[index]

Weapons

Simple WeaponsCostDmg (S)Dmg (M)CriticalRangeWeight TypeSpecial
Unarmed Attacks
Unarmed strike 1d2 1d3 x2 B Nonlethal
Light Melee Weapons
Battle aspergillum 5 gp 1d4 1d6 x2 4 lbs. B see text
Brass knife 2 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P or S Fragile
Brass knuckles 1 gp 1d2 1d3 x2 1 lb. B Monk, see text
Cestus 5 gp 1d3 1d4 19-20/x2 1 lb. B or P Monk, see text
Dagger 2 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P or S
Gauntlet 2 gp 1d2 1d3 x2 1 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 x2 1 lb. S Disarm
Kunai 2 gp 1d3 1d4 ×2 10 ft. 2 lbs. B or P
Light mace 5 gp 1d4 1d6 x2 4 lbs. B
Punching dagger 2 gp 1d3 1d4 x3 1 lb. P
Sickle 6 gp 1d4 1d6 x2 2 lbs. S Trip
Spider-leg sickle 15 gp 1d4 1d6 x2 2 lbs. P Trip, see text
Spiked gauntlet 5 gp 1d3 1d4 x2 1 lb. P
Spring blade 70 gp 1d3 1d4 x2 10 ft. 1 lb. P or S
Wooden stake 1d3 1d4 x2 10 ft. 1 lb. P
One-Handed Melee Weapons
Club 1d4 1d6 x2 10 ft. 3 lbs. B
Heavy mace 12 gp 1d6 1d8 x2 8 lbs. B
Mere club 2 gp 1d3 1d4 x2 2 lbs. B or P Fragile
Morningstar 8 gp 1d6 1d8 x2 6 lbs. B and P
Shortspear 1 gp 1d4 1d6 x2 20 ft. 3 lbs. P
Two-Handed Melee Weapons
Bayonet 5 gp 1d4 1d6 x2 1 lb. P
Boar spear 5 gp 1d6 1d8 x2 8 lbs. P Brace, see text
Boarding pike 8 gp 1d6 1d8 x3 9 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
Lantern staff 15 gp 1d4 1d6 x2 9 lbs. B See text
Longspear 5 gp 1d6 1d8 x3 9 lbs. P Brace, reach
Pickaxe 14 gp 1d6 1d8 x4 12 lbs. P
Quarterstaff 1d4/1d4 1d6/1d6 x2 4 lbs. B Double, 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
Blowgun 2 gp 1 1d2 x2 20 ft. 1 lb. P
Dart 5 sp 1d3 1d4 x2 20 ft. 1/2 lb. P
Heavy crossbow 50 gp 1d8 1d10 19-20/x2 120 ft. 8 lbs. P
Javelin 1 gp 1d4 1d6 x2 30 ft. 2 lbs. P
Light crossbow 35 gp 1d6 1d8 19-20/x2 80 ft. 4 lbs. P
Sling 1d3 1d4 x2 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 crossbow 100 gp 1d8 1d10 19-20/x2 120 ft. 8 lbs. P
Underwater light crossbow 70 gp 1d6 1d8 19-20/x2 80 ft. 4 lbs. P

