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.
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.
Adamantine Battleaxe: This nonmagical axe is made out
of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack
rolls.
No aura (nonmagical); Price 3,010 gp.
Adamantine Dagger: This nonmagical dagger is made out
of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack
rolls.
No aura (nonmagical); Price 3,002 gp.
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.
Arrow, Blunt: These projectiles have blunt tips
wrapped in leather, they have shorter ranges than normal arrows and only deal
non lethal damage.
Arrow, Dragonsbreath: The shaft has been soaked in
resin or pitch and the slightly oversized head contains a small amount of
alchemists fire. Slots in the head force air ito the alchemists fire and ignite
the shaft in flight. The slots emit a low screech as well. A dragonsbreath
arrow deal an additional 1 point of fire damage, and a target that has been hit
must make a DC15 reflex check or catch on fire.
Arrow, Serpentstongue: These arrows have a forked
point on the end and the edges as well as the tips are razor sharp. A skilled
archer can sever a leather strap or rope with one of these. It deals slashing
and piercing damage and deals full damage to materials that have a hardness of
5 or less.
Arrow, Swiftwing: These arrows are slightly longer
than normal and have aerodynamic heads as well as larger fletching. These
arrows only incur ½ the usual penalty for making an incremented ranged shot (-1
rather than –2).
Aspergillium: This is a medium sized brass
container used in ceremonies to sprinkle holy water. It can be used as a simple
weapon by swinging it at a target. Undead creatures take added damage from the
holy water that sprays out.
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.
Bladed Gauntlet: Similar to a spiked gauntlet but
these have two razor sharp blades that follow the line of the arm bones.
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.
Boomerang: This weapon can deliver a solid
strike when wielded correctly. As a bonus if you miss it returns to you. You
must hit an AC10 to catch it.
Boomerang, Talenta: These are the traditional weapons
of the halflings, simple curved polished sticks.
Boomerang, Xen’drik: These are Drow weapons, three
pronged boomerangs to hunt prey.
Brass Knuckles: More effective than bare knuckles
(if you are not a monk) they protect your hand from impact damage.
Buckler Axe, Dwarven: Appears as a standard buckler but
with an axe edge on its top and bottom, it can be used as an off hand weapon or
a backup weapon in an emergency. It grants the wearer a +1 AC bonus but if you
attack with it you lose that bonus. The following stats also apply: -1 Armor
check penalty, 5% spell failure.
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.
Bullets, Priest’s: These glass bullets are filled
with holy/unholy water. When they strike a target they immediately shatter,
dousing the target in holy/unholy water. Undead and evil take 1d4 additional
points of damage from the holy water. Undying and good take 1d4 additional
points from the unholy water. The bullets are larger than normal and incur a –2
to hit penalty.
Calculus: This is an over-sized sling designed to lob flasks a
greater distance than by hand.
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.
Chatkcha: This Thri-Kreen weapon is a Crystaline throwing
Wedge.
Crossbow, Aquatic: This is a specialized weapon
designed to be fire into or within water. It does not suffer the –2 penalty on
ranged attacks for every 5’ of water that normal crossbows do. The range is 40’
in or out of the water.
Crossbow, Great: You draw a great crossbow by
turning a small winch. Loading it is a full round action that draws an attack
of opportunity. You can fire it one handed but you take a –4 penalty to hit. If
you attempt to fire two at once, you take penalties for two weapon fighting as
well as the –4 to hit.
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.
Cutlass: A light slashing weapon preferred by pirates and
other nautical raiders, the cutlass is a heavy blade about 2’ long with a
curved edge. It is easy to wield in close quarters and can deal viscious
slashes to an opponent. The heavy basket hilt grants a +2 bonus to resist
disarming attempts.
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, Silver Masterwork: This masterwork alchemical
silver dagger is nonmagical. As a masterwork weapon, it has a +1 enhancement
bonus on attack rolls.
No aura (nonmagical); Price 322 gp.
Drow Long Knife: This is a slender blade
resembling a short sword in length, but balanced like a dagger for throwing.
Drow Scorpion Chain: Resembles a regular spiked chain,
but has slender blades at both ends.
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.
Greatbow: A greatbow sized for a medium creature is 6’+ in
length after being strung, thus it is too unwieldy to use while mounted. If you
have a strength penalty you must apply it to the damage for this bow.
Greatbow, Composite: A greatbow sized for a medium
creature is 6’+ in length after being strung, thus it is too unwieldy to use
while mounted. All of the normal rules for composite bows apply to composite
greatbows, including strength ratings. Each point of strength rating adds
200gps to the cost of the bow.
Greathammer, Goliath: This big, heavy hammer is a
favorite of goliath warriors and barbarians. The incredibly heavy head of the
hammer allows it to make particularly devastating strikes against weapons and
shields, granting the weilder a +2 bonus on opposed attack rolls to sunder an
enemies weapon or shield.
Greatspear: This broadbladed spear has a long
flat blade and is too heavy to wield without proficiency.
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.
Gythka: This thri-Kreen weapon is a polearm with a blade at
each end. Used as a single weapon, it does 1d10, Used as a double weapon it
does 1d10/1d10, however you incur the penalty of fighting with two weapons.
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, Throwing: Essentially a light hammer that
has been balanced for throwing, a favorite of Dwarven rangers.
Holy Water Sprinkler: The head of this heavy mace has a hollow reservoir that can hold one
pint of holy or unholy water. Any hit with this weapon also affects the target
as if it had been hit with a splash effect of the liquid inside. A full
resevoir has eight uses. The wielder can opt to release all of the liquid at
once, causing the target to be hit with the entire amount of liquid in the
mace. The craft check on this is +5 the DC of a heavy mace.
