Equipment
WEAPONS
WEAPON CATEGORIES
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: Anybody but a druid,
monk, rogue, or wizard is proficient with all simple weapons.
Barbarians, fighters, paladins, and rangers are proficient with
all simple and all martial weapons. Characters of other classes
are proficient with an assortment of mainly simple weapons and
possibly also some martial or even exotic weapons. A character who
uses a weapon with which he or she is not proficient takes 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.
Reach Weapons: Glaives, guisarmes, lances, longspears,
ranseurs, spiked chains, and whips are reach weapons. A reach
weapon is a melee weapon that allows its wielder to strike at
targets that aren’t adjacent to him or her. Most reach
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, dwarven urgroshes, gnome
hooked hammers, orc double axes, quarterstaffs, and two-bladed
swords are double weapons. A character can fight with both ends of
a double weapon as if fighting with two weapons, but he or 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, clubs, shortspears, spears, darts,
javelins, throwing axes, light hammers, tridents, shuriken, and
nets are thrown weapons. The wielder applies his or her 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 Increment column on Table:
Weapons), but 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: Light crossbows, slings, heavy
crossbows, shortbows, composite shortbows, longbows, composite
longbows, hand crossbows, and repeating crossbows are projectile
weapons. Most projectile weapons require two hands to use (see
specific weapon descriptions). A character gets no Strength bonus
on damage rolls with a projectile weapon unless it’s a
specially built composite shortbow, specially built composite
longbow, or sling. If the character has a penalty for low
Strength, apply it to damage rolls when he or she uses a bow or a
sling.
Ammunition: Projectile weapons use ammunition: arrows (for
bows), bolts (for crossbows), or sling bullets (for slings). When
using a bow, a character can draw ammunition as a free action;
crossbows and slings require an action for reloading. Generally
speaking, ammunition that hits its target is destroyed or rendered
useless, while normal ammunition that misses has a 50% chance of
being destroyed or lost.
Although they are thrown weapons, shuriken are treated as
ammunition for the purposes of drawing them, crafting masterwork
or otherwise special versions of them (see Masterwork Weapons),
and 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 easier to use in one’s off
hand than a one-handed weapon is, and it can be used while
grappling. A light weapon is used in one hand. Add the
wielder’s Strength bonus (if any) to damage rolls for melee
attacks with a light weapon if it’s used in the primary
hand, or one-half the wielder’s Strength bonus if it’s
used in the off hand. Using two hands to wield a light weapon
gives no advantage on damage; the Strength bonus 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
bonus to damage rolls for melee attacks with a one-handed weapon
if it’s used in the primary hand, or 1/2 his or her Strength
bonus 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 bonus to damage rolls.
Two-Handed: Two hands are required to use a two-handed
melee weapon effectively. Apply 1-1/2 times the character’s
Strength bonus 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. Instead, a weapon’s size category is keyed to the
size of the intended wielder. 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 Weapons: A 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. 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. Because such objects are
not designed for this use, any creature that uses one 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 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
Here is the format for weapon entries (given as column headings on
Table: Weapons, below).
Cost: This value is the weapon’s cost in gold pieces
(gp) or silver pieces (sp). The cost includes miscellaneous gear
that goes with the weapon. This cost is the same for a Small or
Medium version of the weapon. A Large version costs twice the
listed price.
Damage: The Damage 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
then the weapon is a double weapon. Use the second damage figure
given for the double weapon’s extra attack. Table: Tiny and
Large Weapon Damage gives weapon damage values for weapons of
those sizes.
Table: 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 |
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.
Exception: Extra damage over and above a weapon’s
normal damage is not multiplied when you score a critical hit.
x2: The weapon deals double damage on a critical hit.
x3: The weapon deals triple damage on a critical hit.
x3/x4: One head of this double weapon deals triple damage
on a critical hit. The other head deals quadruple damage on a
critical hit.
x4: The weapon deals quadruple damage on a critical hit.
