Home >Equipment >

Weapons






Simple

Unarmed
Light
One-handed
Two-handed
Ranged
Ammunition

Martial

Light
One-handed
Two-handed
Ranged
Ammunition

Exotic

Light
One-handed
Two-handed
Ranged
Ammunition

Other

Weapon & Armor Accessories

Weapon ModificationsNEW!

Creating New Weapons

Firearms
Eastern Weapons
Stone Age Weapons
Bronze Age Weapons
From 3rd Party Publishers

Simple Weapons

(Simple)
Unarmed Attacks
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Gauntlet 2 gp 1d2 1d3 x2 1 lb. B PRG:CRB
Unarmed strike 1d2 1d3 x2 B nonlethal PRG:CRB

Back to Top

(Simple)
Light Melee Weapons
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Battle aspergillum 5 gp 1d4 1d6 x2 4 lb. B see text PRG:APG
Brass knife 2 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P or S fragile PPC:Pirates
Brass knuckles 1 gp 1d2 1d3 x2 1 lb. B monk PPC:AA/PRG:APG
Cestus 5 gp 1d3 1d4 19-20/x2 1 lb. B or P monk PRG:APG
Dagger 2 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P or S PRG:CRB
Dagger, punching 2 gp 1d3 1d4 x3 1 lb. P PRG:CRB
Gauntlet, spiked 5 gp 1d3 1d4 x2 1 lb. P PRG:CRB
Hook hand 10 gp 1d3 1d4 x2 1 lb. S disarm PPC:Pirates
Kunai 2 gp 1d3 1d4 x2 10 ft. 2 lbs. B or P PPC:RTT
Mace, light 5 gp 1d4 1d6 x2 4 lbs. B PRG:CRB
Sickle 6 gp 1d4 1d6 x2 2 lbs. S trip PRG:CRB
Spring blade 70 gp 1d3 1d4 x2 10 ft. 1 lb. P or S PRG:UI
Wooden stake 1d3 1d4 x2 10 ft. 1 lb. P PRG:APG

Back to Top

(Simple)
One-Handed Melee Weapons
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Club 1d4 1d6 x2 10 ft. 3 lbs. B PRG:CRB
Club, mere 2 gp 1d3 1d4 x2 2 lbs. B or P fragile PPC:AA
Mace, heavy 12 gp 1d6 1d8 x2 8 lbs. B PRG:CRB
Morningstar 8 gp 1d6 1d8 x2 6 lbs. B and P PRG:CRB
Shortspear 1 gp 1d4 1d6 x2 20 ft. 3 lbs. P PRG:CRB

Back to Top

(Simple)
Two-Handed Melee Weapons
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Bayonet 5 gp 1d4 1d6 x2 1 lb. P PRG:APG
Boarding pike 8 gp 1d6 1d8 x3 9 lbs. P brace, reach PPC:Pirates
Kumade 5 gp 1d4 1d6 x3 4 lbs. P grapple PPC:MTT
Kumade, collapsible 10 gp 1d4 1d6 x3 4 lbs. P grapple PPC:MTT
Lantern staff 15 gp 1d4 1d6 ×2 9 lbs. B See text PPC:AA2
Longspear 5 gp 1d6 1d8 x3 9 lbs. P brace, reach PRG:CRB
Quarterstaff 1d4/1d4 1d6/1d6 x2 4 lbs. B double, monk PRG:CRB
Spear 2 gp 1d6 1d8 x3 20 ft. 6 lbs. P brace PRG:CRB
Spear, boar 5 gp 1d6 1d8 x2 8 lb. P brace, see text PRG:APG
Spear, weighted 10 gp 1d6/1d4 1d8/1d6 x3/x2 8 lbs. B or P brace, double PPC:MTT

Back to Top

(Simple)
Ranged Weapons
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Blowgun 2 gp 1 1d2 x2 20 ft. 1 lb. P PRG:CRB
Crossbow, heavy 50 gp 1d8 1d10 19-20/x2 120 ft. 8 lbs. P PRG:CRB
Crossbow, heavy (underwater) 100 gp 1d8 1d10 19-20/x2 120 ft. 8 lbs. P PRG:ARG
Crossbow, light 35 gp 1d6 1d8 19-20/x2 80 ft. 4 lbs. P PRG:CRB
Crossbow, light (underwater) 70 gp 1d6 1d8 19-20/x2 80 ft. 4 lbs. P PRG:ARG
Dart 5 sp 1d3 1d4 x2 20 ft. 1/2 lb. P PRG:CRB
Javelin 1 gp 1d4 1d6 x2 30 ft. 2 lbs. P PRG:CRB
Sling 1d3 1d4 x2 50 ft. B PRG:CRB
Stingchuck 1d3 1d4 x2 10 ft. 9 lbs. B see text PPC:AA
Stonebow 35 gp 1d4 1d6 x2 50 ft. 4 lbs. B PPC:RTT

Back to Top

(Simple)
Ammunition
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Bolt(s), crossbow (10) 1 gp 1 lb. PRG:CRB
Bolt(s), acid (1) 40 gp 0.1 lb. see text PAP15
Bolt(s), Drow poison (1) 100 gp 0.1 lb. see text PAP15
Bolt(s), fire (1) 50 gp 0.1 lb. see text PAP15
Bullet(s), groaning (10) 2 gp 5 lbs. see text PPC:AA
Bullet(s), sling (10) 1 sp 5 lbs. PRG:CRB
Bullet(s), smoke (10) 100 gp 5 lbs. see text PCS
Dart(s), blowgun (10) 5 sp 1 lb. PRG:CRB

