Weapons

Weapon Descriptions
Arrows: An arrow used as a melee weapon is treated as a light improvised weapon and acts like a dagger. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

Axe, Throwing: A throwing axe is lighter than a handaxe and balanced for throwing Gnome fighters often use throwing axes for both melee and ranged attacks.

Axe, Orc Double: An orc double axe is a double weapon. You can fight with it as if fighting with two weapons. As it's name suggests it is often found in the hands of powerful orc fighters. A creature 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.

Battleaxe: The battleaxe is the most common melee weapon among dwarves.

Bolas: A set of bolas consists of two or three heavy wooden spheres connected by lengths of cord. Because the bolas can wrap around an enemy's leg or other limb, 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 and acts like a dagger. 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.

Bullets, Sling: Bulets are lead spheres, much heavier than stones of the same size. They 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 you can strike 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. Because the chain can wrap around an enemy's leg or other lib, 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 +1 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Club: A wooden club is so easy to find and fashion that it has no cost.

Crossbow, Hand: This exotic weapon is common among rogues and others who favor stealth over power. You can draw a hand crossbow back by hand. Loading a  hand crossbow is a move action that provokes attacks of opportunity. You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand but it follows the rules of two-weapon fighting.

Crossbow, Heavy: You draw a heavy crossbow back by turning a small winch. Loading a heavy crossboy is a full-round action that provokes attacks of opportunity.

Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.

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 fullt-round action that provokes attacks of opportunity. 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, Punching: This dagger puts more force from your punch behind it, making it capable of deadly strikes.

Dart: A dart is the size of a large arrow and has a weighted head. Essentially, it is a small javelin.

Falchion: This sword, which is essentially a two-handed scimitar, has a curve that gives it the effect of a keener edge.

Flail, Dire: A dire flail is a double weapon. You can fight with it as if fighting with two weapons. A creature wielding a 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.

Flail or Heavy Flail: With a fail, you get get a +1 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

Gauntlet: This metal glove protects your hands and lets you deal lethal damage rather than nonlethal damge 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 cannt 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 consered 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.

Great axe: This big, heavy axe is a favorite of barbarians and anybody else who wants the capability to deal out incredible damage.

Greatclub: A greatclub is a two-handed version of a regular club. It is often studden with nails or spikes or ringed by bands of iron.

Greatsword: Adventurers recognize the greatsword as on of the best melee weapons available. It's reliable and powerful.

Guisarme: A guisarme has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped. Because of a guissrme's curved blade, 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: Normally, you strike with a halberd's axe head, but the spike on the end is useful against chargeing opponents. 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 the  hook on thek on the back of a halberd against a charge, you deal double damage on a successful hit against a charging character. You can use the hook on the back of a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.

Hammer, Gnome Hooker: A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons. The hammer's blunt head deal 1d6 bludgeoning damage (crit x3). It's hook is a piercing weapon that deals 1d4 piercing damage (crit x4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome 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. You can use the gnome hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped. Gnomes treat gnome hooked hammers as martial weapons.

Hammer, Light: This is a small sledge hammer light enough to throw. It is favored by dwarves.

Handaxe: Dwarves favor these axes as off-hand weapons.

Javelin: This weapon is a light, flexible spear intended for throwing. You can use it in melee, but not well. Since it is not designed for melee, it is treated as an improved weapon and acts like a spear.

Kama: The kama is a special monk weapon. This designation gives a monk wield a kama special options. Because of a kama's shape, you can use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.

Kukri: This heavay, curived knife has it's sharp edge on the inside of the curve

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

Longbow: You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldly to use while you are mounted.

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 -1 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 (representating an especially heavy pull) to take advantage of an above-average Strength score; this freature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. For instance, a composite longbow (+1 Str bonus) costs 200 gp, while a composite longbow (+4 Str bonus) costs 500 gp.

Longspear: A longspear has reach. Youi 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.

Longsword: This classic, straight blade is the weapon of knighthood and valor. It is a favorite weapon of many paladins.

Mace, Heavy or Light: A mace is made of metal, even the haft, which makes it quite heavy and very hard to break.

Net: A fighting net has small barbs in the weave and a trailing rope to control netted opponents. You use it to entangle eenemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entagled. An entangled creatures takes a -1 penalty on attack rolls and -4 on Dexterity saving throw, can move only at 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 only move within the limits that the rope allows. If the entagled 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 the net with a DC 15 Strength check. Dealing 5 points of slashing damage against the net frees the creature without harming it, ending the entangle effect and destroying the net.. A net is useful only against creatures within one size category of 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 touch attack. After the net is unfolded, you take a -2 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. With a nunchaku, you get a +1 bonus on opposed attacks rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

Pick, Heavy or Light: A pick is designed to concentrate the force of its blow on a small area. A light or heavy pick resembles a miner's pick but is specifically designed for war.

Quarterstaff: The quarterstaff is the favorite weapon of many characters, from travelers, peasants, and merchants to monks, rangers, and wizards. A quarterstaff is a double weapon. You can fight with it as if you were fighting with two weapons. 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. 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 +1 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Rapier: You can use your Dexterity modifier or Strength modifier on attack rolls with the rapier. The damage bonus is the same as the ability modifier that you use. You can only use your Dexterity modifier if you use your off hand to attack with your Rapier.

Sai: A sai's pronlike extresions are designed to help catch and disarm opponent's weapons. With a sai, you get a +1 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). The sai is a special monk weapon. This designation gives a monk wielding a sai special options.

Sap: A sap comes in handy when you want to knock an opponent out instead of killing it.

Scimitar: The curve on this blade gives it the effect of a keener edge.

Scythe: While it resembles the standard farm implement of the same name, this scythe is balanced and strengthened for war. The design of the scythe focuses trmendous force on the sharp point, as well as allowing devastation slashes with the blade edge. Because of the scythe's shape, you can use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being ripped.

Shield, Heavy or Light: You can bash with a shield instead of using it for defense.

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.

Shortbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a 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. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost. For instance, a composite shortbow (+1 Str bonus) costs 150 gp, while a composite short bow (+4 Str bonus) costs 375 gp.

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

Shuriken: A shuriken is a special monk weapon. This designation gives a monk wieldging 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, crafting masterwork or otherwise special versions of them.

Siangham: The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options.

Sickle: This weapon is like a farmer's sickle, but it is strengthened for use as a weapon. It is favored by druids and by anyone who wants a weapon that might be overlooked by guards. Because of a sickle's shape, you can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.

Sling: A sling hurls lead bullets. It doesn't shoot as far as a crossbowm nor is it as powerful as a bow, but it's cheap and easy to improvise from common materials. Druids and halflings havor slings. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. You can hurl ordinary stones with a sling, however, you deal 1d3 damage instead.

Spear: One of the simplest weapons in existence, the spear is favored by druids and sorcerers. It 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.

Spiked Shield, Heavy or Light: You can bash with a spiked shield instead of using it for defense.

'''Strike, Unarmored. '''A medium creature 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 her option. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.

'''Sword, Bastard. '''Bastard swords are alsoo known as hand-and-a-half swords. A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.

Sword, Short: This sword is popular as an off-hand weapon.

Sword, Two-Bladed: A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons. 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 three-tined piercing weapon can be thrown just as a shortspear or spear can be, but its range increment is shorter because it's not as aerodynamic as those other weapons. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against charging character.

Urgrosh, Dwarven: A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons.