Armor and Weapons Looking for more choices

Tim Tellean

First Post
I'm looking for more armor and weapon choices beyond the SRD. I don't have the depth of knowledge to convert actual armor and weapons to 3.5 values. Any ideas? where I can find more choices?
 

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that depends what you are looking for.

Stone to Steel is a sourcebook describing weapons and armor from various historical periods. You can buy it online.

Several WOTC books have exotic weapons (like the orc double axe) for other races (mostly in the 'races of' series)

hope that helps
 

One potential complaint you can raise against 3.X (as compared to 1st edition for example), is that there isn't much room in the system for fine granularity in describing weapons. On the good side, that means that virtually all historical weapons map to one of the existing weapon classes. On the bad side, that means that virtually all historical weapons map to an existing weapon class, which means if you want to communicate to a play an immediate, obvious, distinctiveness to a particular weapon type you are largely out of luck.

In 1st edition, we could vary weapons by pretty much everything that they vary by in 3rd edition, but additionally we had things like weapons doing more or less damage against large creatures or 'weapon vs. ac' modifiers. So if you wanted to, you could have an almost infinite variaty of weapons each useful (more or less) in some narrow case. The same is not true in 3rd edition.

In 3rd edition, there are some pretty tight construction rules for weapons, and if we break the rules we end up simply invalidating some other weapon as a choice. Once we end up listing all the rules, we find that there aren't really many holes in the SRD list of weapons. We have one and two handed simple bludgeoning weapons with appropriate stats, and one and two handed martial bludgeoning weapons with appropriate stats, and so forth through all possible combinations.

If anything, I think that attempts to extend the list of weapons by WotC and others just showed the futility of doing so. Far and away the most well accepted variaty of those extensions where those that used the general rule, 'If the weapon is an exotic version of a martial weapon, it can use one step larger dice than normal.' However, I think that quickly gets pretty silly and actually, by the time we've done that, I think we've lost sight of the original goals - recreating a historical weapon and making a weapon feel distinctive to a player. Even some of the weapons in SRD which are valid weapons under the rules for designing a weapon (more or less) - in particular alot of the double weapons - fail as designs for me when taken from the abstract level of 'we have some game mechanics' to 'imagine what using this weapon is actually like'.

There are a handful of cases, particularly if you are willing to change or bend the rules a bit, and maybe I'll post some later, but generally speaking I think this is not a good use of a DM's time. Take it from someone who has wasted a considerable amount.
 

There are all kinds of WotC and 3PP books that contain new weaponry.

1) Paizo's Dragon Compendium v.1 (especially a lot of polearms)

2) AEG's Complete Exotic Arms Guide (a Rokugan/Oriental Adventures product), and Swashbuckling Adventures setting (all kinds of dueling swords, firearms and polearms)

3) Bastion Press' Arms & Armor 3.5

4) Green Ronin's Ultramodern Firearms d20 (if you want some modern stuff).

5) Perpetrated Press' Arsenal (for magic items) and Factory (for magitech robots, etc.)

6) Privateer Press' Iron Kingdoms setting (steampunk fantasy & firearms)

7) WotC's Oriental Adventures, CompWar, CompAdv, Planar Handbook and many, many more contain at least a few new weapons.

You'll probably find more with a little online research- try
D20 Product Listing - d20 NPC Wiki

Furthermore, if you feel like doing a little work, Palladium's Compendium of Weapons Armour and Castles and Compendium of Contemporary Weapons each detail hundreds of pieces of real world equipment and have a conversion guide. If you don't feel like actually doing the conversions using their formulae, just use the stats they provide and compare them to weapons you know...and then guess.
 
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Howdy Tim!

Even though I usually consider it impolite to suggest something of my own, I do have a set of crafting rules specifically for weapons and armor that might offer a bit more variation, just been a while since I updated it but the original system should be pretty solid (and its free at least). Its basically a system for creating weapons of special materials or with special qualities, using a component system. Only catch is that it is a tad complex, so it all depends on how much time you're willing to spend implementing new weapons.