Martial Weapons
CostDmg (S)Dmg (M)CriticalRangeWeight1 Type2Special
Light Melee Weapons
Blade boot 25 gp 1d3 1d4 x2 2 lbs. P see text
Boarding axe 6 gp 1d4 1d6 x3 3 lbs. P or S  
Butterfly sword 20 gp 1d3 1d4 19-20/x2 1 lb. S Monk
Cat-o'-nine-tails 1 gp 1d3 1d4 x2 1 lb. S Disarm, nonlethal
Dogslicer 8 gp 1d4 1d6 19-20/x2 1 lb. S Fragile
Dueling dagger 12 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P or S See text
Flying talon 15 gp 1d3 1d4 x2 5 lbs. P or S Disarm, reach, trip, see text
Gladius 15 gp 1d4 1d6 19-20/x2 3 lbs. P or S Performance
Handaxe 6 gp 1d4 1d6 x3 3 lbs. S
Iron brush 2 gp 1d2 1d3 x2 10 ft. P
Jutte 8 gp 1d4 1d6 x2 1 lb. B Disarm, monk
Kerambit 2 gp 1d2 1d3 x3 S
Kukri 8 gp 1d3 1d4 18-20/x2 2 lbs. S
Light hammer 1 gp 1d3 1d4 x2 20 ft. 2 lbs. B
Light pick 4 gp 1d3 1d4 x4 3 lbs. P
Light shield 9 gp 1d2 1d3 x2 Special B
Lungchuan tamo 5 gp 1d3 1d4 x2 10 ft. 1 lb. P or S Monk
Machete 10 gp 1d4 1d6 19-20/x2 2 lbs. S
Ratfolk tailblade 11 gp 1d2 1d3 x2 1/2 lb. S
Razor, drow 25 gp 1d3 1d4 18-20/x2 2 lbs. S See text
Sanpkhang 60 gp 1d3 1d4 19-20/x2 1 lb. P or S Monk, see text
Sap 1 gp 1d4 1d6 x2 2 lbs. B Nonlethal
Sea knife 8 gp 1d3 1d4 19-20/x2 1 lb. S
Shang gou 6 gp 1d3 1d4 x2 1 lb. S Disarm or trip, monk
Shortsword 10 gp 1d4 1d6 19-20/x2 2 lbs. P
Spiked armor +50 gp 1d4 1d6 x2 Special P
Spiked light shield +50 gp 1d3 1d4 x2 Special P
Starknife 24 gp 1d3 1d4 x3 20 ft. 3 lbs. P
Switchblade knife 5 lb. 1d3 1d4 19-20/x2 1 lbs. P
Throwing axe 8 gp 1d4 1d6 x2 10 ft. 2 lbs. S
Tonfa 1 gp 1d4 1d6 x2 1 lb. B Blocking, monk
Tri-bladed katar 6 gp 1d3 1d4 x4 2 lbs. P
War-shield, dwarven 50 gp 1d4 1d6 x2 8 lbs. P or S See text
Wushu dart 2 sp 1d2 1d3 x2 10 ft. P Monk
One-Handed Melee Weapons
Ankus 8 gp 1d6 1d8 x2 5 lbs. P Disarm, trip
Battleaxe 10 gp 1d6 1d8 x3 6 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 gp 1d4 1d6 18-20/x2 4 lbs. S  
Double chicken saber 12 gp 1d4 1d6 19-20/x2 3 lbs. S Disarm, monk
Gandasa 15 gp 1d6 2d4 x3 4 lbs. S
Heavy pick 8 gp 1d4 1d6 x4 6 lbs. P
Heavy shield 7 gp/20 gp 1d3 1d4 x2 Special B
Klar 12 gp 1d4 1d6 x2 6 lbs. S see text
Light flail 8 gp 1d6 1d8 x2 5 lbs. B Disarm, trip
Longsword 15 gp 1d6 1d8 19-20/x2 4 lbs. S
Manople 17 gp 1d6 1d8 x2 4 lbs. P or S Blocking, disarm
Nine-ring broadsword 15 gp 1d6 1d8 x3 4 lbs. S Monk
Rapier 20 gp 1d4 1d6 18-20/x2 2 lbs. P
Scimitar 15 gp 1d4 1d6 18-20/x2 4 lbs. S
Scizore 20 gp 1d8 1d10 x2 3 lbs. P Performance
Sibat 2 gp 1d4 1d6 x3 10 ft. 2 lbs. P or S Grapple
Sickle-sword 20 gp 1d6 1d8 19-20/x2 4 lbs. S Distracting, see text
Spiked heavy shield 57 gp/70 gp 1d4 1d6 x2 Special P
Spiral rapier 80 gp 1d4 1d6 18-20/x2 3 lbs. P Blocking, disarm, see text
Sword cane 45 gp 1d4 1d6 x2 4 lbs. P
Terbutje 5 gp 1d6 1d8 19-20/x2 2 lbs. S Fragile
Trident 15 gp 1d6 1d8 x2 10 ft. 4 lbs. P Brace
War flute 16 gp 1d8 1d6 x2 7 lbs. B distracting, performance
Warhammer 12 gp 1d6 1d8 x3 5 lbs. B
Two-Handed Melee Weapons
Bardiche 13 gp 1d8 1d10 19-20/x2 14 lbs. S Brace, reach, see text
Bec de corbin 15 gp 1d8 1d10 x3 12 lbs. B or P Brace, reach, see text
Bill 11 gp 1d6 1d8 x3 11 lbs. S Brace, disarm, reach, see text
Earth breaker 40 gp 1d10 2d6 x3 14 lbs. B
Falchion 75 gp 1d6 2d4 18-20/x2 8 lbs. S
Glaive 8 gp 1d8 1d10 x3 10 lbs. S Reach
Glaive-guisarme 12 gp 1d8 1d10 x3 10 lbs. S Brace, reach, see text
Greataxe 20 gp 1d10 1d12 x3 12 lbs. S
Greatclub 5 gp 1d8 1d10 x2 8 lbs. B
Greatsword 50 gp 1d10 2d6 19-20/x2 8 lbs. S
Guisarme 9 gp 1d6 2d4 x3 12 lbs. S Reach, trip
Halberd 10 gp 1d8 1d10 x3 12 lbs. P or S Brace, trip
Heavy flail 15 gp 1d8 1d10 19-20/x2 10 lbs. B Disarm, trip
Hooked lance 3 gp 1d6 1d8 x4 10 lbs. P Reach, trip
Horsechopper 10 gp 1d8 1d10 x3 12 lbs. P or S Reach, trip
Lance 10 gp 1d6 1d8 x3 10 lbs. P Reach
Lucerne hammer 15 gp 1d10 1d12 x2 12 lbs. B or P Brace, reach, see text
Mattock 12 gp 1d6 2d4 x4 12 lbs. P Fragile
Monk's spade 20 gp 1d4/1d4 1d6/1d6 x2 12 lbs. B or P or S Double, monk
Naginata 35 gp 1d6 1d8 x4 9 lbs. S Reach
Nodachi 60 gp 1d8 1d10 18-20/x2 8 lbs. S or P Brace
Ogre hook 24 gp 1d8 1d10 x3 10 lbs. P Trip
Planson 10 gp 1d8 1d10 x2 10 lbs. B or P Brace
Ranseur 10 gp 1d6 2d4 x3 12 lbs. P Disarm, reach
Rhomphaia 15 gp 1d6 2d4 x3 10 lbs. P or S Brace, fragile, reach
Sansetsukon 8 gp 1d8 1d10 19-20/x2 3 lbs. B Blocking, disarm, monk
Sarissa 12 gp 1d6 1d8 x3 12 lbs. P Brace, reach, see text
Scythe 18 gp 1d6 2d4 x4 10 lbs. P or S Trip
Tepoztopilli 8 gp 1d8 1d10 19-20/x2 8 lbs. P or S Fragile, reach
Tiger fork 5 gp 1d6 1d8 x2 8 lbs. P Brace, monk
Tri-point double-edged sword 12 gp 1d8 1d10 x3 14 lbs. P Reach
Ranged Weapons
Amentum 1d4 1d6 x2 50 ft. 1 lb. P Performance
Atlatl 2 gp 1d4 1d6 x2 50 ft. 2 lbs. P
Chakram 1 gp 1d6 1d8 x2 30 ft. 1 lb. S
Composite longbow 100 gp 1d6 1d8 x3 110 ft. 3 lbs. P
Composite shortbow 75 gp 1d4 1d6 x3 70 ft. 2 lbs. P
Gastraphetes 65 gp 1d10 1d12 19-20/x2 120 ft. 12 lbs. P
Hurlbat 8 gp 1d4 1d6 ×3 10 ft. 2 lbs. P and S
Hunga munga 4 gp 1d4 1d6 x2 15 ft. 3 lbs. P
Longbow 75 gp 1d6 1d8 x3 100 ft. 3 lbs. P
Phaleros 5 gp 1d4 1d6 x2 20 ft. 3 lbs. P
Pilum 5 gp 1d6 1d8 x2 20 ft. 4 lbs. P see text
Poison belcher 50 gp special special 10 ft. 1/2 lb. special see text
Poisoned sand tube 1 gp special special 1 lb. see text
Shortbow 30 gp 1d4 1d6 x3 60 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 shooter 3 gp 1d3 1d4 x2 40 ft. 1/2 lb. P

