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, 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.
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.
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).
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.
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.
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.
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 purposes of weapon proficiency and similar feats, a
composite longbow is treated as if it were a longbow.
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.
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).
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.
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 purposes of weapon proficiency and similar feats, a
composite shortbow is treated as if it were a shortbow.
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.
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.
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