |
Guisarme | 9 gp | 1d6 | 2d4 | ×3 | — | 12 lbs. | S | Reach, trip |
Halberd | 10 gp | 1d8 | 1d10 | ×3 | — | 12 lbs. | P or S | Brace, trip |
Heavy flail | 15 gp | 1d8 | 1d10 | 19–20/×2 | — | 10 lbs. | B | Disarm, trip |
Hooked lance | 3 gp | 1d6 | 1d8 | ×4 | — | 10 lbs. | P | Reach, trip |
Horsechopper | 10 gp | 1d8 | 1d10 | ×3 | — | 12 lbs. | P or S | Reach, trip |
Lance | 10 gp | 1d6 | 1d8 | ×3 | — | 10 lbs. | P | Reach |
Lucerne hammer | 15 gp | 1d10 | 1d12 | ×2 | — | 12 lbs. | B or P | Brace, reach, see text |
Mattock | 12 gp | 1d6 | 2d4 | ×4 | — | 12 lbs. | P | Fragile |
Monk's spade | 20 gp | 1d4/1d4 | 1d6/1d6 | ×2 | — | 12 lbs. | B or P or S | Double, monk |
Naginata | 35 gp | 1d6 | 1d8 | ×4 | — | 9 lbs. | S | Reach |
Nodachi | 60 gp | 1d8 | 1d10 | 18–20/×2 | — | 8 lbs. | S or P | Brace |
Ogre hook | 24 gp | 1d8 | 1d10 | ×3 | — | 10 lbs. | P | Trip |
Ranseur | 10 gp | 1d6 | 2d4 | ×3 | — | 12 lbs. | P | Disarm, reach |
Rhomphaia | 15 gp | 1d6 | 2d4 | ×3 | — | 10 lbs. | P or S | Brace, fragile, reach |
Sansetsukon | 8 gp | 1d8 | 1d10 | 19–20/×2 | — | 3 lbs. | B | Blocking, disarm, monk |
Scythe | 18 gp | 1d6 | 2d4 | ×4 | — | 10 lbs. | P or S | Trip |
Tepoztopilli | 8 gp | 1d8 | 1d10 | 19–20/×2 | — | 8 lbs. | P or S | Fragile, reach |
Tiger fork | 5 gp | 1d6 | 1d8 | ×2 | — | 8 lbs. | P | Brace, monk |
Tri-point double-edged sword | 12 gp | 1d8 | 1d10 | ×3 | — | 14 lbs. | P | Reach |
Ranged Weapons | ||||||||
Amentum | — | 1d4 | 1d6 | ×2 | 50 ft. | 1 lb. | P | Performance |
Atlatl | 2 gp | 1d4 | 1d6 | ×2 | 50 ft. | 2 lbs. | P | — |
Chakram | 1 gp | 1d6 | 1d8 | ×2 | 30 ft. | 1 lb. | S | — |
Composite longbow | 100 gp | 1d6 | 1d8 | ×3 | 110 ft. | 3 lbs. | P | — |
Composite shortbow | 75 gp | 1d4 | 1d6 | ×3 | 70 ft. | 2 lbs. | P | — |
Hunga munga | 4 gp | 1d4 | 1d6 | ×2 | 15 ft. | 3 lbs. | P | — |
Longbow | 75 gp | 1d6 | 1d8 | ×3 | 100 ft. | 3 lbs. | P | — |
Pilum | 5 gp | 1d6 | 1d8 | ×2 | 20 ft. | 4 lbs. | P | See text |
Poisoned sand tube | 1 gp | Special | Special | — | — | 1 lb. | — | See text |
Shortbow | 30 gp | 1d4 | 1d6 | ×3 | 60 ft. | 2 lbs. | P | — |
Tube arrow shooter | 3 gp | 1d3 | 1d4 | ×2 | 40 ft. | 1/2 lb. | P | — |
Exotic Weapons
Light Melee Weapons | Price | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type | Special |
---|---|---|---|---|---|---|---|---|
Aklys | 5 gp | 1d6 | 1d8 | ×2 | 20 ft. | 2 lbs. | B | Performance, trip |
Dan bong | 1 sp | 1d2 | 1d3 | 19–20/×2 | 10 ft. | — | B | Blocking, monk, see text |
Emei piercer | 3 gp | 1d2 | 1d3 | 19–20/×2 | — | — | P | See text |
Fighting fan | 5 gp | 1d3 | 1d4 | ×3 | — | — | P | Distracting, monk |
Kama | 2 gp | 1d4 | 1d6 | ×2 | — | 2 lbs. | S | Monk, trip |
Knuckle axe | 9 gp | 1d4 | 1d6 | ×3 | — | 2 lbs. | S | Monk, performance |
