Items/Weapons

Melee Weapons:
{| class="wikitable"
 * colspan="9" |

Simple Weapons

 * colspan="9" |
 * colspan="9" |

Light Weapons

 * Name:
 * Cost
 * Dmg
 * Crit
 * Range
 * Weight
 * Type
 * Special
 * Keywords
 * Gauntlets/Greaves
 * 5 gp
 * 1 lb
 * Unarmed, see description.
 * Light, Monastic, Metal
 * Spiked Gauntlets/Greaves
 * 10 gp
 * 1 lb
 * P
 * Same as gauntlet but changes damage to piercing.
 * Light, Monastic, Metal
 * Buckler
 * 5 gp
 * 1d2
 * 20 / x2
 * 5 lb
 * B
 * Blocking, Distracting, Strong
 * Shield, Light, Dueling, Hammer, Wood or Metal
 * Buckler, Spiked
 * 7 gp
 * 1d2
 * 20 / x2
 * 5 lb
 * P
 * Blocking, Distracting, Strong
 * Shield, Light, Dueling, Metal
 * Dagger
 * 4 gp
 * 1d4
 * 19-20 / x2
 * 10 ft
 * 1 lb
 * P or S
 * concealed.
 * Light, Blade, Throwing, Metal
 * Dagger, Punching
 * 4 gp
 * 1d6
 * 20 / x3
 * 1 lb
 * P
 * Light, Blade, Metal
 * Mace, Light
 * 8 gp
 * 1d6
 * 20 / x3
 * 4 lb
 * B
 * strong
 * Light, Hammer, Metal
 * Sickle
 * 10 gp
 * 1d6
 * 20 / x3
 * 2 lb
 * S
 * trip
 * Light, Blade, Metal
 * Spring Blade
 * 70 gp
 * 1d4
 * 20 / x2
 * 10 ft
 * 2 lb
 * P or S
 * folding
 * Light, Blade, Throwing, Metal
 * colspan="9" |
 * strong
 * Light, Hammer, Metal
 * Sickle
 * 10 gp
 * 1d6
 * 20 / x3
 * 2 lb
 * S
 * trip
 * Light, Blade, Metal
 * Spring Blade
 * 70 gp
 * 1d4
 * 20 / x2
 * 10 ft
 * 2 lb
 * P or S
 * folding
 * Light, Blade, Throwing, Metal
 * colspan="9" |
 * folding
 * Light, Blade, Throwing, Metal
 * colspan="9" |
 * colspan="9" |

One-Handed Weapons

 * Club
 * 2 gp
 * 1d8
 * 20 / x3
 * 3 lb
 * B
 * nonlethal
 * Balanced, Hammer, Wood
 * Mace, Heavy
 * 12 gp
 * 1d8
 * 20 / x3
 * 8 lb
 * B
 * strong
 * Balanced, Hammer, Metal
 * Megaphone
 * 15 gp
 * 1d8
 * x2
 * 4 lb
 * B
 * Concussive, Nonlethal, Tool (Perform: Comedy, Oratory or Sing)
 * Balanced, Hammer, Performance, Wood or Metal
 * Morningstar
 * 12 gp
 * 1d8
 * 20 / x2
 * 6 lb
 * B & P
 * Balanced, Hammer, Metal
 * Shortspear
 * 2 gp
 * 1d6
 * 20 / x2
 * 30 ft
 * 3 lb
 * P
 * brace
 * Balanced, Spear, Throwing, Wood
 * colspan="9" |
 * Shortspear
 * 2 gp
 * 1d6
 * 20 / x2
 * 30 ft
 * 3 lb
 * P
 * brace
 * Balanced, Spear, Throwing, Wood
 * colspan="9" |
 * colspan="9" |

Two-Handed Weapons

 * Clangers
 * 21 gp
 * 1d6/1d6
 * 19-20/x2
 * 10 lb
 * S
 * Attached, Tool (Perform: Percussion)
 * Double, Blade, Light, Metal, Performance
 * Lantern staff
 * 15 gp
 * 1d6
 * 20 / x2
 * 9 lb
 * B
 * Blocking, counterbalance,  nonlethal
 * Balanced, Hammer, Monastic, Wood
 * Longspear
 * 6 gp
 * 1d8
 * 20 / x3
 * 9 lb
 * P
 * Brace, reach
 * Balanced, Spear, Polearm, Wood
 * Pitchfork
 * 8 gp
 * 1d6
 * 19-20 / x2
 * 9 lb
 * P
 * Brace, Reach, Tool, Strong
 * Heavy, Polearm, Metal
 * Quarterstaff
 * 2 gp
 * 1d6 / 1d6
 * 20 / x2
 * 4 lb
 * B
 * double, blocking, nonlethal
 * Balanced, Monastic, Wood
 * Weighted Sash
 * 16 gp
 * 1d6
 * x2
 * 5
 * B
 * Concealed, Concussive, Nonlethal, Reach, Tool (Perform: Dance)
 * Balanced, Performance
 * Spear
 * 3 gp
 * 1d8
 * 20 / x3
 * 20 ft
 * 6 lb
 * P
 * brace
 * Balanced, Spear, Throwing, Wood
 * Spear, weighted
 * 10 gp
 * 1d8/ 1d6
 * 20 x3
 * 8 lb
 * P, B
 * double, brace
 * Heavy, Spear, Wood
 * colspan="9" |
 * 6 lb
 * P
 * brace
 * Balanced, Spear, Throwing, Wood
 * Spear, weighted
 * 10 gp
 * 1d8/ 1d6
 * 20 x3
 * 8 lb
 * P, B
 * double, brace
 * Heavy, Spear, Wood
 * colspan="9" |
 * Heavy, Spear, Wood
 * colspan="9" |
 * colspan="9" |

Martial Weapons

 * colspan="9" |
 * colspan="9" |

Light Weapons

 * Axe, Throwing
 * 8 gp
 * 1d6
 * 20 / x3
 * 20ft
 * 3 lb
 * S
 * Light, Axe, Throwing, Metal
 * Blade Boot
 * 25 gp
 * 1d4
 * 19-20 / x2
 * 2 lb
 * P
 * Integrated
 * Light, Blade, Metal
 * Boomerang
 * 5 gp
 * 1d3
 * 20 / x2
 * 30 ft
 * 2 lb
 * B
 * Nonlethal, Concussive
 * Light, Hammer, Throwing, Wood or Metal
 * Claw Blades
 * 10 gp
 * 19-20 /x2
 * 2 lb
 * Concealed, Unarmed
 * Light, Blade, Monastic, Metal
 * Dagger, Dueling
 * 12 gp
 * 1d4
 * 19-20 / x2
 * 10 ft
 * 1 lb
 * P or S
 * Blocking
 * Light, Blade, Dueling, Throwing, Metal
 * Dancing Sabre
 * 18 gp
 * 1d8
 * 19-20/x2
 * 3 lb
 * S
 * Distracting, Tool (Perform: Dance)
 * Light, Blade, Dueling, Metal, Performance
 * Hammer, Light
 * 2 gp
 * 1d6
 * 20 / x3
 * 20 ft
 * 2 lb
 * B
 * Light, Hammer, Throwing, Metal
 * Handaxe
 * 6 gp
 * 1d6
 * 20 / x3
 * 3 lb
 * S
 * Disarm, Strong
 * Light, Axe, Metal
 * Katar, tri-bladed
 * 5 gp
 * 1d4
 * 20 / x4
 * 2 lb
 * P
 * counts as a punching dagger
 * Light, Blade, Metal
 * Kukri
 * 8 gp
 * 1d6
 * 19-20 / x2
 * 2 lb
 * S
 * Deadly, strong
 * Light, Blade. Metal
 * Pick, light
 * 4 gp
 * 1d4
 * 20 / x4
 * 3 lb
 * P
 * Light, Axe, Metal
 * Reverse-Blade Bow
 * 19 gp
 * 1d6
 * 19-20/x2
 * 3 lb
 * P or S
 * Deadly, Tool (Perform: String)
 * Blade, Light, Metal, Performance
 * Tailblade
 * 10 gp
 * 1d4
 * 19-20 / x2
 * 1 lb
 * S
 * Distacting, Attached
 * Light, Blade, Monastic, Metal
 * Sap
 * 2 gp
 * 1d4
 * 20 / x3
 * 2 lb
 * B
 * Nonlethal, Concussive
 * Light, Hammer, Metal
 * Shield, Light
 * 3 gp
 * 1d4
 * 20 / x2
 * 5 lb
 * B
 * attached, blocking, strong
 * Shield, Light, Wood or Metal
 * Spiked Shield, light
 * 3 gp
 * 1d4
 * 20 / x2
 * 5 lb
 * P
 * attached, blocking, strong
 * Shield, Light, Metal
 * Sword, short
 * 10 gp
 * 1d6
 * 19-20 / x2
 * 2 lb
 * P or S
 * distracting
 * Light, Blade, Metal
 * Thunderclub
 * 18 gp
 * 1d8
 * x2
 * 2 lb
 * B
 * Distracting, Nonlethal, Tool (Perform: Comedy, Percussion)
 * Hammer, Light, Performance, Wood
 * Tonfa
 * 2 gp
 * 1d6
 * 20 / x2
 * 1 lb
 * B
 * Blocking, nonlethal, concealed
 * Monastic, Light, Hammer, Wood or Metal
 * War Flute
 * 17 gp
 * 1d6
 * 19-20/x2
 * 3 lb
 * B or S
 * Concealed, Tool (Perform: Wind)
 * Blade, Light, Metal, Performance
 * Arm Blades
 * 15 gp
 * 1d4
 * 19-20 / x2
 * 2 lb
 * P
 * blocking, integrated
 * Light, Blade, Metal
 * colspan="9" |
 * distracting
 * Light, Blade, Metal
 * Thunderclub
 * 18 gp
 * 1d8
 * x2
 * 2 lb
 * B
 * Distracting, Nonlethal, Tool (Perform: Comedy, Percussion)
 * Hammer, Light, Performance, Wood
 * Tonfa
 * 2 gp
 * 1d6
 * 20 / x2
 * 1 lb
 * B
 * Blocking, nonlethal, concealed
 * Monastic, Light, Hammer, Wood or Metal
 * War Flute
 * 17 gp
 * 1d6
 * 19-20/x2
 * 3 lb
 * B or S
 * Concealed, Tool (Perform: Wind)
 * Blade, Light, Metal, Performance
 * Arm Blades
 * 15 gp
 * 1d4
 * 19-20 / x2
 * 2 lb
 * P
 * blocking, integrated
 * Light, Blade, Metal
 * colspan="9" |
 * 1d4
 * 19-20 / x2
 * 2 lb
 * P
 * blocking, integrated
 * Light, Blade, Metal
 * colspan="9" |
 * colspan="9" |
 * colspan="9" |

