Weapon Descriptions

Weapons found on Table 2: Weapons that have special options for the wielder are described below. Splash weapons are described under Special Substances and Items.

Arrows: 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. An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier x2).

Axe, Orcish Double: An orcish double axe is a double weapon. Due to its size and weight, a character must have 11 or greater Strength to use it effectively - if he does not, he can use only one end. A character with 13 Strength can fight with it as if fighting with two weapons, but it incurs all the normal attack penalties associated with fighting with two weapons, just as if he were using a one-handed weapon and a light weapon. A character wielding an orc double axe in one hand can't use it as a double weapon - only one end of the weapon can be used in any given round.

Bolas: A character can use this weapon to make a ranged trip attack against an opponent. He can't be tripped during his own trip attempt when using a set of bolas. This weapon requires 15 Dex to use effectively.

Bolts: 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. A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (crit x2).

Bullets, Sling: Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

Chain, Spiked: A spiked chain has reach, so a character can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. A character must have 13 Dex to use a spiked chain effectively.

If the wielder has 15 Dex, he can make trip attacks with the chain. If he is tripped during his own trip attempt, he can drop the chain to avoid being tripped.

Also if he has a 15 Dex, he gets a +2 bonus on opposed attack rolls made to disarm an opponent with a spiked chain (including the roll to keep from being disarmed if the attack fails).

A character can use the Weapon Finesse feat to apply his Dexterity modifier instead of his Strength modifier to attack rolls with an appropriately sized spiked chain, even though it isn't a light weapon for him.

Crossbow, Hand: A character can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.

A character can shoot, but not load, a hand crossbow with one hand at no penalty. He can shoot a hand crossbow with each hand, but he takes a penalty on attack rolls as if attacking with two light weapons.

Crossbow, Heavy: A character 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, a character can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. He can shoot a heavy crossbow with each hand, but he takes a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.

Crossbow, Light: A character 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, a character can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. He can shoot a hand crossbow with each hand, but he takes a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.

Crossbow, Repeating: The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, A character can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.

A character can fire a repeating crossbow with one hand or in each hand in the same manner as he would a normal crossbow of the same size. However, he must fire the weapon with two hands in order to use the reloading lever, and he must use two hands to load a new case of bolts.

Dagger: A character gets a +2 bonus on Sleight of Hand checks made to conceal a dagger on his body (see the Sleight of Hand skill).

Flail, Dire: A dire flail is a double weapon. Due to its size and weight, a character must have 13 or greater Strength to use it effectively - if he does not, he can use only one end. A character with 15 Strength can fight with it as if fighting with two weapons, but it incurs all the normal attack penalties associated with fighting with two weapons, just as if he were using a one-handed weapon and a light weapon. A character wielding a dire flail in one hand can't use it as a double weapon - only one end of the weapon can be used in any given round.

When using a dire flail, a character gets a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).

A character can also use this weapon to make trip attacks. If he is tripped during his own trip attempt, he can drop the dire flail to avoid being tripped.

Flail or Heavy Flail: With a flail, a character gains a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

A character can also use this weapon to make trip attacks. If he is tripped during his own trip attempt, he can drop the flail to avoid being tripped.

Garrote: A garrote can be anything from a length of waxed cord to a piece of thin rope with a knot in the middle and wooden dowels at either end. It is looped over a victim's neck and pulled tight from behind to choke off the air supply and strangle the victim (this is accomplished with a successful grapple check, not an attack roll; if the check succeeds, though, the garrote is in place and the victim automatically takes damage each round). The one listed on the table is a thin, braided cord with a knot and a pair of dowels as handles. All damage from a garrote is considered nonlethal. A character wielding any type of garrote must have Str 13 or better, or he suffers a -4 penalty to his opposed grapple checks to garrote someone.

One variant of the garrote is designed to lock into place - the handles are designed so as to allow the user to lock the garrote in place at a certain tightness so as to free one or both hands. Only a proficient user with Dex 13 or better can do so; once the garrote is locked, it requires a full-round action and a successful Acrobatics check (DC 15, +1 per round the garrote has been locked) for the victim, or a standard action (no check required) for anyone else.

Garrote, wire: Made with wire instead of cord, these are designed to slice through the throat and carotid in addition to strangling the victim. All damage inflicted with a wire garrote is lethal.

Gauntlet: This metal glove lets the wearer deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.

Gauntlet, Spiked: A spiked gauntlet lets the wearer deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is considered an armed attack. The wearer's opponent cannot use a disarm action to disarm him of spiked gauntlets. The cost and weight given are for a single gauntlet.

Glaive: A glaive has reach. A character can strike opponents 10 feet away with it.