19–20/x2: 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. (The weapon has a threat range of 19–20.)
18–20/x2: The weapon scores a threat on a natural
roll of 18, 19, or 20 (instead of just 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. However, each full range increment
imposes a cumulative –2 penalty on the attack roll. A thrown
weapon has a maximum range of five range increments. A projectile
weapon can shoot out to ten range increments.
Weight: This column gives the weight of a Medium version of
the weapon. Halve this number for Small weapons and double it for
Large weapons.
Type: Weapons are classified according to the type of
damage they deal: bludgeoning, piercing, or 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 is of two
types, the damage it deals is not half one type and half another;
all of it is both types. Therefore, a creature would have to be
immune to both types of damage to ignore any of the damage from
such a weapon.
In other cases, a weapon can deal either of two types of damage.
In a situation when the damage type is significant, the wielder
can choose which type of damage to deal with such a weapon.
Special: Some weapons have special features. See the weapon
descriptions for details.
WEAPON DESCRIPTIONS
Table: Weapons
Simple Weapons |
Cost |
Dmg (S) |
Dmg (M) |
Critical |
Range Increment |
Weight1 |
Type2 |
Unarmed Attacks |
|
|
|
|
|
|
|
Gauntlet |
2 gp |
1d2 |
1d3 |
x2 |
— |
1 lb. |
Bludgeoning |
Unarmed strike |
— |
1d23 |
1d33 |
x2 |
— |
— |
Bludgeoning |
Light Melee Weapons |
|
|
|
|
|
|
|
Dagger |
2 gp |
1d3 |
1d4 |
19–20/x2 |
10 ft. |
1 lb. |
Piercing or slashing |
Dagger, punching |
2 gp |
1d3 |
1d4 |
x3 |
— |
1 lb. |
Piercing |
Gauntlet, spiked |
5 gp |
1d3 |
1d4 |
x2 |
— |
1 lb. |
Piercing |
Mace, light |
5 gp |
1d4 |
1d6 |
x2 |
— |
4 lb. |
Bludgeoning |
Sickle |
6 gp |
1d4 |
1d6 |
x2 |
— |
2 lb. |
Slashing |
One-Handed Melee Weapons |
|
|
|
|
|
|
|
Club |
— |
1d4 |
1d6 |
x2 |
10 ft. |
3 lb. |
Bludgeoning |
Mace, heavy |
12 gp |
1d6 |
1d8 |
x2 |
— |
8 lb. |
Bludgeoning |
Morningstar |
8 gp |
1d6 |
1d8 |
x2 |
— |
6 lb. |
Bludgeoning and piercing |
Shortspear |
1 gp |
1d4 |
1d6 |
x2 |
20 ft. |
3 lb. |
Piercing |
Two-Handed Melee Weapons |
|
|
|
|
|
|
|
Longspear4 |
5 gp |
1d6 |
1d8 |
x3 |
— |
9 lb. |
Piercing |
Quarterstaff5 |
— |
1d4/1d4 |
1d6/1d6 |
x2 |
— |
4 lb. |
Bludgeoning |
Spear |
2 gp |
1d6 |
1d8 |
x3 |
20 ft. |
6 lb. |
Piercing |
Ranged Weapons |
|
|
|
|
|
|
|
Crossbow, heavy |
50 gp |
1d8 |
1d10 |
19–20/x2 |
120 ft. |
