View table: Equipment_Weapons
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- Name - Wikitext
- Proficiency - Wikitext
- Category - Wikitext
- TableType - String
- Cost - Wikitext
- Damage - Wikitext
- Critical - Wikitext
- RangeInc - Wikitext
- Weight - Wikitext
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This table has 90 rows altogether.
Page | Name | Proficiency | Category | TableType | Cost | Damage | Critical | RangeInc | Weight | Stones | Type | LongType | Special | Fluff | Benefit | Note |
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Arrows | Arrows, common (20) | martial | light | ammunition | 1 gp | — | — | — | 3 lbs. | — | P | piercing | — | Unless indicated otherwise, arrows come in a leather quiver that holds 20 arrows. | A standard (common) 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). | |
Bastard Sword | Sword, Bastard | exotic | one-handed | melee | 35 gp | 1d10 | 19-20/x2 | — | 6 lbs. | — | S | slashing | — | A bastard sword is about 4 feet in length, making it too large to use in one hand without special training. | If you are proficient with another one-handed or two-handed sword, you can use a bastard sword two-handed. | |
Battleaxe | Axe, Battle | martial | one-handed | melee | 10 gp | 1d8 | x3 | — | 6 lbs. | — | S | slashing | — | 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. | ||
Bladed Scarf | Bladed Scarf | exotic | two-handed | melee | 12 gp | 1d6 | x2 | — | 2 lbs. | — | S | slashing | disarm, finesse, trip | The skill required in using bladed scarves effectively and not revealing their deadly nature makes them exotic weapons. If you are proficient with a bladed scarf, you deal 1d4 points of slashing damage to any creature that makes a successful grapple check against you while you wield the scarf. |
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Bolas | Bolas | exotic | one-handed | ranged | 5 gp | 1d4 | x2 | 10 ft. | 2 lbs. | — | B | bludgeoning | nonlethal, thrown, trip | 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. | |
Brass Knuckles | Brass Knuckles | simple | light | melee | 1 gp | 1d3 | x2 | — | 1 lb. | — | B | bludgeoning | monk | These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. | Brass knuckles allow you to deal lethal damage. Drawback: You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you’re casting). |
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Chain-Hammer | Hammer, Chain | exotic | two-handed | melee | 35 gp | 1d6/1d6 | x2 | 20 ft. | 8 lbs. | — | B | bludgeoning | double, reposition, sunder | This pair of hammers is linked by a loose chain. While the two hammers are balanced to wield in melee together, the chain is long enough that you can throw one hammer a short distance and then pull it back. | Pulling the chain to retrieve the thrown hammer is a move action. The chain-hammer’s maximum throwing range is 10 feet. Dwarf rangers are fond of using chain-hammers, often using a locked gauntlet to make sure one of the hammers remains secure. | |
Club | Club | simple | one-handed | melee | — | 1d6 | x2 | 10 ft. | 3 lbs. | — | B | bludgeoning | thrown | This weapon is usually just a shaped piece of wood, sometimes with a few nails or studs embedded in it. | ||
Composite Longbow | Longbow, Composite | martial | two-handed | ranged | 100+ gp | 1d8 | x3 | 110 ft. | 3 lbs. | — | P | piercing | composite | At almost 5 feet in height, a composite longbow is made from horn, wood, and sinew laminated together to allow for a greater draw strength. | Each point of Strength bonus granted by the composite quality adds 100 gp to its cost. For purposes of most feats and talents, a composite longbow is treated as if it were a longbow. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow. You can use a composite longbow while mounted. A composite longbow fires arrows. |
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Composite Shortbow | Shortbow, Composite | martial | two-handed | ranged | 75+ gp | 1d6 | x3 | 70 ft. | 2 lbs. | — | P | piercing | composite | At about 3 feet in height, a composite shortbowis made from horn, wood, and sinew laminated together to allow for a greater draw strength. | Each point of Strength bonus granted by the composite quality adds 75 gp to its cost. For purposes of most feats and talents, a composite shortbowis treated as if it were a shortbow. If you have a penalty for low Strength, apply it to damage rolls when you use a composite shortbow. You can use a composite shortbow while mounted. A composite shortbow fires arrows. |