One-Handed Weapons

 * Bar Mace
 * 5 gp
 * 1d8
 * 20 / x2
 * 7 lb
 * B and S
 * Sunder
 * Heavy, Blade, Hammer, Metal
 * Battle Pipes
 * 32 gp
 * 1d4
 * x2
 * 17 lb
 * B
 * Attached, Blocking, Heavy Shield, Strong, Tool (Perform: Wind)
 * Balanced, Shield, Wood or Metal
 * Battleaxe
 * 10 gp
 * 1d8
 * 20 / x3
 * 6 lb
 * S
 * Disarm, strong
 * Heavy, Axe, Metal
 * Broadsword, nine ring
 * 15 gp
 * 1d8
 * 20 / x3
 * 4 lb
 * S
 * Sunder, strong
 * Heavy, Blade, Monastic, Metal
 * Chakram
 * 4 gp
 * 1d8
 * 19-20 / x3
 * 30 ft
 * 1 lb
 * S
 * Finesse, short grip.
 * Light, Blade, Thrown, Metal
 * Combat Scabbard
 * 8 gp
 * 1d6
 * 20 / x2
 * 1 lb
 * B
 * blocking, nonlethal
 * Light, Hammer, Metal
 * Combat Scabbard, Sharpened
 * 10 gp
 * 1d6
 * 20 / x2
 * 1 lb
 * S
 * blocking, distracting
 * Light, Blade, Metal
 * Cutlass
 * 15 gp
 * 1d6
 * 18-20 / x2
 * 5 lb
 * S
 * strong, deadly, short grip
 * Balanced, Dueling, Blade, Metal
 * Flail
 * 8 gp
 * 1d8
 * 20 / x2
 * 5 lb
 * B
 * Disarm, trip, strong
 * Balanced, Flail, Metal
 * Longsword
 * 15 gp
 * 1d8
 * 19-20 / x2
 * 4 lb
 * S or P
 * deadly
 * Balanced, Dueling, Blade, Metal
 * Broadsword
 * 15 gp
 * 1d8
 * 20 / x3
 * 4 lb
 * S
 * Sunder, strong
 * Heavy, Blade, Metal
 * Pick
 * 12 gp
 * 1d6
 * 20 / x4
 * 5 lb
 * P
 * Balanced, Axe, Metal
 * Rapier
 * 20 gp
 * 1d6
 * 18-20 / x2
 * 2 lb
 * P
 * Finesse, Short Grip
 * Light, Dueling, Blade, Metal
 * Scimitar
 * 15 gp
 * 1d6
 * 18-20 / x2
 * 4 lb
 * S
 * Finesse, Short Grip
 * Light, Blade, Metal
 * Shield, Heavy
 * 17 gp
 * 1d6
 * 20 / x2
 * 11 lb
 * B
 * integrated, blocking, strong
 * Shield, Balanced, Wood or Metal
 * Shield, Ringing
 * 25 gp
 * 1d6
 * x2
 * 15 lb
 * B
 * Blocking, Integrated, Heavy Shield, Tool (Perform: Percussion); Special: the shield can be struck with a separate bludgeoning weapon to make a Perform: Percussion check.
 * Balanced, Metal, Performance, Shield
 * Spiked Shield, Heavy
 * 17 gp
 * 1d6
 * 20 / x2
 * 11 lb
 * P
 * integrated, blocking, strong
 * Shield, Balanced, Metal
 * Sword Cane
 * 45 gp
 * 1d6
 * 19-20 / x2
 * 4 lb
 * P
 * Finesse, Folding; Short Grip
 * Light, Blade, Metal
 * Trident
 * 15 gp
 * 1d8
 * 20 / x3
 * 10 ft
 * 4 lb
 * P
 * brace
 * Balanced, Spear, Throwing, Metal
 * Warhammer
 * 12 gp
 * 1d8
 * 20 / x3
 * 10 ft
 * 5 lb
 * B
 * Sunder
 * Heavy, Hammer, Throwing, Metal
 * colspan="9" |
 * 1d6
 * 20 / x2
 * 11 lb
 * P
 * integrated, blocking, strong
 * Shield, Balanced, Metal
 * Sword Cane
 * 45 gp
 * 1d6
 * 19-20 / x2
 * 4 lb
 * P
 * Finesse, Folding; Short Grip
 * Light, Blade, Metal
 * Trident
 * 15 gp
 * 1d8
 * 20 / x3
 * 10 ft
 * 4 lb
 * P
 * brace
 * Balanced, Spear, Throwing, Metal
 * Warhammer
 * 12 gp
 * 1d8
 * 20 / x3
 * 10 ft
 * 5 lb
 * B
 * Sunder
 * Heavy, Hammer, Throwing, Metal
 * colspan="9" |
 * 5 lb
 * B
 * Sunder
 * Heavy, Hammer, Throwing, Metal
 * colspan="9" |
 * colspan="9" |

Two-Handed Weapons

 * Axe, Strung
 * 27 gp
 * 1d8
 * 19-20/x3
 * 16
 * S
 * Tool (Perform: String)
 * Axe, Heavy, Metal, Performance
 * Bardiche
 * 13 gp
 * 1d10
 * 20 / x3
 * 14 lb
 * S
 * Reach, disarm
 * Polearm, Heavy,  Axe, Metal
 * Bec de corbin
 * 15 gp
 * 1d8
 * 20 / x3
 * 12 lb
 * B or P
 * Reach, sunder
 * Polearm, Heavy, Hammer, Metal
 * Bill
 * 11 gp
 * 1d8
 * 20 / x3
 * 11 lb
 * S
 * Reach, blocking, strong
 * Polearm, Heavy, Blade, Metal
 * Falchion
 * 75 gp
 * 1d8
 * 18-20 / x2
 * 8 lb
 * S
 * Heavy, Blade, Metal
 * Flail, Heavy
 * 15 gp
 * 1d10
 * 20 / x3
 * 10 lb
 * B
 * Disarm, trip
 * Heavy, Flail, Metal
 * Greathammer
 * 40 gp
 * 2d6
 * 20 / x3
 * 14 lb
 * B
 * Sunder, Strong
 * Heavy, Hammer, Metal
 * Glaive
 * 8 gp
 * 1d10
 * 20 / x3
 * 10 lb
 * S
 * Reach, brace
 * Polearm, Heavy, Blade, Metal
 * Greataxe
 * 20 gp
 * 2d6
 * 20 / x3
 * 12 lb
 * S
 * Disarm, Strong
 * Heavy, Axe, Metal
 * Greatclub
 * 5 gp
 * 1d10
 * 20 / x3
 * 8 lb
 * B
 * Nonlethal, concussive
 * Heavy, Hammer, Wood
 * Greatsword
 * 50 gp
 * 2d6
 * 19-20 / x2
 * 8 lb
 * P or S
 * Deadly
 * Heavy, Blade, Metal
 * Halberd
 * 10 gp
 * 1d10
 * 20 / x3
 * 12 lb
 * P
 * Reach, Brace
 * Polearm, Heavy, Spear, Metal
 * Naginata
 * 60 gp
 * 1d8
 * 20 / x4
 * 9 lb
 * S
 * Reach
 * Polearm, Heavy, Blade, Metal
 * Nodachi
 * 60 gp
 * 1d8
 * 18-20 / x2
 * 8 lb
 * S
 * brace
 * Heavy, Blade, Metal
 * Pickaxe
 * 10 gp
 * 1d8
 * 20 / x4
 * 12 lb
 * P
 * Sunder
 * Heavy, Axe, Metal
 * Pipe, Heavy
 * 55 gp
 * 2d6
 * x3
 * 20
 * B
 * Strong, Tool (Perform: Wind)
 * Heavy, Hammer, Performance, Wood or Metal
 * Sansetsukon
 * 8 gp
 * 1d6/1d6
 * 19-20 / x2
 * 3 lb
 * B
 * Double, Blocking, Distracting
 * Balanced, Hammer, Wood
 * Scythe
 * 18 gp
 * 1d8
 * 20 / x3
 * 10 lb
 * P or S
 * Trip, finesse
 * Polearm, Heavy, Blade, Metal
 * Spear, Whistling
 * 19 gp
 * 1d8
 * x2
 * 20
 * 10 lb
 * P
 * Counterbalance, Distracting, Reach, Tool (Perform: Dance, Wind)
 * Heavy, Performance, Polearm, Spear, Throwing, Metal
 * Torch, Twirling
 * 16 gp
 * 1d8/1d8
 * x2
 * 9 lb
 * B
 * Counterbalance, Distracting, Tool (Perform: Dance); Special: the torch ends of this staff can be filled with lamp oil and lit ablaze to deal an additional point of fire damage.
 * Double, Hammer, Performance, Wood or Metal
 * colspan="9" |
 * Sansetsukon
 * 8 gp
 * 1d6/1d6
 * 19-20 / x2
 * 3 lb
 * B
 * Double, Blocking, Distracting
 * Balanced, Hammer, Wood
 * Scythe
 * 18 gp
 * 1d8
 * 20 / x3
 * 10 lb
 * P or S
 * Trip, finesse
 * Polearm, Heavy, Blade, Metal
 * Spear, Whistling
 * 19 gp
 * 1d8
 * x2
 * 20
 * 10 lb
 * P
 * Counterbalance, Distracting, Reach, Tool (Perform: Dance, Wind)
 * Heavy, Performance, Polearm, Spear, Throwing, Metal
 * Torch, Twirling
 * 16 gp
 * 1d8/1d8
 * x2
 * 9 lb
 * B
 * Counterbalance, Distracting, Tool (Perform: Dance); Special: the torch ends of this staff can be filled with lamp oil and lit ablaze to deal an additional point of fire damage.
 * Double, Hammer, Performance, Wood or Metal
 * colspan="9" |
 * 9 lb
 * B
 * Counterbalance, Distracting, Tool (Perform: Dance); Special: the torch ends of this staff can be filled with lamp oil and lit ablaze to deal an additional point of fire damage.
 * Double, Hammer, Performance, Wood or Metal
 * colspan="9" |
 * colspan="9" |
 * colspan="9" |

Exotic Weapons

 * colspan="9" |
 * colspan="9" |

Light Weapons

 * Bladed Boomerang
 * 12 gp
 * 1d4
 * 18-20 / x2
 * 30 ft
 * 2 lb
 * S
 * Light, Blade, Throwing, Metal
 * Bladed Ribbon
 * 30 gp
 * 1d3
 * x3
 * 3 lb
 * S
 * Distracting, Reach, Serrated, Tool (Perform: Dance)
 * Light, Metal, Performance
 * Dagger, Swordbreaker
 * 10 gp
 * 1d4
 * 19-20 / x2
 * 10 ft
 * 3 lbs
 * P or S
 * Disarm, sunder
 * Dueling, Light, Dagger, Throwing, Metal
 * Fighting Fan
 * 3 gp
 * 1d3
 * 19-20 / x3
 * 1 lb
 * S
 * Distracting, Foldable
 * Monastic, Light, Blade, Metal
 * Iron Claw
 * 2 gp
 * 1d4
 * 19-20/ x2
 * 1 lb
 * S
 * Disarm, grapple, Integrated
 * Monastic, Light, Blade, Metal
 * Nunchaku
 * 2 gp
 * 1d6
 * 20 / x2
 * 2 lb
 * B
 * Blocking, Disarm
 * Monastic, Light, Flail, Wood
 * Sabre, Sawtoothed
 * 35 gp
 * 1d8
 * 19-20/x2
 * 2 lb
 * S
 * Deadly, serrated
 * Light, Blade, Metal
 * Wakizashi
 * 35 gp
 * 1d6
 * 18-20 / x2
 * 2 lb
 * S
 * deadly
 * Light, Blade, Metal
 * colspan="9" |
 * 2 lb
 * S
 * Deadly, serrated
 * Light, Blade, Metal
 * Wakizashi
 * 35 gp
 * 1d6
 * 18-20 / x2
 * 2 lb
 * S
 * deadly
 * Light, Blade, Metal
 * colspan="9" |
 * Light, Blade, Metal
 * colspan="9" |
 * colspan="9" |

One-Handed Weapons

 * Chain, Spiked
 * 25 gp
 * 1d8
 * 19-20/ x2
 * 10 lb
 * B or P
 * Finesse, Trip
 * Light, Flail, Metal
 * Estoc
 * 50 gp
 * 1d8
 * 18-20/ x2
 * 4 lb
 * P
 * Finesse, short grip, Ease of Grip
 * Light, Dueling, Blade, Metal
 * Falcata
 * 18 gp
 * 1d8
 * 19-20/ x3
 * 4lb
 * S
 * Heavy, Blade, Metal
 * Katana
 * 50 gp
 * 1d8
 * 18-20 / x2
 * 6 lb
 * S
 * deadly
 * Balanced, Dueling, Blade, Metal
 * Khopesh
 * 20 gp
 * 2d6
 * 19-20 / x2
 * 8 lb
 * S
 * Disarm, Sunder
 * Heavy, Axe, Blade, Metal
 * Sword, Bastard
 * 35 gp
 * 2d6
 * 19-20 / x2
 * 6lb
 * S or P
 * Ease of Grip
 * Heavy, Blade, Metal
 * Sword, Dueling
 * 20 gp
 * 1d8
 * 19-20 / x2
 * 3 lb
 * S or P
 * Finesse, blocking
 * Light, Dueling, Blade
 * Sword, Temple
 * 30 gp
 * 1d8
 * 19-20 / x2
 * 3 lb
 * S
 * Trip, disarm, counterbalance
 * Balanced, Blade, Metal
 * Tower Shield
 * 30 gp
 * 1d8
 * 20 / x3
 * 50 lb
 * B
 * Blocking, Strong
 * Shield, Balanced, Wood or Metal
 * Tower Shield, Spiked
 * 32 gp
 * 1d8
 * 20 / x3
 * 40 lb
 * P
 * Blocking, Strong
 * Shield, Balanced, Metal
 * Urumi
 * 30gp
 * 1d8
 * 18-20 /x2
 * 6 lb
 * S
 * reach
 * Balanced, Blade, Metal
 * Waraxe
 * 30 gp
 * 1d10
 * 20 / x3
 * 10 ft
 * 8 lb
 * S
 * Disarm, Ease of Grip
 * Heavy, Axe, Throwing, Metal
 * Whip
 * 5 gp
 * 1d3
 * 20 / x2
 * 2 lb
 * S
 * nonlethal, finesse, reach, trip, short grip
 * Light, Metal
 * colspan="9" |
 * 6 lb
 * S
 * reach
 * Balanced, Blade, Metal
 * Waraxe
 * 30 gp
 * 1d10
 * 20 / x3
 * 10 ft
 * 8 lb
 * S
 * Disarm, Ease of Grip
 * Heavy, Axe, Throwing, Metal
 * Whip
 * 5 gp
 * 1d3
 * 20 / x2
 * 2 lb
 * S
 * nonlethal, finesse, reach, trip, short grip
 * Light, Metal
 * colspan="9" |
 * S
 * nonlethal, finesse, reach, trip, short grip
 * Light, Metal
 * colspan="9" |
 * colspan="9" |

Two-Handed Weapons

 * Accordion, Reinforced
 * 35
 * 1d8/1d8
 * x2
 * 18 lb
 * B
 * Attached, Blocking, Heavy Shield, Tool (Perform: Keyboard)
 * Double, Metal, Shield, Performance
 * Axe, Goliath
 * 65 gp
 * 2d6
 * 20 / x4
 * 25 lb
 * S
 * Heavy, Axe, Metal
 * Curved Blade
 * 80 gp
 * 1d10
 * 18-20/ x2
 * 7 lb
 * S
 * finesse
 * Light, Blade, Metal
 * Executioner’s Sword
 * 40 gp
 * 1d10
 * 18-20 / x2
 * 10 lb
 * S
 * Deadly, Strong
 * Heavy, Blade, Metal
 * Flamberge
 * 50 gp
 * 2d6
 * 19-20 / x2
 * 6 lb
 * P or S
 * Sunder, deadly
 * Heavy, Blade, Metal
 * Flail, Longchain
 * 50 gp
 * 2d6
 * 20 / x3
 * 15 lb
 * B or P
 * Sunder, reach
 * Heavy, Flail, Metal
 * Flowing Spear
 * 20 gp
 * 1d8
 * 20 / x3
 * 10 lb
 * P
 * Counterbalance, Brace, Reach, finesse
 * Polearm, Light, Spear, Metal
 * Garrote
 * 3 gp
 * 1d6
 * 20 / x2
 * 1 lb
 * S
 * Concealed. Concussive, Grapple, nonlethal, finesse
 * Great Boomerang
 * 10 gp
 * 2d6
 * 20 / x2
 * 30 ft
 * 10 lb
 * B
 * Nonlethal, Concussive
 * Heavy, Hammer, Throwing, Metal or Wood
 * Harpoon
 * 5 gp
 * 1d8
 * 19-20 / x3
 * 10 ft
 * 16 lb
 * P
 * grapple
 * Heavy, Spear, Thrown, Metal
 * Longaxe
 * 50 gp
 * 2d6
 * 20 / x3
 * 14 lb
 * S
 * Reach, disarm, strong
 * Heavy, Axe, Polearm, Metal
 * Longhammer
 * 70 gp
 * 2d6
 * 20 / x3
 * 20 lb
 * B
 * Reach, sunder, strong
 * Heavy, Hammer, Polearm, Metal
 * Scarf, Bladed
 * 12 gp
 * 1d6
 * 20 / x2
 * 2 lb
 * S
 * Disarm, Distracting, Trip, Finesse
 * Light, Blade, Metal
 * Sword, Seven-Branched
 * 50 gp
 * 1d8
 * 20 / x3
 * 7 lb
 * P & S
 * Disarm, grapple
 * Monastic, Heavy, Blade, Metal
 * Tetsubo
 * 20 gp
 * 2d6
 * 20 / x4
 * 10 lb
 * B
 * Sunder
 * Heavy, Hammer, Metal
 * Two-Bladed Sword
 * 100 gp
 * 1d8/1d8
 * 19-20 x2
 * 10 lb
 * S or P
 * Double, Blocking, Counterbalance
 * Light, Blade, Metal
 * Two-Bladed Axe
 * 100 gp
 * 1d10/1d10
 * 20 / x3
 * 10 lb
 * S
 * Double, Disarm
 * Light, Axe, Metal
 * }
 * P & S
 * Disarm, grapple
 * Monastic, Heavy, Blade, Metal
 * Tetsubo
 * 20 gp
 * 2d6
 * 20 / x4
 * 10 lb
 * B
 * Sunder
 * Heavy, Hammer, Metal
 * Two-Bladed Sword
 * 100 gp
 * 1d8/1d8
 * 19-20 x2
 * 10 lb
 * S or P
 * Double, Blocking, Counterbalance
 * Light, Blade, Metal
 * Two-Bladed Axe
 * 100 gp
 * 1d10/1d10
 * 20 / x3
 * 10 lb
 * S
 * Double, Disarm
 * Light, Axe, Metal
 * }
 * 10 lb
 * S
 * Double, Disarm
 * Light, Axe, Metal
 * }
 * }

Ranged Weapons:
{| class="wikitable"
 * colspan="10" |

Simple Weapons

 * Name:
 * Cost
 * Dmg
 * Crit
 * Range
 * Weight
 * Type
 * Capacity
 * Reload/Special
 * Keywords
 * Dart(5)
 * 5 gp
 * 1d3
 * 19-20 / x2
 * 20 ft
 * ½ lb
 * P
 * Lightweight
 * Throwing
 * Dart Pipe
 * 15 gp
 * 1d2
 * 19-20/x3
 * 10
 * 4 lb
 * P
 * 1
 * Free reload, Tool (Perform: Wind)
 * Projectile, Performance, Throwing
 * Crossbow, Heavy
 * 10 gp
 * 1d10
 * 19-20 / x2
 * 120
 * 8 lb
 * P
 * 1
 * Full-Round
 * Projectile, Trigger, Wood
 * Crossbow, Light
 * 8 gp
 * 1d8
 * 19-20 / x2
 * 100
 * 5 lb
 * P
 * 1
 * Move
 * Projectile, Trigger, Wood
 * Sling
 * 4 gp
 * 1d4
 * 20 /x 3
 * 50
 * 1 lb
 * B
 * 1
 * Swift; Compact
 * Projectile, Sling, Throwing, Wood
 * colspan="10" |
 * 50
 * 1 lb
 * B
 * 1
 * Swift; Compact
 * Projectile, Sling, Throwing, Wood
 * colspan="10" |
 * colspan="10" |

