Weapon Descriptions
Weapons found on Table: Weapons that have special options for the wielder (“you”) are described below.
Simple Weapons | Price | Damage (Medium) | Critical | Weight | Bulk | Properties | Weapon Group | ||
---|---|---|---|---|---|---|---|---|---|
Unarmed Weapons | |||||||||
Gauntlet | 2 gp | 1d3 | Bludgeoning | ×2 | 1 lb. | 5 | Monk, See Text | Close Combat | |
Gauntlet, Spiked | 5 gp | 1d4 | Bludgeoning and Piercing | ×2 | 1 lb. | 5 | Monk, See Text | Close Combat | |
Unarmed Strike | – | 1d3 | Bludgeoning | ×2 | – | – | Monk, Nonlethal, See Text | Close Combat, Monastic | |
Light Weapons | |||||||||
Dagger | 2 gp | 1d4 | Piercing or Slashing | 19-20 | ×2 | 1 lb. | 4 | Concealed, Thrown (10/50) | Basic, Light Blade, Thrown |
Mace, light | 5 gp | 1d6 | Bludgeoning | ×2 | 4 lb. | 20 | – | Mace | |
Punching Dagger | 2 gp | 1d4 | Piercing | ×3 | 1 lb. | 4 | – | Close Combat | |
Sickle | 6 gp | 1d6 | Slashing | ×2 | 2 lb. | 20 | Trip | Light Blade | |
One-Handed Weapons | |||||||||
Club | – | 1d6 | Bludgeoning | ×2 | 3 lb. | 30 | Thrown (10/50) | Basic, Mace | |
Mace, heavy | 12 gp | 1d8 | Bludgeoning | ×2 | 8 lb. | 30 | – | Mace | |
Morningstar | 8 gp | 1d8 | Bludgeoning and Piercing | ×2 | 6 lb. | 30 | – | Mace | |
Shortspear | 1 gp | 1d6 | Piercing | ×2 | 3 lb. | 40 | Thrown (20/100) | Spear, Thrown | |
Two-Handed Weapons | |||||||||
Longspear | 5 gp | 1d8 | Piercing | ×3 | 9 lb. | 80 | Brace, Reach | Spear | |
Quarterstaff | – | 1d6 | Bludgeoning | ×2 | 4 lb. | 50 | Double, Monk | Basic, Monastic | |
Spear | 2 gp | 1d8 | Piercing | ×3 | 6 lb. | 60 | Thrown (20/100) | Spear, Thrown | |
Ranged Weapons | |||||||||
Crossbow, heavy | 50 gp | 1d10 | (As Projectile) | 19-20 | ×2 | 8 lb. | 85 | Projectile (120/1200) | Crossbow |
Crossbow, light | 35 gp | 1d8 | (As Projectile) | 19-20 | ×2 | 4 lb. | 65 | Projectile (80/800) | Crossbow |
Dart | 5 sp | 1d4 | Piercing | ×2 | ½ lb. | 2 | Thrown (20/100) | Thrown | |
Javelin | 1 gp | 1d6 | Piercing | ×2 | 2 lb. | 35 | Thrown (30/150), See Text | Spear, Thrown | |
Sling | – | 1d4 | (As Projectile) | ×2 | – | 1 | Projectile (50/500) | Basic | |
Martial Weapons | Price | Damage | Critical | Weight | Bulk | Properties | Weapon Group | ||
Light Weapons | |||||||||
Axe, throwing | 8 gp | 1d6 | Slashing | ×2 | 2 lb. | 4 | Thrown (10/50) | Axe, Thrown | |
Hammer, light | 1 gp | 1d4 | Bludgeoning | ×2 | 2 lb. | 4 | Thrown (20/100) | Mace, Thrown | |
Handaxe | 6 gp | 1d6 | Slashing | ×3 | 3 lb. | 10 | – | Axe | |
Kukri | 8 gp | 1d4 | Slashing | 18-20 | ×2 | 2 lb. | 10 | – | Light Blade |
Pick, light | 4 gp | 1d4 | Piercing | ×4 | 3 lb. | 20 | – | Axe | |
Sap | 1 gp | 1d6 | Bludgeoning | ×2 | 2 lb. | 5 | Concealed, Nonlethal | Close Combat | |
Sword, short | 10 gp | 1d6 | Slashing | 19-20 | ×2 | 2 lb. | 40 | – | Light Blade |
One-Handed Weapons | |||||||||
Battleaxe | 10 gp | 1d8 | Slashing | ×3 | 6 lb. | 80 | – | Axe | |
Flail | 8 gp | 1d8 | Bludgeoning | ×2 | 5 lb. | 75 | Disarm, Trip | Flail | |
Longsword | 15 gp | 1d8 | Slashing | 19-20 | ×2 | 4 lb. | 80 | – | Heavy Blade |
Pick, heavy | 8 gp | 1d6 | Piercing | ×4 | 6 lb. | 50 | – | Axe | |
Rapier | 20 gp | 1d6 | Piercing | 18-20 | ×2 | 2 lb. | 50 | Finesse | Light Blade |
Scimitar | 15 gp | 1d6 | Slashing | 18-20 | ×2 | 4 lb. | 75 | – | Heavy Blade |
Trident | 15 gp | 1d8 | Piercing | ×2 | 4 lb. | 80 | Brace, Thrown (10/50) | Spear, Thrown | |