Craftsmanship
 

Get a copy of the Black Company Campaign Setting and use the alternate masterwork rules provided ... some definite expansion of what you can do with normal items.
 

Yup. Adding some extra parameters for weapon stats and capabilities would help to diversify them more. I haven't done anything like that myself, or seen a product that does so (not that I've read many outside of WotC's), but it would be interesting to see.

If nothing else, you might find my houseruled list of D&D weapons of some help. Many diverge to some degree from the officially printed versions. This is a quick-and-dirty copy-paste of my stuff, with a few things probably not quite finished, fixed, or finalized, but for the most part it's finished stuff. No appearance descriptions for most of them yet, though. The tekkan, for example, was a sword-like metal club from the time when swords were outlawed in Japan but samurai still wanted weapons to defend themselves with and such, if I recall correctly. Need to re-check what I found that weapon described in. I still have several more weapons to add to the list.

NOTE: A few of these are unrealistic, like the zanmato/zanbattou, but I don't care. This is D&D, where a dude with a knife can kill dragons the size of houses if he just tries hard enough. I tried to be realistic with some, but generally just struck a balance between realisim and game function. Also, these are based on 3.0 D&D weapon size categories; for anyone not familiar, in 3.5 terms it's like this: a weapon of the character's size is One-Handed; a weapon one or more sizes smaller is Light; a weapon one size larger than the character is Two-Handed; any weapon bigger than that is unwieldable.

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SIMPLE / MARTIAL / EXOTIC - MELEE / RANGED
Size
Name				Cost	Weight	AC	Hardness	HP	Break DC
	Damage					Threat/Critical		Range Increment
	*Alternate names, special features, and special use descriptions.

RANGED PROJECTILE AMMUNITION

Tiny

Bolts (case of 10)			1 gp	0.5 lbs.	AC 7	Hardness 5	HP 1	Break DC 8
	----------------				----------------		(Ammunition)
	*Also known as quarrels.  Designed for use as ammunition with Tiny-sized hand crossbows,
	Small-sized light crossbows, and also Medium-sized heavy crossbows or repeating crossbows.
	*If used on its own as a melee weapon, counts as a Tiny weapon that deals 1d3 piercing damage,
	with a threat range of 20 and a critical multiplier of x2.  A wielder's Strength bonus to damage does
	not apply to bolts in melee.  As it is not designed for melee combat, a bolt used in melee is
	considered an improvised weapon, so the wielder suffers a -4 non-proficiency penalty on the
	attack roll.  A bolt used in melee does not threaten an area.
	*A launched bolt has a 50% chance of being lost or broken if it misses the target.  A bolt used
	in melee breaks automatically if it misses because of the target's armor or natural armor.  Any bolt
	that successfully hits a target is damaged to the point of being unusable.

Flight Arrows (quiver of 20)	1 gp	2 lbs.	AC 7	Hardness 5	HP 1	Break DC 8
	----------------				----------------		(Ammunition)
	*Designed for use as ammunition with Medium-sized shortbows and composite shortbows, as
	well as Large-sized longbows and composite longbows.
	*If used on its own as a melee weapon, counts as a Tiny weapon that deals 1d3 piercing damage,
	with a threat range of 20 and a critical multiplier of x2.  A wielder's Strength bonus to damage
	does not apply to arrows in melee.  As it is not designed for melee combat, an arrow used in
	melee is considered an improvised weapon, so the wielder suffers a -4 non-proficiency penalty
	on the attack roll.  An arrow used in melee does not threaten an area.
	*A launched arrow has a 50% chance of being lost or broken if it misses the target.  An arrow
	used in melee breaks automatically if it misses because of the target's armor or natural armor.
	Any arrow that successfully hits a target is damaged to the point of being unusable.