8 lb. |
Piercing |
Bolts, crossbow (10) |
1 gp |
— |
— |
— |
— |
1 lb. |
— |
Crossbow, light |
35 gp |
1d6 |
1d8 |
19–20/x2 |
80 ft. |
4 lb. |
Piercing |
Bolts, crossbow (10) |
1 gp |
— |
— |
— |
— |
1 lb. |
— |
Dart |
5 sp |
1d3 |
1d4 |
x2 |
20 ft. |
1/2 lb. |
Piercing |
Javelin |
1 gp |
1d4 |
1d6 |
x2 |
30 ft. |
2 lb. |
Piercing |
Sling |
— |
1d3 |
1d4 |
x2 |
50 ft. |
0 lb. |
Bludgeoning |
Bullets, sling (10) |
1 sp |
— |
— |
— |
— |
5 lb. |
— |
Martial Weapons |
Cost |
Dmg (S) |
Dmg (M) |
Critical |
Range Increment |
Weight1 |
Type2 |
Light Melee Weapons |
|
|
|
|
|
|
|
Axe, throwing |
8 gp |
1d4 |
1d6 |
x2 |
10 ft. |
2 lb. |
Slashing |
Hammer, light |
1 gp |
1d3 |
1d4 |
x2 |
20 ft. |
2 lb. |
Bludgeoning |
Handaxe |
6 gp |
1d4 |
1d6 |
x3 |
— |
3 lb. |
Slashing |
Kukri |
8 gp |
1d3 |
1d4 |
18–20/x2 |
— |
2 lb. |
Slashing |
Pick, light |
4 gp |
1d3 |
1d4 |
x4 |
— |
3 lb. |
Piercing |
Sap |
1 gp |
1d43 |
1d63 |
x2 |
— |
2 lb. |
Bludgeoning |
Shield, light |
special |
1d2 |
1d3 |
x2 |
— |
special |
Bludgeoning |
Spiked armor |
special |
1d4 |
1d6 |
x2 |
— |
special |
Piercing |
Spiked shield, light |
special |
1d3 |
1d4 |
x2 |
— |
special |
Piercing |
Sword, short |
10 gp |
1d4 |
1d6 |
19–20/x2 |
— |
2 lb. |
Piercing |
One-Handed Melee Weapons |
|
|
|
|
|
|
|
Battleaxe |
10 gp |
1d6 |
1d8 |
x3 |
— |
6 lb. |
Slashing |
Flail |
8 gp |
1d6 |
1d8 |
x2 |
— |
5 lb. |
Bludgeoning |
Longsword |
15 gp |
1d6 |
1d8 |
19–20/x2 |
— |
4 lb. |
Slashing |
Pick, heavy |
8 gp |
1d4 |
1d6 |
x4 |
— |
6 lb. |
Piercing |
Rapier |
20 gp |
1d4 |
1d6 |
18–20/x2 |
— |
2 lb. |
Piercing |
Scimitar |
15 gp |
1d4 |
1d6 |
18–20/x2 |
— |
4 lb. |
Slashing |
Shield, heavy |
special |
1d3 |
1d4 |
x2 |
— |
special |
Bludgeoning |
Spiked shield, heavy |
special |
1d4 |
1d6 |
x2 |
— |
special |
Piercing |
Trident |
15 gp |
1d6 |
1d8 |
x2 |
10 ft. |
4 lb. |
Piercing |
Warhammer |
12 gp |
1d6 |
1d8 |
x3 |
— |
5 lb. |
Bludgeoning |
Two-Handed Melee Weapons |
|
|
|
|
|
|
|
Falchion |
75 gp |
1d6 |
2d4 |
18–20/x2 |
— |
8 lb. |
Slashing |
Glaive4 |
8 gp |
1d8 |
1d10 |
x3 |
— |
10 lb. |
Slashing |
Greataxe |
20 gp |
1d10 |
1d12 |
x3 |
— |
12 lb. |
Slashing |
Greatclub |
5 gp |
1d8 |
1d10 |
x2 |
— |
8 lb. |
Bludgeoning |
Flail, heavy |
15 gp |
1d8 |
1d10 |
19–20/x2 |
— |
10 lb. |
Bludgeoning |
Greatsword |
50 gp |
1d10 |
2d6 |
19–20/x2 |
— |
8 lb. |
Slashing |
Guisarme4 |
9 gp |
1d6 |
2d4 |
x3 |
— |
12 lb. |
Slashing |
Halberd |
10 gp |
1d8 |
1d10 |
x3 |
— |
12 lb. |
Piercing or slashing |
Lance4 |
10 gp |
1d6 |
1d8 |
x3 |
— |
10 lb. |
Piercing |
Ranseur4 |
10 gp |
1d6 |
2d4 |
x3 |
— |
12 lb. |
Piercing |
Scythe |
18 gp |
1d6 |
2d4 |
x4 |
— |
10 lb. |
Piercing or slashing |
Ranged Weapons |
|
|
|
|
|
|
|
Longbow |
75 gp |
1d6 |
1d8 |
x3 |
100 ft. |
3 lb. |
Piercing |
Arrows (20) |
1 gp |
— |
— |
— |
— |
3 lb. |
— |
Longbow, composite |
100 gp |
1d6 |
1d8 |
x3 |
110 ft. |
3 lb. |
Piercing |
Arrows (20) |
1 gp |
— |
— |
— |
— |
3 lb. |
— |
Shortbow |
30 gp |
1d4 |
1d6 |
x3 |
60 ft. |
2 lb. |
Piercing |
Arrows (20) |
1 gp |
— |
— |
— |
— |
3 lb. |
— |
Shortbow, composite |
75 gp |
1d4 |
1d6 |
x3 |
70 ft. |
2 lb. |
Piercing |
Arrows (20) |
1 gp |
— |
— |
— |
— |
3 lb. |
— |
Exotic Weapons |
Cost |
Dmg (S) |
Dmg (M) |
Critical |
Range Increment |
Weight1 |
Type2 |
Light Melee Weapons |
|
|
|
|
|
|
|
Kama |
2 gp |
1d4 |
1d6 |
x2 |
— |
2 lb. |
Slashing |
Nunchaku |
2 gp |
1d4 |
1d6 |
x2 |
— |
2 lb. |
Bludgeoning |
Sai |
1 gp |
1d3 |
1d4 |
x2 |
10 ft. |
1 lb. |
Bludgeoning |
Siangham |
3 gp |
1d4 |
1d6 |
x2 |
— |
1 lb. |
Piercing |
One-Handed Melee Weapons |
|
|
|
|
|
|
|
Sword, bastard |
35 gp |
1d8 |
1d10 |
19–20/x2 |
— |
6 lb. |
Slashing |
Waraxe, dwarven |
30 gp |
1d8 |
1d10 |
x3 |
— |
8 lb. |
Slashing |
Whip4 |
1 gp |
1d23 |
1d33 |
x2 |
|
2 lb. |
Slashing |
Two-Handed Melee Weapons |
|
|
|
|
|
|
|
Axe, orc double5 |
60 gp |
1d6/1d6 |
1d8/1d8 |
x3 |
— |
15 lb. |
Slashing |
Chain, spiked4 |
25 gp |
1d6 |
2d4 |
x2 |
— |
10 lb. |
Piercing |
Flail, dire5 |
90 gp |
1d6/1d6 |
1d8/1d8 |
x2 |
— |
10 lb. |
Bludgeoning |
Hammer, gnome hooked5 |
20 gp |
1d6/1d4 |
1d8/1d6 |
x3/x4 |
— |
6 lb. |
Bludgeoning and piercing |
Sword, two-bladed5 |
100 gp |
1d6/1d6 |
1d8/1d8 |
19–20/x2 |
— |
10 lb. |
Slashing |
Urgrosh, dwarven5 |
50 gp |
1d6/1d4 |
1d8/1d6 |
x3 |
— |
12 lb. |
Slashing or piercing |
Ranged Weapons |
|
|
|
|
|
|
|
Bolas |
5 gp |
1d33 |
1d43 |
x2 |
10 ft. |
2 lb. |
Bludgeoning |
Crossbow, hand |
100 gp |
1d3 |
1d4 |
19–20/x2 |
30 ft. |
2 lb. |
Piercing |
Bolts (10) |
1 gp |
— |
— |
— |
— |
1 lb. |
— |
Crossbow, repeating heavy |
400 gp |
1d8 |
1d10 |
19–20/x2 |
120 ft. |
12 lb. |
Piercing |
Bolts (5) |
1 gp |
— |
— |
— |
— |
1 lb. |
— |
|
Crossbow, repeating light |
250 gp |
1d6 |
1d8 |
19–20/x2 |
80 ft. |
6 lb. |
Piercing |
Bolts (5) |
1 gp |
— |
— |
— |
— |
1 lb. |
— |
|
Net |
20 gp |
— |
— |
— |
10 ft. |
6 lb. |
— |
|
Shuriken (5)
|
1 gp |
1 |
1d2 |
x2 |
10 ft. |
1/2 lb. |
Piercing |
1
Weight figures are for Medium weapons. A Small weapon
weighs half as much, and a Large weapon weighs twice as
much.