Warhammer | 12 gp | 1d8 | Bludgeoning | ×3 | 5 lb. | 80 | – | Mace | |
Two-Handed Weapons | |||||||||
Bec de Corbin | 15 gp | 1d10 | Bludgeoning or Piercing | ×3 | 12 lb. | 150 | Brace, Reach | Polearm | |
Falchion | 75 gp | 2d4 | Slashing | 18-20 | ×2 | 8 lb. | 100 | – | Heavy Blade |
Flail, heavy | 15 gp | 1d10 | Bludgeoning | 19-20 | ×2 | 10 lb. | 100 | Disarm, Trip | Flail |
Glaive | 8 gp | 1d10 | Slashing | ×3 | 10 lb. | 150 | Reach | Polearm | |
Greataxe | 20 gp | 1d12 | Slashing | ×3 | 12 lb. | 120 | – | Axe | |
Greatclub | 5 gp | 1d10 | Bludgeoning | ×2 | 8 lb. | 125 | – | Mace | |
Greatsword | 50 gp | 2d6 | Slashing | 19-20 | ×2 | 8 lb. | 120 | – | Heavy Blade |
Guisarme | 9 gp | 2d4 | Slashing | ×3 | 12 lb. | 150 | Reach, Trip | Polearm | |
Halberd | 10 gp | 1d10 | Piercing or Slashing | ×3 | 12 lb. | 125 | Brace, Trip | Polearm | |
Hammer, Lucerne | 15 gp | 1d12 | Bludgeoning or Piercing | ×2 | 12 lb. | 150 | Brace, Reach | Polearm | |
Lance | 10 gp | 1d8 | Piercing | ×3 | 10 lb. | 150 | See Text | Spear | |
Ranseur | 10 gp | 2d4 | Piercing | ×3 | 12 lb. | 150 | Disarm, Reach | Polearm | |
Scythe | 81 gp | 2d4 | Slashing | ×4 | 10 lb. | 175 | Trip | Heavy Blade | |
Ranged Weapons | |||||||||
Double Crossbow, heavy | 150 gp | 1d10 | (As Projectile) | 19-20 | ×2 | 10 lb. | 95 | Projectile (120/1200) | Crossbow |
Double Crossbow, light | 110 gp | 1d8 | (As Projectile) | 19-20 | ×2 | 5 lb. | 75 | Projectile (80/800) | Crossbow |
Longbow | 75 gp | 1d8 | (As Projectile) | ×3 | 3 lb. | 60 | Projectile (100/1000) | Bow | |
Longbow, composite | 100 gp | 1d8 | (As Projectile) | ×3 | 3 lb. | 65 | Projectile (110/1100) | Bow | |
Pilum | 3 gp | 1d8 | Piercing | ×2 | 4 lb. | 45 | Thrown (20/100) | Spear, Thrown | |
Shortbow | 30 gp | 1d6 | (As Projectile) | ×3 | 2 lb. | 50 | Projectile (60/600) | Bow | |
Shortbow, composite | 75 gp | 1d6 | (As Projectile) | ×3 | 2 lb. | 55 | Projectile (70/700) | Bow | |
Exotic Weapons | Price | Damage | Critical | Weight | Bulk | Properties | Weapon Group | ||
Light Weapons | |||||||||
Kama | 2 gp | 1d6 | Slashing | ×2 | 2 lb. | 5 | Monk, Trip | Monastic | |
Nunchaku | 2 gp | 1d6 | Bludgeoning | ×2 | 2 lb. | 5 | Disarm, Monk | Monastic | |
Sai | 1 gp | 1d4 | Bludgeoning | ×2 | 1 lb. | 4 | Disarm, Monk, Thrown (10/50) | Monastic | |
Siangham | 3 gp | 1d6 | Piercing | ×2 | 1 lb. | 4 | Monk | Monastic | |
One-Handed Weapons | |||||||||
Sword, bastard | 35 gp | 1d10 | Slashing | 19-20 | ×2 | 6 lb. | 100 | – | Heavy Blade |
Waraxe, dwarven | 30 gp | 1d10 | Slashing | ×3 | 8 lb. | 100 | – | Axe | |
Whip | 1 gp | 1d3 | Slashing | ×2 | 2 lb. | 10 | Disarm, Finesse, Nonlethal, Reach, Trip | Flail | |
Two-Handed Weapons | |||||||||
Chain, Spiked | 25 gp | 2d4 | Piercing | ×2 | 10 lb. | 15 | Disarm, Finesse, Reach, Trip, See Text | Flail | |
Ranged Weapons | |||||||||
Crossbow, hand | 100 gp | 1d4 | (As Projectile) | 19-20 | ×2 | 2 lb. | 45 | Projectile (30/300) | Crossbow |
Repeating Crossbow, heavy | 400 gp | 1d10 | (As Projectile) | 19-20 | ×2 | 12 lb. | 95 | Projectile (120/1200) | Crossbow |
Repeating Crossbow, light | 250 gp | 1d8 | (As Projectile) | 19-20 | ×2 | 6 lb. | 75 | Projectile (80/800) | Crossbow |
Ammunition | Price | Damage | Critical | Weight | Bulk | Properties | Weapon Group | ||
Arrows (×20) | 1 gp | Piercing | – | 3 lb. | 10 | – | – | ||
Arrows, blunted (×20) | 1 gp | Bludgeoning | – | 3 lb. | 10 | – | – | ||
Crossbow Bolt Case | 1 gp | – | – | – | 5 | – | – | ||