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Crossbow Bolt | Crossbow Bolts (10) | simple | light | ammunition | 1 gp | — | — | — | 1 lb. | — | P | piercing | — | Bolts come in a case or quiver that holds 10 bolts (or 5 for a repeating crossbow). | A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). | |
Curved Greatsword | Sword, Curved Great | martial | two-handed | melee | 75 gp | 2d4 | 18-20/x2 | — | 8 lbs. | — | S | slashing | — | Generally known as a Falchion. This sword has one curved, sharp edge like a scimitar, with the back edge unsharpened and either flat or slightly curved. Its weight is greater toward the end, making it better for chopping rather than stabbing. | ||
Curved Sword | Sword, Curved | martial | one-handed | melee | 15 gp | 1d6 | 18-20/x2 | — | 4 lbs. | — | S | slashing | — | Also known as a scimitar. This curved sword is shorter than a longsword and longer than a shortsword. Only the outer edge is sharp, and the back is flat, giving the blade a triangular cross-section. | ||
Dagger | Dagger | simple | light | melee | 2 gp | 1d4 | 19-20/x2 | 10 ft. | 1 lb. | — | P or S | piercing or slashing | thrown | A dagger has a blade that is about 1 foot in length. | You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body. | |
Dart | Dart | simple | light | ranged | 5 sp | 1d4 | x2 | 20 ft. | 1/2 lb. | — | P | piercing | thrown | Darts are missile weapons, designed to fly such that a sharp, often weighted point will strike first. They can be distinguished from javelins by fletching (i.e., feathers on the tail) and a shaft that is shorter and/or more flexible, and from arrows by the fact that they are not of the right length to use with a normal bow. | ||
Dire Flail | Flail, Dire | exotic | two-handed | melee | 90 gp | 1d8/1d8 | x2 | — | 10 lbs. | — | B | bludgeoning | disarm, double, trip | A dire flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft. This weapon excels at short but powerful strikes, and is typically swung in a constant churning motion. The wielder of a dire flail must have great strength, both to use the weapon effectively and to keep from tiring out. | ||
Double Axe | Axe, Double | exotic | two-handed | melee | 60 gp | 1d8/1d8 | x3 | — | 15 lbs. | — | S | slashing | double | A cruel weapon with blades placed at opposite ends of a long haft, a double axe is a double weapon. Because of the blades at either end of the axe, the wielder must hold a double axe in the middle of its haft, and utilize a weaving, slashing fighting style more akin to that of a quarterstaff than to that of a greataxe or battleaxe. | ||
Dueling Dagger | Dagger, Dueling | martial | light | melee | 12 gp | 1d4 | 19-20/x2 | 10 ft. | 1 lb. | — | P or S | piercing or slashing | thrown | This dagger is used in the off hand to block attacks. | When you fight defensively or use Combat Expertise while wielding a dueling dagger, your bonus to AC increases by 1. This benefit applies even if you did not attack with the dueling dagger. | If you aren’t proficient with a dueling dagger, you treat it as a dagger and gain no special benefits. Any effects that apply to daggers apply to dueling daggers. |
Dueling Sword | Sword, Dueling | exotic | one-handed | melee | 50 gp | 1d8 | 18-20/x2 | — | 3 lbs. | — | S | slashing | finesse | These slightly curved swords measure just over 3 feet in length. | If you are proficient with the longsword this weapon can be used as a longsword. | |
Dwarven Longaxe | Axe, Dwarven Long | exotic | two-handed | melee | 50 gp | 1d12 | x3 | — | 14 lbs. | — | S | slashing | reach | These ornate and heavy blades are mounted atop a long, steel-shod haft for greater reach. | ||
Dwarven Longhammer | Hammer, Dwarven Long | exotic | two-handed | melee | 70 gp | 2d6 | x3 | — | 20 lbs. | — | B | bludgeoning | reach, reposition, sunder | These heavy-headed bludgeons are often carved or cast with monstrous faces or drilled with tiny holes to create a menacing whistling as they are swung through the air. | ||