Back to Top

Martial Weapons

(Martial)
Light Melee Weapons
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Axe, boarding 6 gp 1d4 1d6 x3 3 lbs. P or S PPC:AA2
Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lbs. S PRG:CRB
Blade boot 25 gp 1d3 1d4 x2 2 lbs. P see text PPC:AA
Cat-o’-nine-tails 1 gp 1d3 1d4 x2 1 lb. S disarm, nonlethal PPC:AA2
Claw blades 305 gp 1d3 1d4 x2 2 lbs. B or S see text PRG:ARG
Dagger, dueling 12 gp 1d3 1d4 19–20/×2 10 ft. 1 lb. P or S See text PPC:AA2
Dogslicer 8 gp 1d4 1d6 19-20/x2 1 lb. S fragile PRG:ARG
Hammer, light 1 gp 1d3 1d4 x2 20 ft. 2 lbs. B PRG:CRB
Gladius 15 gp 1d4 1d6 19-20/x2 3 lbs. P or S performance PRG:UC
Handaxe 6 gp 1d4 1d6 x3 3 lbs. S PRG:CRB
Katar, tri-bladed 6 gp 1d3 1d4 ×4 2 lbs. P PPC:AA2
Knife, switchblade 5 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P PPC:AA
Kobold tail attachment, long lash 15 gp 1d4 1d6 x2 1 lb. S reach PRG:ARG
Kobold tail attachment, (pounder) 1 gp 1d6 1d8 x2 4 lbs. B PRG:ARG
Kobold tail attachment, (razored) 3 gp 1d6 1d8 19-20/x2 2 lbs. S PRG:ARG
Kobold tail attachment, (spiked) 3 gp 1d6 1d8 x3 2 lbs. P PRG:ARG
Kobold tail attachment, (sweeper) 7 gp 1d4 1d6 x2 3 lbs. B trip PRG:ARG
Kukri 8 gp 1d3 1d4 18–20/x2 2 lbs. S PRG:CRB
Machete 10 gp 1d4 1d6 19-20/x2 2 lbs. S PPC:MTT
Pick, light 4 gp 1d3 1d4 x4 3 lbs. P PRG:CRB
Ratfolk tailblade 11 gp 1d2 1d3 20/x2 1/2 lb. S PRG:ARG
Sap 1 gp 1d4 1d6 x2 2 lbs. B nonlethal PRG:CRB
Sea-knife 8 gp 1d3 1d4 19-20/x2 1 lb. S PRG:ARG
Shield, light 3 gp/9 gp 1d2 1d3 x2 special B PRG:CRB
Spiked armor special 1d4 1d6 x2 special P PRG:CRB
Spiked shield, light 13 gp/19 gp 1d3 1d4 x2 special P PRG:CRB
Starknife 24 gp 1d3 1d4 x3 20 ft. 3 lbs. P PRG:CRB
Sword, short 10 gp 1d4 1d6 19-20/x2 2 lbs. P PRG:CRB
War razor 8 gp 1d3 1d4 19-20/x2 1 lb. S PCS:ISWG-Revised

Back to Top

(Martial)
One-Handed Melee Weapons
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Ankus 8 gp 1d6 1d8 x2 5 lbs. P disarm, trip PPC:MTT
Battleaxe 10 gp 1d6 1d8 x3 6 lbs. S PRG:CRB
Combat scabbard 1 gp 1d4 1d6 x2 1 lb. B improvised, see text PPC:AA
Cutlass 15 gp 1d4 1d6 18-20/x2 4 lbs. S PPC:AA2
Flail 8 gp 1d6 1d8 x2 5 lbs. B disarm, trip PRG:CRB
Gandasa 15 gp 1d6 2d4 x3 4 lbs. S PPC:MTT
Klar 12 gp 1d4 1d6 x2 6 lbs. S PCS:ISWG-Revised
Longsword 15 gp 1d6 1d8 19-20/x2 4 lbs. S PRG:CRB
Manople 17 gp 1d6 1d8 x2 4 lbs. P or S blocking, disarm PPC:MTT
Pick, heavy 8 gp 1d4 1d6 x4 6 lbs. P PRG:CRB
Rapier 20 gp 1d4 1d6 18–20/x2 2 lbs. P finesse PRG:CRB
Scabbard, combat (sharpened) 10 gp 1d4 1d6 x2 1 lb. S see text PPC:AA
Scimitar 15 gp 1d4 1d6 18–20/x2 4 lbs. S PRG:CRB
Scizore 20 gp 1d8 1d10 x2 3 lbs. P PRG:UC
Shield, heavy special 1d3 1d4 x2 special B PRG:CRB
Spiked shield, heavy 17 gp/30 gp 1d4 1d6 x2 special P PRG:CRB
Sword cane 45 gp 1d4 1d6 x2 4 lbs. P see text PRG:APG
Terbutje 5 gp 1d6 1d8 19-20/x2 2 lbs. S fragile PPC:AA
Terbutje, steel 20 gp 1d6 1d8 19-20/x2 4 lbs. S PPC:AA
Trident 15 gp 1d6 1d8 x2 10 ft. 4 lbs. P brace PRG:CRB
Warhammer 12 gp 1d6 1d8 x3 5 lbs. B PRG:CRB

Back to Top

FAQ

What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?

Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).

As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair).

[Source]

(Martial)
Two-Handed Melee Weapons
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Bardiche 13 gp 1d8 1d10 19-20/x2 14 lbs. S brace, reach, see text PRG:APG
Bec de corbin 15 gp 1d8 1d10 x3 12 lbs. B or P brace, reach, see text PRG:APG
Bill 11 gp 1d6 1d8 x3 11 lbs. S brace, disarm, reach, see text PRG:APG
Earth breaker 40 gp 1d10 2d6 x3 14 lbs. B PCS:ISWG-Revised
Falchion 75 gp 1d6 2d4 18–20/x2 8 lbs. S PRG:CRB
Flail, heavy 15 gp 1d8 1d10 19-20/x2 10 lbs. B disarm, trip PRG:CRB
Glaive 8 gp 1d8 1d10 x3 10 lbs. S reach PRG:CRB
Glaive-guisarme 12 gp 1d8 1d10 x3 10 lbs. S brace, reach, see text PRG:APG
Greataxe 20 gp 1d10 1d12 x3 12 lbs. S PRG:CRB
Greatclub 5 gp 1d8 1d10 x2 8 lbs. B PRG:CRB
Greatsword 50 gp 1d10 2d6 19-20/x2 8 lbs. S PRG:CRB
Guisarme 9 gp 1d6 2d4 x3 12 lbs. S reach, trip PRG:CRB
Halberd 10 gp 1d8 1d10 x3 12 lbs. P or S brace, trip PRG:CRB
Hammer, lucerne 15 gp 1d10 1d12 x2 12 lbs. B or P brace, reach, see text PRG:APG
Horsechopper 10 gp 1d8 1d10 x3 12 lbs. P or S reach, trip PRG:ARG
Lance 10 gp 1d6 1d8 x3 10 lbs. P reach PRG:CRB
Ogre hook 24 gp 1d8 1d10 x3 10 lbs. P trip PCS:ISWG-Revised
Pickaxe 14 gp 1d6 1d8 x4 12 lbs. P PAP14
Planson 10 gp 1d8 1d10 x2 10 lbs. B or P brace PPC:MTT
Ranseur 10 gp 1d6 2d4 x3 12 lbs. P disarm, reach PRG:CRB
Scythe 18 gp 1d6 2d4 x4 10 lbs. P or S trip PRG:CRB
Spear, syringe 100 gp 1d6 1d8 x3 20 ft. 6 lbs. P brace, see text PPC:AA