Guisarme: A guisarme has reach. A character can strike opponents 10 feet away with it. He can also use it to make trip attacks. If he is tripped during his own trip attempt, he can drop the guisarme to avoid being tripped.

Halberd: A halberd has reach. A character can strike opponents 10 feet away with it. If the wielder uses a ready action to set a halberd against a charge, he deals double damage on a successful hit against a charging creature. A character can use a halberd to make trip attacks. If he is tripped during his own trip attempt, he can drop the halberd to avoid being tripped.

Hammer, Gnome Hooked: A gnome hooked hammer is a double weapon. It requires 11 Dex to use effectively, but the character can only attack with the hammer-end, not the spike end. If the character has 13 Dex, he can can fight with it as if fighting with two weapons, but it incurs all the normal attack penalties associated with fighting with two weapons, just as if he were using a one-handed weapon and a light weapon.

A creature wielding a gnomish hooked hammer in one hand can't use it as a double weapon - only one end of the weapon can be used in any given round. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit x3). Its hook is a piercing weapon that deals 1d4 points of damage (crit x4). A character can use either head as the primary weapon. The other head is the offhand weapon.

Gnomes can wield hooked hammers as double weapons without having to fulfill the Dex prerequisite.

Javelin: Since it is not designed for melee, anyone using a javelin as a melee weapon takes a -4 on attack rolls.

Kama: The kama is a special monk weapon. This designation gives a monk wielding a kama special options. A character can use a kama to make trip attacks. If he is tripped during his own trip attempt, he can drop the kama to avoid being tripped.

Katana: A katana is a sword with a slightly curved blade and a single edge, between 30 and 40 inches in length, with an angular point. It is comparable in size and weight to a longsword, but usually has a sharper edge (and thus deals more damage) due to its manufacture. A katana's hilt is long enough to accommodate one- or two-handed use, but it has no special requirements for two-handed use.

Lance: A lance deals double damage when used from the back of a charging mount. It has reach, so the wielder can strike opponents 10 feet away with it, but he can't use it against an adjacent foe. While mounted, a character can wield a lance with one hand.

Longbow: A character need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while mounted. If the character has a penalty for low Strength, apply it to damage rolls when he uses a longbow.

Longbow, Composite: A character needs at least two hands to use a bow, regardless of its size. A composite longbow is too unwieldy to use while mounted.

All composite longbows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If the character's Strength bonus is less than the bow's strength rating, he can't effectively use it, so he takes a -4 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 a character to add his Strength bonus to damage, up to the maximum bonus indicated for the bow. These type of bows are considered to be mastercraft weapons.

For purposes of weapon proficiency and similar feats, a composite longbow is treated as a longbow.

Longspear: A longspear has reach. If the wielder uses a ready action to set a longspear against a charge, he deals double damage on a successful hit against a charging creature.

Meteor Hammer: A meteor hammer is a length of chain, 6-10 feet long, with 2-lb. metal balls at each end. The balls can be smooth or studded, but are rarely spiked, as the spikes can embed themselves and render the weapon ineffective. A meteor hammer is a double weapon; it is typically wielded by twirling one end around the user's head or at his side, then making a ranged attack at the target. It requires 15 Dex to use effectively.

If the wielder has 17 Dex, he can make trip attacks with the hammer. If he is tripped during his own trip attempt, he can drop the chain to avoid being tripped.

Also if he has 17 Dex, he gets a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Net: A net is used to entangle enemies. A character must have Dex 11 to wield a net effectively. When a character throws a net, he makes a ranged touch attack against the target. A net's maximum range is 10 feet. If the character hits, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If the character controls the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.

An entangled creature can escape with a DC 20 Acrobatics check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).

A net is useful only against creatures within one size category of the net's wielder.

A net must be folded to be thrown effectively. The first time the character throw a net in a fight, he makes a normal ranged touch attack roll. After the net is unfolded, he takes a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Nunchaku: The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. A nunchaku requires a 13 or greater Dex score to wield effectively; someone with 15 or greater Dex gains a +2 bonus on opposed attack rolls made with a nunchaku to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

Quarterstaff: A quarterstaff is a double weapon. A character can fight with it as if fighting with two weapons, but it incurs all the normal attack penalties associated with fighting with two weapons, just as if he were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can't use it as a double weapon - only one end of the weapon can be used in any given round.

The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options.

Ranseur: A ranseur has reach. A character can strike opponents 10 feet away with it.

A character gets a +2 bonus on opposed attack rolls made with a ranseur to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Rapier: A character can use the Weapon Finesse feat to apply his Dexterity modifier instead of his Strength modifier to attack rolls with an appropriately sized rapier, even though it isn't a light weapon for him. A character can't wield a rapier in two hands in order to apply 1-1/2 times his Strength bonus to damage.

