Table:
Weapons
| Weapon |
Cost |
Damage |
Critical |
Range |
Weight |
Type** |
|
Ammunition
|
|
Arrows,
bow (20 arrows)* (Arrow)
|
1
gp
|
-
|
-
|
-
|
3
lb.
|
Piercing
|
|
Bolts,
crossbow (10 bolts)* (Bolt)
|
1
gp
|
-
|
-
|
-
|
1
lb.
|
Piercing
|
|
Bullets,
sling (10 bullets)* (Bullet)
|
1
sp
|
-
|
-
|
-
|
5
lb.
|
Bludgeoning
|
|
Bullets,
Magi (10 bullets)* (Magibullet)
|
|
|
|
|
|
|
|
Unarmed
Attacks
|
|
Gauntlet*
(Gauntlet)
|
2
gp
|
*
|
*
|
-
|
2
lb.
|
Bludgeoning
|
|
Strike,
unarmed (Large character)
|
-
|
1d4
§
|
x2
|
-
|
-
|
Bludgeoning
|
|
Strike,
unarmed (Medium character)
|
-
|
1d3
§
|
x2
|
-
|
-
|
Bludgeoning
|
|
Strike,
unarmed (Small character)
|
-
|
1d2
§
|
x2
|
-
|
-
|
Bludgeoning
|
|
Simple
Weapons: Melee
|
|
Tiny
|
|
Dagger*
(Dagger)
|
2
gp
|
1d4
|
19-20
x2
|
10
feet
|
1
lb.
|
Piercing
|
|
Dagger,
punching (PunchingDagger)
|
2
gp
|
1d4
|
19-20
x3
|
-
|
2
lb.
|
Piercing
|
|
Gauntlet,
spiked* (SpikedGauntlet)
|
5
gp
|
1d4
|
x2
|
-
|
2
lb.
|
Piercing
|
|
Small
|
|
Mace,
light (LightMace)
|
5
gp
|
1d6
|
x2
|
-
|
6
lb.
|
Bludgeoning
|
|
Sickle
(Sickle)
|
6
gp
|
1d6
|
x2
|
-
|
3
lb.
|
Slashing
|
|
Medium
|
|
Club
(Club)
|
-
|
1d6
|
x2
|
10
feet
|
3
lb.
|
Bludgeoning
|
| Halfspearª
(Halfspear) |
1
gp
|
1d6
|
x3
|
20
feet
|
3
lb.
|
Piercing
|
|
Mace,
heavy (HeavyMace)
+3
str bonus to use dbl
|
12
gp
|
1d8
|
x2
|
-
|
12
lb.
|
Bludgeoning
|
|
Morningstar
(Morningstar)
+2
str bonus to use dbl
|
8
gp
|
1d8
|
x2
|
-
|
8
lb.
|
Bludgeoning
& Piercing
|
|
Large
Not usable single handed
|
|
Quarterstaff*‡
(Quarterstaff)
|
-
|
1d6/1d6
|
x2
|
-
|
4
lb.
|
Bludgeoning
|
|
Shortspearª
(Shortspear)
|
2
gp
|
1d8
|
x8
|
20
feet
|
5
lb.
|
Piercing
|
|
Simple
Weapons: Ranged
|
|
Small
|
|
Crossbow,
light* (LightCrossbow)
|
35
gp
|
1d8
|
19-20
x2
|
80
feet
|
6
lb.
|
Piercing
|
|
Dart
(Dart)
|
5
sp
|
1d4
|
x2
|
20
feet
|
½
lb.
|
Piercing
|
|
Sling*
(Sling)
|
-
|
1d4
|
x2
|
50
feet
|
0
lb.
|
Bludgeoning
|
|
Medium
Not usable single handed
|
|
Crossbow,
heavy* (HeavyCrossbow)
|
50
gp
|
1d10
|
19-20
x2
|
120
feet
|
9
lb.
|
Piercing
|
|
Javelin*
(Javelin)
|
1
gp
|
1d6
|
x2
|
30
feet
|
2
lb.
|
Piercing
|
|
Martial
Weapons: Melee
|
|
Small
|
|
Axe,
throwing (ThrowingAxe)
|
8
gp
|
1d6
|
x2
|
10
feet
|
4
lb.
|
Slashing
|
|
Hammer,
light (LightHammer)
|
1
gp
|
1d4
|
x2
|
20
feet
|
2
lb.
