Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Unarmed Attacks
Unarmed strike 1d21d3x2BNonlethal
Light Melee Weapons
Battle aspergillum 5 gp1d41d6x24 lbs.Bsee text
Brass knife 2 gp1d31d419-20/x210 ft.1 lb.P or SFragile
Brass knuckles 1 gp1d21d3x21 lb. BMonk, see text
Cestus 5 gp1d31d419-20/x21 lb. B or PMonk, see text
Dagger 2 gp1d31d419-20/x210 ft.1 lb.P or S
Gauntlet 2 gp1d21d3x21 lb.B
Halfling stitched sling 1d4 1d6 x2 1 lb. B disarm, trip
Hanbo 1 gp 1d4 1d6 x2 2 lbs. B Monk, trip
Hook hand 10 gp 1d3 1d4 x21 lb.S Disarm
Kunai 2 gp 1d3 1d4 ×2 10 ft. 2 lbs. B or P
Light mace 5 gp1d41d6x24 lbs.B
Punching dagger 2 gp1d31d4x31 lb.P
Sickle 6 gp1d41d6x22 lbs.STrip
Spiked gauntlet 5 gp1d31d4x21 lb. P
Wooden stake 1d31d4x210 ft.1 lb.P
One-Handed Melee Weapons
Club 1d41d6x210 ft.3 lbs.B
Heavy mace 12 gp1d61d8x28 lbs.B
Mere club 2 gp1d31d4x22 lbs.B or PFragile
Morningstar 8 gp1d61d8x26 lbs.B and P
Shortspear 1 gp1d41d6x220 ft.3 lbs.P
Two-Handed Melee Weapons
Bayonet 5 gp1d41d6x21 lb.P
Boar spear 5 gp1d61d8x28 lbs.PBrace, see text
Boarding pike 8 gp1d61d8x39 lbs.P Brace, reach
Khakkhara 7 gp 1d8 1d6 x3 10 lbs. B Monk
Kumade 5 gp 1d4 1d6 x3 4 lbs. P Grapple
Kumade, collapsible 10 gp 1d4 1d6 x3 4 lbs. P Grapple
Longspear 5 gp1d61d8x39 lbs.P Brace, reach
Pickaxe 14 gp 1d6 1d8 x4 12 lbs. P
Quarterstaff1d4/1d41d6/1d6x24 lbs.BDouble, monk
Spear 2 gp 1d6 1d8 x3 20 ft. 6 lbs. P Brace
Weighted spear 10 gp 1d6/1d4 1d8/1d6 x3/x2 8 lbs. B or P Brace, double
Ranged Weapons
Blowgun2 gp1 1d2x220 ft.1 lb. P
Dart5 sp1d31d4x2 20 ft.1/2 lb. P
Heavy crossbow50 gp1d81d1019-20/x2 120 ft.8 lbs.P
Javelin1 gp1d41d6x230 ft.2 lbs.P
Light crossbow35 gp1d61d819-20/x280 ft.4 lbs.P
Sling1d31d4x2 50 ft.B
Stingchuck 1d3 1d4 x2 10 ft. 9 lbs. B see text
Stonebow 35 gp 1d4 1d6 ×2 50 ft. 4 lbs. B
Thorn bow 50 gp 1d4 1d6 x3 40 ft. 2 lbs. P
Underwater heavy crossbow100 gp1d81d1019-20/x2120 ft.8 lbs.P
Underwater light crossbow70 gp1d61d819-20/x2 80 ft.4 lbs.P

