Weapons

Weapon table
Notes
 * 1) When two types are given, the weapon is both types if the entry specifies "and", or either type (player's choice at time of attack) if the entry specifies "or".
 * 2) See Weapon description.
 * 3) The weapon deals nonlethal damage rather than lethal damage.
 * 4) Reach weapon.
 * 5) Double weapon.

Weapon categories
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), and its relative encumbrance (light, one-handed, or two-handed).

Simple, martial, and exotic weapons
Everyone is assumed to be proficient with simple weapons (everyone knows how to swing a stick). Martial weapons require the Weapon Training feat to use proficiently, while each exotic weapon requires its own Exotic Weapon Training feat to use proficiently. A character who uses a weapon with which she is not proficient takes a -4 penalty on attack rolls.

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

Reach weapons
Glaives, guisarmes, lances, longspears, ranseurs, spiked chains, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him or her. 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, double axes, quarterstaffs, and two-bladed swords are double weapons. A character with the Two Weapon Fighting feat 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 two one-handed weapons.

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, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his or her 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 Increment column on the Weapon table), but 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 critical hit only on a natural roll of 20. Such a weapon has a range increment of 10 feet.

Projectile weapons
Light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it has been specially constructed to take advantage of the character's great strength. If the character has a penalty for low Strength, apply it to the damage DC when he or she uses a bow or a sling.

Ammunition
Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.

Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see Masterwork weapons), and 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.

Light
A light weapon is easier to use in one's off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder's Strength bonus (if any) to the damage DC for melee attacks with a light weapon.

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 bonus (if any) to the damage DC for melee attacks with a one-handed weapon. If a one-handed weapon is wielded with two hands during melee combat, add 1/2 of the wielder's Strength bonus (if any) to the damage DC.

Two-handed
Two hands are required to use a two-handed melee weapon effectively. Add the wielder's Strength bonus (if any) to the damage DC for melee attacks with a two-handed weapon. If a two-handed weapon is wielded with only one hand during melee combat, add only 1/2 of the wielder's Strength bonus (if any) to the damage DC, and the character incurs a -4 penalty on her attack roll.

Improvised weapons
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a -4 penalty on attack rolls made with that object. To determine the 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 hit on a natural roll of 20. An improvised thrown weapon has a range increment of 10 feet.

Weapon attributes
Here is the format for weapon entries on the Weapon table.

Cost
This value is the weapon's cost in silver pieces (sp) or copper pieces (cp). The cost includes miscellaneous gear that goes with the weapon.

Damage
The Damage column gives the damage dealt by the weapon on a successful hit. Melee and thrown weapons add the wielder's Strength to this damage. If two damage ranges are given then the weapon is a double weapon. Use the second damage figure given for the double weapon's extra attack. The wielder's Strength modifier is added to the weapon damage for melee weapons.

As a general guideline, normal sized weapons adjusted for larger or smaller creatures increase their damage by +1 per size category above Medium and lower it by –1 per size category below Medium. So a knife (+1 damage) sized for a Huge creature does +3 damage, the equivalent of a sword for a Medium creature.

Critical
The Critical column gives the threat range for a critical hit with the weapon. Some weapons have a larger threat range than others. Critical hits add 5 to the attack's DC.

Range increment
Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.

Weight
This column gives the typical weight of a weapon made from standard materials.

Type
Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or 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 is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.

In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.

Special
Some weapons have special features. See the weapon descriptions for details.

Weapon descriptions
Weapons that have special options for the wielder are described below.

Arrows
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. 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.

Axe, double
The double axe is a Kurag weapon; Kurags treat a double axe as a martial weapon. A double axe is a double weapon. You can fight with it 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.

A creature wielding a 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
The bolas are Zinjan weapons; Zinjan treat bolas as martial weapons. You can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your own trip attempt when using a set of bolas.

Bolts
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. 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.

Boomerang
The boomerang is a Zinjan weapon; Zinjan treat boomerangs as a martial weapons. A thrown boomerang that misses returns to the thrower’s hand, ready to be thrown again on the next round. A boomerang that hits does not return. Boomerang wielders can throw the weapon so it hits the target on the return arc as a surprise attack.

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

Chain, spiked
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.

You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.

When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Crossbow, hand
You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action.

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
You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action.

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
You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action.

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.

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

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

Dagger
You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill).

Flail, dire
A dire flail is a double weapon. You can fight with it 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. A creature 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, you get 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).

You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.

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

You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.

Gauntlet
This metal glove lets you 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
Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.

Glaive
A glaive has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.

Guisarme
A guisarme has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.

You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.

Halberd
If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.

You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.

Javelin
Since it is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.

Kama
The kama is a Khul weapon; Khul treat a kama as a martial weapon. You can use a kama to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.

Lance
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.

For purposes of using a lance, Alates are considered mounted while in flight.

Longbow
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
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 sp to its cost.

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

Longspear
A longspear has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character.

Net
Using a net in combat is a Gothic tradition; Goths treat nets as martial weapons. A net is used to entangle enemies. When you throw a net, you make a ranged attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and Defense and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control 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 requiring gestures, it must make a DC 15 Concentration check or be unable to cast the spell.

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

A net is useful only against creatures up to one size category larger than you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged attack roll. After the net is unfolded, you take 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 an Ilwraithe weapon; Ilwraithe treat nunchaku as a martial weapon. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

Quarterstaff
A quarterstaff is a double weapon. You can fight with it 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. 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.

Ranseur
A ranseur has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.

With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Sai
The sai is a Khul weapon; Khul treat a sai as a martial weapon. With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

Scythe
A scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.

Shield, heavy or light
You can bash with a shield instead of using it for defense. See Armor for details.

Shortbow
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
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 sp to its cost.

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 may also be thrown.

Shuriken
A shuriken is an Ilwraithe weapon; Ilwraithe treat shuriken as martial weapons. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.

Siangham
The siangham is a Khul weapon; Khul treat a siangham as a martial weapon. A siangham is a narrow, cylindrical thrusting weapon, typically about 1 1/2 feet long. Its appearance is similar to an arrow, but with a handle on the end. While normally used for thrusting attacks, it can be used to slash or parry.

Sickle
A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.

Sling
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.

You can hurl ordinary stones with a sling, but stones are not as dense or as round as lead bullets. Thus, you take a -1 penalty on attack rolls.

Spear
A spear can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.

Spiked armor
You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor for details.

Spiked shield, heavy or light
You can bash with a spiked shield instead of using it for defense. See Armor for details.

Unarmed strike
The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.

An unarmed strike is always considered a light weapon.

Sword, bastard
The bastard sword is a Gothic weapon; Goths use a bastard sword one-handed as a martial weapon. For other characters, a bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. Any character can use a bastard sword two-handed as a martial weapon. A Goth or a character with Exotic Weapon Training with the bastard sword who wields it with two hands during melee combat adds 1/2 of the wielder's Strength bonus (if any) to the damage DC.

Sword, two-bladed
A two-bladed sword is a double weapon. You can fight with it 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. 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 you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.

Whip
Skilled use of a whip is a Khitaj tradition; Khitaj treat a whip as a martial weapon. A whip deals nonlethal damage. It deals no damage to any creature wearing armor with a Toughness bonus of +1 or higher or a natural Toughness bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.

When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).

Weapon Toughness
Unless otherwise indicated in its description, a weapon has a Toughness rating based on the material from which it is made.

Masterwork weapons
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

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 quality adds 300 sp to the cost of a normal weapon (or 6 sp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 sp).

Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition 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.

Special materials
See: Special materials