Back to Top

(Martial)
Ranged Weapons
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Ammentum 1d4 1d6 x2 50 ft. 1 lb. P performance PRG:UC
Chakram 1 gp 1d6 1d8 x2 30 ft. 1 lb. S PRG:APG
Dart, jolting 100 gp 1d3 1d4 x2 20 ft. 1/2 lb. P see text PRG:ARG
Hunga munga 4 gp 1d4 1d6 x2 15 ft. 3 lbs. P PPC:AA
Hurlbat 8 gp 1d4 1d6 x3 10 ft. 2 lbs. P and S PPC:RTT
Longbow 75 gp 1d6 1d8 x3 100 ft. 3 lbs. P PRG:CRB
Longbow, composite (+0) 100 gp 1d6 1d8 x3 110 ft. 3 lbs. P Strength (-) PRG:CRB
200 gp 1d6 1d8 x3 110 ft. 3 lbs. P Strength (12) PRG:CRB
300 gp 1d6 1d8 x3 110 ft. 3 lbs. P Strength (14) PRG:CRB
400 gp 1d6 1d8 x3 110 ft. 3 lbs. P Strength (16) PRG:CRB
500 gp 1d6 1d8 x3 110 ft. 3 lbs. P Strength (18) PRG:CRB
600 gp 1d6 1d8 x3 110 ft. 3 lbs. P Strength (20) PRG:CRB
Pilum 5 gp 1d6 1d8 x2 20 ft. 4 lbs. P see text PRG:APG
Shortbow 30 gp 1d4 1d6 x3 60 ft. 2 lbs. P PRG:CRB
Shortbow, composite 75 gp 1d4 1d6 x3 70 ft. 2 lbs. P PRG:CRB
Spear-sling 50 gp 1d6 1d8 x3 see text 2 lbs. P see text PPC:RTT
Throwing arrow cord 1d3 1d4 x2 60 ft. P PPC:RTT

Back to Top

(Martial)
Ammunition
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Arrows, common (20) 1 gp 3 lbs. P PRG:CRB
Arrows/bolts, barbed (20) 2 gp see text see text see text see text 3 lbs. P grapple PPC:RTT
Arrow, bleeding (1) 360 gp see text see text see text see text see text see text see text PPC:Elves
Arrows, blunt (20) 2 gp 3 lbs. B see text PRG:APG
Arrow, durable (1) 1 gp see text see text see text see text see text see text see text PPC:Elves
Arrow, dye (1) 1 gp see text see text see text see text 4 lbs. see text PPC:Elves
Arrows, flight (20) 2 gp see text 3 lbs. P see text PRG:APG
Arrows/bolts, incendiary (20) 10 gp see text see text see text see text 3 lbs. see text see text PPC:RTT
Arrow, lodestone (1) 10 gp see text see text see text see text see text see text see text PPC:Elves
Arrow, pheromone (1) 15 gp see text see text see text see text see text see text see text PPC:Elves
Arrows/bolts, pronged (20) 2 gp see text see text see text see text 3 lbs. see text see text PPC:RTT
Arrow, raining (1) 30 gp see text see text see text see text see text see text see text PPC:Elves
Arrow, slow burn (1) 150 gp see text see text see text see text see text see text see text PPC:Elves
Arrow, smoke (1) 10 gp P see text PRG:APG
Arrow, splintercloud (1) 25 gp see text see text see text see text see text see text see text PPC:Elves
Arrow, tanglefoot (1) 20 gp see text see text see text see text see text see text see text PPC:Elves
Arrow, thistle (1) 1 gp 0.15 lbs P see text PPC:AA
Arrow, throwing (1) 5 sp see text see text see text see text 1/2 lb. see text see text PPC:RTT
Arrow, trip (1) 25 gp see text see text see text see text see text see text see text PPC:Elves
Arrows, whistling (20) 2 gp 3 lbs. PRG:UC

Back to Top

Exotic Weapons

(Exotic)
Light Melee Weapons
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Aklys 5 gp 1d4 1d6 x2 20 ft. 2 lbs. B performance, trip PRG:UC
Axe, knuckle 9 gp 1d4 1d6 x3 2 lbs. S monk, performance PRG:UC
Barbazu beard 25 gp 1d3 1d4 x2 5 lbs S see text PPC:Devils
Battle poi 5 gp 1d3 fire 1d4 fire x2 2 lbs. fire PPC:AA
Dagger, swordbreaker 10 gp 1d3 1d4 x2 3 lbs. S disarm, sunder PRG:APG
Flying Talon 15 gp 1d3 1d4 x2 10 ft. 5 lbs. P disarm, trip PPC:AA2
Gnome pincher 10 gp 1d4 1d6 x2 2 lbs. B disarm, see text PPC:MTT
Halfling rope-shot 1 gp 1d4 1d6 x2 1 lb. B disarm PPC:MTT
Helmet, dwarven boulder 20 gp 1d3 1d4 x2 10 lbs. B see text PRG:ARG
Kama 2 gp 1d4 1d6 x2 2 lbs. S monk, trip PRG:CRB
Knife, butterfly 5 gp 1d3 1d4 19-20/x2 1 lb. P or S PPC:AA
Knife, deer horn 10 gp 1d3 1d4 x3 20 ft. 3 lbs. P blocking, monk PPC:MTT
Maulaxe, dwarven 25 gp 1d4 1d6 x3 10 ft. 5 lbs. B or S PPC:AA
Nunchaku 2 gp 1d4 1d6 x2 2 lbs. B disarm, monk PRG:CRB
Quadrens 8 gp 1d4 1d6 19-20/x2 2 lbs. P performance PRG:UC
Razor, drow 25 gp 1d3 1d4 18–20/×2 2 lbs. S See text PPC:AA2
Rope gauntlet 2 sp 1d3 1d4 x2 2 lbs. B (or S) PPC:AA
Sabre, sawtoothAA1 35 gp 1d6 1d8 19-20/x2 2 lbs. S PPC:AA
Sai 1 gp 1d3 1d4 x2 1 lb. B disarm, monk PRG:CRB
Sanpkhang 60 gp 1d3 1d4 19–20/×2 1 lb. P or S monk, see text PPC:AA2
Siangham 3 gp 1d4 1d6 x2 1 lb. P monk PRG:CRB
Sica 10 gp 1d4 1d6 x2 2 lbs. S performance PRG:UC
Thorn bracer 30 gp 1d4 1d6 x2 3 lbs. P PCS
War-shield, dwarven 50 gp 1d4 1d6 ×2 8 lbs. P or S See text PPC:AA2
Waveblade 5 gp 1d4 1d6 18–20/×2 2 lbs. P or S monk, see text PPC:AA2
Whip, scorpion 5 gp 1d3 1d4 x2 3 lbs. S disarm, performance, reach, trip PRG:UC