Exotic Weapons
CostDmg (S)Dmg (M)CriticalRangeWeight1 Type2Special
Light Melee Weapons
Aklys 5 gp 1d6 1d8 x2 20 ft. 2 lbs. B Performance, 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 sp 1d2 1d3 19-20/x2 10 ft. B Blocking, 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
Elven leafblade 40 gp 1d3 1d4 18-20/x2 3 lbs. P/S
Emei piercer 3 gp 1d2 1d3 19-20/x2 P see text
Fighting fan 5 gp 1d3 1d4 x3 P 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
Kama 2 gp 1d4 1d6 x2 2 lbs. S Monk, trip
Kasatha spinal sword 50 gp 1d4 1d6 x3 3 lbs. P or S Fragile
Knuckle axe 9 gp 1d4 1d6 x3 2 lbs. S Monk, performance
Madu (leather/steel) 40 gp/50 gp 1d3 1d4 x2 5 lbs./6 lbs. P Performance
Nunchaku 2 gp 1d4 1d6 x2 2 lbs. B Disarm, monk
Pata 14 gp 1d4 1d6 x3 3 lbs. P Performance
Quadrens 8 gp 1d4 1d6 19-20/x2 2 lbs. P Performance
Sai 1 gp 1d3 1d4 x2 1 lb. B Disarm, monk
Scorpion whip 5 gp 1d3 1d4 x2 3 lbs. S Performance
Siangham 3 gp 1d4 1d6 x2 1 lb. P Monk
Sica 10 gp 1d4 1d6 x2 2 lbs. S Performance
Swordbreaker dagger 10 gp 1d3 1d4 x2 3 lbs. S Disarm, see text
Tekko-kagi 2 gp 1d2 1d3 x2 P Disarm, see text
Thorn bracer 30 gp 1d4 1d6 x2 3 lbs. P
War razor 8 gp 1d3 1d4 19-20/x2 20 ft. 1 lb. S
Wakizashi 35 gp 1d4 1d6 18-20/x2 2 lbs. P or S Deadly
Waveblade 5 gp 1d4 1d6 18-20/x2 2 lbs. P or S Monk, see text
One-Handed Melee Weapons
Bastard sword 35 gp 1d8 1d10 19-20/x2 6 lbs. S
Battle poi 5 gp 1d3 1d4 x2 2 lb. Fire
Doru 4 gp 1d6 1d8 x2 20 ft. 6 lbs. P Brace
Dwarven waraxe 30 gp 1d8 1d10 x3 8 lbs. S
Dwarven waraxe, double 60 gp 1d8 1d10 x3 12 lbs. S see text
Elven thornblade 60 gp 1d4 1d6 18-20/x2 4 lbs. P/S
Estoc 50 gp 2d3 2d6 18-20/x2 4 lbs. P
Falcata 18 gp 1d6 1d8 19-20/x3 4 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 gp 1d8 1d10 19-20/x2 4 lbs. S Fragile
Hooked axe 20 gp 1d6 1d8 x3 7 lbs. S Disarm, performance, trip
Katana 50 gp 1d6 1d8 18-20/x2 6 lbs. S Deadly
Khopesh 20 gp 1d6 1d8 19-20/x2 8 lbs. S Trip
Knobkerrie 5 gp 1d4 1d6 ×2 20 ft. 4 lbs. B See text
Nine-section whip 8 gp 1d6 1d8 19-20/x2 3 lbs. B Blocking, distracting, monk, trip
Rhoka sword 25 gp 1d6 1d8 18-20/x2 6 lbs. S
Rope gauntlet 2 sp 1d3 1d4 x2 3 lbs. B or S
Sawtooth sabre 35 gp 1d6 1d8 19-20/x2 2 lbs. S
Shotel 30 gp 1d6 1d8 x3 3 lbs. P Performance
Taiaha 10 gp 1d8/1d4 1d10/1d6 x2/x3 8 lbs. B or P Double
Temple sword 30 gp 1d6 1d8 19-20/x2 3 lbs. S Monk, trip
Tongi 18 gp 1d4 1d6 19-20/x3 4 lbs. P
Urumi 30 gp 1d6 1d8 18-20/x2 6 lbs. S Distracting
Wahaika 3 gp 1d4 1d6 x2 10 ft. 3 lbs. B Disarm
Whip 1 gp 1d2 1d3 x2 2 lbs. S Disarm, 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 gp 1d4 1d6 x2 2 lbs. S Trip, disarm
Boarding gaff 8 gp 1d4/1d4 1d6/1d6 x2 8 lbs. S Double, reach, trip
Bo staff 1 gp 1d4 1d6 x2 3 lbs. B Blocking, double, monk
Butchering axe 65 gp 1d12 3d6 x3 25 lbs. S See text
Chain-hammer 35 gp 1d4/1d4 1d6/1d6 x2 20 ft. 8 lbs. B Double, see text
Chain spear 15 gp 1d4/1d4 1d6/1d6 x2 13 lbs. P and S Trip
Crook 1 gp 1d4 1d6 x2 5 lbs. B Reach, trip
Dire flail 90 gp 1d6/1d6 1d8/1d8 x2 10 lbs. B Disarm, double, trip
Double walking stick katana 50 gp 1d4/1d4 1d6/1d6 x3 6 lbs. B Double
Double-chained kama 8 gp 1d4/1d4 1d6/1d6 x2 4 lbs. S Double, monk, reach, trip