|
2
When two types are given, the weapon is both types if the
entry specifies “and,” or either type
(player’s choice at time of attack) if the entry
specifies “or.”
|
3
The weapon deals nonlethal damage rather than lethal
damage.
|
4 Reach weapon. |
5 Double weapon. |
Weapons found on Table: Weapons that have special options for the
wielder (“you”) are described below. Splash weapons
are described under Special Substances and Items.
Arrows: 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 x2).
Arrows come in a leather quiver that holds 20 arrows. An arrow
that hits its target is destroyed; one that misses has a 50%
chance of being 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, just as if you were using a one-handed weapon
and a light weapon. A creature wielding an orc double axe in one
hand can’t use it as a double weapon—only one end of
the weapon can be used in any given round.
Battleaxe: The battleaxe is the most common melee weapon
among dwarves.
Bolas: You can use this weapon to make a ranged trip attack
against an opponent. You can’t be tripped during your own
trip attempt when using a set of bolas.
Bolts: 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 x2). Bolts come in a
wooden case that holds 10 bolts (or 5, for a repeating crossbow).
A bolt that hits its target is destroyed; one that misses has a
50% chance of being destroyed or lost.
Bullets, Sling: Bullets come in a leather pouch that holds
10 bullets. A bullet that hits its target is destroyed; one that
misses has a 50% chance of being destroyed or lost.
Chain, Spiked: A spiked chain has reach, so you can strike
opponents 10 feet away with it. In addition, unlike most other
weapons with reach, it can be used against an adjacent foe.
You can make trip attacks with the chain. If you are tripped
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 opposed attack
rolls made to disarm an opponent (including the roll to avoid
being disarmed if such an attempt fails).
You can use the Weapon Finesse feat to apply your Dexterity
modifier instead of your Strength modifier to attack rolls with a
spiked chain sized for you, even though it isn’t a light
weapon for you.
Club: A wooden club is so easy to find and fashion that it
has no cost.
Crossbow, Hand: You can draw a hand crossbow back by hand.
Loading a hand crossbow is a move action that provokes attacks of
opportunity.
You can shoot, but not load, a hand crossbow with one hand at no
penalty. You can shoot a hand crossbow with each hand, but you
take a penalty on attack rolls as if attacking with two light
weapons.
Crossbow, Heavy: You draw a heavy crossbow back by turning
a small winch. Loading a heavy crossbow is a full-round action
that provokes attacks of opportunity.
Normally, operating a heavy crossbow requires two hands. However,
you can shoot, but not load, a heavy crossbow with one hand at a
–4 penalty on attack rolls. You can shoot a heavy crossbow
with each hand, but you take a penalty on attack rolls as if
attacking with two one-handed weapons. This penalty is cumulative
with the penalty for one-handed firing.
Crossbow, Light: You draw a light crossbow back by pulling
a lever. Loading a light crossbow is a move action that provokes
attacks of opportunity.
Normally, operating a light crossbow requires two hands. However,
you can shoot, but not load, a light crossbow with one hand at a
–2 penalty on attack rolls. You can shoot a light crossbow
with each hand, but you take a penalty on attack rolls as if
attacking with two light weapons. This penalty is cumulative with
the penalty for one-handed firing.