Martial Weapons
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Light Melee Weapons
Blade boot 25 gp 1d3 1d4 x2 2 lbs. P see text
Boarding axe 6 gp1d41d6x33 lbs.P or S
Butterfly sword20 gp1d31d419-20/x21 lb.SMonk
Cat-o'-nine-tails 1 gp1d31d4x21 lb.SDisarm, nonlethal
Dogslicer8 gp1d41d619-20/x21 lb.SFragile
Gladius15 gp1d41d619-20/x23 lbs.P or SPerformance
Handaxe6 gp1d41d6x33 lbs.S
Iron brush2 gp1d21d3x210 ft.P
Jutte8 gp1d41d6x21 lb.BDisarm, monk
Kerambit2 gp1d21d3x3S
Kukri8 gp1d31d418-20/x22 lbs.S
Light hammer1 gp1d31d4x220 ft.2 lbs.B
Light pick4 gp1d31d4x43 lbs.P
Light shield9 gp1d21d3x2SpecialB
Lungchuan tamo5 gp1d31d4x210 ft.1 lb.P or SMonk
Machete 10 gp 1d4 1d6 19-20/x2 2 lbs. S
Ratfolk tailblade 11 gp 1d2 1d3 x2 1/2 lb. S
Sap1 gp1d41d6x22 lbs.BNonlethal
Sea knife 8 gp 1d3 1d4 19-20/x2 1 lb. S
Shang gou6 gp1d31d4x21 lb.SDisarm or trip, monk
Shortsword10 gp1d41d619-20/x22 lbs.P
Spiked armor+50 gp1d41d6x2SpecialP
Spiked light shield+50 gp1d31d4x2SpecialP
Starknife24 gp1d31d4x320 ft.3 lbs.P
Switchblade knife 5 lb. 1d3 1d4 19-20/x2 1 lbs. P
Throwing axe8 gp1d41d6x210 ft.2 lbs.S
Tonfa1 gp1d41d6x21 lb.BBlocking, monk
Wushu dart2 sp1d21d3x210 ft.PMonk
One-Handed Melee Weapons
Ankus 8 gp 1d6 1d8 x2 5 lbs. P Disarm, trip
Battleaxe10 gp1d61d8x36 lbs.S
Combat scabbard 1 gp 1d4 1d6 x2 1 lb. B improvised, see text
Combat scabbard, sharpened 10 gp 1d4 1d6 x2 1 lb. S improvised, see text
Cutlass 15 gp1d41d618-20/x24 lbs.S
Double chicken saber 12 gp1d41d619-20/x23 lbs.SDisarm, monk
Gandasa 15 gp 1d6 2d4 x3 4 lbs. S
Heavy pick 8 gp1d41d6x46 lbs.P
Heavy shield 7 gp/20 gp1d31d4x2SpecialB
Klar 12 gp1d41d6x26 lbs.Ssee text
Light flail 8 gp1d61d8x25 lbs.BDisarm, trip
Longsword 15 gp1d61d819-20/x24 lbs.S
Manople 17 gp 1d6 1d8 x2 4 lbs. P or S Blocking, disarm
Nine-ring broadsword 15 gp1d61d8x34 lbs.S Monk
Rapier 20 gp1d41d618-20/x22 lbs.P
Scimitar 15 gp1d41d618-20/x24 lbs.S
Scizore 20 gp1d81d10x23 lbs.P Performance
Sibat 2 gp1d41d6x310 ft.2 lbs.P or SGrapple
Spiked heavy shield 57 gp/70 gp1d41d6x2Special P
Sword cane 45 gp1d41d6x24 lbs.P
Terbutje 5 gp1d61d819-20/x22 lbs.SFragile
Trident 15 gp1d61d8x210 ft.4 lbs.P Brace
War flute 16 gp 1d8 1d6 x2 7 lbs. B distracting, performance
Warhammer 12 gp1d61d8x35 lbs.B
Two-Handed Melee Weapons
Bardiche 13 gp1d81d1019-20/x214 lbs.SBrace, reach, see text
Bec de corbin 15 gp1d81d10x312 lbs.B or PBrace, reach, see text
Bill 11 gp1d61d8x311 lbs.SBrace, disarm, reach, see text
Earth breaker 40 gp1d102d6x314 lbs.B
Falchion 75 gp1d62d418-20/x28 lbs.S
Glaive 8 gp1d81d10x310 lbs.SReach
Glaive-guisarme 12 gp1d81d10x310 lbs.SBrace, reach, see text
Greataxe20 gp1d101d12x312 lbs.S
Greatclub 5 gp1d81d10x28 lbs.B
Greatsword50 gp1d102d619-20/x28 lbs.S
Guisarme 9 gp1d62d4x312 lbs.SReach, trip
Halberd10 gp1d81d10x312 lbs.P or S Brace, trip
Heavy flail15 gp1d81d1019-20/x210 lbs.B Disarm, trip
Hooked lance3 gp1d61d8x410 lbs.PReach, trip
Horsechopper10 gp1d81d10x312 lbs.P or SReach, trip
Lance 10 gp1d61d8x310 lbs.P Reach
Lucerne hammer 15 gp1d101d12x212 lbs.B or P Brace, reach, see text
Mattock 12 gp1d62d4 x412 lbs.PFragile
Monk's spade20 gp1d4/1d41d6/1d6x212 lbs.B or P or S Double, monk
Naginata35 gp1d61d8x49 lbs.SReach
Nodachi 60 gp1d81d1018-20/x28 lbs.S or PBrace
Ogre hook24 gp1d81d10x310 lbs.PTrip
Planson 10 gp 1d8 1d10 x2 10 lbs. B or P Brace
Ranseur 10 gp1d62d4x312 lbs.PDisarm, reach
Rhomphaia15 gp1d62d4x310 lbs.P or S Brace, fragile, reach
Sansetsukon8 gp1d81d1019-20/x23 lbs.BBlocking, disarm, monk
Sarissa 12 gp 1d6 1d8 x3 12 lbs. P Brace, reach, see text
Scythe18 gp1d62d4x410 lbs.P or STrip
Tepoztopilli 8 gp1d81d1019-20/x28 lbs.P or S Fragile, reach
Tiger fork 5 gp1d61d8x28 lbs.PBrace, monk
Tri-point double-edged sword12 gp1d81d10x314 lbs.PReach
Ranged Weapons
Amentum 1d41d6x250 ft.1 lb. P Performance
Atlatl 2 gp1d41d6x250 ft.2 lbs.P
Chakram 1 gp1d61d8x230 ft.1 lb. S
Composite longbow 100 gp1d61d8x3 110 ft.3 lbs.P
Composite shortbow 75 gp1d41d6x370 ft.2 lbs.P
Hurlbat 8 gp 1d4 1d6 ×3 10 ft. 2 lbs. P and S
Hunga munga 4 gp1d41d6x2 15 ft.3 lbs.P
Longbow75 gp1d61d8x3100 ft.3 lbs.P
Pilum 5 gp1d61d8x2 20 ft.4 lbs.Psee text
Poison belcher 50 gp special special 10 ft. 1/2 lb. special see text
Poisoned sand tube1 gpspecialspecial1 lb.see text
Shortbow30 gp1d41d6x360 ft.2 lbs.P
Shrillshaft javelin 35 gp 1d4 1d6 x2 30 ft. 3 lbs. S see text
Spear-sling 50 gp 1d6 1d8 ×3 See text 2 lbs. P See text
Throwing arrow cord 1d3 1d4 ×2 60 ft. P
Tube arrow shooter3 gp1d31d4x240 ft.1/2 lb. P