Crossbow Bolt Case, large | 3 gp | – | – | 2 lb. | 10 | – | – | ||
Crossbow Bolts (×10) | 1 gp | Piercing | – | 1 lb. | 5 | – | – | ||
Sling Bullets (×10) | 1 sp | Bludgeoning | – | 5 lb. | 1 | – | – |
Arrows
Price: 1 gp; Weight: 3 lb.; Bulk: 10
An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Arrows, blunted
Price: 1 gp; Weight: 3 lb.; Bulk: 10
These arrows use a wide, blunt arrowhead. You can use blunted arrows to deal nonlethal damage without taking a -4 penalty to your attack rolls. Blunted arrows come in a leather quiver that holds 20 arrows. A blunted arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Bec de Corbin
Price: 15 gp; Weight: 12 lb.; Bulk: 150
The bec de corbin is a polearm very similar to the lucerne hammer, but the hammer head is slightly blunter and the spike is stouter and more hooked. You primarily attack with the spike.
You gain a +2 bonus on combat maneuver checks to sunder medium or heavy armor with a bec de corbin.
Chain, Spiked
Price: 25 gp; Weight: 10 lb.; Bulk: 15
A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
Crossbow Bolt Case
Price: 1 gp; Weight: —; Bulk: 5
This case, which holds 5 crossbow bolts, functions as a magazine for repeating crossbows. Slotting a bolt case into a repeating crossbow normally takes a full-round action. A bolt case can be reloaded as a full-round action, so multiple preloaded bolt cases are usually carried for quick reloading.
Crossbow Bolt Case, large
Price: 3 gp; Weight: 2 lb.; Bulk: 10
This functions as a normal bolt case for a repeating crossbow, except that it holds 10 bolts. Because of the bulk and weight, you take a -1 penalty to attack rolls made with a repeating crossbow that has a large bolt case attached.
Crossbow Bolts
Price: 1 gp; Weight: 1 lb.; Bulk: 5
A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Crossbow, hand
Price: 100 gp; Weight: 2 lb.; Bulk: 45
You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.
You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.
Crossbow, heavy
Price: 50 gp; Weight: 8 lb.; Bulk: 85
You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.
Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
Crossbow, light
Price: 35 gp; Weight: 4 lb.; Bulk: 65
You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.
Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
Double Crossbow, heavy
Price: 150 gp; Weight: 10 lb.; Bulk: 95
A double crossbow is an unusual contraption that consists of two individual crossbow mechanisms built one atop the other. You can fire a double crossbow twice before needing to reload, potentially allowing you to make multiple attacks if you can make more than one attack in a round.
You draw a heavy double crossbow back by turning a small winch, which draws both strings simultaneously. Loading a heavy double crossbow is a full-round action that provokes attacks of opportunity.
Normally, operating a heavy double crossbow requires two hands. However, you can shoot, but not load, a heavy double crossbow with one hand at a -6 penalty on attack rolls. You can shoot a heavy double crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
Double Crossbow, light
Price: 110 gp; Weight: 5 lb.; Bulk: 75
A light double crossbow functions just as a heavy double crossbow, except that each bolt requires only a move action to load (loading both takes two move actions, which is the same as a full-round action).