Martial Weapons

 * Double-Strung Harp
 * 65 gp
 * 1d8
 * 19-20/x2
 * 80
 * 10 lb
 * P
 * 1
 * Free reload; Tool (Perform: String)
 * Bow, Performance, Projectile
 * Longbow
 * 50 gp
 * 1d8
 * 20 / x3
 * 100
 * 3 lb
 * P
 * 1
 * Free
 * Projectile, Bow, Wood
 * Longbow, Composite
 * 400 gp
 * 1d8
 * 20 / x3
 * 100
 * 3 lb
 * P
 * 1
 * Free
 * Projectile, Bow, Wood
 * Shortbow
 * 30 gp
 * 1d6
 * 19-20 / x2
 * 60
 * 2 lb
 * P
 * 1
 * Free
 * Projectile, Bow, Wood
 * Shortbow, Composite
 * 120 gp
 * 1d6
 * 19-20 / x2
 * 60
 * 2 lb
 * P
 * 1
 * Free
 * Projectile, Bow, Wood
 * Crossbow, Heavy Repeating
 * 200 gp
 * 1d10
 * 19-20 / x2
 * 100
 * 12 lb
 * P
 * 5
 * See Description
 * Crossbow, Projectile, Trigger, Wood
 * Crossbow, Light Repeating
 * 150 gp
 * 1d8
 * 19-20 / x2
 * 60
 * 6 lb
 * P
 * 5
 * See Description
 * Crossbow, Projectile, Trigger, Wood
 * colspan="10" |
 * 60
 * 6 lb
 * P
 * 5
 * See Description
 * Crossbow, Projectile, Trigger, Wood
 * colspan="10" |
 * colspan="10" |

Exotic Weapons
(P/S)
 * Crossbow, Double
 * 300 gp
 * 1d10
 * 19-20 / x2
 * 100
 * 18 lb
 * P
 * 2
 * See Description
 * Crossbow, Projectile, Trigger, Wood
 * Crossbow, Hand
 * 100 gp
 * 1d4
 * 18-20 / x2
 * 60
 * 2 lb
 * P
 * 1
 * Swift; Compact, Lightweight
 * Crossbow, Projectile, Trigger, Wood
 * Rifle
 * 1800 gp
 * 1d10
 * 20 / x4
 * 80
 * 12 lb
 * B
 * 1
 * Full-Round;
 * Firearm, Projectile, Trigger, Metal
 * Rifle Lance
 * 2300 gp
 * 1d10 / 1d8
 * 20 x3 / 20 x3
 * 80
 * 15 lb
 * B / P
 * 1
 * Full-Round; Combination / Brace, Reach
 * Firearm, Projectile, Trigger / Balanced, Spear, Metal
 * Pistol
 * 1000 gp
 * 1d8
 * 20 / x4
 * 40
 * 4 lb
 * B
 * 1
 * Standard, Compact, Lightweight
 * Firearm, Projectile, Trigger, Metal
 * Pistol Dagger
 * 1100 gp
 * 1d8 / 1d4
 * 20 / x3 / 19-20 x2
 * 20
 * 5 lb
 * B / P
 * 1
 * Standard; Combination, Compact, Lightweight / Concealed, Disarm
 * Firearm, Projectile Trigger / Light, Blade, Metal
 * Pistol Sword
 * 1500 gp
 * 1d8 / 1d8
 * 20 / x3 / 19-20 / x2
 * 40
 * 12 lb
 * B /
 * Pistol Sword
 * 1500 gp
 * 1d8 / 1d8
 * 20 / x3 / 19-20 / x2
 * 40
 * 12 lb
 * B /
 * 1
 * Standard; Combination; Compact
 * Firearm, Projectile, Trigger / Balanced, Blade, Metal
 * Warbow
 * 450 gp
 * 2d6
 * 20 / x3
 * 100
 * 7 lb
 * P
 * 1
 * Free
 * Projectile, Bow, Wood
 * Shuriken(5)
 * 1 gp
 * 1d3
 * 18-20 / x2
 * 20
 * ½ lb
 * P
 * Lightweight
 * Monastic, Throwing, Metal
 * Sling Staff
 * 25 gp
 * 1d8
 * 20 / x3
 * 90
 * 3 lb
 * B
 * 1
 * Swift
 * Projectile, Sling, Throwing, Wood
 * Wrist Launcher
 * 200 gp
 * 1d4
 * 19-20 / x2
 * 60ft
 * 1 lb
 * P
 * 1
 * Free Action; Lightweight, Concealed, Attached
 * Crossbow,  Projectile, Trigger, Wood
 * Wrist Launcher, Heavy
 * 250 gp
 * 1d6
 * 19-20 / x2
 * 80 ft
 * 2 lb
 * P
 * 1
 * Free Action; Compact, Concealed, Attached
 * Crossbow, Projectile, Trigger, Wood
 * }
 * 2 lb
 * P
 * 1
 * Free Action; Compact, Concealed, Attached
 * Crossbow, Projectile, Trigger, Wood
 * }

Descriptions
Descriptions and details for each weapon. {| class="wikitable"
 * colspan="2" |

Simple Melee Weapons

 * colspan="2" |
 * colspan="2" |

Light Weapons

 * Name:
 * Description
 * Gauntlets/Greaves
 * Special: Metal gloves, boots, or similar items. A creature wearing these is treated as having improved unarmed strike for the purposes of determining if they would provoke when making an unarmed strike. A gauntlet may be made of leather or metal. Specialty pieces may be made to enhance other body parts (such as feet, elbows, knees, ect) behaving similarly to gauntlets/greaves..
 * Spiked Gauntlets/Greaves
 * Special: Similar to normal gauntlets these change the damage type of unarmed strikes to piercing damage.
 * Buckler
 * See shield description.
 * Buckler, Spiked
 * Similar to a buckler, this weapon deals piercing damage instead of bludgeoning damage when used to make a shield bash.
 * Dagger
 * A simple weapon with a blade usually of about 1 foot in length.
 * Dagger, Punching
 * A blade attached to a horizontal handle projecting out from the fist when held favoring powerful jabs.
 * Mace, Light
 * A weapon consisting of a metal head attached to a wooden or metal shaft.
 * Sickle
 * An implement consisting of a curved metal blade with a short handle,
 * Spring Blade
 * A blade attached to a wooden handle with a slot in the center, into which the blade may be folded into on the attached hinge. With the press of a switch a spring the blade outward, locking it in place. Similar to a normal dagger this weapon provides bonuses to concealing over the normal dagger.
 * colspan="2" |
 * Mace, Light
 * A weapon consisting of a metal head attached to a wooden or metal shaft.
 * Sickle
 * An implement consisting of a curved metal blade with a short handle,
 * Spring Blade
 * A blade attached to a wooden handle with a slot in the center, into which the blade may be folded into on the attached hinge. With the press of a switch a spring the blade outward, locking it in place. Similar to a normal dagger this weapon provides bonuses to concealing over the normal dagger.
 * colspan="2" |
 * Spring Blade
 * A blade attached to a wooden handle with a slot in the center, into which the blade may be folded into on the attached hinge. With the press of a switch a spring the blade outward, locking it in place. Similar to a normal dagger this weapon provides bonuses to concealing over the normal dagger.
 * colspan="2" |
 * colspan="2" |

One-Handed Weapons

 * Club
 * A simple piece of shaped wood. Some clubs may feature studs or similar features.
 * Mace, Heavy
 * A heavy mace is similar to a light mace, but featuring a larger head and longer handle, granting additional destructive power.
 * Megaphone
 * Morningstar
 * Similar to a mace, the morningstar features a spiked metal ball, allowing it to pierce in addition to dealing concussive damage.
 * Shortspear
 * Shaped wood with a metal tip at the end, a shortspear is usually about 3 feet in length making it suitable for throwing. Shortspears are usually similar or interchangeable with javelins.
 * colspan="2" |
 * Morningstar
 * Similar to a mace, the morningstar features a spiked metal ball, allowing it to pierce in addition to dealing concussive damage.
 * Shortspear
 * Shaped wood with a metal tip at the end, a shortspear is usually about 3 feet in length making it suitable for throwing. Shortspears are usually similar or interchangeable with javelins.
 * colspan="2" |
 * colspan="2" |
 * colspan="2" |

Two-Handed Weapons

 * Clangers
 * Lantern staff
 * Special: A lantern staff is a larger stick that either has a lantern hanging from it, attached to it, or is simply a large form of a torch. A lantern staff deals an additional 1d4 fire damage if the lantern on it is lit. This item is otherwise treated as a quarterstaff though lacks the double property.
 * Longspear
 * A longspear is the simplest form of a polearm granting reach in addition to the normal capabilities of a spear.
 * Pitchfork
 * A farming implement, the item is usually a less elegant version of a trident featuring 3 or more prongs, less attuned for battle and more for utility purposes.
 * Quarterstaff
 * A quarterstaff is usually a simple piece of wood, about 5 feet in length.
 * Weighted Sash
 * Spear
 * A spear is roughly 5 feet in length and can be thrown.
 * Spear, weighted
 * A weighted spear usually features a counterweight at the other end of the spear, making it too unwieldy to throw, but allows the other end to serve as a deadly weapon.
 * colspan="2" |
 * Weighted Sash
 * Spear
 * A spear is roughly 5 feet in length and can be thrown.
 * Spear, weighted
 * A weighted spear usually features a counterweight at the other end of the spear, making it too unwieldy to throw, but allows the other end to serve as a deadly weapon.
 * colspan="2" |
 * Spear, weighted
 * A weighted spear usually features a counterweight at the other end of the spear, making it too unwieldy to throw, but allows the other end to serve as a deadly weapon.
 * colspan="2" |
 * colspan="2" |
 * colspan="2" |

Martial Melee Weapons

 * colspan="2" |
 * colspan="2" |

Light Weapons

 * Axe, Throwing
 * A small axe balanced for throwing.
 * Blade Boot
 * Special: A blade boot comes with a spring-mounted knife that with the right presses will be released. A blade-boot may release the knife a swift action, but requires a full-round action to rearm. While the blade is extended it may hamper your movement reducing your land speed by 5 (minimum 5 feet), this penalty stacks if the wielder has another extended blade boot on their other foot.
 * Boomerang
 * Shaped wood or metal thrown weapons, while recreational boomerangs may return to the thrower, combat boomerangs do not return by default.
 * Claw Blades
 * Special: A pair of blades that attach to claws. These may only be used with creatures possessing claw natural weapons. The creature’s claws deal damage as if one size larger.
 * Shaped wood or metal thrown weapons, while recreational boomerangs may return to the thrower, combat boomerangs do not return by default.
 * Claw Blades
 * Special: A pair of blades that attach to claws. These may only be used with creatures possessing claw natural weapons. The creature’s claws deal damage as if one size larger.
 * Special: A pair of blades that attach to claws. These may only be used with creatures possessing claw natural weapons. The creature’s claws deal damage as if one size larger.