Exotic Weapons
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Light Melee Weapons
Aklys5 gp1d61d8x220 ft.2 lbs.BPerformance, trip
Aldori dueling sword 20 gp 1d6 1d8 19-20/×2 3 lbs. S
Barbed troll claws 20 gp +1 +1 4 lbs. S see text
Bich'hwa 5 gp 1d3 1d4 19-20/×2 2 lbs. P Monk
Butterfly knife 5 gp 1d3 1d4 19-20/x2 1 lbs. P or S
Dan bong 1 sp1d21d319-20/x210 ft.BBlocking, monk, see text
Deer horn knife 10 gp 1d3 1d4 x3 20 ft. 3 lbs. P Blocking, monk
Dwarven boulder helmet 20 gp 1d3 1d4 x2 10 lbs. B see text
Dwarven maulaxe 25 gp 1d4 1d6 x3 10 ft. 5 lbs. S or B
Emei piercer3 gp1d21d319-20/x2Psee text
Fighting fan5 gp1d31d4x3P Distracting, monk
Gnome pincher 10 gp 1d4 1d6 x2 2 lbs. B Disarm, see text
Halfling rope shot 1 gp 1d4 1d6 x2 1 lb. B Disarm
Kama2 gp1d41d6x22 lbs.S Monk, trip
Kasatha spinal sword 50 gp 1d4 1d6 x3 3 lbs. P or S Fragile
Knuckle axe9 gp1d41d6x32 lbs.S Monk, performance
Madu (leather/steel)40 gp/50 gp1d31d4x25 lbs./6 lbs.P Performance
Nunchaku2 gp1d41d6x22 lbs.BDisarm, monk
Pata14 gp1d41d6x33 lbs.PPerformance
Quadrens8 gp1d41d619-20/x22 lbs.PPerformance
Sai1 gp1d31d4x21 lb. BDisarm, monk
Scorpion whip5 gp1d31d4x23 lbs.SPerformance
Siangham 3 gp1d41d6x21 lb.PMonk
Sica 10 gp1d41d6x22 lbs.SPerformance
Swordbreaker dagger 10 gp1d31d4x23 lbs.SDisarm, see text
Tekko-kagi2 gp1d21d3x2PDisarm, see text
Thorn bracer 30 gp 1d4 1d6 x2 3 lbs. P
Tri-bladed katar 6 gp 1d3 1d4 x4 2 lbs. P
War razor 8 gp 1d3 1d4 19-20/x2 20 ft. 1 lb. S
Wakizashi35 gp1d41d618-20/x22 lbs.P or SDeadly
One-Handed Melee Weapons
Bastard sword35 gp1d81d1019-20/x26 lbs.S
Battle poi 5 gp 1d3 1d4 x2 2 lb. Fire
Dwarven waraxe30 gp1d81d10x38 lbs.S
Dwarven waraxe, double 60 gp 1d8 1d10 x3 12 lbs. S see text
Estoc 50 gp 2d3 2d6 18-20/x2 4 lbs. P
Falcata18 gp1d61d819-20/x34 lbs.S
Flickmace 20 gp 1d6 1d8 x2 10 lbs. B reach, trip
Flindbar 9 gp 1d6 1d8 x2 6 lbs. B and P Disarm, trip
Great terbutje 12 gp1d81d1019-20/x24 lbs.SFragile
Hooked axe 20 gp1d61d8x37 lbs.S Disarm, performance, trip
Katana50 gp1d61d818-20/x26 lbs.SDeadly
Khopesh 20 gp1d61d819-20/x28 lbs.S Trip
Knobkerrie 5 gp 1d4 1d6 ×2 20 ft. 4 lbs. B See text
Nine-section whip 8 gp1d61d819-20/x23 lbs.BBlocking, distracting, monk, trip
Rhoka sword25 gp1d61d818-20/x26 lbs.S
Rope gauntlet 2 sp 1d3 1d4 x2 3 lbs. B or S
Sawtooth sabre35 gp1d61d819-20/x22 lbs.S
Shotel 30 gp1d61d8x33 lbs.P Performance