You can shoot, but not load, a light double crossbow with one hand at a -4 penalty on attack rolls. You can shoot a light double crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
Gauntlet
Price: 2 gp; Weight: 1 lb.; Bulk: 5
This metal glove lets you deal lethal damage rather than nonlethal damage with an Unarmed Strike. A strike with a gauntlet is otherwise considered an unarmed strike for all purposes and does not make the character count as being armed with a weapon. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.
Your opponent cannot use a disarm action to disarm you of a gauntlet.
Gauntlet, Spiked
Price: 5 gp; Weight: 1 lb.; Bulk: 5
A spiked gauntlet functions as a normal gauntlet, except that it deals both bludgeoning and piercing damage. In addition, you are considered armed while wearing a spiked gauntlet, which means that you threaten squares as normal and do not provoke attacks of opportunity while armed with a spiked gauntlet.
Hammer, Lucerne
Price: 15 gp; Weight: 12 lb.; Bulk: 150
This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor. The long haft allows the wielder to put amazing force behind the head of this weapon.
You gain a +2 bonus on combat maneuver checks to sunder medium or heavy armor with a lucerne hammer.
Javelin
Price: 1 gp; Weight: 2 lb.; Bulk: 35
Since it is not designed for melee, you are treated as non-proficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.
Lance
Price: 10 gp; Weight: 10 lb.; Bulk: 150
A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
While mounted, you can wield a lance with one hand.
Longbow
Price: 75 gp; Weight: 3 lb.; Bulk: 60
You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.
Longbow, composite
Price: 100 gp; Weight: 3 lb.; Bulk: 65
You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency.
A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.
Pilum
Price: 3 gp; Weight: 4 lb.; Bulk: 45
The tip of this heavy javelin is designed to break off and embed itself into a shield once it hits.
Like ammunition, a thrown pilum that hits its target is destroyed. If you hit a shield-bearing opponent with a pilum, he loses the AC bonuses from that shield until he takes a standard action to pry the remnants of the pilum from his shield.
Repeating Crossbow, heavy
Price: 400 gp; Weight: 12 lb.; Bulk: 95
The repeating crossbow (whether heavy or light) holds 5 crossbow bolts in a special magazine. A clockwork mechanism is wound up as part of the reloading process, which automatically draws back the string and loads the next bolt after the crossbow is fired. As long as it holds bolts, a repeating crossbow reloads automatically each time your fire (a free action). Loading 5 bolts and winding up the clockwork is a full-round action that provokes attacks of opportunity.
You can fire a repeating crossbow with one hand or fire a heavy repeating crossbow in each hand at a -4 penalty on attack rolls. As long as it holds bolts, you need only one hand to fire a repeating crossbow; however, you must use two hands to load new bolts.
Repeating Crossbow, light
Price: 250 gp; Weight: 6 lb.; Bulk: 75
A light repeating crossbow functions the same as a heavy repeating crossbow, except that you only have a -2 penalty on attack rolls when firing it with one hand.
Shortbow
Price: 30 gp; Weight: 2 lb.; Bulk: 50
You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.
Shortbow, composite
Price: 75 gp; Weight: 2 lb.; Bulk: 55
You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency.
A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost.
Sling
Price: —; Weight: —; Bulk: 1
Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.
Sling Bullets
Price: 1 sp; Weight: 5 lb.; Bulk: 1
Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Sword, bastard
Price: 35 gp; Weight: 6 lb.; Bulk: 100
A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.
Unarmed Strike
Price: —; Weight: —; Bulk: —
This is a special kind of natural weapon available to any creature that possesses no other natural weapons. It follows all rules for natural weapons, except as described here.
- An unarmed strike is a primary natural weapon. Attacks with an unarmed strike are made using the character’s full base attack bonus, but an unarmed strike cannot be used to make iterative attacks. An unarmed strike cannot be used as an offhand attack or as a secondary natural attack or otherwise combined with attacks made with other weapons.
- Attacks add the character’s full Strength bonus on damage rolls. However, all damage dealt by an unarmed strike is nonlethal damage.
- An unarmed strike can only be made with a creature’s primary limbs. For example, humanoids must make an unarmed strike by using their fist. (Regardless of what limb a creature uses to attack or how many limbs they possess, a creature only ever has a single unarmed strike weapon, meaning a creature with two fists can only make one attack with an unarmed strike, not two.)
- A character attacking with an unarmed strike is not considered armed, so attacks they make provoke attacks of opportunity, and a character with only an unarmed strike does not threaten any squares.
- As a natural weapon, an unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack and damage rolls with an unarmed strike.
Waraxe, dwarven
Price: 30 gp; Weight: 8 lb.; Bulk: 100
A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a dwarven waraxe two-handed as a martial weapon.
Whip
Price: 1 gp; Weight: 2 lb.; Bulk: 10
A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.