[index]

Simple Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type | Special |
---|---|---|---|---|---|---|---|---|

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 | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight^{1} | Type^{2} | Special |

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 | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight^{1} | Type^{2} | Special |

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 | — | — | — | — | — | — | — |

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. |

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).

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.

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.

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.

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.

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.

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.

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.

**Light Weapons:**Arrow or bolt (as melee weapons), book, bottle, broken bottle, bucket, chisel, frying pan, kitchen knife, rolling pin, scissors, skull, spade, straight razor, or tankard.**One-Handed Weapons:**Branding iron, candlestick, chain, chair leg, crowbar, femur, grappling hook, scabbard, scepter, shovel, or walking stick.**Two-Handed Weapons:**Brazier, chair, digging bar, metal pipe, ornamental greatsword, pitchfork, Small statue.

^{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.

**Burning:**A burning or heated object, such as a fireplace poker or burning log, deals 1 point of fire damage, but its base damage die is usually one size category smaller.**Covering:**A large, soft item like a sheet of canvas, a blanket, or a drapery can be used to entangle foes as a net, though it is always treated as being unfolded, and thus imparts and additional -4 penalty on the attack roll to use it as an improvised weapon.**Disk-Shaped:**Plates and other thin, circular objects have a range increment of 20 feet, but they are usually destroyed after an attack, like ammunition.**Gross:**Disgusting items, like hunks of rotting meat, the severed limb of a target's ally, or the contents of a chamberpot, can be used as improvised weapons that deal no damage but sicken the target for 1d4 rounds. A successful DC 12 Fortitude saving throw negates this condition.**Jagged:**Broken bottles and similar jagged, fragile items have a critical threat range of 19-20 but are destroyed on an attack roll of a natural 1.**Heavy:**Anvils, sledgehammers, and other very heavy items deal damage as if one size category larger, but attacking with the weapon puts the attacker off-balance, imparting a -2 penalty to AC until the start of the attacker's next turn.**Pronged:**Items with large prongs or flanges, like a pitchfork or the antlers of some taxidermic trophies, provide a +1 bonus on combat maneuver checks to disarm an enemy.**Silverware:**Items made of silver bypass damage resistance like alchemical silver weapons, but the wielder takes a -1 penalty on damage rolls.**Weapon-Like:**Wall hanger swords, replicas, and other objects shaped very much like real weapons impart only a -2 nonproficiency penalty if the wielder is proficient in the weapon the object resembles.

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.

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 |

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.

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.

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.

## 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.

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.

^{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.