Crossbow, Repeating: The repeating crossbow (whether heavy
or light) holds 5 crossbow bolts. As long as it holds bolts, you
can reload it by pulling the reloading lever (a free action).
Loading a new case of 5 bolts is a full-round action that provokes
attacks of opportunity.
You can fire a repeating crossbow with one hand or fire a
repeating crossbow in each hand in the same manner as you would a
normal crossbow of the same size. However, you must fire the
weapon with two hands in order to use the reloading lever, and you
must use two hands to load a new case of bolts.
Dagger: You get a +2 bonus on Sleight of Hand checks made
to conceal a dagger on your body (see the Sleight of Hand skill).
Dagger,Punching: This dagger puts more force from your
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 the effect of a 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, just as if you were using a one-handed weapon and a light
weapon. A creature wielding a dire flail in one hand can’t
use it as a double weapon— only one end of the weapon can be
used in any given round.
When using a dire flail, you get a +2 bonus on opposed attack
rolls made to disarm an enemy (including the opposed attack roll
to avoid being disarmed if such an attempt fails).
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 or Heavy Flail: With a flail, you get a +2 bonus on
opposed attack rolls made to disarm an enemy (including the roll
to avoid being disarmed if such an attempt fails).
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: This metal glove lets you deal lethal damage
rather than nonlethal damage with unarmed strikes. A strike with a
gauntlet is otherwise considered an unarmed attack. The cost and
weight given are for a single gauntlet. Medium and heavy armors
(except breastplate) come with gauntlets.
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
and 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.
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.
Halberd: If you use a ready action to set a halberd against
a charge, you deal double damage on a successful hit against a
charging character.
You can use a halberd to make trip attacks. If you are tripped
during your own trip attempt, you can drop the halberd to avoid
being tripped.
Hammer, Gnome Hooked: A
gnome hooked hammer 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,
just as if you were using a one-handed weapon and a light weapon.
The hammer’s blunt head is a bludgeoning weapon that deals
1d6 points of damage (crit x3). Its hook is a piercing weapon that
deals 1d4 points of damage (crit x4). You can use either head as
the primary weapon. The other head is the offhand weapon. A
creature wielding a gnome hooked hammer in one hand can’t
use it as a double weapon—only one end of the weapon can be
used in any given round.
You can use a gnome hooked hammer to make trip attacks. If you are
tripped during your own trip attempt, you can drop the gnome
hooked hammer to avoid being tripped.
Gnomes treat gnome hooked hammers as martial weapons.
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: Since it is not designed for melee, you are
treated as nonproficient with it and take a –4 penalty on
attack rolls if you use a javelin as a melee weapon.
Kama: The kama is a special monk weapon. This designation
gives a monk wielding a kama special options.
You can use a kama to make trip attacks. If you are tripped during
your own trip attempt, you can drop the kama to avoid being
tripped.
Kukri: This heavy, curved knife has its sharp edge on the
inside of the curve.
Lance: A lance deals double damage when used from the back
of a charging mount. It has reach, so you can strike opponents 10
feet away with it, but you can’t use it against an adjacent
foe.
While mounted, you can wield a lance with one hand.
Longbow: You need at least two hands to use a bow,
regardless of its size. A longbow is too unwieldy to use while you
are mounted. If you have a penalty for low Strength, apply it to
damage rolls when you use a longbow. If you have a bonus for high
Strength, you can apply it to damage rolls when you use a
composite longbow (see below) but not a regular longbow.