Taiaha 10 gp1d8/1d41d10/1d6x2/x38 lbs.B or PDouble
Temple sword30 gp1d61d819-20/x23 lbs.SMonk, trip
Tongi 18 gp 1d4 1d6 19-20/x3 4 lbs. P
Urumi30 gp1d61d818-20/x26 lbs.SDistracting
Wahaika3 gp1d41d6x210 ft.3 lbs.BDisarm
Whip 1 gp1d21d3x22 lbs.SDisarm, nonlethal, reach, trip
Two-Handed Melee Weapons
Barbed spear 15 gp 1d4 1d6 x2 10 lbs. P Fragile, reach, see text
Battle ladder 20 gp 1d4/1d4 1d6/1d6 x2 8 lbs. B Trip
Bladed scarf 12 gp1d41d6x22 lbs.STrip, disarm
Boarding gaff8 gp1d4/1d41d6/1d6x28 lbs.SDouble, reach, trip
Bo staff 1 gp1d41d6x23 lbs.BBlocking, double, monk
Chain spear 15 gp1d4/1d41d6/1d6x213 lbs.P and STrip
Crook 1 gp 1d4 1d6 x2 5 lbs. B Reach, trip
Dire flail 90 gp1d6/1d61d8/1d8x210 lbs.BDisarm, double, trip
Dorn-dergar 50 gp 1d8 1d10 x2 - 15 lbs. B Performance, trip
Double walking stick katana50 gp1d4/1d41d6/1d6x36 lbs.BDouble
Double-chained kama8 gp1d4/1d41d6/1d6x24 lbs.SDouble, monk, reach, trip
Dwarven longaxe 50 gp 1d10 1d12 x3 14 lbs. S reach
Dwarven longhammer 70 gp 1d10 2d6 x3 20 lbs. B reach
Dwarven urgrosh50 gp1d6/1d41d8/1d6x312 lbs.P or S Brace, double
Elven branched spear 20 gp 1d6 1d8 x3 10 lbs. P Brace, reach
Elven curve blade80 gp1d81d1018-20/x27 lbs.S
Fauchard 14 gp 1d8 1d10 18-20/x2 10 lbs. S reach, trip
Flail pole 15 gp 1d6 1d8 x2 10 lbs. B Disarm, reach, trip
Flambard 50 gp 1d8 1d10 19-20/x2 6 lb. S Sunder
Flask pike 30 gp 1d6 1d8 x3 9 lbs. P Reach, see text
Flying blade40 gp1d101d12x312 lbs.SPerformance, reach
Garrote 3 gp 1d4 1d6 x2 1 lb. S Grappling, see text
Gnome flick-mace 54 gp 1d12 1d10 x2 20 ft. 12 lbs. B Reach
Gnome hooked hammer20 gp1d6/1d41d8/1d6x3/x46 lbs.B or PDouble, trip
Harpoon 5 gp1d61d8x310 ft.16 lbs.PGrapple, see text
Injection spear 60 gp 1d6 1d8 x3 20 ft. 6 lbs. P Brace
Kusarigama12 gp1d2/1d41d3/1d6x23 lbs.S or BDouble, grapple, monk, reach, trip
Kyoketsu shoge 6 gp1d31d4x2 20 ft.1 lb.S or PDisarm, grapple, monk, reach
Mancatcher 15 gp1 1d210 lbs.PReach, see text
Meteor hammer10 gp1d61d8x210 lbs.BReach, trip
Orc double axe60 gp1d6/1d61d8/1d8x315 lbs.SDouble
Orc skull ram 15 gp 1d8 1d10 x3 20 lbs. B Reach
Piston maul 70 gp 1d8 1d10 x2 15 lbs. B see text
Ripsaw glaive 30 gp 1d8 1d10 x3 12 lbs. S reach, see text
Seven-branched sword50 gp1d81d10x37 lbs.SDisarm, monk
Spiked chain 25 gp1d62d4x210 lbs.PDisarm, trip
Tetsubo20 gp1d81d10x410 lbs.B