|
Bludgeoning
|
|
Handaxe
(Handaxe)
|
6
gp
|
1d6
|
x3
|
-
|
5
lb.
|
Slashing
|
|
Lance,
light* (LightLance)
|
6
gp
|
1d6
|
x3
|
-
|
5
lb.
|
Piercing
|
|
Pick,
light (LightPick)
|
4
gp
|
1d4
|
x4
|
-
|
4
lb.
|
Piercing
|
|
Sap
(Sap)
|
1
gp
|
1d6
§
|
x2
|
-
|
3
lb.
|
Bludgeoning
|
|
Sword,
short (ShortSword)
|
10
gp
|
1d6
|
19-20
x2
|
-
|
3
lb.
|
Piercing
|
|
Medium
|
|
Battleaxe
(Battleaxe)
|
10
gp
|
1d8
|
x3
|
-
|
7
lb.
|
Slashing
|
|
Flail,
light* (LightFlail)
|
8
gp
|
1d8
|
x2
|
-
|
5
lb.
|
Bludgeoning
|
|
Lance,
heavy*† (HeavyLance)
|
10
gp
|
1d8
|
x3
|
-
|
10
lb.
|
Piercing
|
|
Longsword
(Longsword)
|
15
gp
|
1d8
|
19-20
x2
|
-
|
4
lb.
|
Slashing
|
|
Pick,
heavy (HeavyPick)
|
8
gp
|
1d6
|
x4
|
-
|
6
lb.
|
Piercing
|
|
Rapier*
(Rapier)
|
20
gp
|
1d6
|
18-20
x2
|
-
|
3
lb.
|
Piercing
|
|
Scimitar
(Scimitar)
|
15
gp
|
1d6
|
18-20
x2
|
-
|
4
lb.
|
Slashing
|
|
Tridentª
(Trident)
|
15
gp
|
1d8
|
x2
|
10
feet
|
5
lb.
|
Piercing
|
|
Warhammer
(Warhammer)
|
12
gp
|
1d8
|
x3
|
-
|
8
lb.
|
Bludgeoning
|
|
Large
Not usable single handed
|
|
Falchion
(Falchion)
|
75
gp
|
2d4
|
18-20
x2
|
-
|
16
lb.
|
Slashing
|
|
Flail,
heavy* (HeavyFlail)
|
15
gp
|
1d10
|
19-20
x2
|
-
|
20
lb.
|
Bludgeoning
|
|
Glaive*†
(Glaive)
|
8
gp
|
1d10
|
x3
|
-
|
15
lb.
|
Slashing
|
|
Greataxe
(Greataxe)
|
20
gp
|
1d12
|
x3
|
-
|
15
lb.
|
Slashing
|
|
Greatclub
(Greatclub)
|
5
gp
|
1d10
|
x2
|
-
|
10
lb.
|
Bludgeoning
|
|
Greatsword
(Greatsword)
|
50
gp
|
2d6
|
19-20
x2
|
-
|
15
lb.
|
Slashing
|
|
Guisarme*†
(Guisarme)
|
9
gp
|
2d4
|
x3
|
-
|
15
lb.
|
Slashing
|
|
Halberd*ª
(Halberd)
|
10
gp
|
1d10
|
x3
|
-
|
15
lb.
|
Piercing
|
|
Longspear*†ª
(Longspear)
|
5
gp
|
1d8
|
x3
|
-
|
9
lb.
|
Piercing
|
|
Ranseur*†
(Ranseur)
|
10
gp
|
2d4
|
x3
|
-
|
15
lb.
|
Piercing
|
|
Scythe
(Scythe)
|
18
gp
|
2d4
|
x4
|
-
|
12
lb.
|
Piercing
& Slashing
|
|
Martial
Weapons: Ranged
|
|
Medium
Not usable single handed
Special Str rating to pull
|
|
Shortbow*
(Shortbow)
Minimum
6 str
|
30
gp
|
1d6
|
x3
|
60
feet
|
2
lb.
|
Piercing
|
|
Shortbow,
composite* (CompositeShortbow)
Minimum
8 str
|
75
gp
|
1d6
|
x3
|
70
feet
|
2
lb.
|
Piercing
|
|
Large
Not usable single handed
|
|
Longbow*
(Longbow)
Minimum
8 str
|
75
gp
|
1d8
|
x3
|
100
feet
|
3
lb.