Dwarven Urgrosh | Dwarven Urgrosh | exotic | two-handed | melee | 50 gp | 1d8/1d6 | x3 | — | 12 lbs. | — | P or S | piercing or slashing | brace, double | A dwarven urgrosh is a double weapon—an axe head and a spear point on opposite ends of a long haft. | 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. The other becomes the off-hand weapon. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage. |
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Dwarven Waraxe | Axe, Dwarven War | exotic | one-handed | melee | 30 gp | 1d10 | x3 | — | 8 lbs. | — | S | slashing | — | A dwarven waraxe has a large, ornate head mounted to a thick handle, making it too large to use in one hand without special training. | If you are proficient with another one-handed or two-handed axe, you can use a dwarven waraxe two-handed. | |
Fauchard | Polearm, Fauchard | exotic | two-handed | melee | 14 gp | 1d10 | 18-20/x2 | — | 10 lbs. | — | S | slashing | reach, trip | Like a glaive, the fauchard is a curved blade at the end of a pole. However, the cutting edge of a fauchard is along the concave side, like that of a sickle or scythe. | ||
Garrote | Garrote | exotic | two-handed | melee | 3 gp | 1d6 | x2 | — | 1 lb. | — | S | slashing | grapple | In order to use a garrote, your opponent must be helpless or unaware of you. You must make a Grapple combat maneuver check (though you avoid the –4 penalty for not having two hands free) to successfully begin garroting your opponent. Sneak attack damage does not apply to a garrote. Your garroted opponent must make a concentration check (DC 20 + your CMB + number of spell points used) to cast a spell with a verbal component, use a command word item, or use any magic requiring speech. You gain the following additional option when grappling with a garrote. Choke: You cut off your target’s air supply so he has to hold his breath (see Suffocation for additional information). Any round you do not maintain the choke, your opponent can take a breath and restart when he has to begin making Constitution checks. |
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Glaive | Polearm, Glaive | martial | two-handed | melee | 8 gp | 1d10 | x3 | — | 10 lbs. | — | S | slashing | reach | A glaive is composed of a simple blade mounted on the end of a pole about 7 feet in length. | ||
Grappling Bolt | Crossbow Bolt, Grappling (1) | simple | light | ammunition | 1 gp | 1d4 | x2 | x1/4 | 4 lbs. | — | B | bludgeoning | — | The grappling bolt is a grappling hook made with a shaft that allows it to be loaded into a Heavy Crank Crossbow. | The stats of a weapon using a grappling bolt are adjusted as listed in the grappling bolt's stat block. Attack rolls take a -2 penalty. Firing the grappling bolt into a specific square requires hitting AC 5. Successfully firing over a wall or onto a roof (larger than 1 square) requires hitting AC 0. Firing a grappling bolt directly at a creature will usually not result in the creature being grappled, though some body forms may be automatically grappled or grappled if you hit 5 or 10 above the creature's AC (a giant skeleton might be grappled via the rib cage on 10 above AC, while a shambling mount consisting of rotting vegetation and tangled branches might be automatically grappled). Grappling normal creatures requires firing past the creatures and quickly reeling in, infliciting a -4 penalty on the attack roll (stacking with the -2 penalty for using a grappling bolt in the first place, for a total of -6). On success the target takes 1d4 piercing damage and is grappled. The grappling hook can also be used as an improvised light weapon dealing 1d6 piercing damage. If you are proficient with the Grappling Hook as a weapon, then the Grappling Bolt loses the improvised quality. |
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Grappling Hook | Grappling Hook | simple | light | ranged | 1 gp | 1d4 | x2 | 10 ft. | 4 lbs. | — | B | bludgeoning | thrown | A grappling hook is generally used for attaching ropes to scale a climbable surface. | Throwing the grappling hook into a specific square requires hitting AC 5. Successfully throwing over a wall or onto a roof (larger than 1 square) requires hitting AC 0. Throwing a grappling hook directly at a creature will usually not result in the creature being grappled, though some body forms may be automatically grappled or grappled if you hit 5 or 10 above the creature's AC (a giant skeleton might be grappled via the rib cage on 10 above AC, while a shambling mount consisting of rotting vegetation and tangled branches might be automatically grappled). Grappling normal creatures requires throwing past the creatures and quickly pulling in, inflicting a -8 penalty on the attack roll. On success the target takes 1d4 piercing damage and is grappled. The grappling hook can also be used as an light melee weapon dealing 1d6 piercing damage. The grappling hook is usually an improvised weapon, inflicting a -4 penalty to throw or use as a melee weapon. |