Totem spear25 gp1d81d10x310 ft.2 lbs.B and P
Two-bladed sword100 gp1d6/1d61d8/1d819-20/x210 lbs.SDouble
Ranged Weapons
Bolas 5 gp1d31d4x210 ft.2 lbs.BNonlethal, trip
Boomerang 3 gp1d41d6x2 30 ft.3 lbs.Bsee text
Crank crossbow, heavy 400 gp 1d8 1d10 19-20/x2 120 ft. 12 lbs. P
Crank crossbow, light 250 gp 1d6 1d8 19-20/x2 80 ft. 6 lbs. P
Crystal chakram 20 gp 1d4 1d6 18-20/x2 10 ft. 2 lbs. S
Dire bolas 20 gp 1d4 1d6 x2 10 ft. 4 lbs. B Nonlethal, trip
Double crossbow300 gp1d61d819-20/x280 ft.18 lbs.Psee text
Halfling double sling 10 gp 1d3 1d4 x2 50 ft. 1 lbs. B double
Halfling sling staff20 gp1d61d8x3 80 ft.3 lbs.B
Hand crossbow100 gp1d31d419-20/x230 ft.2 lbs.P
Kestros1 gp1d61d8x3 50 ft.1 lb.P
Flask thrower 25 gp 20 ft. 4 lbs. see text
Grappling hook 6 gp 1d4 1d6 x2 10 ft. 14 lbs. P Grappling
Lasso 1 sp5 lbs.see text
Launching crossbow 75 gp 30 ft. 8 lbs.
Net20 gp10 ft.6 lbs.see text
Repeating hand crossbow 800 gp1d31d419-20/x230 ft.4 lbs.P
Repeating heavy crossbow400 gp1d81d1019-20/x2120 ft.12 lbs.P
Repeating light crossbow250 gp1d61d819-20/x2 80 ft.6 lbs.P
Rope dart1 gp1d31d4x220 ft.PBlocking, distracting, monk
Shoanti bolas (5) 15 gp1d31d4x2 10 ft.2 lbs. B and PTrip
Shuirken (5) 1 gp11d2x2 10 ft.1/2 lb. PMonk
Slaver's crossbow, heavy 400 gp 1d6 1d8 19-20/see text 80 ft. 12 lbs. B Nonlethal, trip, see text
Slaver's crossbow, light 250 gp 1d3 1d4 19-20/see text 40 ft. 6 lbs. B Nonlethal, trip, see text
Sling glove 10 gp 1d4 1d6 x2 50 ft. 1 lb. B
Snag net30 gp10 ft.10 lbs.PTrip, see text
Throwing shield +50 gp1d41d6x220 ft.BPerformance, trip
Table: Ammunition
Item Price Weight
Arrows (20) 1 gp 3 lbs.
Atlatl dart 1 gp 2 lbs.
Bamboo shaft arrows (10) 1 gp 1/2 lb.
Barbed arrow (20) 2 gp 3 lbs.
Blowgun darts (10) 5 sp
Blunt arrows (20) 2 gp 3 lbs.
Bolas bolts (10) 20 gp. 4 lbs.
Crossbow bolts (10) 1 gp 1 lb.
Flight arrows (20) 2 gp 3 lbs.
Groaning bullets (10) 1 gp 5 lbs.
Halfling little starstones (10) 5 cp 2 lbs.
Halfling sharpstones (10) 1 gp 5 lbs.
Halfling softstones (10) 1 sp 4 lbs.
Halfling spongestones (10) 10 gp 2 lbs.
Incendiary arrow (20) 10 gp 3 lb.
Kestros dart (10) 5 gp 5 lbs.
Pronged arrow (20) 2 gp 3 lbs.
Repeating crossbow bolts (5) 1 gp 1 lb.
Sling bullets (10) 1 sp 5 lbs.
Smoke arrow 10 gp
Smoke bullet (10) 100 gp 5 lbs.
Thistle arrow 1 gp .15 lbs
Throwing arrow 5 sp 1/2 lb.
Whistling arrows (20) 2 gp 3 lbs.