|
Piercing
|
|
Longbow,
composite* (CompositeLongbow)
Minimum
10 str
|
100
gp
|
1d8
|
x3
|
110
feet
|
3
lb.
|
Piercing
|
|
Exotic
Weapons: Melee
|
|
Tiny
|
|
In
development....
|
|
|
|
|
|
|
|
Medium
|
|
Sword,
bastard* (BastardSword)
+4
str bonus to use dbl
|
35
gp
|
1d10
|
19-20
x2
|
-
|
10
lb.
|
Slashing
|
Katana
(Katana)
Ynrai
only |
50
gp |
1d10 |
19-20
x2 |
- |
10
lb. |
Slashing |
| Wakizashi
(Wakizashi) |
35
gp |
1d8 |
x2 |
- |
6
lb. |
Slashing |
|
Waraxe,
dwarven* (DwarvenWaraxe)
+4
str bonus to use dbl
|
30
gp
|
1d10
|
x3
|
-
|
15
lb.
|
Slashing
|
|
Large
Not usable single handed
|
|
Axe,
orc double*‡ (OrcDoubleAxe)
|
60
gp
|
1d8/1d8
|
x3
|
-
|
25
lb.
|
Slashing
|
|
Chain,
spiked*† (SpikedChain)
|
25
gp
|
2d4
|
x2
|
-
|
15
lb.
|
Piercing
|
|
Flail,
dire*‡ (DireFlail)
|
90
gp
|
1d8/1d8
|
x2
|
-
|
20
lb.
|
Bludgeoning
|
|
Sword,
two-bladed*‡ (Two-BladedSword)
|
100
gp
|
1d8/1d8
|
19-20
x2
|
-
|
15
lb.
|
Slashing
|
|
Urgrosh,
dwarven‡ª (DwarvenUrgrosh)
|
50
gp
|
1d8/1d6
|
x3
|
-
|
15
lb.
|
Slashing
& Piercing
|
|
Exotic
Weapons: Ranged
|
|
Tiny
|
|
Crossbow,
hand* (HandCrossbow)
|
100
gp
|
1d4
|
19-20
x2
|
30
feet
|
3
lb.
|
Piercing
|
|
Small
|
|
Whip*
(Whip)
|
1
gp
|
1d2
§
|
x2
|
15
feet
|
2
lb.
|
Slashing
|
|
Medium
|
|
Crossbow,
repeating* (RepeatingCrossbow)
|
250
gp
|
1d8
|
19-20
x2
|
80
feet
|
16
lb.
|
Piercing
|
Gun,
Magi* (MagiGun)
Must
have at least 10 Spell Power
|
1500
gp
|
2d6
|
19-20
x2
|
120
feet
|
10
lb.
|
Piercing
|
* See
the description of this weapon for special rules.
** When two types are given, the weapon is both types.
‡ Double weapon.
§ The weapon deals subdual damage, rather than normal
damage.
† Reach weapon.
ª If you use a ready action to set this weapon against a
charge, you deal double damage if you score a hit against a
charging character.
Weapon
Categories
Weapons
are grouped into several interlocking sets of categories.
These categories pertain to what skill is needed to be
proficient in their use (simple, martial, and exotic),
usefulness in close combat (melee) or at a distance (ranged,
which includes both thrown and projectile), and weapon size
(Tiny, Small, Medium-size, and Large).
Simple,
Martial, and Exotic Weapons: If
you use a weapon with which you are not proficient, you
suffer a –4 penalty on attack rolls.
Melee
and Ranged Weapons: Melee
weapons are used for making melee attacks, though some of
them can be thrown as well. Ranged weapons are thrown
weapons or projectile weapons that are not effective in
melee. You apply your Strength bonus to damage dealt by
thrown weapons but not to damage dealt by projectile
weapons.
Tiny,
Small, Medium-Size, and Large Weapons: The
size of a weapon compared to your size determines whether
for you the weapon is light, one-handed, two-handed, or too
large to use.
Light:
If the weapon’s size
category is smaller than yours (such as a human using a
Small weapon), then the weapon is light for you. Light
weapons are easier to use in your off hand, and you can use
them while grappling. You can use a light weapon in one
hand. You get no special bonus when using it in two hands.