Dwarven dorn-dergar 50 gp 1d8 1d10 x2 15 lbs. B Performance, trip
Dwarven longaxe 50 gp 1d10 1d12 x3 14 lbs. S reach
Dwarven longhammer 70 gp 1d10 2d6 x3 20 lbs. B reach
Dwarven urgrosh 50 gp 1d6/1d4 1d8/1d6 x3 12 lbs. P or S Brace, double
Elven branched spear 20 gp 1d6 1d8 x3 10 lbs. P Brace, reach
Elven curve blade 80 gp 1d8 1d10 18-20/x2 7 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 blade 40 gp 1d10 1d12 x3 12 lbs. S Performance, 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 hammer 20 gp 1d6/1d4 1d8/1d6 x3/x4 6 lbs. B or P Double, trip
Gnome piston maul 70 gp 1d8 1d10 x2 15 lbs. B see text
Gnome ripsaw glaive 30 gp 1d8 1d10 x3 12 lbs. S reach, see text
Harpoon 5 gp 1d6 1d8 x3 10 ft. 16 lbs. P Grapple, see text
Injection spear 60 gp 1d6 1d8 x3 20 ft. 6 lbs. P Brace
Kusarigama 12 gp 1d2/1d4 1d3/1d6 x2 3 lbs. S or B Double, grapple, monk, reach, trip
Kyoketsu shoge 6 gp 1d3 1d4 x2 20 ft. 1 lb. S or P Disarm, grapple, monk, reach
Mancatcher 15 gp 1 1d2 10 lbs. P Reach, see text
Meteor hammer 10 gp 1d6 1d8 x2 10 lbs. B Reach, trip
Orc double axe 60 gp 1d6/1d6 1d8/1d8 x3 15 lbs. S Double
Orc skull ram 15 gp 1d8 1d10 x3 20 lbs. B Reach
Seven-branched sword 50 gp 1d8 1d10 x3 7 lbs. S Disarm, monk
Spiked chain 25 gp 1d6 2d4 x2 10 lbs. P Disarm, trip
Switchscythe 18 gp 1d6 2d4 x4 10 lbs. P or S Trip
Tetsubo 20 gp 1d8 1d10 x4 10 lbs. B
Totem spear 25 gp 1d8 1d10 x3 10 ft. 2 lbs. B and P
Two-bladed sword 100 gp 1d6/1d6 1d8/1d8 19-20/x2 10 lbs. S Double
Ranged Weapons
Bolas 5 gp 1d3 1d4 x2 10 ft. 2 lbs. B Nonlethal, trip
Boomerang 3 gp 1d4 1d6 x2 30 ft. 3 lbs. B see 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 crossbow 300 gp 1d6 1d8 19-20/x2 80 ft. 18 lbs. P see text
Halfling double sling 10 gp 1d3 1d4 x2 50 ft. 1 lbs. B double
Halfling sling staff 20 gp 1d6 1d8 x3 80 ft. 3 lbs. B
Hand crossbow 100 gp 1d3 1d4 19-20/x2 30 ft. 2 lbs. P
Heavy wrist launcher 250 gp 1d3 1d4 19-20x2 30 ft. 2 lbs. P
Hornbow, orc 130 gp 1d8 2d6 x3 80 ft. 7 lbs. P
Kestros 1 gp 1d6 1d8 x3 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 sp 5 lbs. see text
Launching crossbow 75 gp 30 ft. 8 lbs.
Net 20 gp 10 ft. 6 lbs. see text
Repeating hand crossbow 800 gp 1d3 1d4 19-20/x2 30 ft. 4 lbs. P
Repeating heavy crossbow 400 gp 1d8 1d10 19-20/x2 120 ft. 12 lbs. P
Repeating light crossbow 250 gp 1d6 1d8 19-20/x2 80 ft. 6 lbs. P
Rope dart 1 gp 1d3 1d4 x2 20 ft. P Blocking, distracting, monk
Shoanti bolas (5) 15 gp 1d3 1d4 x2 10 ft. 2 lbs. B and P Trip
Shuriken (5) 1 gp 1 1d2 x2 10 ft. 1/2 lb. P Monk
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 net 30 gp 10 ft. 10 lbs. P Trip, see text
Stormshaft javelin 35 gp 1d4 1d6 x2 30 ft. 3 lbs. P See text
Throwing shield +50 gp 1d4 1d6 x2 20 ft. B Performance, trip
Wrist launcher 200 gp 20 ft. 1 lb. P
Other
Brutally weighted +1,500 gp +1 lb.
Dual-balanced +2,000 gp
Jagged hooks +1,000 gp +1 lb.
Piecemeal weapon +50 gp 10 lbs.
Razor-sharp +1,000 gp
Serrated edge +2,000 gp
Tactically adapted +2,000 gp
Versatile design +500 gp
Table: Ammunition
ItemPriceWeight
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.
Featherweight darts (10) 1 gp
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).