Back to Top

(Exotic)
One-Handed Melee Weapons
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Axe, hooked 20 gp 1d6 1d8 x3 7 lbs. S disarm, performance, trip PRG:UC
Estoc 50 gp 2d3 2d4 18–20/x2 4 lbs. P PPC:MTT
Falcata 18 gp 1d6 1d8 19-20/x3 4 lbs. S PRG:APG
Flickmace 20 gp 1d6 1d8 x2 10 lb B reach, trip PC:GoG
Flindbar 9 gp 1d6 1d8 x2 6 lbs. B and P disarm, trip MC
Khopesh 20 gp 1d6 1d8 19-20/x2 8 lbs. S trip PRG:APG
Knobkerrie 5 gp 1d4 1d6 x2 20 ft. 4 lbs. B see text PPC:RTT
Rapier, spiral 80 gp 1d4 1d6 18–20/×2 3 lbs. P blocking, disarm, see text PPC:AA2
Rhoka 5 gp 1d6 1d8 18-20/x2 6 lbs. S PPC:AA
Sabre, sawtoothAG 35 gp 1d6 1d8 19-20/x2 2 lbs. S PCS:ISWG-Revised
Shotel 30 gp 1d6 1d8 x3 3 lbs. P performance PRG:UC
Sickle-sword 20 gp 1d6 1d8 19–20/×2 4 lbs. S distracting, see text PPC:AA2
Sword, dueling 20 gp 1d6 1d8 19-20/x2 3 lbs S PCS:ISWG-Revised
Sword, bastard 35 gp 1d8 1d10 19-20/x2 6 lbs. S PRG:CRB
Tongi 18 gp 1d4 1d6 19-20/x3 4 lbs. P PPC:MTT
Waraxe, dwarven 30 gp 1d8 1d10 x3 8 lbs. S PRG:CRB
Waraxe, dwarven double 60 gp 1d8 1d10 x3 12 lbs. S see text PRG:ARG
Whip 1 gp 1d2 1d3 x2 2 lbs. S disarm, nonlethal, reach, trip PRG:CRB

Back to Top

(Exotic)
Two-Handed Melee Weapons
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Axe, Orc Double 60 gp 1d6/1d6 1d8/1d8 x3 15 lbs. S double PRG:CRB
Axe, Butchering 65 gp 1d12 3d6 ×3 25 lbs. S see text PPC:AA2
Battle Ladder, gnome 20 gp 1d4/1d4 1d6/1d6 x2 8 lbs. B trip PPC:AA2
Boarding gaff 8 gp 1d4/1d4 1d6/1d6 x2 8 lbs. S double, reach, trip PPC:AA2
Chain-hammer 35 gp 1d4/1d4 1d6/1d6 ×2 20 ft. 8 lbs. B double, see text PPC:AA2
Chain, spiked 25 gp 1d6 2d4 x2 10 lbs. P disarm, trip PRG:CRB
Crook 1 gp 1d4 1d6 x2 5 lbs. B reach, trip PPC:MTT
Curve blade, elven 80 gp 1d8 1d10 18–20/x2 7 lbs. S PRG:CRB
Dorn-Dergar, dwarven 50 gp 1d8 1d10 x2 15 lbs. B reach, see text PPC:AA2
Elven branched spear 20 gp 1d6 1d8 x3 10 lbs. P brace, reach PPC:MTT
Fauchard 14 gp 1d8 1d10 18-20/x2 10 lbs. S reach, trip PPC:AA2
Flail, dire 90 gp 1d6/1d6 1d8/1d8 x2 10 lbs. B disarm, double, trip PRG:CRB
Flailpole 15 gp 1d6 1d8 x2 10 lbs. B disarm, reach, trip PC:GoG
Flambard 50 gp 1d8 1d10 19-20/x2 6 lbs. S sunder PPC:AA
Flying blade 40 gp 1d10 1d12 x3 12 lbs. S performance, reach PRG:UC
Garrote 3 gp 1d4 1d6 x2 1 lb. S grapple, see text PPC:AA
Hammer, Gnome hooked 20 gp 1d6/1d4 1d8/1d6 x3/x4 6 lbs. B or P double, trip PRG:CRB
Harpoon 5 gp 1d6 1d8 x3 10 ft. 16 lbs. P grapple PPC:Pirates
Longaxe, dwarven 50 gp 1d10 1d12 x3 14 lbs. S reach PRG:ARG
Longhammer, dwarven 70 gp 1d10 2d6 x3 20 lbs. B reach PRG:ARG
Mancatcher 15 gp 1 1d2 x2 10 lbs. P grapple, reach, see text PRG:APG
Orc skull ram 15 gp 1d8 1d10 x3 20 lbs. B reach PPC:MTT
Piston maul, gnome 70 gp 1d8 1d10 x2 15 lbs. B see text PPC:AA2
Ripsaw glaive, gnome 30 gp 1d8 1d10 x3 12 lbs. S reach, see text PPC:AA2
Scarf, bladed 12 gp 1d4 1d6 x2 2 lbs. S disarm, trip PCS:ISWG-Revised
Spear, totem 25 gp 1d8 1d10 x3 10 ft. 6 lbs. P or S see text PRG:CRB
Switchscythe 18 gp 1d6 2d4 ×4 10 lbs. P or S trip PPC:AA2
Sword, two-bladed 100 gp 1d6/1d6 1d8/1d8 19-20/x2 10 lbs. S double PRG:CRB
Urgrosh, dwarven 50 gp 1d6/1d4 1d8/1d6 x3 12 lbs. P or S brace, double PRG:CRB