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Greataxe | Axe, Great | martial | two-handed | melee | 20 gp | 1d12 | x3 | — | 12 lbs. | — | S | slashing | — | This two-handed battle axe is heavy enough that you can’t wield it with one hand. The head may have one blade or two, and may be “bearded” (meaning hooked or trailing at the bottom) to increase cleaving power and help pull down enemy shields. The haft is usually 3 to 4 feet long. | ||
Greatclub | Club, Great | martial | two-handed | melee | 5 gp | 1d10 | x2 | — | 8 lbs. | — | B | bludgeoning | reposition, sunder | This larger, bulkier version of the common club is heavy enough that you can’t wield it with one hand. It may be ornate and carved, reinforced with metal, or a simple branch from a tree. Like simple clubs, greatclubs have many names, such as cudgels, bludgeons, shillelaghs, and more. | ||
Greatsword | Sword, Great | martial | two-handed | melee | 50 gp | 2d6 | 19-20/x2 | — | 8 lbs. | — | S | slashing | — | This immense two-handed sword is about 5 feet in length. A greatsword may have a dulled lower blade that can be gripped. | ||
Guisarme | Polearm, Guisarme | martial | two-handed | melee | 9 gp | 2d4 | x3 | — | 12 lbs. | — | S | slashing | reach, trip | A guisarme is an 8-foot-long shaft with a blade and a hook mounted at the tip. | ||
Halberd | Polearm, Halberd | martial | two-handed | melee | 10 gp | 1d10 | x3 | — | 12 lbs. | — | P or S | piercing or slashing | brace, trip | A halberd is similar to a 5-foot-long spear, but it also has a small, axe-like head mounted near the tip. | ||
Hand Crossbow | Crossbow, Hand | exotic | one-handed | ranged | 100 gp | 1d4 | 19-20/x2 | 30 ft. | 2 lbs. | — | P | piercing | — | You can draw a hand crossbow back by hand. | You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. | Loading a hand crossbow is a move action that provokes attacks of opportunity. |
Handaxe | Axe, Hand | martial | light | melee | 6 gp | 1d6 | x3 | — | 3 lbs. | — | S | slashing | — | This one-handed axe is short (roughly 1 foot long) and designed for use with one hand. Unlike throwing axes, it is not well balanced for a graceful tumbling motion, and is instead heavier at its head. Tomahawks, war hatchets, and other such names usually refer to hand axes. | ||
Harpoon | Harpoon | exotic | two-handed | melee | 5 gp | 1d8 | x3 | — | 16 lbs. | — | P | piercing | grapple | A harpoon is a barbed spear with an attached rope 50 feet or less in length. Most harpoons have metal points, but some use ivory or are made entirely of wood. | If you are proficient in the harpoon, it is a grappling weapon. A harpoon’s weight includes 10 pounds for the weight of 50 feet of hemp rope. The weight can be reduced by using shorter or lighter rope. If you are proficient with another a one-handed or two-handed spear, you can use a harpoon as a Spear. |
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Heavy Crank Crossbow | Crossbow, Heavy Crank | exotic | two-handed | ranged | 400 gp | 1d10 | 19-20/x2 | 120 ft. | 12 lbs. | — | P | piercing | — | This heavy crossbow has a winch mounted below the stock. | Up to 50 feet of silk rope can be wound onto the winch as a full-round action that provokes attacks of opportunity. The wound rope can be attached to a Grappling Bolt as part of a loading action. After firing such a bolt, the wielder can use the winch to retract the rope or pull herself along the rope if the bolt is secure. If the grappling bolt has latched on to a creature, the winch provides a +2 bonus on grapple combat maneuver checks to pull the target toward you. If the grappling bolt has latched on to a scalable structure, the winch provides a +2 bonus on Climb checks. The crossbow may also fire ordinary crossbow bolts. |