Longbow, Composite: You need at least two hands to use a
bow, regardless of its size. You can use a composite longbow while
mounted. All composite bows are made with a particular strength
rating (that is, each requires a minimum Strength modifier to use
with proficiency). If your Strength bonus is less than the
strength rating of the composite bow, you can’t effectively
use it, so you take a –2 penalty on attacks with it. The
default composite longbow requires a Strength modifier of +0 or
higher to use with proficiency. A composite longbow can be made
with a high strength rating to take advantage of an above-average
Strength score; this feature allows you to add your Strength bonus
to damage, up to the maximum bonus indicated for the bow. Each
point of Strength bonus granted by the bow adds 100 gp to its
cost. For instance, a composite longbow (+1 Str bonus) costs 200
gp, while a composite longbow (+4 Str bonus) costs 500 gp.
For purposes of weapon proficiency and similar feats, a composite
longbow is treated as if it were a longbow. Thus, if you have
Weapon Focus (longbow), that feat applies both to longbows and
composite longbows.
Longspear: A longspear has reach. You can strike opponents
10 feet away with it, but you can’t use it against an
adjacent foe. If you use a ready action to set a longspear against
a charge, you deal double damage on a successful hit against a
charging character.
Longsword: This classic, straight blade is the weapon of
knighthood and valor. It is a favorite weapon of many paladins.
Mace, Heavy or Light: A mace is made of metal, even the
haft, which makes 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 net is used to entangle enemies.
When you throw a net, you make a ranged touch attack against your
target. A net’s maximum range is 10 feet. If you hit, the
target is entangled. An entangled creature takes a –2
penalty on attack rolls and a –4 penalty on Dexterity, can
move at only half speed, and cannot charge or run. If you control
the trailing rope by succeeding on an opposed Strength check while
holding it, the entangled creature can move only within the limits
that the rope allows. If the entangled creature attempts to cast a
spell, it must make a DC 15 Concentration check or be unable to
cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check
(a full-round action). The net has 5 hit points and can be burst
with a DC 25 Strength check (also a full-round action).
A net is useful only against creatures within one size category of
you.
A net must be folded to be thrown effectively. The first time you
throw your net in a fight, you make a normal ranged touch attack
roll. After the net is unfolded, you take a –4 penalty on
attack rolls with it. It takes 2 rounds for a proficient user to
fold a net and twice that long for a nonproficient one to do so.
Nunchaku: The nunchaku is a special monk weapon. This
designation gives a monk wielding a nunchaku special options. With
a nunchaku, you get a +2 bonus on opposed attack rolls made to
disarm an enemy (including the roll to avoid being disarmed if
such an attempt fails).
Pick, Heavy or Light: A pick is designed to concentrate the
force of its blow on a small area. A light or heavy pick resembles
a miner’s pick but is specifically designed for war.
Quarterstaff: 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, just as if you were using a one-handed weapon
and a light weapon. A creature wielding a quarterstaff in one hand
can’t use it as a double weapon—only one end of the
weapon can be used in any given round.
The quarterstaff is a special monk weapon. This designation gives
a monk wielding a quarterstaff special options.
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 opposed attack rolls made to
disarm an opponent (including the roll to avoid being disarmed if
such an attempt fails).
Rapier: You can use the Weapon Finesse feat to apply your
Dexterity modifier instead of your Strength modifier to attack
rolls with a rapier sized for you, even though it isn’t a
light weapon for you. You can’t wield a rapier in two hands
in order to apply 1-1/2 times your Strength bonus to damage.
Sai: With a sai, you get a +4 bonus on opposed attack rolls
made to disarm an enemy (including the roll to avoid being
disarmed if such an attempt fails).
The sai is a special monk weapon. This designation gives a monk
wielding a sai special options.
Sap: A sap comes in handy when you want to knock an
opponent out instead of killing it.
Simitar: The curve on this blade gives it the effect of a
keener edge.
Scythe: A scythe can be used to make trip attacks. If you
are tripped during your own trip attempt, you can drop the scythe
to avoid being tripped.
Shield, Heavy or Light: You can bash with a shield instead
of using it for defense. See Armor for details.
Shortbow: You need at least two hands to use a bow,
regardless of its size. 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. If you have a bonus for high Strength, you can
apply it to damage rolls when you use a composite shortbow (see
below) but not a regular shortbow.