Madu, Leather | 40 gp | 1d3 | 1d4 | ×2 | — | 5 lbs. | P | Performance |
Madu, Steel | 50 gp | 1d3 | 1d4 | ×2 | — | 6 lbs. | P | Performance |
Nunchaku | 2 gp | 1d4 | 1d6 | ×2 | — | 2 lbs. | B | Disarm, monk |
Pata | 14 gp | 1d4 | 1d6 | ×3 | — | 3 lbs. | P | Performance |
Quadrens | 8 gp | 1d4 | 1d6 | 19–20/×2 | — | 2 lbs. | P | Performance |
Sai | 1 gp | 1d3 | 1d4 | ×2 | — | 1 lb. | B | Disarm, monk |
Scorpion whip | 5 gp | 1d3 | 1d4 | ×2 | — | 3 lbs. | S | Performance |
Siangham | 3 gp | 1d4 | 1d6 | ×2 | — | 1 lb. | P | Monk |
Sica | 10 gp | 1d4 | 1d6 | ×2 | — | 2 lbs. | S | Performance |
Swordbreaker dagger | 10 gp | 1d3 | 1d4 | ×2 | — | 3 lbs. | S | Disarm, see text |
Tekko-kagi | 2 gp | 1d2 | 1d3 | ×2 | — | — | P | Disarm, see text |
Wakizashi | 35 gp | 1d4 | 1d6 | 18–20/×2 | — | 2 lbs. | P or S | Deadly |
One-Handed Melee Weapons | ||||||||
Bastard sword | 35 gp | 1d8 | 1d10 | 19–20/×2 | — | 6 lbs. | S | — |
Dwarven waraxe | 30 gp | 1d8 | 1d10 | ×3 | — | 8 lbs. | S | — |
Falcata | 18 gp | 1d6 | 1d8 | 19–20/×3 | — | 4 lbs. | S | — |
Great terbutje | 12 gp | 1d8 | 1d10 | 19–20/×2 | — | 4 lbs. | S | Fragile |
Hooked axe | 20 gp | 1d6 | 1d8 | ×3 | — | 7 lbs. | S | Disarm, performance, trip |
Katana | 50 gp | 1d6 | 1d8 | 18–20/×2 | — | 6 lbs. | S | Deadly |
Khopesh | 20 gp | 1d6 | 1d8 | 19–20/×2 | — | 8 lbs. | S | Trip |
Nine-section whip | 8 gp | 1d6 | 1d8 | 19–20/×2 | — | 3 lbs. | B | Blocking, distracting, monk, trip |
Rhoka sword | 25 gp | 1d6 | 1d8 | 18–20/×2 | — | 6 lbs. | S | — |
Sawtooth sabre | 35 gp | 1d6 | 1d8 | 19–20/×2 | — | 2 lbs. | S | — |
Shotel | 30 gp | 1d6 | 1d8 | ×3 | — | 3 lbs. | P | Performance |
Taiaha | 10 gp | 1d8/1d4 | 1d10/1d6 | ×2/×3 | — | 8 lbs. | B or P | Double |
Temple sword | 30 gp | 1d6 | 1d8 | 19–20/×2 | — | 3 lbs. | S | Monk, trip |
Urumi | 30 gp | 1d6 | 1d8 | 18–20/×2 | — | 6 lbs. | S | Distracting |
Wahaika | 3 gp | 1d4 | 1d6 | ×2 | 10 ft. | 3 lbs. | B | Disarm |
Whip | 1 gp | 1d2 | 1d3 | ×2 | — | 2 lbs. | S | Disarm, nonlethal, reach, trip |
Two-Handed Melee Weapons | ||||||||
Bo staff | 1 gp | 1d4 | 1d6 | ×2 | — | 3 lbs. | B | Blocking, double, monk |
Chain spear | 15 gp | 1d4/1d4 | 1d6/1d6 | ×2 | — | 13 lbs. | P and S | Trip |
Dire flail | 90 gp | 1d6/1d6 | 1d8/1d8 | ×2 | — | 10 lbs. | B | Disarm, double, trip |
Double walking stick katana | 50 gp | 1d4/1d4 | 1d6/1d6 | ×3 | — | 6 lbs. | B | Double |
Double-chained kama | 8 gp | 1d4/1d4 | 1d6/1d6 | ×2 | — | 4 lbs. | S | Double, monk, reach, trip |
Dwarven urgrosh | 50 gp | 1d6/1d4 | 1d8/1d6 | ×3 | — | 12 lbs. | P or S | Brace, double |
Elven curve blade | 80 gp | 1d8 | 1d10 | 18–20/×2 | — | 7 lbs. | S | — |
Flying blade | 40 gp | 1d10 | 1d12 | ×3 | — | 12 lbs. | S | Performance, reach |