One-Handed:
If the weapon’s size
category is the same as yours (such as a human using a
rapier), then the weapon is one-handed for you. If you use a
one-handed melee weapon two-handed, you can apply one and a
half times your Strength bonus to damage (provided you have
a bonus). Thrown weapons can only be thrown one-handed, and
you receive your Strength bonus to damage.
Two-Handed:
If the weapon’s size
category is one step larger than your own (such as a human
using a greataxe), then the weapon is two-handed for you.
You can use a two-handed melee weapon effectively in two
hands, and when you deal damage with it, you add one and a
half times your Strength bonus to damage (provided you have
a bonus).
Thrown
weapons can only be thrown one-handed. You can throw a
thrown weapon with one hand even if it would be two-handed
for you due to your size (such as a gnome throwing a
javelin), but doing so counts as a full-round action because
the weapon is bulkier and harder to handle than most thrown
weapons. You receive your Strength bonus to damage.
You can
use a two-handed projectile weapon (such as a bow or a
crossbow) effectively in two hands. If you have a penalty
for low Strength, apply it to damage rolls when you use a
bow or a sling. You get no Strength bonus to damage with a
projectile weapon.
Too
Large to Use: If the
weapon’s size category is two or more steps larger than
your own (such as a gnome trying to use a greatsword), the
weapon is too large for you to use.
Unarmed
Strikes: An unarmed
strike is two size categories smaller than the character
using it.
Weapon
Qualities
The
weapon you use says something about who you are. You
probably want both a melee weapon and a ranged weapon. If
you can’t afford both your melee weapon of choice and your
ranged weapon of choice, decide which is more important to
you.
What
size of weapon you choose determines how you can choose to
wield it (with one hand or two) and how much damage you deal
with it. A two-handed weapon deals more damage than a
one-handed weapon, but it keeps you from using a shield, so
that’s a trade-off. If you are Small, you need to choose
smaller weapons.
If you
see a weapon that you want to use but with which you’re
not proficient, you can become proficient with it by
selecting the right feat. See Exotic Weapon Proficiency,
Martial Weapon Proficiency, and Simple Weapon Proficiency.
A
better weapon is usually more expensive than an inferior
one, but more expensive doesn’t always mean better. For
instance, a rapier is more expensive than a longsword. For a
dexterous rogue with the Weapon Finesse feat, a rapier is a
terrific weapon. For a typical fighter, a longsword is
better.
To
choose your weapons, keep in mind these factors (given as
column headings on Table: Weapons):
Cost:
This is the
weapon’s cost in gold pieces (gp) or silver pieces (sp).
The cost includes miscellaneous gear that goes with the
weapon, such as a scabbard for a sword or a quiver for
arrows.
Damage:
The Damage column
gives the damage you deal with a weapon when you score a
hit. If the damage is designated “§,” then the weapon
deals subdual damage rather than normal damage (see Subdual
Damage, page 134). If two damage ranges are given, such as
“1d6/1d6” for the quarterstaff, then the weapon is a
double weapon, and you can use a full attack full-round
action to make one extra attack when using this weapon, as
per the two-weapon rules (see Attacking with Two Weapons,
page 124). Use the second damage figure given for the extra
attack.
Critical:
The entry in this column notes how the weapon is used with
the rules for critical hits. When you score a critical hit,
you roll the damage with all modifiers two, three, or four
times, as indicated by its critical multiplier, and add all
the results together.
| x
2: The weapon deals double damage on a critical hit. |
| x
3: The weapon deals triple damage on a critical hit. |
| x
3/ x 4: One head of this double weapon deals triple
damage on a critical hit. The other head deals
quadruple damage on a critical hit. |
| x
4: The weapon deals quadruple damage on a critical
hit. |
| 19–20/
x 2: The weapon scores a threat (a possible critical
hit) on a natural 19 or 20 (instead of just on a 20)
and deals double damage on a critical hit. (The weapon
has a threat range of 19–20.) |
| 18–20/
x 2: The weapon scores a threat on a natural 18, 19,
or 20 (instead of just on a 20) and deals double
damage on a critical hit. (The weapon has a threat
range of 18–20.) |
Range
Increment: Any
attack at less than this distance is not penalized for
range, so an arrow from a shortbow (range increment 60 feet)
can strike at enemies up to 59 feet away with no penalty.