Sai: If the character has a 13 Dex, he gets a +2 bonus on opposed attack rolls made with a sai to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails); if his Dex is 15 or higher, the bonus increases to +4.

The sai is a special monk weapon. This designation gives a monk wielding a sai special options.

Scythe: A scythe can be used to make trip attacks. If the wielder is tripped during his own trip attempt, he can drop the scythe to avoid being tripped.

Shortbow: A character needs at least two hands to use a bow, regardless of its size. A shortbow can be used while mounted. If the character has a penalty for low Strength, apply it to damage rolls when he uses a shortbow.

Shortbow, Composite: A character need at least two hands to use a bow, regardless of its size. A character can use a composite shortbow while mounted.

All composite shortbows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If the character's Strength bonus is less than the bow's strength rating, he can't effectively use it, so he takes a -4 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 a character to add his Strength bonus to damage, up to the maximum bonus indicated for the bow. These type of bows are considered to be mastercraft weapons.

For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.

Shortspear: A shortspear is small enough to wield one-handed. It can also be thrown.

Shuriken: A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can't be used as a melee weapon. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, making mastercraft or otherwise special versions of them, and what happens to them after they are thrown.

Sickle: A sickle can be used to make trip attacks. If the character is tripped during his own trip attempt, he can drop the sickle to avoid being tripped.

Sling: A character 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. A character's Strength modifier applies to damage rolls when he uses a sling, just as it does for thrown weapons. He must have a 13 or greater Dex to use a sling effectively. A character with 15 Dex can reload a sling as a free action that does not provoke attacks of opportunity.

A character can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets; they deal damage as if the weapon were designed for a creature one size category smaller, and the range increment for stones is 60 ft.

Spear: A spear can be thrown. If the wielder uses a ready action to set a spear against a charge, he deals double damage on a successful hit against a charging creature.

Strike, Unarmed: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at his option. The damage from an unarmed strike is considered weapon damage for the purpose of effects that give a character a bonus on weapon damage rolls.

An unarmed strike is always considered a light weapon. Therefore, a character can use the Weapon Finesse feat to apply his Dexterity modifier instead of his Strength modifier to attack rolls with an unarmed strike.

Sword, Bastard: A bastard sword is too large to use in one hand without exceptional strength; a character with 13 or greater Strength can wield it one hand and deal normal damage. A character with 12 or less Strength must use two hands to deal normal damage, or can wield it in one hand and deal damage as if it were one size smaller.

Sword, Two-Bladed: A two-bladed sword is a double weapon. A character can fight with it as if fighting with two weapons, but it incurs all the normal attack penalties associated with fighting with two weapons, just as if he were using a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand can't use it as a double weapon - only one end of the weapon can be used in any given round.

Trident: This weapon can be thrown. If a character uses a ready action to set a trident against a charge, he deals double damage on a successful hit against a charging creature.

Urgrosh, Dwarven: A dwarven urgrosh is a double weapon, but it is unwieldy. If the character has a 13 Strength, he can fight with it as if fighting with two weapons, but it incurs all the normal attack penalties associated with fighting with two weapons, just as if he were using a one-handed weapon and a light weapon. A creature wielding a dwarven urgrosh in one hand can't use it as a double weapon - only one end of the weapon can be used in any given round.

The urgrosh's axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. A character can use either head as the primary weapon. If the character uses a ready action to set an urgrosh against a charge (he must use the spear head), he deals double damage on a successful hit against a charging creature.

Dwarves can use urgroshes as double weapons normally, without having to fulfill the Strength prerequisite.

Waraxe, Dwarven: A dwarven waraxe is too large to use effectively without great strength; a character with 13 or greater Strength can wield it one hand and deal normal damage. A character with 12 or less Strength must use two hands to deal normal damage, or can wield it in one hand and deal damage as if it were one size smaller. Dwarves, due to their stocky build, can wield a waraxe in one hand and deal normal damage if their Strength score is 11 or higher.

Whip: 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. It is treated as a melee weapon with 15-foot reach, though the wielder doesn't threaten the area into which he can make an attack. In addition, unlike most other weapons with reach, the wielder can use it against foes anywhere within his reach (including adjacent foes).

If the character has a 13 Dex, he can make trip attacks with a whip. If he is tripped during his own trip attempt, he can drop the whip to avoid being tripped.

Also if he has a 13 Dex, he gets a +2 bonus on opposed attack rolls made to disarm an opponent with a whip (including the roll to keep from being disarmed if the attack fails).

A character can use the Weapon Finesse feat to apply his Dexterity modifier instead of his Strength modifier to attack rolls with an appropriately sized whip, even though it isn't a light weapon for him.

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