Without a doubt, weapons number among adventurers' most coveted possessions. Whether weapons are used as tools to lay foul monsters low, as the medium for magical enhancements, or as outlets for a host of fundamental class abilities, few heroes head into the field without their favorite—or perhaps even a whole arsenal of their favorites. This section presents all manner of nonmagical weapons for PCs to purchase and put to use, whatever their adventures might entail. The weapons presented here should be relatively easy to find and purchase in most towns and cities, although GMs might wish to restrict the availability of some of the more expensive and exotic items.

All weapons deal hit point damage. This damage is subtracted from the current hit points of any creature struck by the weapon. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). If a critical threat is scored, another attack roll is made, using the same modifiers as the original attack roll. If this second attack roll exceeds the target's AC, the hit becomes a critical hit, dealing additional damage.

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).


Most character classes are proficient with all simple weapons. Combat-oriented classes such as barbarians, cavaliers, and fighters are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. All characters are proficient with unarmed strikes and any natural weapons they gain from their race. A character who uses a weapon with which he is not proficient takes a -4 penalty on attack rolls with that weapon.


Melee weapons are used for making melee attacks, though some can be thrown as well. Ranged weapons include thrown weapons or projectile weapons that are not effective in melee.

Reach Weapons

Glaives, guisarmes, lances, longspears, ranseurs, and whips are examples of reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Most reach weapons 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, gnome hooked hammers, and two-bladed swords are examples of double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but 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, darts, javelins, throwing axes, light hammers, and nets are examples of thrown weapons. The wielder applies his 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 column on the following weapon tables), and 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

Blowguns, crossbows, shortbows, slings, longbows, and halfling sling staves are examples of projectile weapons—weapons that launch ammunition at a target. Most projectile weapons require two hands to use (see specific weapon descriptions). A character cannot apply his Strength modifier on damage rolls with a projectile weapon unless it's a sling or a specially built composite shortbow or composite longbow. If the character has a penalty for low Strength, apply it to damage rolls when she uses a bow or a sling.