However, each full range increment causes a cumulative –2
penalty to the attack roll. A shortbow archer firing at a
target 200 feet away suffers a –6 attack penalty (because
200 feet is at least three range increments but not four
increments). Thrown weapons, such as throwing axes, have a
maximum range of five range increments. Projectile weapons,
such as bows, can shoot up to ten increments.
Thrown
Weapons: Daggers,
clubs, halfspears, shortspears, darts, javelins, throwing
axes, light hammers, tridents, shuriken, and nets are thrown
weapons.
Projectile
Weapons: Light
crossbows, slings, heavy crossbows, shortbows, composite
shortbows, longbows, composite longbows, hand crossbows,
whips, and repeating crossbows are projectile weapons.
Improvised
Thrown Weapons: Sometimes
objects not crafted to be weapons get thrown: small rocks,
small animals, vases, pitchers, and so forth. Because they
are not designed for this use, all characters who use
improvised thrown weapons are treated as not proficient with
them and suffer a –4 penalty on their attack rolls.
Improvised thrown weapons have a range increment of 10 feet.
Their size and the damage they deal have to be adjudicated
by the DM.
Weight:
This column gives
the weapon’s weight.
Type:
Weapons are
classified according to types: bludgeoning, piercing, and
slashing. Some monsters may be partially or wholly immune to
attacks with some types of weapons. For example, a skeleton
only takes half damage from slashing weapons and no damage
from piercing weapons. If a weapon is of two types, a
creature would have to be immune to both types of damage to
have damage dealt by this weapon be ignored.
Special:
Some weapons have
special features, such as reach. See the weapon
descriptions.
Weapon
Descriptions
The
weapons found on Table 7–4: Weapons are described below.
Grenadelike weapons are summarized on Table 7–10:
Grenadelike Weapons and described in the Special and
Superior Items section later in this chapter.
Arrows:
An arrow used as a melee weapon is Tiny and deals 1d4 points
of piercing damage ( x 2 crit). Since it is not designed for
this use, all characters are treated as not proficient with
it and thus suffer a –4 penalty on their attack rolls.
Arrows come in leather quivers that hold 20 arrows. An arrow
that hits its target is destroyed; one that misses has a 50%
chance to be destroyed or lost.
Axe,
Throwing: A throwing axe is lighter than a handaxe and
balanced for throwing. Gnome fighters often use throwing
axes for both melee and ranged attacks.
Axe,
Orc Double: An orc double axe is a double weapon. You can
fight with it as if fighting with two weapons, but if you
do, you incur all the normal attack penalties associated
with fighting with two weapons, as if you were wielding a
one-handed weapon and a light weapon (see Attacking with Two
Weapons, page 124). A creature using a double weapon in one
hand, such as an ogre using an orc double axe, can’t use
it as a double weapon.
Battleaxe:
The battleaxe is the most common melee weapon among dwarves.
Bolts:
A crossbow bolt used as a melee weapon is Tiny and deals 1d4
points of piercing damage ( x 2 crit). Since it is not
designed for this use, all characters are treated as not
proficient with it and thus suffer a –4 penalty on their
attack rolls. Bolts come in wooden cases that hold 10 bolts.
A bolt that hits its target is destroyed; one that misses
has a 50% chance to be destroyed or lost.
Bullets,
Sling: Bullets are lead spheres, much heavier than stones of
the same size. They come in a leather pouch that holds 10
bullets. A bullet that hits its target is destroyed; one
that misses has a 50% chance to be destroyed or lost.
Bullets,
Magi: These special bullets are imbued with the magic of
the user, and when shot from a MagiGun deals incredible
damage.
Chain,
Spiked: A spiked chain has reach. You can strike opponents
10 feet away with it. In addition, unlike other weapons with
reach, you can use it against an adjacent foe. Because the
chain can wrap around an enemy’s leg or other limb, you
can make trip attacks with it. If you are ripped during your
own trip attempt, you can drop the chain to avoid being
tripped. When using a spiked chain, you get a +2 bonus on
your opposed attack roll when attempting to disarm an
opponent (including the roll to avoid being disarmed if you
fail to disarm your opponent). You can use the Weapon
Finesse feat (see page 86) to apply your Dexterity modifier
instead of your Strength modifier to attack rolls with a
spiked chain.
Club: A
wooden club is so easy to find and fashion that it has no
cost.