Sheaf Arrows (quiver of 20)	3 gp	4 lbs.	AC 7	Hardness 5	HP 1	Break DC 8
	----------------				----------------		(Ammunition)
	*Designed for use as ammunition with Medium-sized shortbows and composite shortbows, as
	well as Large-sized longbows and composite longbows.
	*Shortbows and composite shortbows which fire a sheaf arrow deal 1d10 damage instead of their
	usual 1d6, while longbows and composite longbows firing a sheaf arrow deal 1d12 damage instead
	of their usual 1d8.  Sheaf arrows are heavier and have superior arrowheads.  However, this also
	results in such attacks having a range increment that is only half that of a normal attack
	with the bow, rounded down to the nearest 5 feet.
	*If used on its own as a melee weapon, counts as a Tiny weapon that deals 1d4 piercing damage,
	with a threat range of 20 and a critical multiplier of x2.  A wielder's Strength bonus to damage
	does not apply to arrows in melee.  As it is not designed for melee combat, an arrow used in
	melee is considered an improvised weapon, so the wielder suffers a -4 non-proficiency penalty
	on the attack roll.  An arrow used in melee does not threaten an area.
	*A launched arrow has a 50% chance of being lost or broken if it misses the target.  An arrow
	used in melee breaks automatically if it misses because of the target's armor or natural armor.
	Any arrow that successfully hits a target is damaged to the point of being unusable.

SIMPLE WEAPONS - MELEE

Unarmed Attacks

Gauntlet (Fine character)		1 sp	0.02 lbs.	AC 11	Hardness 5	HP 1	Break DC 9
	*As per unarmed strike (Bludgeoning)*	*As per unarmed strike*	----------------
	*Merely converts unarmed strike damage from subdual to normal bludgeoning damage.
	Does not count as a weapon itself, instead the gauntlet is used by unarmed strikes.
	Masterwork gauntlets provide no bonuses to the character's unarmed strikes, but gauntlets
	may be enhanced as weapons, imparting the effects to unarmed strikes made with the same
	hand or foot.  Gauntlets may be made for the feet as boots.

Gauntlet (Diminutive character)	5 sp	0.1 lbs.	AC 11	Hardness 5	HP 1	Break DC 12
	*As per unarmed strike (Bludgeoning)*	*As per unarmed strike*	----------------
	*Merely converts unarmed strike damage from subdual to normal bludgeoning damage.
	Does not count as a weapon itself, instead the gauntlet is used by unarmed strikes.
	Masterwork gauntlets provide no bonuses to the character's unarmed strikes, but gauntlets
	may be enhanced as weapons, imparting the effects to unarmed strikes made with the same
	hand or foot.  Gauntlets may be made for the feet as boots.

Gauntlet (Tiny character)		1 gp	0.3 lbs.	AC 9	Hardness 10	HP 1	Break DC 15
	*As per unarmed strike (Bludgeoning)*	*As per unarmed strike*	----------------
	*Merely converts unarmed strike damage from subdual to normal bludgeoning damage.
	Does not count as a weapon itself, instead the gauntlet is used by unarmed strikes.
	Masterwork gauntlets provide no bonuses to the character's unarmed strikes, but gauntlets
	may be enhanced as weapons, imparting the effects to unarmed strikes made with the same
	hand or foot.  Gauntlets may be made for the feet as boots.

Gauntlet (Small character)		2 gp	0.5 lbs.	AC 7	Hardness 10	HP 2	Break DC 17
	*As per unarmed strike (Bludgeoning)*	*As per unarmed strike*	----------------
	*Merely converts unarmed strike damage from subdual to normal bludgeoning damage.
	Does not count as a weapon itself, instead the gauntlet is used by unarmed strikes.
	Masterwork gauntlets provide no bonuses to the character's unarmed strikes, but gauntlets
	may be enhanced as weapons, imparting the effects to unarmed strikes made with the same
	hand or foot.  Gauntlets may be made for the feet as boots.