SIMPLE, MARTIAL, AND EXOTIC WEAPONS

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 AND RANGED WEAPONS

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.

Ammunition

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.

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 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.

One-Handed

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-Handed

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.

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. 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.

IMPROVISED WEAPONS

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.

TYPICAL IMPROVISED WEAPONS

Most improvised light, one-handed, and two-handed weapons appropriately sized for a Medium character should deal 1d4, 1d6, and 1d8 points of damage, respectively. The following examples of improvised weapons adhere to this guideline.

EXPANDED IMPROVISED WEAPONS

Adventurer's Armory 2
Without the appropriate feats, abilities, or magic, improvised weapons generally impart a -4 nonproficiency penalty on attack rolls, threaten critical hits only on a natural 20, have a critical multiplier of x2, and possess a range increment of 10 feet. At the GM's discretion, some improvised weapons may have additional qualities, such as those listed below. Improvised weapons only ever have one quality, determined by the GM.

WEAPON QUALITIES

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

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.

DMG
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
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.
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.

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.

x2

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

x2/x3

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.

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

RANGE

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.

WEIGHT
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.
TYPE

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.

SPECIAL

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

Blocking

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

Brace

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.

Deadly

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.

Disarm

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

Distracting

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

Double

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

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.

Grapple

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.

Monk

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

Nonlethal

These weapons deal nonlethal damage.

Performance

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.

Reach

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

Trip

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.

MASTERWORK WEAPONS

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.

WEAPON MODIFICATIONS

Adventurer's Armory 2
Some smiths or inventive adventurers are unsatisfied with traditional weapon designs, adding custom improvements to the weapons they craft. These modifications are added to mundane weapons after creation at the listed cost, but modifying magical weapons increases the cost of modifications by 50%. As with enchanting, modifications are applied to ammunition in sets of 50. A weapon can normally only bear one modification at a time.

After being modified, a weapon's category (simple, martial, or exotic) increases by one step. While a character proficient with all martial weapons can use a modified simple weapon without additional training, modified martial weapons require the Exotic Weapon Proficiency feat to use without taking penalties. An exotic weapon that receives modifications cannot be wielded without the Modified Weapon ProficiencyAdept or Weapon Adept feat. A character proficient with a specific weapon (such as a cleric's proficiency with her deity's favored weapon) is not automatically proficient with a modified weapon of that type.