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Heavy Crossbow | Crossbow, Heavy | simple | two-handed | ranged | 50 gp | 1d10 | 19-20/x2 | 120 ft. | 8 lbs. | — | P | piercing | — | Loading a heavy crossbow is a full-round action that provokes attacks of opportunity. You draw a heavy crossbow back by turning a small winch. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. |
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Heavy Flail | Flail, Heavy | martial | two-handed | melee | 15 gp | 1d10 | 19-20/x2 | — | 10 lbs. | — | B | bludgeoning | disarm, trip | Similar to a light flail, a heavy flail has a larger metal ball and a longer handle. | ||
Heavy Mace | Mace, Heavy | simple | one-handed | melee | 12 gp | 1d8 | x2 | — | 8 lbs. | — | B | bludgeoning | — | A heavy mace has a larger head and a longer handle than a normal (light) mace. | ||
Heavy Pick | Pick, Heavy | martial | one-handed | melee | 8 gp | 1d6 | x4 | — | 6 lbs. | — | P | piercing | — | This variant of the light pick has a longer handle and can be used with one or two hands. It is a common, inexpensive weapon for mounted soldiers since it can be used effectively from horseback. | ||
Heavy Repeating Crossbow | Crossbow, Heavy Repeating | exotic | two-handed | ranged | 400 gp | 1d10 | 19-20/x2 | 120 ft. | 12 lbs. | — | P | piercing | — | The repeating heavy crossbow holds 5 repeating crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity. |
You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts. | |
Heavy Shield | Shield Bash, Heavy | martial | one-handed | misc | — | 1d4 | x2 | — | — | — | B | bludgeoning | — | You can bash an opponent with a shield, using it as an off-hand weapon. | If you use your shield as a weapon, you lose its AC bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right. |
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Hooked Axe | Axe, Hooked | exotic | one-handed | melee | 20 gp | 1d8 | x3 | — | 7 lbs. | — | S | slashing | disarm, trip | The hooked end of this axe’s blade can be used to disarm foes or pull them off balance. | If you are proficient with the battleaxe this weapon can be used as a battleaxe. | |
Javelin | Javelin | simple | light | ranged | 1 gp | 1d6 | x2 | 30 ft. | 2 lbs. | — | P | piercing | thrown | A javelin is a thin throwing spear. | Since a javelin is not designed for melee, you are treated as non-proficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon. | |
Kama | Kama | exotic | light | melee | 2 gp | 1d6 | x2 | — | 2 lbs. | — | S | slashing | monk, trip | Similar to a sickle—and in some regions still used to reap grain—a kama is a short, curved blade attached to a simple handle, usually made of wood. It is sometimes also referred to as a kai, and is frequently used in pairs by martial artists. | ||
Kukri | Kukri | martial | light | melee | 8 gp | 1d4 | 18-20/x2 | — | 2 lbs. | — | S | slashing | — | A kukri is a curved blade, about 1 foot in length. | ||
Lance | Lance | martial | two-handed | melee | 10 gp | 1d8 | x3 | — | 10 lbs. | — | P | piercing | reach | |||
Light Crossbow | Crossbow, Light | simple | two-handed | ranged | 35 gp | 1d8 | 19-20/x2 | 80 ft. | 4 lbs. | — | P | piercing | — | Loading a light crossbow is a move action that provokes attacks of opportunity. You draw a light crossbow back by pulling a lever. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing. |
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Light Flail | Flail, Light | martial | one-handed | melee | 8 gp | 1d8 | x2 | — | 5 lbs. | — | B | bludgeoning | disarm, trip | A light flail consists of a weighted striking end connected to a handle by a sturdy chain. Though often imagined as a ball, sometimes spiked like the head of a morningstar, the head of a light flail can actually take many different shapes, such as short bars. Military flails are sturdier evolutions of agricultural flails, which are used for threshing – beating stacks of grains to separate the useful grains from their husks. | ||
Light Hammer | Hammer, Light | martial | light | melee | 1 gp | 1d4 | x2 | 20 ft. | 2 lbs. | — | B | bludgeoning | sunder, thrown | A lighter version of a warhammer, this weapon usually has a sleek metal head with one striking surface. | ||