Back to Top

(Exotic)
Ranged Weapons
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Darts, featherweight (10) 1 gp PRG:UI
Bola 5 gp 1d3 1d4 x2 10 ft. 2 lbs. B nonlethal, trip PRG:CRB
Bola, Brutal 15 gp 1d3 1d4 x2 10 ft. 2 lbs. B and P trip PCS:ISWG-Revised
Boomerang 3 gp 1d4 1d6 x2 30 ft. 3 lbs. B PRG:APG
Bow, thorn 50 gp 1d4 1d6 x3 40 ft. 2 lbs. P PPC:AA
Crossbow, crank (heavy) 400 gp 1d8 1d10 19-20/x2 120 ft. 12 lbs. P PPC:RTT
Crossbow, crank (light) 250 gp 1d6 1d8 19-20/x2 80 ft. 6 lbs. P PPC:RTT
Crossbow, double 300 gp 1d6 1d8 19-20/x2 80 ft. 18 lbs. P PRG:APG
Crossbow, hand 100 gp 1d3 1d4 19-20/x2 30 ft. 2 lbs. P PRG:CRB
Crossbow, launching 75 gp 30 ft. 8 lbs. see text PPC:AA
Crossbow, repeating heavy 400 gp 1d8 1d10 19-20/x2 120 ft. 12 lbs. P PRG:CRB
Crossbow, repeating 250 gp 1d6 1d8 19-20/x2 80 ft. 6 lbs. P PRG:CRB
Flask Thrower 25 gp 20 ft. 4 lbs. see text PPC:AA2
Grappling hook 6 gp 1d4 1d6 x2 10 ft. 14 lbs. P grapple PPC:Pirates
Hornbow, orc 130 gp 1d8 2d6 ×3 80 ft. 7 lbs. P PPC:AA2
Javelin, stormshaft 35 gp 1d4 1d6 ×2 30 ft. 3 lbs. P See text PPC:AA2
Lasso 1 sp 5 lbs. see text PRG:APG
Net 20 gp 10 ft. 6 lbs. PRG:CRB
Net, snag 30 gp see text see text 10 ft. 10 lbs. P trip, see text PRG:ARG
Shield, throwing +50 gp 1d4 1d6 x2 20 ft. B performance, trip PRG:UC
Shrillshaft javelin 35 gp 1d4 1d6 x2 30 ft. 3 lbs. P see text PPC:Goblins
Shuriken (5) 1 gp 1 1d2 x2 10 ft. 1/2 lbs. P monk CRB
Sling, double 10 gp 1d3 1d4 x2 50 ft. 1 lb. B double, see text PPC:Halflings
Sling glove 5 gp 1d3 1d4 x2 50 ft. 2 lbs. B PPC:AA
Sling staff, halfling 20 gp 1d6 1d8 x3 80 ft. 3 lbs. B PRG:CRB
Sling, stitched 1d4 1d6 x2 1 lb. B disarm, trip PPC:Halflings
Wrist launcher 200 gp 20 ft. 1 lb. P PRG:UI
Wrist launcher, heavy 250 gp 1d3 1d4 19–20/x2 30 ft. 2 lbs. P PRG:UI

Back to Top

(Exotic)
Ammunition
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Source
Crossbow bolt(s), heavy/light/hand (10) 1 gp 1 lb. PRG:CRB
Crossbow bolt(s), repeating, heavy/light (5) 1 gp 1 lb. PRG:CRB
Little starstones (10) 5 cp 1 1 2 lbs. B nonlethal PPC:Halflings
Sharpstones (10) 1 gp 1d3 1d4 5 lbs. P or S PPC:Halflings
Softstones (10) 1 sp 4 lbs. B nonlethal PPC:Halflings
Spongestones (10) 10 gp 2 lbs. P PPC:Halflings
Thorn (20) 1 gp 1 lb. ModuleW1

Back to Top

Weapon Rules

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.

From the common longsword to the exotic dwarven urgrosh, weapons come in a wide variety of shapes and sizes.

All weapons deal hit point damage. This damage is subtracted from the current hit points of any creature struck by the weapon. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). If a critical threat is scored, another attack roll is made, using the same modifiers as the original attack roll. If this second attack roll exceeds the target’s AC, the hit becomes a critical hit, dealing additional damage.

Weapons are grouped into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapon’s use (simple, martial, or exotic), the weapon’s usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).

Simple, Martial, and Exotic Weapons

Most character classes are proficient with all simple weapons. Combat-oriented classes such as barbarians, cavaliers, and fighters are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. All characters are proficient with unarmed strikes and any natural weapons they gain from their race. A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls with that weapon.

Melee and Ranged Weapons

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

Reach Weapons: A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

Double Weapons: A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon. The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Thrown Weapons: 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 Table: Weapons), 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 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.

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’s a specially built composite shortbow or longbow, or a sling. If the character has a penalty for low Strength, apply it to damage rolls when he uses a bow or a sling.

Ammunition: Projectile weapons use ammunition: 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 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.

Light, One-Handed, and Two-Handed Melee Weapons

FAQ

What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?

Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).

As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair).

[Source]

This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

Light: A light weapon is used in one hand. It is easier to use in one’s off hand than a one-handed weapon is, and can be used while grappling (see Combat). 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 bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only. An unarmed strike is always considered a light weapon.

One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or 1/2 his Strength bonus 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 bonus to damage rolls.

Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with such a weapon (see FAQ at right for more information.)

Weapon Size

Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.

A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon, a –4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

Improvised Weapons

Sometimes objects not crafted to be weapons nonetheless see use in combat. 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 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.

Damaged Weapons

The following information is copied and slightly reworded from the broken condition. See the broken condition for the full, original text.

Attacks made with a weapon with the broken condition suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.

Weapon Qualities

Here is the format for weapon entries (given as column headings on Table: Weapons).

Price: This value is the weapon’s price in gold pieces (gp) or silver pieces (sp). The price includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver. This price is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

Dmg: These columns give the damage dealt by the weapon on a successful hit. The column labeled “Dmg (S)” is for Small weapons. The column labeled “Dmg (M)” is for Medium weapons. If two damage ranges are given, then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack. Table: Tiny and Large Weapon Damage gives weapon damage values for Tiny and Large weapons.