Gnome hooked hammer | 20 gp | 1d6/1d4 | 1d8/1d6 | ×3/×4 | — | 6 lbs. | B or P | Double, trip |
Harpoon | 5 gp | 1d6 | 1d8 | ×3 | 10 ft. | 16 lbs. | P | Grapple, see text |
Kusarigama | 12 gp | 1d2/1d4 | 1d3/1d6 | ×2 | — | 3 lbs. | S or B | Double, grapple, monk, reach, trip |
Kyoketsu shoge | 6 gp | 1d3 | 1d4 | ×2 | 20 ft. | 1 lb. | S or P | Disarm, grapple, monk, reach |
Mancatcher | 15 gp | 1 | 1d2 | — | — | 10 lbs. | P | Reach, see text |
Meteor hammer | 10 gp | 1d6 | 1d8 | ×2 | — | 10 lbs. | B | Reach, trip |
Orc double axe | 60 gp | 1d6/1d6 | 1d8/1d8 | ×3 | — | 15 lbs. | S | Double |
Seven-branched sword | 50 gp | 1d8 | 1d10 | ×3 | — | 7 lbs. | S | Disarm, monk |
Spiked chain | 25 gp | 1d6 | 2d4 | ×2 | — | 10 lbs. | P | Disarm, trip |
Tetsubo | 20 gp | 1d8 | 1d10 | ×4 | — | 10 lbs. | B | — |
Two-bladed sword | 100 gp | 1d6/1d6 | 1d8/1d8 | 19–20/×2 | — | 10 lbs. | S | Double |
Ranged Weapons | ||||||||
Bolas | 5 gp | 1d3 | 1d4 | ×2 | 10 ft. | 2 lbs. | B | Nonlethal, trip |
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 | See text |
Halfling sling staff | 20 gp | 1d6 | 1d8 | ×3 | 80 ft. | 3 lbs. | B | — |
Hand crossbow | 100 gp | 1d3 | 1d4 | 19–20/×2 | 30 ft. | 2 lbs. | P | — |
Kestros | 1 gp | 1d6 | 1d8 | ×3 | 50 ft. | 1 lb. | P | — |
Lasso | 1 sp | — | — | — | — | 5 lbs. | — | See text |
Net | 20 gp | — | — | — | 10 ft. | 6 lbs. | — | See text |
Repeating hand crossbow | 800 gp | 1d3 | 1d4 | 19–20/×2 | 30 ft. | 4 lbs. | P | — |
Repeating heavy crossbow | 400 gp | 1d8 | 1d10 | 19–20/×2 | 120 ft. | 12 lbs. | P | — |
Repeating light crossbow | 250 gp | 1d6 | 1d8 | 19–20/×2 | 80 ft. | 6 lbs. | P | — |
Rope dart | 1 gp | 1d3 | 1d4 | ×2 | 20 ft. | — | P | Blocking, distracting, monk |
Shuriken (5) | 1 gp | 1 | 1d2 | ×2 | 10 ft. | 1/2 lb. | P | Monk |
Snag net | 30 gp | — | — | — | 10 ft. | 10 lbs. | P | Trip, see text |
Throwing shield | +50 gp | 1d4 | 1d6 | ×2 | 20 ft. | — | B | Performance, trip |
Ammunition
Item | Price | Weight |
---|---|---|
Arrows (20) | 1 gp | 3 lbs. |
Atlatl dart | 1 gp | 2 lbs. |
Bamboo shaft arrows (10) | 1 gp | 1/2 lb. |
Blowgun darts (10) | 5 sp | — |
Blunt arrows (20) | 2 gp | 3 lbs. |
Crossbow bolts (10) | 1 gp | 1 lb. |
Flight arrows (20) | 2 gp | 3 lbs. |
Kestros dart (10) | 5 gp | 5 lbs. |
Repeating crossbow bolts (5) | 1 gp | 1 lb. |
Sling bullets (10) | 1 sp | 5 lbs. |
Smoke arrow | 10 gp | — |
Whistling arrows (20) | 2 gp | 3 lbs. |
Tiny and Large Weapon Damage
Medium Weapon Damage | Tiny Weapon Damage | Large Weapon Damage |
---|---|---|
1d2 | — | 1d3 |
1d3 | 1 | 1d4 |
1d4 | 1d2 | 1d6 |
1d6 | 1d3 | 1d8 |
1d8 | 1d4 | 2d6 |
1d10 | 1d6 | 2d8 |
1d12 | 1d8 | 3d6 |
2d4 | 1d4 | 2d6 |
2d6 | 1d8 | 3d6 |
2d8 | 1d10 | 3d8 |
2d10 | 2d6 | 4d8 |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.