Light Mace | Mace, Light | simple | light | melee | 5 gp | 1d6 | x2 | — | 4 lb. | — | B | bludgeoning | — | A light mace is made up of an ornate metal head attached to a simple wooden or metal shaft. | ||
Light Pick | Pick, Light | martial | light | melee | 4 gp | 1d4 | x4 | — | 3 lbs. | — | P | piercing | — | This weapon, adapted from the pickaxe tool, has a head with a slightly curved, armorpiercing spike and a hammerlike counterweight. | ||
Light Repeating Crossbow | Crossbow, Light Repeating | exotic | two-handed | ranged | 250 gp | 1d8 | 19-20/x2 | 80 ft. | 6 lbs. | — | P | piercing | — | The repeating light crossbow holds 5 repeating crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity. |
You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts. | |
Light Shield | Shield Bash, Light | martial | one-handed | misc | — | 1d3 | x2 | — | — | — | B | bludgeoning | — | You can bash an opponent with a shield, using it as an off-hand weapon. Used this way, a light shield is a light martial bludgeoning weapon. | If you use your shield as a weapon, you lose its AC bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right. |
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Longbow | Longbow | martial | two-handed | ranged | 75 gp | 1d8 | x3 | 100 ft. | 3 lbs. | — | P | piercing | — | At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. | A longbow can’t be used while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. A longbow fires arrows. |
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Longspear | Spear, Long | simple | two-handed | melee | 5 gp | 1d8 | x3 | — | 9 lbs. | — | P | piercing | brace, reach | A longspear is about 8 feet in length. | ||
Longsword | Sword, Long | martial | one-handed | melee | 15 gp | 1d8 | 19-20/x2 | — | 4 lbs. | — | S | slashing | — | This sword is about 3½ feet in length. | ||
Lucern Hammer | Polearm, Lucern Hammer | martial | two-handed | melee | 15 gp | 1d12 | x2 | — | 12 lbs. | — | B or P | bludgeoning or piercing | brace, reach, reposition | This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor. The long haft allows the wielder to put amazing force behind the head of this weapon. | You gain a +2 bonus on combat maneuver checks to Sunder medium or heavy armor with a lucerne hammer. | |
Mancatcher | Mancatcher | exotic | two-handed | melee | 15 gp | 1d2 | x2 | — | 10 lbs. | — | P | piercing | grapple, reach | This polearm consists of two curved metal bands that close around a target when you attack, allowing you to bind an opponent. | A mancatcher is built to capture a creature of a particular size category (such as Small or Medium) and doesn’t work on creatures of the wrong size. Make a touch attack to hit an opponent and a combat maneuver check to grapple him (without the –4 penalty for not having two hands free); success means you and the target are grappled. Once the target is grappled, you can perform a move or damage grapple action against him. The mancatcher has hardness 10 and 5 hit points; breaking it requires a DC 26 Strength check. If you drop the mancatcher, the target can free himself as a standard action. |
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Maul | Maul | martial | two-handed | melee | 40 gp | 2d6 | x3 | — | 14 lbs. | — | B | bludgeoning | reposition, sunder | The crude metal of this massive hammer’s head ends in multiple blunt spikes that help concentrate the force of a powerful swing down into a smaller, more focused area, allowing it to smash through armor with greater ease. Due to the tremendous size and weight of its head, a maul is poorly balanced, and requires two hands to properly lift and control. | ||
Morningstar | Morningstar | simple | one-handed | melee | 8 gp | 1d8 | x2 | — | 6 lbs. | — | B and P | bludgeoning and piercing | — | A morningstar is a spiked metal ball, affixed to the top of a long handle. | ||
Net | Net | exotic | one-handed | ranged | 20 gp | — | — | 10 ft. | 6 lbs. | — | — | — | A combat net with a lanyard that allows entangled opponents to be controlled. | When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. |
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It requires 2 hands and takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so. |
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Nunchaku | Nunchaku | exotic | light | melee | 2 gp | 1d6 | x2 | — | 2 lbs. | — | B | bludgeoning | disarm, monk | A nunchaku is made up of two wooden or metal bars connected by a small length of rope or chain. | ||