Table: Tiny and Large Weapon Damage
Medium Weapon Damage Tiny Weapon Damage Large Weapon Damage
1d2 1d3
1d3 1 1d4
1d4 1d2 1d6
1d6 1d3 1d8
1d8 1d4 2d6
1d10 1d6 2d8
1d12 1d8 3d6
2d4 1d4 2d6
2d6 1d8 3d6
2d8 1d10 3d8
2d10 2d6 4d8

Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.

Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.

×2: The weapon deals double damage on a critical hit.

×3: The weapon deals triple damage on a critical hit.

×3/×4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.

×4: The weapon deals quadruple damage on a critical hit.

19–20/×2: 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.

18–20/×2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit.

Range: Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative –2 penalty for each full range increment (or fraction thereof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 range increments.

FAQ

There are melee weapons with a weight of “—”. If these weapons are primarily metal (like the kerambit), how do you calculate the cost of creating mithral versions of these weapons?

Treat these weapons as 1/2 lb weapons for the purpose of creating a mithral version of the weapon.

[Source]

*Weight: This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons. Some weapons have a special weight. See the weapon’s description for details. See FAQ/Errata (at right for information regarding weapons with a Weight of “—” and pricing for crafting them of special materials.

Type: Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some monsters may be resistant or immune to attacks from certain types of weapons. Some weapons deal damage of multiple types. If a weapon causes two types of damage, the type it deals is not half one type and half another; all damage caused is 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.

Treated as: If a weapon’s description says it is “treated as” another weapon, a character lacking the appropriate exotic weapon proficiency, can still use it as if it were the other kind of weapon and feats such as Weapon Focus still apply, as do abilities requiring a certain weapon. For example, the butterfly knife allows a proficient user to open or close it as a free action and is otherwise treated as a dagger, meaning she can wield it as a dagger, gain the benefit of Weapon Focus (dagger) when wielding it, use it as the target of a spell that only affects daggers, and so on.

Special Weapon Features

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. Source: Ultimate Combat.

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 (see Combat).

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. Source: Ultimate Combat.

Disarm: When you use a disarm 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. Source: Ultimate Combat.

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: Weapons and armor with the fragile quality 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 and armor lack these flaws unless otherwise noted in the item description or the special material 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. Source: Ultimate Combat.

Grapple: On a successful critical hit with a weapon of this type, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his 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 target with 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 to be out of the weapon’s reach, you end the grapple with that action. Source: Ultimate Combat.

FAQ

If a weapon is specified as a monk weapon, does that mean that monks are automatically proficient with that weapon?

No. It means that they can use this weapon while using flurry of blows. It does not mean that it is added to the list of weapons that a monk is proficient with, unless the weapon description says otherwise.

[Source]

If you want to make a trip combat maneuver, do you have to use a weapon with the trip special feature?

No. When making a trip combat maneuver, you don’t have to use a weapon with the trip special feature–you can use any weapon. For example, you can trip with a longsword or an unarmed strike, even though those weapons don’t have the trip special feature.

Note that there is an advantage to using a weapon with the trip special feature (a.k.a. a “trip weapon”) when making a trip combat maneuver: if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone.

On a related note, you don’t have to use a weapon with the disarm special feature (a.k.a. a “disarm weapon”) when making a disarm combat maneuver–you can use any weapon.

Note: This is a revision of this FAQ entry based on a Paizo blog about combat maneuvers with weapons. The previous version of this FAQ stated that using a trip weapon was the only way you could apply weapon enhancement bonuses, Weapon Focus bonuses, and other such bonuses to the trip combat maneuver roll. The clarification in that blog means any weapon used to trip applies these bonuses when making a trip combat maneuver, so this FAQ was updated to omit the “only trip weapons let you apply these bonuses” limitation.

[Source]

Editor’s Note: The trip special feature also allows you to add the weapon’s enhancement bonus when using drag or reposition combat maneuvers, as shown below:

“There is a special exception to the above rules. If you’re using a weapon with the trip special feature, and you’re attempting a drag or reposition combat maneuver (Advanced Player’s Guide 321–322), you may apply the weapon’s bonuses to the roll because trip weapons are also suitable for dragging and repositioning (this also means we don’t have to add “drag” and “reposition” weapon properties to existing weapons).”

[Source]

*Monk: A monk weapon can be used by a monk to perform a flurry of blows (*see FAQ/Errata.)

Nonlethal: These weapons deal nonlethal damage (see Combat).

Performance: When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a combat performance check, you gain a +2 bonus on that check. See Gladiator Weapons below for more information.

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

***Strength (#): This feature is usually only applied to ranged weapons (such as composite bows). Some weapons function better in the hands of stronger users. All such weapons are made with a particular Strength rating (that is, each requires a minimum Strength modifier to use with proficiency and this number is included in parenthesis). If your Strength bonus is less than the strength rating of the weapon, you can’t effectively use it, so you take a –2 penalty on attacks with it. For example, the default (lowest form of) composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A weapon with the Strength 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. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow. Editor’s Note: The “Strength” weapon feature was ‘created’ by d20pfsrd.com as a shorthand note to the composite bow mechanics. This is not “Paizo” or “official” content.

Sunder: When you use a sunder weapon, you get a +2 bonus on Combat Maneuver Checks to sunder attempts.

Trip*: You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped (*see FAQ/Errata.)

Gladiator Weapons

Almost every culture features warriors who fight for sport and entertainment. While only the most decadent or evil cultures enjoy all-out blood sports in which the combatants fight to the death for the pleasure of the crowd, even the most benign societies enjoy the spectacle of armed conflict. These conflicts often require specialized weapons and training to get the most out of such performance combat.

Performance is a weapon quality that grants bonuses when using the weapon in performance combat. Performance weapons tend to be the preferred weapons of warriors who fight in the arena or some other forum where showmanship is just as important as scoring a debilitating blow or deadly hit, and these weapons are often well known to the spectators of such events.

There is another way in which a weapon can gain the performance quality. A creature can take the Performance Weapon Mastery feat, which allows any weapon it wields to gain the performance quality.

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 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 (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.

Splash (Grenade-like) Weapons

Splash weapons are described under Special Substances and Items.