Projectile weapons use ammunition, such as arrows for bows, bolts for crossbows, darts for blowguns, or sling bullets for slings and halfling sling staves.

When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost.

Although shuriken are thrown weapons, they are treated as ammunition for the purposes of drawing them and crafting masterwork or otherwise special versions of them, and of what happens to them after they are thrown.


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.


A light weapon is used in one hand. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling. Add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength modifier if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength modifier applies as though the weapon were held in the wielder's primary hand only. An unarmed strike is always considered a light weapon.


A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder's Strength modifier to damage rolls for melee attacks with a one-handed weapon if it's used in the primary hand, or half his Strength modifier 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 modifier to damage rolls made with that weapon.


Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength modifier to damage rolls for melee attacks with such a weapon.


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. 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. For example, a Small creature wields a Medium one-handed weapon as a two-handed weapon (it still takes the -2 penalty for using an inappropriately sized weapon). 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.


Sometimes objects not crafted to be weapons nonetheless see use in combat—commonly bottles, chair legs, stray femurs, and that sort of thing. Because such objects are not designed for this use, any creature that uses an improvised weapon 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 critical 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.


Here is the format for weapon entries (given as column headings on the tables).

This value is the weapon's price in gold pieces (gp) or silver pieces (sp). The price includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver. This price is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

Table: Tiny and Large Weapon Damage
These 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 in the same column, 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 Tiny and Large weapons.

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.

Extra damage over and above a weapon's normal damage (such as sneak attack damage or bonus damage from the flaming weapon quality) is not multiplied when you score a critical hit.


The weapon deals double damage on a critical hit. Some weapons deal triple or quadruple damage.


One head of this double weapon deals double damage on a critical hit. The other head deals triple damage. Some double weapons' heads deal triple and quadruple damage on a critical hit.


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. Some weapons score a threat on a natural 18 as well, or deal triple instead of double damage on a critical hit.


Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative -2 penalty for each full range increment (or fraction thereof ) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a -4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot up to 10 range increments.

This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons; double it for Large weapons. Some weapons have a special weight. See the weapon's description for details.

Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for 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 causes two types of damage, the type it deals is not half one type and half another; rather, all damage caused is considered to be of both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon.

In other cases, a weapon can deal either of two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon. For example, the damage caused by a dagger depends on whether the wielder is thrusting to deal piercing damage or slicing to deal slashing damage.


Some weapons have special features in addition to those noted in their descriptions.


When you use this weapon to fight defensively, you gain a +1 shield bonus to AC.


If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.


When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.


When you use this weapon, you get a +2 bonus on combat maneuver checks to disarm an enemy.


You gain a +2 bonus on Bluff skill checks to feint in combat while wielding this weapon.


You can use a double weapon to fight 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. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.


Fragile weapons cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Masterwork and magical fragile weapons lack these flaws unless otherwise noted in the item description.

If a weapon gains the broken condition in this way, that weapon is considered to have taken damage equal to half its hit points +1. This damage is repaired either by something that addresses the effect that granted the weapon the broken condition (like quick clear in the case of firearm misfires or the Field Repair feat ) or by the repair methods described in the broken condition. When an effect that grants the broken condition is removed, the weapon regains the hit points it lost when the broken condition was applied.

Damage done by an attack against a weapon (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition.


On a successful critical hit with a weapon of this type, you can attempt a combat maneuver check to grapple your opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the creature using a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away that the creature you're grappling is no longer within the weapon's reach, you end the grapple with that action.


A monk weapon can be used by a monk to perform a flurry of blows.


These weapons deal nonlethal damage.


When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a performance combat check (Ultimate Combat 154), you gain a +2 bonus on that check.


You can use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.


When you use a trip weapon to make a trip attack, if you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.


A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. Without using magic, 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 transformation spell transforms a non-masterwork weapon into a masterwork weapon.

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 (and effectively destroyed) when used. The enhancement bonus of masterworkammunition 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.