Quarterstaff | Quarterstaff | simple | two-handed | melee | 1 gp | 1d6/1d6 | x2 | — | 3 lbs. | — | B | bludgeoning | double, monk | A quarterstaff is a simple piece of wood, about 5 feet in length, usually capped at both ends with metal. | A pure wooden quarterstaff without endcaps costs only 5 cp. | |
Ranseur | Polearm, Ranseur | martial | two-handed | melee | 10 gp | 2d4 | x3 | — | 12 lbs. | — | P | piercing | disarm, reach | Similar in appearance to a trident, a ranseur has a single spear at its tip, flanked by a pair of short, curving blades. | ||
Rapier | Rapier | martial | one-handed | melee | 20 gp | 1d6 | 18-20/x2 | — | 2 lbs. | — | P | piercing | finesse | Rapier is a loose term for a type of large, slender, sharply pointed sword. With such design features, the rapier is optimized to be a thrusting weapon and favored among duelists. | ||
Repeating Heavy Crossbow | Repeating Heavy Crossbow | exotic | two-handed | ranged | 400 gp | 1d10 | 19-20/x2 | 120 ft. | 12 lbs. | — | P | piercing | — | The repeating heavy crossbow holds 5 repeating crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity. |
You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts. | |
Sai | Sai | exotic | light | melee | 1 gp | 1d4 | x2 | — | 1 lb. | — | B or P | bludgeoning or piercing | disarm, monk | A sai is a metal spike flanked by a pair of prongs used to trap an enemy’s weapon. Though pointed, a sai is not usually used for stabbing. Instead, it is used primarily to bludgeon foes, punching with the hilt, or else to catch and disarm weapons between its tines. Sais are often wielded in pairs. | When wielding a sai, you get a +2 bonus on combat maneuver checks to sunder an enemy’s weapon. | |
Sap | Sap | martial | light | melee | 1 gp | 1d6 | x2 | — | 2 lbs. | — | B | bludgeoning | nonlethal | This weapon consists of a soft wrapping around a hard, dense core, typically a leather sheath around a lead rod. The head is wider than the handle and designed to spread out the force of the blow, making it less likely to draw blood or break bones. | ||
Shortbow | Shortbow | martial | two-handed | ranged | 30 gp | 1d6 | x3 | 60 ft. | 2 lbs. | — | P | piercing | — | A shortbow is made up of one piece of wood, about 3 feet in length. | You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. A shortbow fires arrows. |
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Shortspear | Spear, Short | simple | one-handed | melee | 1 gp | 1d6 | x2 | 20 ft. | 3 lbs. | — | P | piercing | thrown | A shortspear is about 3 feet in length, making it a suitable thrown weapon. | ||
Shortsword | Sword, Short | martial | light | melee | 10 gp | 1d6 | 19-10/x2 | — | 2 lbs. | — | P | piercing | — | Short swords are some of the most common weapons found in any martial society, and thus designs are extremely varied, depending on the region and creator. Most are around 2 feet in length. Their blades can be curved or straight, single- or double-edged, and wide or narrow. Hilts may be ornate or simple, with crossguards, basket hilts, or no guard at all. Such weapons are often used on their own, but can also be paired as a matched set, or used in conjunction with a dagger or longer sword. | ||
Siangham | Siangham | exotic | light | melee | 3 gp | 1d6 | x2 | — | 1 lb. | — | P | piercing | monk | This weapon is a handheld shaft fitted with a pointed tip for stabbing foes. It resembles a (much sturdier) arrow with a grip designed for melee combat. | ||
Sickle | Sickle | simple | light | melee | 6 gp | 1d6 | x2 | — | 2 lbs. | — | S | slashing | trip | |||
Sling | Sling | simple | light | ranged | 5 sp | 1d4 | x2 | 50 ft. | — | — | B | bludgeoning | — | A sling is little more than a leather cup attached to a pair of strings. | Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls. |
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Sling Bullet | Sling Bullets (10) | simple | light | ammunition | 1 sp | — | — | — | 5 lbs. | — | B | bludgeoning | — | Bullets come in a leather pouch that holds 10 bullets. | ||
Spear | Spear | simple | two-handed | melee | 2 gp | 1d8 | x3 | 20 ft. | 6 lbs. | — | P | piercing | brace, thrown | A spear is 5 feet in length and can be thrown. | ||
Spiked Armor | Armor, Spiked | martial | light | misc | +50 gp | 1d6 | x2 | — | +10 lbs. | — | P | piercing | — | You can have spikes added to your armor, which allow you to deal extra piercing damage on a successful grapple attack. | You can make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. You can’t also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa. | If you are not proficient with martial weapons, you take a –4 penalty on grapple checks when you try to use armor spikes. An enhancement bonus to a suit of armor does not improve the spikes’ effectiveness, but the spikes can be made into magic weapons in their own right. |
Spiked Chain | Spiked Chain | exotic | two-handed | melee | 25 gp | 2d4 | x2 | — | 10 lbs. | — | P | piercing | disarm, finesse, trip | A spiked chain is about 4 feet in length, covered in wicked barbs. | ||
Spiked Gauntlet | Gauntlet, Spiked | simple | light | melee | 5 gp | 1d4 | x2 | — | 1 lb. | — | P | piercing | — | An attack with a spiked gauntlet is considered an armed attack. Your opponent cannot use a disarm action to disarm you of spiked gauntlets. Note: The cost and weight given are for a single gauntlet. |
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Spiked Heavy Shield | Shield Bash, Heavy, Spiked | martial | one-handed | misc | +10 gp | 1d6 | x2 | — | +5 lbs. | — | P | piercing | — | You can bash an opponent with a shield, using it as an off-hand weapon. | If you use your shield as a weapon, you lose its AC bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right. |
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Spiked Light Shield | Shield Bash, Light, Spiked | martial | light | misc | +10 gp | 1d4 | x2 | — | +5 lbs. | — | P | piercing | — | You can bash an opponent with a shield, using it as an off-hand weapon. | If you use your shield as a weapon, you lose its AC bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right. |
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Sword Cane | Sword Cane | martial | one-handed | melee | 45 gp | 1d6 | x2 | — | 4 lbs. | — | P | piercing | finesse | This slender light blade lies within a wooden container that serves as both its scabbard and hiding place. | You can draw the blade from the cane as a swift action (or a free action if you have the Quick Draw feat or the Fast Draw Equipment talent). An observer must make a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon. |
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Throwing Axe | Axe, Throwing | martial | light | melee | 8 gp | 1d6 | x2 | 10 ft. | 2 lbs. | — | S | slashing | thrown | This is a small axe balanced for throwing. | ||
Trident | Trident | martial | one-handed | melee | 15 gp | 1d8 | x2 | 10 ft. | 4 lbs. | — | P | piercing | thrown | A trident has three metal prongs at the end of a 4-foot-long shaft. | ||
Two-Bladed Sword | Sword, Two-Bladed | exotic | two-handed | melee | 100 gp | 1d8/1d8 | 19-20/x2 | — | 10 lbs. | — | S | slashing | double | A two-bladed sword is a double weapon—twin blades extend from either side of a central, short haft, allowing the wielder to attack with graceful but deadly flourishes. | ||
Warhammer | Hammer, War | martial | one-handed | melee | 12 gp | 1d8 | x3 | — | 5 lbs. | — | B | bludgeoning | reposition, sunder | This weapon consists of a wooden haft and a heavy, metal head. The head may be single (like a carpenter’s hammer) or double (like a sledgehammer). The haft is long enough that you may wield it one- or two-handed. Though heavy and relatively slow to wield, warhammers are capable of delivering immense blows, crushing armor and flesh alike. | ||
Whip | Whip | exotic | one-handed | melee | 1 gp | 1d3 | x2 | — | 2 lbs. | — | S | slashing | disarm, finesse, nonlethal, reach, trip | A dwarven waraxe has a large, ornate head mounted to a thick handle, making it too large to use in one hand without special training. | The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). | Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon. A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. |
Wooden Stake | Stake, Wooden | simple | light | melee | — | 1d4 | x2 | 10 ft. | 1 lb. | — | P | piercing | thrown | This close combat weapon is just a sharpened piece of wood. | Iron spikes used as weapons deal damage as wooden stakes. |