Creating New Weapons

Source PPC:WMH

It is next to impossible for any game to cover every conceivable weapon from all cultures, eras, works of fiction, and players’ imaginations. In many cases, new weapons can be represented as slightly different versions of existing weapons, such as a Chinese dao that uses the shortsword rules. However, for those cases when new weapon statistics are truly needed, this section introduces rules for GMs to use as guidelines.

This weapon design system allows you to create a new weapon by buying weapon qualities with Design Points (DP). The number of Design Points a weapon receives is determined by whether it is simple (4 DP), martial (5 DP), or exotic (6 DP).

All new weapons begin with the following base statistics: Dmg (M) 1d3; Critical ×2; Type any one (B, P, S); Price 1 gp × the weapon’s base DP.

In addition, you choose whether your base weapon is a melee weapon or a ranged weapon. If you choose ranged, you must decide whether the weapon is a projectile weapon or a thrown weapon. A projectile ranged weapon has a 50-foot range increment and uses ammunition, while a thrown ranged weapon has a 10-foot range increment.

Fighter Weapon Group: You must choose the fighter weapon group (or groups) to which your weapon belongs. When determining this, pick the fighter weapon group with the most weapons that have similar statistics (in the case of ranged weapons, the group with the most weapons that are reloaded in the same manner). Some fighter weapon groups grant weapons additional abilities, as noted below.

Double: The weapon gains the double special feature. You pick the damage type of each of the weapon’s ends separately. If you choose the additional damage type or the improved damage quality with the weapon (see below), treat each end as a separate weapon when determining the Design Point cost of that quality.

Monk: A weapon can be placed in the monk group only if it gains the monk weapon feature (see below).

Hands: For melee weapons, you must choose whether your weapon is light, one-handed, or two-handed. For ranged weapons, you must choose how many hands it takes to attack with your weapon and (for projectile ranged weapons and slings) how many hands are required to load it. The base number of Design Points of one-handed and ranged weapons increases by 2, and the base number of Design Points of two-handed weapons increases by 3.

Weight: When determining a weapon’s weight, use the weight of a weapon with similar damage and features.

Weapon Qualities

When designing a new weapon, you can choose from the following weapon qualities. Each quality can be selected once unless otherwise specified.

Additional Design Points (0 DP): Increase the weapon’s available Design Points by 1 and its gp price by 15. This quality can be selected twice for one-handed weapons and ranged weapons, or three times for two-handed weapons.

Additional Damage Type (Varies): Select an additional type of damage (B, P, or S). The weapon deals the selected type of damage either separately from its original damage type (such as “P or S”) or simultaneously (such as “P and S”) . This quality costs 1 DP if the types apply separately and 3 DP if they apply simultaneously.

Aerodynamic (1 DP): The weapon has a 10-foot range and can be thrown up to 5 range increments. Only melee weapons can have this quality.

Attached (1 DP): The weapon is attached to the wielder’s arm and cannot be disarmed. The wielder can wield or carry items in the hand to which this weapon is attached, but she takes a –2 penalty on all precision-based tasks involving that hand (such as opening locks). This penalty can be removed by increasing this quality’s cost to 3 DP.

Concealed (1 DP): The weapon is easy to hide, granting the wielder a +2 bonus on Sleight of Hand checks to conceal it. Only light and one-handed melee weapons and ranged weapons that need one hand to fire can have this quality.

Ease of Grip (1 DP): The weapon can be wielded as a two-handed martial weapon. Only one-handed exotic weapons can have this quality.

Expanded Range Increment (1 DP): The weapon’s range increment increases by 10 feet, up to a maximum range increment of 30 feet for thrown weapons and 120 feet for projectile weapons or slings. This quality can be selected multiple times.

Finesse (3 DP): The weapon can be used with Weapon Finesse as if it were a light weapon. Only one-handed and exotic melee weapons can have this quality.

Fragile (–1 DP): The weapon gains the fragile special weapon feature.

Improved Critical Multiplier (Varies): Increase the weapon’s critical multiplier by 1. This quality can be selected twice. It costs 3 DP the first time it is selected, and 6 DP the second time. It can be selected only once if the weapon has the improved critical threat range quality, in which case the Design Point cost is doubled.

Improved Critical Threat Range (Varies): Increase the weapon’s critical threat range by 1. This quality can be selected twice. It costs 3 DP the first time it is selected and 7 DP the second.

Improved Damage (1 DP): Increase the weapon’s damage dice by one step (1d3 to 1d4, 1d4 to 1d6, 1d6 to 1d8 or 2d4, 1d8 to 1d10, or 1d10 to 2d6 or 1d12). This quality can be selected three times for light weapons, four times for one-handed weapons and ranged weapons, and five times for two-handed weapons. Among weapons sized for Medium characters, the maximum damage is 1d6 for light weapons, 1d8 for one-handed weapons (1d10 if exotic), 1d12 or 2d6 for two-handed weapons, and 1d10 for ranged weapons (1d6 if used or thrown one-handed).

Lesser Damage (–1 DP): Reduce the weapon’s damage by one step (1d3 to 1d2). A weapon cannot have the improved damage quality and this quality simultaneously.

Shield (1 DP): The weapon counts as a light shield made of wood or metal and can have armor spikes (your choice). Add the gp price of the shield and any armor spikes that the weapon gains from this quality to the weapon’s gp price. This quality can be added only to one-handed melee weapons.

Spring-Loaded (2 DP): The weapon’s wielder can activate or suspend its reach as a swift action. This quality can be added only to one-handed or two-handed melee weapons with the reach special feature.

Strong (1 DP): The weapon’s wielder gains a +2 bonus to her Combat Maneuver Defense to resist sunder combat maneuvers attempted against the weapon.

Tool (0 DP): The weapon can also serve as a specific mundane tool. Add triple the price and double the weight of the tool to the weapon’s final price and weight.

Traditional (1 DP): Select one race with the weapon familiarity racial trait (such as elves or orcs). Members of that race with the weapon familiarity racial trait treat the weapon as a martial weapon. This quality can be applied only to exotic weapons.

Weapon Feature (Varies): Choose one of the following weapon special features for the weapon: blocking, brace, deadly, disarm, distracting, grapple, monk, nonlethal, performance, reach, or trip. This quality can be selected twice for martial weapons and three times for exotic weapons. It costs 1 DP the first time it is selected, 3 DP the second time, and 4 DP the third time.

Sample Weapons Using this System

The following are examples of weapons created with the weapon design system.