A creature cannot wear claw blades sized for a creature larger than themselves.
 * Dagger, Dueling
 * A dagger used to assist in blocking attacks. A creature not proficient in dueling daggers may treat it as a dagger, though it loses any weapon features such as blocking when used in such a way.
 * Dancing Sabre
 * Hammer, Light
 * A lighter version of a warhammer, this weapon usually has one striking surface.
 * Handaxe
 * This axe is short but not designed for throwing, rather is a lighter alternative to battleaxes.
 * Katar, tri-bladed
 * Similar to a punching dagger featuring three splayed razor edges.
 * Kukri
 * A kukri is a curved blade, usually slightly larger than a usual dagger, but designed exclusively for slashing attacks.
 * Pick, light
 * This weapon features a head with a slightly curved spike with a counterweight. This is not to be confused with the pickaxe tool.
 * Reverse-Blade Bow
 * Tailblade
 * Special: This weapon is only usable by races with a tail, or creatures with the mixed blood race feat with a race with a tail. When equipped races may make attacks with that tail, though using the statistics of the tailblade. Unlike a tail slap the tailblade is not treated as a natural weapon.
 * Sap
 * This weapon usually consists of a wrapping around a dense core, usually a lather sheath around a leather rod.. The head is usually designed to spread out the force of a blow, making it designed better at knocking out a foe than breaking bones.
 * Shield, Light
 * See shield description.
 * Spiked Shield, light
 * Similar to a light shield, this weapon deals piercing damage instead of bludgeoning damage when used to make a shield bash.
 * Sword, short
 * Short shorts are the fairly common variety weapon, offering middleground between the longsword and its lighter counterparts.
 * Thunderclub
 * Tonfa
 * A weapon in a L shape designed to either spin or strike with the stick while covering the forearm, allowing for a balance between attack and defense.
 * War Flute
 * Arm Blades
 * Arm blades function between a tonfa and punching dagger. Once strapped to the arm the wielder also holds onto a horizontal handle, while the blade travels both outward and partially up the forearm, allowing for a weapon that is nearly impossible to disarm from the user, while providing some defense to them.
 * colspan="2" |
 * Shield, Light
 * See shield description.
 * Spiked Shield, light
 * Similar to a light shield, this weapon deals piercing damage instead of bludgeoning damage when used to make a shield bash.
 * Sword, short
 * Short shorts are the fairly common variety weapon, offering middleground between the longsword and its lighter counterparts.
 * Thunderclub
 * Tonfa
 * A weapon in a L shape designed to either spin or strike with the stick while covering the forearm, allowing for a balance between attack and defense.
 * War Flute
 * Arm Blades
 * Arm blades function between a tonfa and punching dagger. Once strapped to the arm the wielder also holds onto a horizontal handle, while the blade travels both outward and partially up the forearm, allowing for a weapon that is nearly impossible to disarm from the user, while providing some defense to them.
 * colspan="2" |
 * A weapon in a L shape designed to either spin or strike with the stick while covering the forearm, allowing for a balance between attack and defense.
 * War Flute
 * Arm Blades
 * Arm blades function between a tonfa and punching dagger. Once strapped to the arm the wielder also holds onto a horizontal handle, while the blade travels both outward and partially up the forearm, allowing for a weapon that is nearly impossible to disarm from the user, while providing some defense to them.
 * colspan="2" |
 * Arm Blades
 * Arm blades function between a tonfa and punching dagger. Once strapped to the arm the wielder also holds onto a horizontal handle, while the blade travels both outward and partially up the forearm, allowing for a weapon that is nearly impossible to disarm from the user, while providing some defense to them.
 * colspan="2" |
 * colspan="2" |

One-Handed Weapons

 * Bar Mace
 * A bat-like designed with four steel bars around the center the weapon is designed to be devastating while also more agile than the top-heavy design of the usual mace.
 * Battle Pipes
 * Battleaxe
 * A battleaxe may feature one blade or two. Larger than a handaxe the battleaxe allows for wielding in one or two hands allowing for greater versatility and power.
 * Broadsword, nine ring
 * This weapon features nine rings threaded through the spine of the weapon. These rings are usually made of a heavier material to add weight and force to the weapon’s chopping power.
 * Chakram
 * A bladed wheel, a chakram, is primarily designed for throwing. A chakram wielded without weapon finesse has a 50% chance of damaging the wielder for 1d4 damage per attack.
 * Combat Scabbard
 * A combat scabbard is a scabbard for use with any weapon, but reinforced to be capable in combat allowing it to be wielded as a weapon rather than improvised.
 * Combat Scabbard, Sharpened
 * A sharped combat scabbard is similar to a combat scabbard, though has a bladed edge near the end of it allowing it to deal slashing damage, making it deadlier than a normal combat scabbard.
 * Cutlass
 * A short curved sword featuring a heavier hilt than a scimitar, making it a deadly weapon in close quarters combat, but less agile than other curved swords.
 * Flail
 * A flail is usually shaped like a mace or morningstar with the head connected to the handle with a heavy chain, making them greater at bypassing the defenses of their foes and catching them off guard.
 * Longsword
 * This sword consists of a long straight blade, usually double-edged. The weapon serves as either a one or two-handed weapon allowing for varied combat styles of slashing attacks or piercing thrusts. Unlike the shortsword the longsword is more a weapon of the military than the citizens or even nobility.
 * Broadsword
 * Similar to a longsword, though the blade is usually larger and deadlier, it gives up its precision and thrusting power for greater destructive capabilities.
 * Pick
 * A larger version of the light pick, giving the wielder a handle that may be held in one or two hands.
 * Rapier
 * A balanced blade favored by the duelist, favoring quick and precise thrusts rather than slashing attacks.
 * Scimitar
 * A balanced curved blade, allowing for spinning motion to allow for more graceful strikes rather than forceful chopping.
 * Shield, Heavy
 * See shield description.
 * Shield, Ringing
 * Spiked Shield, Heavy
 * Similar to a heavy shield, this weapon deals piercing damage instead of bludgeoning damage when used to make a shield bash.
 * Sword Cane
 * The sword can is similar to a rapier with a more compact and discreet design, so when combined with its scabbard takes on the appearance of a walking cane,
 * Pick
 * A larger version of the light pick, giving the wielder a handle that may be held in one or two hands.
 * Rapier
 * A balanced blade favored by the duelist, favoring quick and precise thrusts rather than slashing attacks.
 * Scimitar
 * A balanced curved blade, allowing for spinning motion to allow for more graceful strikes rather than forceful chopping.
 * Shield, Heavy
 * See shield description.
 * Shield, Ringing
 * Spiked Shield, Heavy
 * Similar to a heavy shield, this weapon deals piercing damage instead of bludgeoning damage when used to make a shield bash.
 * Sword Cane
 * The sword can is similar to a rapier with a more compact and discreet design, so when combined with its scabbard takes on the appearance of a walking cane,
 * Spiked Shield, Heavy
 * Similar to a heavy shield, this weapon deals piercing damage instead of bludgeoning damage when used to make a shield bash.
 * Sword Cane
 * The sword can is similar to a rapier with a more compact and discreet design, so when combined with its scabbard takes on the appearance of a walking cane,
 * Sword Cane
 * The sword can is similar to a rapier with a more compact and discreet design, so when combined with its scabbard takes on the appearance of a walking cane,
 * The sword can is similar to a rapier with a more compact and discreet design, so when combined with its scabbard takes on the appearance of a walking cane,

Special: A sword cane always comes with a combat scabbard and may be hidden with sleight of hand within its scabbard; it does not count as a size category smaller as a normal folding weapon.
 * Trident
 * The martial version of a pitchfork usually sporting three prongs for deadlier thrusting attacks.
 * Warhammer
 * A weapon consisting of a wooden haft and a metal head, similar to a mace, though with either one or two dedicated striking sides and boasting a much heavier design, making it a capable weapon at crushing both metal and man alike.
 * colspan="2" |
 * A weapon consisting of a wooden haft and a metal head, similar to a mace, though with either one or two dedicated striking sides and boasting a much heavier design, making it a capable weapon at crushing both metal and man alike.
 * colspan="2" |
 * colspan="2" |

Two-Handed Weapons

 * Axe, Strung
 * Bardiche
 * A longer blade polearm that attaches to the haft near the middle and bottom of the blade, usually extending a bit from the blade from this point, giving it an axe-like appearance.
 * Bec de corbin
 * A polearm featuring a hammer and spike, making it nearly a longer version of a pick and a hammer in one singular weapon.
 * Bill
 * Similar to a bardiche, the bill usually features a spike from the back as well as two more near the top, making the weapon better at catching incoming attacks.
 * Falchion
 * The weapon is similar to a scimitar though features a flat back giving it a greater weight to help focus on chopping.
 * Flail, Heavy
 * A two-handed variant of a flail giving a much larger size.
 * Greathammer
 * A much larger warhammer, giving a similar shape, but much larger handle and heavier end.
 * Glaive
 * A glaive is a simple blade mounted on the end of a pole.
 * Greataxe
 * A much heavier two-handed battleaxe.
 * Greatclub
 * A larger version of the common club, usually reinforced with metal, or made of a sturdier wood.
 * Greatsword
 * The greatsword is a much larger variant of the longsword, though it may come in various shapes and sizes. Usually double-edged they may feature a portion of the blade not-sharpened near the bottom to allow for gripping.
 * Halberd
 * Halberd is similar to other polearms, though features a small axe-like head at the top with a spear-like spike protrusion.
 * Naginata
 * An eastern version of a glaive, usually featuring a longer curved blade than the glaive.
 * Nodachi
 * A long, slender blade usually designed for striking against mounted units.
 * Pickaxe
 * A two-handed tool designed for breaking up earth and stone; a less refined version of the pick weapons, but its large nature makes it still effective against other foes.
 * Pipe, Heavy
 * Sansetsukon
 * A staff broken into three segments that have been chained together. The weapon allows for flexibility and defense.
 * Scythe
 * A martial version of the farming tool, it features a long wooden shaft, with a long sharp curved blade set at a right angle from the shaft.
 * Spear, Whistling
 * Torch, Twirling
 * colspan="2" |
 * Naginata
 * An eastern version of a glaive, usually featuring a longer curved blade than the glaive.
 * Nodachi
 * A long, slender blade usually designed for striking against mounted units.
 * Pickaxe
 * A two-handed tool designed for breaking up earth and stone; a less refined version of the pick weapons, but its large nature makes it still effective against other foes.
 * Pipe, Heavy
 * Sansetsukon
 * A staff broken into three segments that have been chained together. The weapon allows for flexibility and defense.
 * Scythe
 * A martial version of the farming tool, it features a long wooden shaft, with a long sharp curved blade set at a right angle from the shaft.
 * Spear, Whistling
 * Torch, Twirling
 * colspan="2" |
 * Scythe
 * A martial version of the farming tool, it features a long wooden shaft, with a long sharp curved blade set at a right angle from the shaft.
 * Spear, Whistling
 * Torch, Twirling
 * colspan="2" |
 * Torch, Twirling
 * colspan="2" |
 * Torch, Twirling
 * colspan="2" |
 * colspan="2" |
 * colspan="2" |

Exotic Melee Weapons

 * colspan="2" |
 * colspan="2" |

Light Weapons

 * Bladed Boomerang
 * A more dangerous version of the boomerang, the bladed edge making it more difficult of a weapon to master without risking oneself.
 * Bladed Ribbon
 * Dagger, Swordbreaker
 * A dagger with grooves in the back, set to catch blades in them to allow for quick twists to break the opponent’s blade, or at least remove it from their grasp.
 * Fighting Fan
 * Similar to a folding fan the weapon features metallic blades that splay out when opened, allowing the weapon to be both concealed and not immediately recognized as a weapon.
 * Iron Claw
 * Similar to the arm blades the iron claw features additional blades focusing on grabbing onto foes and objects alike.
 * Nunchaku
 * A weapon made of two wooden or metal bars connection by a length of rope or chain. You may wield a Nunchaku in two hands treating it as a double weapon allowing for two weapon fighting.
 * Sabre, Sawtoothed
 * Similar to a longsword the sawtoothed sabre shreds its foes causing additional wounds.
 * Wakizashi
 * A short blade, usually paired with a katana, either for close quarters combat, or other uses.
 * colspan="2" |
 * Nunchaku
 * A weapon made of two wooden or metal bars connection by a length of rope or chain. You may wield a Nunchaku in two hands treating it as a double weapon allowing for two weapon fighting.
 * Sabre, Sawtoothed
 * Similar to a longsword the sawtoothed sabre shreds its foes causing additional wounds.
 * Wakizashi
 * A short blade, usually paired with a katana, either for close quarters combat, or other uses.
 * colspan="2" |
 * A short blade, usually paired with a katana, either for close quarters combat, or other uses.
 * colspan="2" |
 * colspan="2" |

One-Handed Weapons

 * Chain, Spiked
 * A simple yet difficult to master weapon, the spiked chain is as its name suggests, making it a weapon similar to a flail.
 * Estoc
 * A sword designed exclusively for thrustring attacks, usually featuring a steel spike with a triangular or square design.
 * Falcata
 * A single-edged blade with a concave edge near the hilt that tends to be convex near the end, this allows the weapon a chopping power similar to that of an axe with more cutting edge.
 * Katana
 * A single-edged blade with a gentle curve to it with a generally very slender design. Their attacks tend to be more graceful to match the sharpness of the weapon.
 * Khopesh
 * A blade with a hooked edge making it a design between an axe and a sword.
 * Sword, Bastard
 * A step between a greatsword and a longsword, though it takes much more practice to wield a bastard sword in one hand.
 * Sword, Dueling
 * A slightly curved sword, it somewhat resembles a longsword with a much more elegant design allowing for greater application of dexterity than brute strength.
 * Sword, Temple
 * A sword with a distinct crescent-shaped blade, giving the appearance of both a sickle and a sword.
 * Tower Shield
 * See shield description.
 * Tower Shield, Spiked
 * Similar to a tower shield, this weapon deals piercing damage instead of bludgeoning damage when used to make a shield bash.
 * Urumi
 * Using a flexible blade this weapon is known as a whip sword. The blade is fine an flexible enough to be worn as a belt.
 * Waraxe
 * Similar to a battleaxe, a waraxe is a larger variant, but takes much more training to wield in one hand.
 * Whip
 * A whip does not threaten like a normal melee weapon, but adds an additional 5ft to the reach already granted to by the reach property.
 * colspan="2" |
 * Tower Shield, Spiked
 * Similar to a tower shield, this weapon deals piercing damage instead of bludgeoning damage when used to make a shield bash.
 * Urumi
 * Using a flexible blade this weapon is known as a whip sword. The blade is fine an flexible enough to be worn as a belt.
 * Waraxe
 * Similar to a battleaxe, a waraxe is a larger variant, but takes much more training to wield in one hand.
 * Whip
 * A whip does not threaten like a normal melee weapon, but adds an additional 5ft to the reach already granted to by the reach property.
 * colspan="2" |
 * Whip
 * A whip does not threaten like a normal melee weapon, but adds an additional 5ft to the reach already granted to by the reach property.
 * colspan="2" |
 * colspan="2" |
 * colspan="2" |

Two-Handed Weapons

 * Accordion, Reinforced
 * Axe, Goliath
 * An impossibly sized greataxe. This brutal weapon is far too unwieldy without training to wield for most.
 * Curved Blade
 * This large slender sword with a gentle curve is designed for graceful movements allowing for agile strikes despite its size.
 * Executioner’s Sword
 * Similar to a greatsword, this sword is square at the end rather than having a pointed tip, designed primarily for decapitating foes.
 * Flamberge
 * This two-handed sword has a wave-olike blade that helps make it more adept at sawing through objects.
 * Flail, Longchain
 * Similar to heavy flail, the longchain flail features a longer chain allowing for greater reach to foes at distance.
 * Flowing Spear
 * This spear is designed to be light, aerodynamic, and perfectly balanced allowing for greater finesse than other spears.
 * Garrote
 * A garrote may only be used as part of a grapple. Casting gains a +10 to the DC of a concentration check to cast while grappled with a garrote. If used on an unaware foe they begin to choke and must hold their breath to avoid suffocation.
 * Flail, Longchain
 * Similar to heavy flail, the longchain flail features a longer chain allowing for greater reach to foes at distance.
 * Flowing Spear
 * This spear is designed to be light, aerodynamic, and perfectly balanced allowing for greater finesse than other spears.
 * Garrote
 * A garrote may only be used as part of a grapple. Casting gains a +10 to the DC of a concentration check to cast while grappled with a garrote. If used on an unaware foe they begin to choke and must hold their breath to avoid suffocation.
 * Garrote
 * A garrote may only be used as part of a grapple. Casting gains a +10 to the DC of a concentration check to cast while grappled with a garrote. If used on an unaware foe they begin to choke and must hold their breath to avoid suffocation.
 * A garrote may only be used as part of a grapple. Casting gains a +10 to the DC of a concentration check to cast while grappled with a garrote. If used on an unaware foe they begin to choke and must hold their breath to avoid suffocation.

You may not use a garrote if you are not proficient.
 * Great Boomerang
 * A comically oversized boomerang, taking great effort to throw compared to its normal sized counterpart.
 * Harpoon
 * A barbed spear, designed to be difficult to remove once it has impaled a creature.
 * Longaxe
 * A axe head on a longer pole, sized larger than the axe-head of a halberd.
 * Longhammer
 * A hammer on a long haft allowing for greater reach than a warhammer but the length makes it too unwieldy without proper training.
 * Scarf, Bladed
 * If proficient you deal the weapon’s damage against creatures who make a successful grapple check against you while you wield the scarf.
 * Sword, Seven-Branched
 * A sword with multiple branches protruding from the blade making it easier to snag foes and weapons alike.
 * Tetsubo
 * A large metal club, usually designed with studs or spikes to allow it to more easily break it.
 * Two-Bladed Sword
 * A weapon with a sword on each end allowing for a balanced strike of blades on each end.
 * Two-Bladed Axe
 * A weapon with an axe on each end allowing for a balanced strike of axes on each end.
 * colspan="2" |
 * Tetsubo
 * A large metal club, usually designed with studs or spikes to allow it to more easily break it.
 * Two-Bladed Sword
 * A weapon with a sword on each end allowing for a balanced strike of blades on each end.
 * Two-Bladed Axe
 * A weapon with an axe on each end allowing for a balanced strike of axes on each end.
 * colspan="2" |
 * A weapon with an axe on each end allowing for a balanced strike of axes on each end.
 * colspan="2" |
 * colspan="2" |

Simple Ranged Weapons

 * Dart(5)
 * A dart is treated as ammunition for the purposes of enhancing.
 * Dart Pipe
 * Crossbow, Heavy
 * A heavier version requiring more effort to reload than a normal crossbow.
 * Crossbow, Light
 * A simple but effective ranged weapon allowing for the untrained to effectively make attacks.
 * Sling
 * Unlike most thrown weapons a sling is used to throw sling bullets, such as small rocks.
 * colspan="2" |
 * Crossbow, Light
 * A simple but effective ranged weapon allowing for the untrained to effectively make attacks.
 * Sling
 * Unlike most thrown weapons a sling is used to throw sling bullets, such as small rocks.
 * colspan="2" |
 * colspan="2" |
 * colspan="2" |

Martial Ranged Weapons

 * Double-Strung Harp
 * Longbow
 * This weapon cannot be used while mounted.
 * Longbow, Composite
 * This weapon cannot be used while mounted; This weapon deals 1.5x str modifier on ranged attacks instead of the usual 1x.
 * This weapon cannot be used while mounted.
 * Longbow, Composite
 * This weapon cannot be used while mounted; This weapon deals 1.5x str modifier on ranged attacks instead of the usual 1x.
 * This weapon cannot be used while mounted; This weapon deals 1.5x str modifier on ranged attacks instead of the usual 1x.

A composite longbow requires a 15 strength to wield or you take a -2 penalty on all attacks with it.
 * Shortbow
 * A simple bow allowing for use in mounted combat.
 * Shortbow, Composite
 * This weapon deals 1.5x str modifier on ranged attacks instead of the usual 1x.
 * Shortbow, Composite
 * This weapon deals 1.5x str modifier on ranged attacks instead of the usual 1x.

A composite shortbow requires a 13 strength to wield or you take a -2 penalty on all attacks with it.
 * Crossbow, Heavy Repeating
 * The repeating heavy crossbow holds 5 repeating crossbow bolts.
 * The repeating heavy crossbow holds 5 repeating crossbow bolts.

As long as it holds bolts, you can reload it by pulling the reloading lever (a free action that does not provoke). Loading a new case of 5 bolts is a full-round action that provokes as normal.
 * Crossbow, Light Repeating
 * The repeating heavy crossbow holds 5 repeating crossbow bolts.
 * The repeating heavy crossbow holds 5 repeating crossbow bolts.

As long as it holds bolts, you can reload it by pulling the reloading lever (a free action that does not provoke). Loading a new case of 5 bolts is a move action that provokes as normal.
 * colspan="2" |
 * colspan="2" |

Exotic Ranged Weapons

 * Crossbow, Double
 * When fired a double crossbow fires two bolts instead of one, though precision damage only applies to one of the two bolts fired this way.
 * When fired a double crossbow fires two bolts instead of one, though precision damage only applies to one of the two bolts fired this way.

Reloading both or a single bolt requires a full-round action.
 * Crossbow, Hand
 * A small compact crossbow allowing for firing with a single hand.
 * Rifle
 * A two-handed firearm.
 * Rifle Lance
 * A two-handed firearm with a longer bayonet-style attachment, allowing for jabbing attacks in addition to the function of the lance.
 * Pistol
 * A one-handed firearm.
 * Pistol Dagger
 * A one-handed firearm with a dagger-sized blade attachment allowing for effective slashing attacks.
 * Pistol Sword
 * A one-handed firearm combined with a longsword.
 * Warbow
 * This weapon cannot be used while mounted; This weapon deals 1.5x str modifier on ranged attacks instead of the usual 1x.
 * A one-handed firearm with a dagger-sized blade attachment allowing for effective slashing attacks.
 * Pistol Sword
 * A one-handed firearm combined with a longsword.
 * Warbow
 * This weapon cannot be used while mounted; This weapon deals 1.5x str modifier on ranged attacks instead of the usual 1x.
 * Warbow
 * This weapon cannot be used while mounted; This weapon deals 1.5x str modifier on ranged attacks instead of the usual 1x.

A Warbow requires a 17 strength to wield or you take a -2 penalty on all attacks with it.
 * Shuriken(5)
 * Shuriken are treated as ammunition for the purposes of enhancing.
 * Sling Staff
 * Special: unlike most thrown weapons a sling is used to throw sling bullets, such as small rocks.
 * Wrist Launcher
 * Special: A wrist launcher allows a sleight of hand check to be concealed after a shot with an additional +2 bonus, and counts as a hand crossbow.
 * Wrist Launcher
 * Special: A wrist launcher allows a sleight of hand check to be concealed after a shot with an additional +2 bonus, and counts as a hand crossbow.
 * Special: A wrist launcher allows a sleight of hand check to be concealed after a shot with an additional +2 bonus, and counts as a hand crossbow.

A wrist launcher takes no penalty firing with one hand.

A wrist launcher uses darts rather than normal crossbow bolts as ammunition.
 * Wrist Launcher, Heavy
 * Special: A heavy wrist launcher allows a sleight of hand check to be concealed after a shot, and counts as a hand crossbow.
 * Special: A heavy wrist launcher allows a sleight of hand check to be concealed after a shot, and counts as a hand crossbow.

A wrist launcher takes no penalty firing with one hand.
 * }

Weapon Creation Rules:
Sometimes for the vision of a character to come through you wish to have a weapon to match. This is where weapon creation rules come in. The system should generally be limited to access by players and be more of a tool of a GM to build their world better. These rules have been used to make almost every weapon in this system, though most weapons were designed with theme in mind rather than maximum potential. Should a player wish to use this system a GM should add some restrictions, such as the player character needs to have the skills necessary to make it themselves, or the ability to create schematics for special orders from a blacksmith. If a type of weapon is too uncommon a price increase should be added to reflect the rarity of such a tool. As usual the GM is the final arbiter in their game and may adjust/tweak these rules as they wish, but it is recommended to not stray too far as it could create unintentional power imbalance in your game.

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 (6 DP), martial (7 DP), or exotic (9 DP).

Increase the weapon’s available Design Points by 1 one-handed weapons, 2 for ranged weapons. or 3 for two-handed weapons. A double weapon, while a two handed-weapon, instead gains 4 design points due to it being designed differently from a normal weapon. Combination weapons work differently from double weapons; see the combination weapon section for a description on calculating their design points.

All new melee weapons begin with the following base statistics: Dmg (M) 1d2; Critical ×2; Type any one (B, P, S).

All new ranged weapons begin with the following base statistics: Dmg (M) 1d2; Critical ×2; unless thrown the damage type is always determined by the ammo, thrown instead choose one (B, P, S). Unless containing the compact or lightweight feature a ranged weapon is always considered a two handed weapon by default. The following additional features are applied based on its type of ranged weapon keyword:


 * Sling: This weapon contains the projectile and thrown keyword, The weapon begins with a 10-foot range increment and a move action reload.
 * Bow: A bow begins with a 60 foot range increment, and a free action reload. It also begins with 2 fewer design points. A bow can never select compact or lightweight properties.
 * Crossbow: The weapon begins with the trigger keyword, a 60 foot range increment and a move action reload. A Crossbow cannot take improved reload more than once.
 * Firearm: The weapon begins with the trigger keyword, a 20 foot range increment, and a move action reload. A Firearm cannot take improved reload more than once.
 * Thrown: With a 10 foot range increment, this weapon gains the lightweight feature. A thrown weapon begins with 2 fewer design points and lacks the projectile keyword and does not use ammunition, though may select the ammunition quality.
 * Other: The weapon is a projectile and thrown weapon, but is not a sling. The weapon begins with a 10-foot range increment and a move action reload.

Double: The weapon gains the double special feature. You pick the damage type of each of the weapon’s ends separately.


 * The additional damage, damage type, crit range, and crit multipliers are tracked and purchased separately for each end, but still cost design points for the overall weapon.
 * For increases in cost each end is treated separately, as such increasing the critical multiplier of each end only costs 2 points, and would progress separately for both.
 * For limits on how often something may be taken, track each end separately for how many times it has been taken.
 * All other aspects such as weapon features are shared by both ends of the weapon and as such aren't tracked separately nor need to be bought for each end.
 * Double weapons are utilized in two-hands and cannot be modified to utilize a lower number of hands.
 * Double weapons can never be ranged weapons.
 * All properties are applied to each end separately when designing the weapon, but with exception to the design qualities mentioned above, all other design qualities pull from both pools of points when determining their cost.

Combination: This weapon gains the combination weapon feature. A combination is different from a double weapon, and as such is designed differently. A combination weapon must always include one ranged trigger weapon and one melee weapon.


 * First when designing a combination weapon you must decide the type of weapon on each end. One end must always be a ranged weapon, while the other must be a melee weapon.
 * The ranged weapon portion must be a trigger weapon, but you still have the choice on what type of trigger weapon.
 * The melee portion can be modeled after a light, one-handed, or two-handed weapon.
 * When determining the number of hands required to wield the weapon, simply take the higher of the two requirements.
 * This means if the ranged weapon portion is still two-handed, the weapon will always require two-hands to wield despite the requirements of the melee weapon portion. This works in the other direction as well, meaning if the ranged weapon portion is light, but the melee weapon is two-handed, then the weapon will remain two-handed.
 * If the ranged weapon is reduced down to one-handed or light, and the weapon is also one-handed or light, then it should be counted as such.
 * Despite the number of hands required the individual weapons will count as their appropriate size for what they qualify for. Meaning regardless of number of hands, if the melee weapon portion is light then it would function with weapon finesse for example.
 * When determining the number of points a combination weapon has, rather than using a single pool treat each end as a separate weapon and then subtract 3 from the total number of design points.
 * As all combination weapons are exotic, this means you gain 9 points to begin with then subtract 3 leaving you with 6.
 * Next grant one end 2 points for being ranged, bringing it back to 8.
 * Then grant the other end the appropriate 0 points for being light, 1 for being one-handed, and 3 for being two-handed.
 * From here everything should be paid for and tracked separately for design, and then finally put together at the end.

Hands: For melee weapons, you must choose whether your weapon is light, one-handed, or two-handed. For ranged weapons most are assumed to require two hands to reload, but may have different interactions.

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

Price: Price usually is only a factor in the early game, if you wish to create a weapon but keep it from players at low levels a 70 or higher gold price can usually put such items out of a players price range. Generally a weapon to be affordable should be between 4 to 50 gold, with factors such a weight category, proficiency category, and material ratio (such as a greatsword being far more metal than a glaive, hence the glaive being 8 gold while a greatsword is 50).

Keywords
You must choose which keyword that belongs to the weapon to determine the group the weapon belongs. A weapon may have multiple keywords and each should try to correctly represent the fighting style of the weapon, for example Heavy indicates its likely not a finessable or light weapon, while Blade indicates the damage type and general qualities of the weapon, while Axe might be similar these weapons tend to have a different shape and focus on disarms over the higher crit ranges of a blade.

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

Weapon Rules
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.

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, Large, etc...).

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 any natural weapons they gain from their race. A character who uses a weapon with which he is not proficient takes a –2 penalty on attack rolls and provokes an attack of opportunity when attacking 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.You may once per round as a free action on your turn change your grip to treat the weapon as if it lacked the reach feature but take a -2 penalty on attack rolls when wielded this way. 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 two-hands can’t use it as a double weapon—only one end of the weapon can be used in any given round. A double weapon adds 1.5x their strength modifier to damage with the main hand and 1x strength modifier with off hand attacks when used in two-weapon fighting, unlike normal one-handed weapon attacks.

Combination Weapons: A character can fight with a combination weapon by alternating between the part of the weapon he is using. This is not considered two-weapon fighting (though two combination weapons may be used to do so), this simply allows a character to freely alternate the attack or weapons provided by the combination weapon (usually ranged and melee) for attacks made by the limb holding it (as such a off-hand weapon cannot be part of the alternating attacks of the main-hand though may still make its own attacks as per the rules for fighting with two weapons).

Thrown Keyword Weapons: When making a thrown weapon attack the wielder applies his Dexterity to hit, but 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 –2 penalty on the attack roll and provokes an attack of opportunity when throwing. 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.