Shortbow, Composite: 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 bonus 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 bonus to damage, up to the maximum bonus indicated for
the bow. Each point of Strength bonus granted by the bow adds 75
gp to its cost. For instance, a composite shortbow (+1 Str bonus)
costs 150 gp, while a composite shortbow (+4 Str bonus) costs 375
gp.
For purposes of weapon proficiency and similar feats, a composite
shortbow is treated as if it were a shortbow. Thus, if you have
Weapon Focus (shortbow), that feat applies both to shortbows and
composite shortbows.
Shortspear: A shortspear is small enough to wield
one-handed. It may also be thrown.
Shuriken: A shuriken is a special monk weapon. This
designation gives a monk wielding shuriken special options. A
shuriken can’t be used as a melee weapon.
Although they are thrown weapons, shuriken are treated as
ammunition for the purposes of drawing them, crafting masterwork
or otherwise special versions of them and what happens to them
after they are thrown.
Siangham: The siangham is a special monk weapon. This
designation gives a monk wielding a siangham special options.
Sickle: A sickle can be used to make trip attacks. If you
are tripped during your own trip attempt, you can drop the sickle
to avoid being tripped.
Sling: 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.
Spear: A spear can be thrown. If you use a ready action to
set a spear against a charge, you deal double damage on a
successful hit against a charging character.
Spiked Armor: You can outfit your armor with spikes, which
can deal damage in a grapple or as a separate attack. See Armor
for details.
Spiked Shield, Heavy or Light: You can bash with a spiked
shield instead of using it for defense. See Armor for details.
Strike, Unarmed: A Medium character deals 1d3 points of
nonlethal damage with an unarmed strike. A Small character deals
1d2 points of nonlethal damage. A monk or any character with the
Improved Unarmed Strike feat can deal lethal or nonlethal damage
with unarmed strikes, at her option. The damage from an unarmed
strike is considered weapon damage for the purposes of effects
that give you a bonus on weapon damage rolls.
An unarmed strike is always considered a light weapon. Therefore,
you can use the Weapon Finesse feat 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
character can use a bastard sword two-handed as a martial weapon.
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, just as if you were using a one-handed
weapon and a light weapon. A creature wielding a two-bladed sword
in one hand can’t use it as a double weapon—only one
end of the weapon can be used in any given round.
Trident: This weapon can be thrown. If you use a ready
action to set a trident against a charge, you deal double damage
on a successful hit against a charging character.
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, just as if you were using a one-handed weapon
and a light 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. The other is the off-hand
weapon. A creature wielding a dwarven urgrosh in one hand
can’t use it as a double weapon—only one end of the
weapon can be used in any given round.
If you use a ready action to set an urgrosh against a charge, you
deal double damage if you score a hit against a charging
character. If you use an urgrosh against a charging character, the
spear head is the part of the weapon that deals damage.
Dwarves treat dwarven urgroshes as martial weapons.
Waraxe, Dwarven: A dwarven waraxe is too large to use in
one hand without special training; thus, it is an exotic weapon. A
Medium character can use a dwarven waraxe two-handed as a martial
weapon, or a Large creature can use it one-handed in the same way.
A dwarf treats a dwarven waraxe as a martial weapon even when
using it in one hand.
Warhammer: This weapon, favored by dwarves, is a onehanded
sledge or maul with a large, heavy head.
Whip: A whip deals nonlethal damage. It deals no damage to
any creature with an armor bonus of +1 or higher or a natural
armor bonus of +3 or higher. 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.
You can make trip attacks with a whip. 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 opposed attack rolls made
to disarm an opponent (including the roll to keep from being
disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity
modifier instead of your Strength modifier to attack rolls with a
whip sized for you, even though it isn’t a light weapon for
you.
MASTERWORK WEAPONS
A masterwork weapon is a finely crafted version of a normal
weapon. Wielding it provides a +1 enhancement bonus on attack
rolls.
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 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 (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.
|