Gnome Flick-Mace

The innovation behind a gnome flick-mace, which has an ordinary mace head, lies within its spring-loaded haft and protruding handles. When the mace is compressed, removing the handles instantly springs the mace to its full size. While it is extended, a quick flick of the wrist allows the weapon to be compressed.

Price 54 gp; Type two-handed melee; Proficiency exotic; Damage (M) 1d12; Damage (S) 1d10; Critical ×2; Weapon Group polearms; Weight 12 lbs.

QUALITIES

Additional DP (3), improved damage (5), spring-loaded (2), traditional (gnome) (1), weapon feature (reach) (1)

Khakkhara

Also known as a “monk’s staff,” the khakkhara is often used as a ceremonial walking stick for scholars and priests. It consists of a wooden shaft 5 feet long with a large metal loop or cage-like structure on the top end. Multiple small rings hang from the cage, chiming with the movement of the staff.

Price 7 gp; Type two-handed melee; Proficiency simple; Damage (M) 1d8; Damage (S) 1d6; Critical ×3; Weapon Group monk; Weight 10 lbs.

QUALITIES

Improved critical multiplier (3), improved damage (3), weapon feature (monk) (1)

War Flute

This iron flute whistles when used to make attacks, unless its many holes are filled with cork or wax.

Price 16 gp; Type one-handed melee; Proficiency martial; Damage (M) 1d8; Damage (S) 1d6; Critical ×2; Weapon Group hammers; Weight 7 lbs.

QUALITIES

Improved damage (3), tool (musical instrument) (0), weapon feature (distracting, performance) (4)

Ranged Attack Range Increments

With a ranged weapon, you can shoot or throw at any target that is within the weapon’s maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. For projectile weapons, it is 10 range increments. Some ranged weapons have shorter maximum ranges, as specified in their descriptions.

Table: Ranged Attack Range Increments
Attack/Weapon

Range
Increment (ft.)

Source
Firework, (roman candle) 5 PC:AA
Oil, (Keros) 5 PC:AA
Buckler gun 10 PRG:UC
Flask (acid, alchemist’s fire, alkali, lamp oil etc.) 10 varies
Axe, (throwing) 10 PRG:CRB
Blunderbuss 10 ft. (bullet) / 15-foot cone (pellets) PRG:UC
Bola, (standard) 10 PRG:CRB
Bola, (brutal) 10 PCS:ISWG
Brewed Reek 10 PRG:ARG
Club 10 PRG:CRB
Dagger 10 PRG:CRB
Dan bong 10 PRG:UC
Fire lance 10 PRG:UC
Flying Talon 10 PM:D1
Grappling hook 10 PPC:Pirates
Harpoon 10 PPC:Pirates
Improvised thrown weapon 10 PRG:CRB
Iron brush 10 PRG:UC
Knife, (brass) 10 PPC:Pirates
Knife, (switchblade) 10 PC:AA
Lungchuan tamo 10 PRG:UC
Maulaxe, (dwarven) 10 PC:AA
Musket, (double-barreled) 10 PRG:UC
Net, (standard) 10 PRG:CRB
Net, (snag) 10 PRG:ARG
Pistol, (coat) 10 PRG:UC
Pistol, (dagger) 10 PRG:UC
Pistol, (sword cane) 10 PRG:UC
Pox Burster 10 PRG:ARG
Powder, (itching)
10 PC:AA
Shadowcloy flask 10 PRG:ARG
Sibat 10 PRG:UC
Smoke pellet 10 PRG:ARG
Spear, (totem) 10 PRG:CRB
Spider Sac 10 PRG:ARG
Stingchuck 10 PC:AA
Tanglefoot bag 10 PRG:CRB
Tar bomb 10 PPC:Pirates
Trident 10 PRG:CRB
Stake, (wooden) 10 PRG:APG
Wushu dart 10 PRG:UC
Hunga munga 15 PC:AA
Alchemist’s bomb class feature 20 PRG:APG
Aklys 20 PRG:UC
Blowgun 20 PRG:CRB
Dart 20 PRG:CRB
Dart, (jolting) 20 PRG:ARG
Flask Thrower 20 GoG
Hammer, (light) 20 PRG:CRB
Kyoketsu shoge 20 PRG:UC
Pepperbox 20 PRG:UC
Pilum 20 PRG:APG
Pistol 20 PRG:UC
Pistol, (double-barreled) 20 PRG:UC
Pistol, (dragon) 20 PRG:UC
Revolver 20 PRG:UC
Rope dart 20 PRG:UC
Shield, (throwing) 20 PRG:UC
Shotgun 20 PRG:UC
Shotgun, (double-barreled) 20 PRG:UC
Shuriken 10 PRG:CRB
Spear, (standard) 20 PRG:CRB
Spear, (shortspear) 20 PRG:CRB
Spear, (syringe) 20 PC:AA
Starknife 20 PRG:CRB
Thunderstone 20 PRG:CRB
Bomb Launcher 30/70 PRG:ARG
Boomerang 30 PRG:APG
Chakram 30 PRG:APG
Crossbow, (hand) 30 PRG:CRB
Crossbow, (launching) 30 PC:AA
Culverin 30 PRG:UC
Javelin 30 PRG:CRB
Javelin, (shrillshaft) 30 GoG
Musket, (axe) 30 PRG:UC
Musket, (warhammer) 30 PRG:UC
Bow, (thorn) 40 PC:AA
Musket 40 PRG:UC
Tube arrow shooter 40 PRG:UC
Ammentum 50 PRG:UC
Double hackbut 50 PRG:UC
Sling, (standard) 50 PRG:CRB
Sling, (double) 50 PPC:Halflings
Sling glove 50 PC:AA
Shortbow, (standard) 60 PRG:CRB
Shortbow, (composite) 70 PRG:CRB
Crossbow, (double) 80 PRG:APG
Crossbow, (light) 80 PRG:CRB
Crossbow, (light, underwater) 80 PRG:ARG
Crossbow, (repeating) 80 PRG:CRB
Rifle 80 PRG:UC
Rifle, (pepperbox) 80 PRG:UC
Sling staff, (halfling) 80 PRG:CRB
Longbow, (standard) 100 PRG:CRB
Longbow, (composite) 110 PRG:CRB
Crossbow, (heavy) 120 PRG:CRB
Crossbow, (heavy, repeating) 120 PRG:CRB
Crossbow, (heavy, underwater) 120 PRG:ARG

Back to Top