Bow Keyword Weapons: Bow weapons require two hands to use. A character gets their Strength bonus on damage rolls with a bow weapon unless it’s a composite shortbow or longbow, increasing the bonus to 1.5x Strength bonus. If the character has a penalty for low Strength, apply it to damage rolls when he uses a bow.

Trigger Keyword Weapons: Most trigger weapons require two hands to fire or reload, but may be fired with one hand at a -2 penalty to the attack roll; some trigger weapons are designed to be one-handed and negate this penalty. A character gets no Strength bonus on damage rolls with a trigger weapon.

Firearm Keyword Weapons: A firearm weapon targets touch AC within their first range increment on any creature not wearing armor with the Heavy keyword. Some creatures may be considered wearing heavy armor even if they are not wearing manufactured armor for the purposes of interactions with firearms.

Crossbow Keyword Weapons: Crossbow weapons ignore half the armor bonus granted by any armor a creature wears (other bonuses such as natural armor, shield, or other bonuses to AC are unaffected by this).

Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using one of these weapons each one requires an action for reloading the specific weapon (as noted in their descriptions), drawing and performing the reload as part of the specific action (A bow would be a free action to both draw and reload, while a heavy crossbow requires a single full-round action to draw and reload the weapon). Reloading a weapon, even a bow as a free action, provokes an attack of opportunity unless specifically noted otherwise.

Light, One-Handed, and Two-Handed Melee Weapons
This designates how much effort it takes to wield a weapon in combat as well as versatility. 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 wielded in one hand, can be used while grappling (see Combat Maneuvers). The wielder adds their strength modifier to damage rolls as normal for melee attacks with a light weapon. Light weapons gain no benefit when wielded in two hands, but their size reduces penalties when fighting with two weapons and allows them to be used with the weapon finesse minor perk. An unarmed strike or natural weapon is always considered a light weapon.
 * One-Handed: A one-handed can be held in either the primary or off hand, dealing damage using the wielders Strength modifier as normal. A one-handed weapon may be wielded in two hands adding 1-½ times the character’s Strength bonus to damage rolls for melee attacks similar to a Two-Handed weapon.
 * Two-Handed: A Two-Handed weapon must always be wielded using Two-Hands unless a feat or ability would allow to do so otherwise. You may let go of a two-handed weapon to use your other hand, but cannot attack with the two-handed weapon until you are grasping the weapon with both hands. A two-handed weapon applies 1-½ times Strength bonus to damage rolls for melee attacks with the weapon.

If an ability would allow you to substitute strength with another stat such dexterity for damage rolls, you still add it to the the modifier to the damage as a normal weapon (ie a weapon with dexterity modifier in place of strength would deal 1.5x dexterity modifier damage when wielded in two hands).

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. Having additional hands/limbs does not allow a character to wield a two-handed weapon a size category above them. This is important as some abilities may refer to object size when interacting with such objects, while most interactions a character has with a weapon are dependent upon its size category for creatures.

Inappropriately Sized Weapons: A creature is usually at a disadvantage using a weapon that is not sized for them, be it big or small. A stacking -2 penalty applies to attack rolls for each size category difference between the creature and the size the weapon was intended for. This penalty stacks with the standard nonproficiency penalty as well.

The category of light, one-handed, and two-handed is altered by one step for each size category of difference between the wielder and the size the weapon was designed for. For example a small creature may treat a medium light weapon as a one-handed weapon and a one-handed weapon as a two-handed weapon, but would be incapable of wielding a two-handed weapon sized for a medium creature. Some feats such as Giant’s Grip may allow a creature to bypass this limitation, though usually at the cost of additional penalty to attack rolls.

Improvised Weapons
Many objects are not designed for use as a weapon, but may be used in combat. A creature that uses such a weapon in combat is considered to not be proficient, taking a -2 penalty on attack rolls, and provoking when making attacks with the object. To determine size category and appropriate damage when using an improvised weapon, compare its object size and damage potential to to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals x2 damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet. The following table is the rough damage an improvised weapon should have. A GM may determine a weapon to have higher damage, or even special abilities depending on the object used. In addition the weapon may receive the Hammer or Blade keyword depending on the type of damage it deals (Hammer usually does bludgeoning and Blade can be Piercing or Slashing).

Some feats and class features may improved improvised weapons as well as reduce the penalties for using such awkward objects.

Weapon Health
Weapon like any other object has a pool of hit points. While not always common, events can cause a weapon to be subject to damage and thus be at risk of becoming broken or destroyed.

Weapons have the following health and hardness values. All weapons gain +2 hardness and +10 hit points for each point of enhancement bonus they have.

Damaged Weapons
Weapons that lose over half their hit points gain the broken condition; 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.

Damage Dice Increases
Weapon damage should increase or decrease on the following scales, moving up or down on the list depending on if adjusting for a larger or smaller creature.

Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6, 16d6.

A weapon or attack that deals 2d4 should be treated as a weapon dealing 1d8 for the purposes of damage scaling on the above chart, while a weapon that deals 1d12 should be treated as a weapon dealing 2d6 for the above chart.

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.

20 / ×2: The weapon deals double damage on a critical hit.

20 / ×3: The weapon deals triple damage on a critical hit.

20 / ×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.

19–20 / ×3: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals tripe 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.

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.

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 still apply, as do abilities requiring a certain weapon.

Special Weapon Features:
Attached: The weapon is attached to the wielder’s arm in some way and gains a +2 against disarm attempts. The wielder can not wield weapons but may carry items in the hand in which this weapon is attached, and she takes a –2 penalty on all precision-based tasks involving that hand (such as opening locks). An attached weapon does not interfere with spellcasting in that hand, though it raises the DC of all concentration checks by 2. It requires a standard action to equip or remove an attached weapon; this may be reduced to a swift action with quick draw. Concealed: You gain a +2 bonus on sleight of hand checks to conceal this weapon.

Concussive: You add additional damage equal to half your base attack bonus (minimum 1) to attacks made with the weapon to deal nonlethal damage.

Compact: A trigger or thrown projectile weapon with this feature can be fired (but not reloaded) with a single hand at no penalty.

Counterbalance: A counterbalance weapon grants the wielder a +2 to CMD against trip attempts; this effect does not stack for having multiple weapons with the same feature.

Blocking: When you use this weapon to fight defensively or use the total defense action, you gain a +1 shield bonus to AC or increase your existing shield bonus by 1.

Brace: If you are not flat footed, while wielding a brace weapon you may spend an immediate action to make a melee attack against a creature who is attempting to charge you.

Deadly: When you use this weapon to deliver a coup de grace, it gains a +2 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. Also weapons with deadly feature gain a +2 bonus on attack rolls to confirm critical hits. Disarm: When you use a disarm weapon, you get a +2 bonus on disarm attempts with that weapon.

Distracting: You gain a +2 bonus on Bluff skill checks to feint in combat while wielding this weapon, this becomes a +3 bonus if you are wielding two distracting weapons.

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 and only one end of the weapon can be used in any given round.

Combination: You can use a combination weapon to change between the different weapons on that combination weapon (such as a gun and a sword allowing you to make both melee and ranged attacks with that limb, decided with each attack you make).

Ease of Grip: The weapon can be wielded as a two-handed martial weapon. Only one-handed exotic weapons can have this quality. If the weapon has the finesse feature or the short grip feature it loses both of these properties when wielded this way.

Finesse: The weapon can be used with Weapon Finesse as if it were a light weapon.

Folding: You may fold the weapon gaining a +4 bonus on sleight of hand checks to conceal the weapon when folded. It may be folded as a move action and released as a free action. A weapon is treated as a category smaller for the purposes of concealing it (two handed becomes one handed, and one handed is considered light).

Grapple: You may use this weapon to perform grapple attempts, adding any bonuses to hit for that weapon to your grapple combat maneuver check. This does not allow a grapple check to be made in place of a melee attack.

Integrated: The creature gains a +15 to CMD against disarm attempts with the specific weapon, but is unable to carry or wield other weapons nor can they perform other tasks using that hand. It requires a full-round action to equip or remove an integrated weapon; this may be reduced to a standard action with quick draw.

Lightweight: A weapon with this feature is treated as a light weapon for the purposes of two-weapon fighting.

Nonlethal: These weapons may deal nonlethal damage without the normal penalty to attack rolls.

Pushing: A weapon with this feature may be used in reposition combat maneuvers.

Reach: You use a reach weapon to strike opponents 10 feet away (if medium), but you can’t use it against an adjacent foe. You may once per round as a free action on your turn change your grip to treat the weapon as if it lacked the reach feature but take a -2 penalty on attack rolls when wielded this way. If not medium reach is treated as doubling the character’s natural reach with the weapon with all other adjustments to reach being applied after the reach feature. For creatures larger than medium the area adjacent they cannot attack also doubles, but for sizes below small they cannot attack creatures who occupy the same square as them. If a creature has a natural reach of 0, a reach weapon improves this to a reach of 5 allowing them to attack adjacent squares.

Serrated: Your weapon is designed in some way to cause more vicious wounds upon a creature. Creatures hit with a serrated weapon take 1 bleed.

Short Grip: You cannot wield this weapon in two hands. Sunder: When you use a sunder weapon, you get a +2 bonus on sunder attempts.

Steady: When applied to a trigger weapon the weapon can be fired with one hand; though still requires both hands to reload. If part of a combination weapon, only the trigger weapon benefits from this.

Strong: A strong weapon gains a +2 to CMD against sunder attempts targeting it.

Tool: The weapon has a specialized tool integrated into the design, which allows the wielder to make skill checks which require that tool while wielding the weapon. The tool may be improved to masterwork quality separately from the weapon, costing 100 gp and providing a +2 circumstance bonus on the skill check. This circumstance bonus increases by an additional amount equal to the weapon’s enhancement bonus.

Trip: When you use a trip weapon, you get a +2 bonus on trip attempts.

Unarmed: This weapon uses your unarmed strike (a medium creature’s unarmed strike is normally 1d3 damage) to determine it’s damage as well as being treated as the unarmed strike used for the purposes of feats and abilities that require an unarmed strike. They also do not hinder your ability to hold or wield weapons, or perform actions with the hand they are wielded with (and you may treat that hand as not wielding a weapon if it would be beneficial). If you are proficient in the weapon you do not provoke attacks of opportunity for using the unarmed strike with this weapon even if you lack Improved Unarmed Strike. If the limb the weapon is attached to is a natural weapon they may instead use their natural weapon in place of an unarmed strike for the weapon.

Masterwork Weapons
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. 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). The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the magic weapon’s enhancement bonus.