Crossbow,
Hand: This exotic weapon is common among rogues and others
who favor stealth over power. You can draw a hand crossbow
back by hand. Loading a hand crossbow is a move-equivalent
action that provokes attacks of opportunity.
Crossbow,
Heavy: A heavy crossbow requires two hands to use
effectively, regardless of the user’s size. 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.
A Medium-size or larger character can shoot, but not load, a
heavy crossbow with one hand at a –4 penalty. A
Medium-size or larger character can shoot a heavy crossbow
with each hand at a –6 penalty, plus the usual –4
penalty for the off-hand attack (–6 primary hand/–10 off
hand). The Two-Weapon Fighting feat does not reduce these
penalties because it represents skill with melee weapons,
not ranged weapons. The Ambidexterity feat lets someone
avoid the –4 off-hand penalty (–6 primary hand/–6 off
hand).
Crossbow,
Light: A light crossbow requires two hands to use,
regardless of the user’s size. You draw a light crossbow
back by pulling a lever. Loading a light crossbow is a
move-equivalent action that provokes attacks of opportunity.
A Small or larger character can shoot, but not load, a light
crossbow with one hand at a –4 penalty. A Small or larger
character can shoot a light crossbow with each hand as noted
for heavy crossbows, above.
Crossbow,
Repeating: The repeating crossbow holds five crossbow bolts.
While it holds bolts, you can shoot the crossbow according
to your normal number of attacks without reloading. Loading
a new case of five bolts is a full round action that
provokes attacks of opportunity.
Dagger:
The dagger is a common secondary weapon. You can use the
Weapon Finesse feat (see page 86) to apply your Dexterity
modifier instead of your Strength modifier to attack rolls
with a dagger.
Dagger,
Punching: This dagger puts the full force of the wielder’s
punch behind it, making it capable of deadly strikes.
Dart: A
dart is the size of a large arrow and has a weighted head.
Essentially, it is a small javelin.
Falchion:
This sword, which is essentially a two-handed scimitar, has
a curve that gives it an effectively keener edge.
Flail,
Dire: A dire flail is a double weapon. You can fight with it
as if fighting with two weapons, but if you do, you incur
all the normal attack penalties associated with fighting
with two weapons, as if you were using a one-handed weapon
and a light weapon (see Attacking with Two Weapons, page
124). A creature using a double weapon in one hand, such as
an ogre using a dire flail, can’t use it as a double
weapon. With a dire flail, you get a +2 bonus on your
opposed attack roll when attempting to disarm an enemy
(including the opposed attack roll to avoid being disarmed
if you fail to disarm your enemy). You can also use this
weapon to make trip attacks. If you are tripped during your
own trip attempt, you can drop the dire flail to avoid being
tripped.
Flail,
Heavy or Light: With a flail, you get a +2 bonus on your
opposed attack roll when attempting to disarm an enemy
(including the roll to avoid being disarmed if you fail to
disarm your enemy). You can also use this weapon to make
trip attacks. If you are tripped during your own trip
attempt, you can drop the flail to avoid being tripped.
Gauntlet:
These metal gloves protect your hands and let you deal
normal damage with unarmed strikes rather than subdual
damage. 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.
Gauntlet,
Spiked: Your opponent cannot use a disarm action to disarm
you of spiked gauntlets. The cost and weight given are for a
single gauntlet. An attack with a spiked gauntlet is
considered an armed attack.
Glaive:
A glaive has reach. You can strike opponents 10 feet away
with it, but you can’t use it against an adjacent foe.
Greataxe:
This big, heavy axe is a favorite of barbarians or anybody
else who wants the capability to deal out incredible damage.
Greatclub:
A greatclub is a two-handed version of a regular club. It is
often studded with nails or spikes or ringed by bands of
iron.
Greatsword:
Adventurers recognize the greatsword as one of the best
melee weapons available. It’s reliable and powerful.
Guisarme:
A guisarme has reach. You can strike opponents 10 feet away
with it, but you can’t use it against an adjacent foe.
Because of the guisarme’s curved blade, you can also use
it to make trip attacks. If you are tripped during your own
trip attempt, you can drop the guisarme to avoid being
tripped.
Gun,
Magi: A MagiGun is very powerful but at the same time it is
expensive, you need at least 10 spell power to shoot it and
if you shoot too many per day you will not be able to cast
spells for that day. The damage is 2d6 + caster level.
Halberd:
Normally, you strike with the halberd’s axe head, but the
spike on the end is useful against charging opponents.