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, Aquatic: This is a specialized weapon
designed to be fire into or within water. It does not suffer the –2 penalty on
ranged attacks for every 5’ of water that normal crossbows do. The range is 10’
in the water and 60 out of the water. If you have the feat Aquatic Shot, your
range increases to 30’ in the water.
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.
Longsword , Masterwork Cold Iron: This
nonmagical longsword is crafted out of cold iron. As a masterwork weapon, it
has a +1 enhancement bonus on attack rolls.
No aura (nonmagical); Price 330 gp.
Maul: A maul is basically a large, long handled hammer. It
is too large or unwieldy to use as a one handed weapon unless the bearer has
proficiency. It can be used as a 2 handed martial weapon.
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.
Nightling Cleaver: This weapon consists of a long,
straight, heavy, single edged blade, and has a longhilt designed for 2 hands.
It is wielded more like an axe than a sword.
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.
Quickrazor, Gnome: The gnome quickrazor is a fast,
flashy weapon favored by gnome bards, because it allows them to hold onto an
instrument, attack with a weapon, and still keep one hand free for
spellcasting. In addition, many two weapon weilding spellcasters find it a
perfect off hand weapon because it allows them to keep their primary weapon in
hand and still cast spells with their off hand. The quickrazor features a light
wide knife blade with a very small hilt. The weapon is worn tied to the wrist
of the weilder using a specially designed sheath. When you attack with a
quickrazor, you flick it out in a quick slashing circle, catching the hilt in
your hand at the end of the arc and snapping it back into the sheath. Flicking
action of drawing the blade is a free action and the stowing is a free action,
but since it must be stowed to be used properly, you are treated as unarmed
during a creatures attack on you. Using it as a hand held weapon incurrs a –2
penalty. They are easy to hide and grant a +4 bonus to sleight of hand to
conceal it.
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.
Ribbon Weave: Resembles a walking stick and can
be used as a club, but a special catch releases a thin ribbon-like blade that
springs from the end. A DC 18 Search check is required to notice a Ribbon Weave
weapon.
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.
Scimitar, Valenar, Double: This elvish weapon has a
scimitar on both ends, and can be wielded as a double weapon but you incur the
penaties of fighting with two weapons.
Scourge: This is a multi-tailed, barbed whip that is often
dipped inpoison. You get a +2 bonus on opposed attack rolls when attempting to
disarm an opponent (including the roll to keep from being disarmed if the
attack fails).
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.
Sharrash, Talenta: This is a halfling reach weapon,
very similar to a long scythe. You can hit opponents 10’ away but not adjacent.
Because of the curved blade, it can be used in trip attacks.
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.
Skipblade: This double bladed throwing
weapon, about the size of a shuriken, is designed to skip over the surface of
the water to increase its range. If just thrown at an opponent, the range is
10’, if skipped it increases to 15’. It cannot be used as a melee weapon.
Skipstone: Each skipstone is perfectly
balanced, weighted and shaped for throwing. If the skiprock hits it’s target,
it richocets toward another target of the throwers choice. The second target
must be adjacent to the original target. The thrower immediately makes a second
attack roll for the second target with a penalty of –2. Although they are
thrown weapons, they are treated as ammunition for the purposes of drawing and
creating them.
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, Elven Courtblade: These exotic weapons seem
impossibly long and thin, tapering to a needlelike point. One edge of the blade
is sharpened along the entire length and the opposite side is only sharpened
for the final quarter near the tip. A courtblade has a basket hilt and can be
used as a piercing or slashing weapon. This weapon can be used with the weapon
finesse feat but is still a two anded weapon. It is treated as a greatsword for
the application of other feats.
Sword, Elven Lightblade: This rapierlike exotic
weapon is the size of a shortsword but the weight of a dagger. It is treated as
a rapier or short word for the application of feats.
Sword, Elven Thinblade: This rapierlike exotic
weapon is the size of a longsword but much lighter. It can be used with the
weapon finesse feat, but is treated as a longsword for the purposes of other
feats.
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.
Swordcatcher, Gnome: This short, heavy sword resembles
a broad bladed sword with two heavy prongs extending up from the hilt. These
prongs are designed to help catch and disarm opponent’s weapons. When using a
swordcatcher, you gain a +4 bonus to your attack roll made to disarm an
opponent (including the roll to avoid being disarmed yourself if such an attempt
fails).
Tangat, Talenta: This halfling riding weapon is
similar to a scimitar mounted on a short haft
Three Piece Staff: This is a two handed weapon
consisting of three, three foot section of wood or metal connected by
swivelling hinges.
Tortoise Blade, Gnome: This contraption is
designed to be used by a gnome in his off hand. It is particularly useful in
cramped tunnels or warrens where swinging a weapon is difficult or immpossible.
It looks like a turtle shell strapped to the wrist of the weilder with a blade
jutting out where the fingers should be. If used as a shield it grants a +1 AC
bonus, you lose this if you attack with it. The following stats also apply: -1
Armor check penalty, 5% spell failure.
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.
Warmace: Anyone weilding a warmace takes a –1AC penalty due
to its weight which makes it difficult to recover from a swing. A warmace is
too large to be used as a one handed weapon unless the character is proficient
in it. It can be used as a two handed martial weapon.
War Sling: This is an exotic, heavy sling
used to hurl a skiprock extra distances. It deals normal sling damage if
skiprocks are not used. If the user is proficient in both the warsling and the
skiprock, he can use the skiprock’s richocet ability.
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.
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.