Because of the hook on the back of the halberd, you can use
it to make trip attacks. If you are tripped during your own
trip attempt, you can drop the halberd to avoid being
tripped.
Halfspear:
The halfspear is small enough for a Small character to use
it.
Hammer,
Light: This is a small sledge light enough to throw. It is
favored by dwarves.
Handaxe:
Dwarves favor these axes as off-hand weapons.
Javelin:
This weapon is a light, flexible spear intended for
throwing. You can use it in melee, but not well. Since it is
not designed for melee, all characters are treated as not
proficient with it and thus suffer –4 on their melee
attack rolls.
Katana:
An exotic melee weapon. It has a thin and slightly curved
long blade.
Lance,
Heavy or Light: A lance deals double damage when used from
the back of a charging mount. A heavy lance has reach. You
can strike opponents 10 feet away with it, but you can’t
use it against an adjacent foe. Light lances are primarily
for Small riders.
Longbow:
You need at least two hands to use a bow, regardless of its
size. This bow is too big to use while you are
mounted.
Longbow,
Composite: You need at least two hands to use a bow,
regardless of its size. You must be at least Mediumsize to
use this bow while mounted. Composite bows are made from
laminated horn, wood, or bone and built with a recurve,
meaning that the bow remains bow-shaped even when unstrung.
They can be made with especially heavy pulls to take
advantage of a character’s above-average Strength
Longspear:
A longspear has reach. You can strike opponents 10 feet away
with it, but you can’t use it against an
adjacent foe.
Longsword:
This classic, straight blade is the weapon of knighthood and
valor. It is the favored weapon of paladins.
Mace,
Heavy or Light: A mace is made of metal, even the haft,
making it quite heavy and very hard to break.
Morningstar:
This simple weapon combines the impact of a club with the
piercing force of spikes.
Net: A
fighting net has small barbs in the weave and a trailing
rope to control netted opponents. You use it to entangle
opponents. When you throw a net, you make a ranged touch
attack against your target. A net’s maximum range is 10
feet, and you suffer no range penalties to throw it even to
its maximum range. If you hit, the target is entangled. An
entangled creature suffers –2 on attack rolls and a –4
penalty on effective Dexterity. The entangled creature can
only move at half speed and cannot charge or run. If you
control the trailing rope by succeeding at an opposed
Strength check while holding it, the entangled creature can
only move within the limits that the rope allows. If the
entangled creature attempts to cast a spell, it must succeed
at a Concentration check (DC 15) or be unable to cast the
spell. The entangled creature can escape with an Escape
Artist check (DC 20) that is a full-round action. The net
has 5 hit points and can be burst with a Strength check (DC
25, also a full-round action). A net is only useful against
creatures between Tiny and Large size, inclusive. 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 suffer 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.
Pick,
Heavy or Light: A pick is designed to concentrate its force
on a small, penetrating point. A light or heavy pick
resembles a miner’s pick but is specifically designed for
war.
Quarterstaff:
This is the favored weapon of travelers, peasants,
merchants, and wizards. You can strike with either end,
allowing you to take full advantage of openings in your
opponent’s defenses. A quarterstaff is a double weapon.
You can fight with it as if fighting with two weapons, but
if you do, you incur all the normal attack penalties
associated with fighting with two weapons as if you are
using a one-handed weapon and a light weapon (see Attacking
with Two Weapons, page 124). A creature using a double
weapon in one hand, such as a Large creature using a
quarterstaff, can’t use it as a double weapon.
Ranseur:
A ranseur has reach. You can strike opponents 10 feet away
with it, but you can’t use it against an adjacent foe.
With a ranseur, you get a +2 bonus on your opposed attack
rolls when attempting to disarm an opponent (including the
roll to avoid being disarmed if you fail to disarm your
opponent).
Rapier:
You can use the Weapon Finesse feat (see page 86) to apply
your Dexterity modifier instead of your Strength modifier to
attack rolls with a rapier.
Sap: A
sap comes in handy when you want to knock an opponent out
instead of killing him.
Scimitar:
The curve on this blade makes the weapon’s edge
effectively sharper.
Scythe:
While it resembles the standard farm implement of the same
name, this scythe is balanced and strengthened for war. The
design of the scythe focuses tremendous force on the sharp
point as well as allowing devastating slashes with the blade
edge.
Shortbow:
You need at least two hands to use a bow, regardless of its
size. A character who is Medium-size or larger can use this
bow while mounted.
Shortbow,
Composite: You need at least two hands to use a bow,
regardless of its size. A character who is Small or larger
can use this bow while mounted. Composite bows are made from
laminated horn, wood, or bone and built with a recurve,
meaning that the bow remains bow-shaped even when unstrung.
They can be made with especially heavy pulls to take
advantage of a character’s above-average Strength.
.
Shortspear: Because a shortspear is not as long as a
longspear, it can be thrown.
Sickle:
This weapon is like a farmer’s sickle, but it is
strengthened for use as a weapon. It is favored by druids or
by anyone who wants a weapon that might be overlooked by
guards.
Sling:
The sling hurls lead bullets. It’s not as easy to use as
the crossbow nor as powerful as a bow, but it’s cheap, and
easy to improvise from common materials. Druids and
halflings favor slings. You can hurl ordinary stones with a
sling, but stones are not as dense or as round as bullets,
so you deal only 1d3 points of damage and suffer a –1
penalty on attack rolls.
Strike,
Unarmed: A Medium-size character deals 1d3 points of subdual
damage with an unarmed strike, which may be a punch, kick,
head butt, or other type of attack. A Small character deals
1d2 points of subdual damage. The damage from an unarmed
strike is considered weapon damage for the purposes of
effects that give you a bonus to weapon damage. You can use
the Weapon Finesse feat (see page 86) to apply your
Dexterity modifier instead of your Strength modifier to
attack rolls with an unarmed strike.
Sword,
Bastard: A bastard sword is too large to use in one hand
without special training; thus, it is an exotic weapon. A
Medium-size character can use a bastard sword two-handed as
a martial weapon, or a Large creature can use it one-handed
in the same way. Bastard swords are also known as
hand-and-a-half swords.
Sword,
Short: This sword is popular as an off-hand weapon or as a
primary weapon for Small characters.
Sword,
Two-Bladed: A two-bladed sword is a double weapon. You can
fight with it as if fighting with two weapons, but if you
do, you incur all the normal attack penalties associated
with fighting with two weapons as if you were using a
one-handed weapon and a light weapon (see Attacking with Two
Weapons, page 124). A creature using a double weapon in one
hand, such as an ogre using a two-bladed sword, can’t use
it as a double weapon.
Trident:
This three-tined piercing weapon can be thrown just as a
halfspear or shortspear can be, but its range increment is
shorter because it’s not as aerodynamic as those other
weapons.
Urgrosh,
Dwarven: A dwarven urgrosh is a double weapon. You can fight
with it as if fighting with two weapons, but if you do, you
incur all the normal attack penalties associated with
fighting with two weapons as if you were using a one-handed
weapon and a light weapon (see Attacking with Two Weapons,
page 124). A creature using a double weapon in one hand,
such as an ogre using a dwarven urgrosh, can’t use it as a
double weapon. The urgrosh’s axe head is a slashing weapon
that deals 1d8 points of damage. Its spear head is a
piercing weapon that deals 1d6 points of damage. You can use
either head as the primary weapon head. The other is the
off-hand weapon. If you use an urgrosh against a charging
character, the spear head is the part of the weapon that
does damage. An urgrosh is also called a spear-axe.
Wakizashi:
An exotic weapon. A shorter version of the katana with a
'cut-off' tip.
Waraxe,
Dwarven: A dwarven waraxe is too large to use in one hand
without special training; thus, it is an exotic weapon. A
Medium-size character can use a dwarven waraxe two-handed as
a martial weapon, or a Large creature can use it onehanded
in the same way.
Warhammer:
This weapon, favored by dwarves, is a one-handed sledge or
maul with a large, heavy head.
Whip:
The whip deals subdual damage. It deals no damage to any
creature with even a +1 armor bonus or at least a +3 natural
armor bonus. Although you keep it in hand, treat it as a
projectile weapon with a maximum range of 15 feet and no
range penalties. Because the whip can wrap around an
enemy’s leg or other limb, you can make trip attacks with
it. If you are tripped during your own trip attempt, you can
drop the whip to avoid being tripped. When using a whip, you
get a +2 bonus on your opposed attack roll when attempting
to disarm an opponent (including the roll to keep from being
disarmed if you fail to disarm your opponent).
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