Gauntlet (Medium character)	2 gp	1 lb.	AC 6	Hardness 10	HP 3	Break DC 17
	*As per unarmed strike (Bludgeoning)*	*As per unarmed strike*	----------------
	*Merely converts unarmed strike damage from subdual to normal bludgeoning damage.
	Does not count as a weapon itself, instead the gauntlet is used by unarmed strikes.
	Masterwork gauntlets provide no bonuses to the character's unarmed strikes, but gauntlets
	may be enhanced as weapons, imparting the effects to unarmed strikes made with the same
	hand or foot.  Gauntlets may be made for the feet as boots.

Gauntlet (Large character)		3 gp	2 lbs.	AC 5	Hardness 10	HP 5	Break DC 17
	*As per unarmed strike (Bludgeoning)*	*As per unarmed strike*	----------------
	*Merely converts unarmed strike damage from subdual to normal bludgeoning damage.
	Does not count as a weapon itself, instead the gauntlet is used by unarmed strikes.
	Masterwork gauntlets provide no bonuses to the character's unarmed strikes, but gauntlets
	may be enhanced as weapons, imparting the effects to unarmed strikes made with the same
	hand or foot.  Gauntlets may be made for the feet as boots.

Gauntlet (Huge character)		4 gp	3 lbs.	AC 4	Hardness 10	HP 7	Break DC 18
	*As per unarmed strike (Bludgeoning)*	*As per unarmed strike*	----------------
	*Merely converts unarmed strike damage from subdual to normal bludgeoning damage.
	Does not count as a weapon itself, instead the gauntlet is used by unarmed strikes.
	Masterwork gauntlets provide no bonuses to the character's unarmed strikes, but gauntlets
	may be enhanced as weapons, imparting the effects to unarmed strikes made with the same
	hand or foot.  Gauntlets may be made for the feet as boots.

Gauntlet (Gargantuan character)	8 gp	6 lbs.	AC 3	Hardness 10	HP 14	Break DC 20
	*As per unarmed strike (Bludgeoning)*	*As per unarmed strike*	----------------
	*Merely converts unarmed strike damage from subdual to normal bludgeoning damage.
	Does not count as a weapon itself, instead the gauntlet is used by unarmed strikes.
	Masterwork gauntlets provide no bonuses to the character's unarmed strikes, but gauntlets
	may be enhanced as weapons, imparting the effects to unarmed strikes made with the same
	hand or foot.  Gauntlets may be made for the feet as boots.

Gauntlet (Colossal character)	15 gp	11 lbs.	AC 1	Hardness 10	HP 24	Break DC 22
	*As per unarmed strike (Bludgeoning)*	*As per unarmed strike*	----------------
	*Merely converts unarmed strike damage from subdual to normal bludgeoning damage.
	Does not count as a weapon itself, instead the gauntlet is used by unarmed strikes.
	Masterwork gauntlets provide no bonuses to the character's unarmed strikes, but gauntlets
	may be enhanced as weapons, imparting the effects to unarmed strikes made with the same
	hand or foot.  Gauntlets may be made for the feet as boots.

Unarmed Strike (Fine character)	--------	--------	--------	----------------	--------	----------------
	1 subdual (Bludgeoning)			T/C 20/x2		----------------
	*Counts as a Fine-sized light weapon, and represents a punch or kick.
	*Does no damage to creatures or objects greater than Diminutive in size, unless the
	base damage die is increased.

Unarmed Strike (Diminutive character)	--------	--------	----------------	--------	----------------
	1 subdual (Bludgeoning)			T/C 20/x2		----------------
	*Counts as a Fine-sized light weapon, and represents a punch or kick.
	*Does no damage to creatures or objects greater than Tiny in size, unless the
	base damage die is increased.

Unarmed Strike (Tiny character)	--------	--------	--------	----------------	--------	----------------
	1 subdual (Bludgeoning)			T/C 20/x2		----------------
	*Counts as a Diminutive-sized light weapon, and represents a punch or kick.

Unarmed Strike (Small character)	--------	--------	--------	----------------	--------	----------------
	1d2 subdual (Bludgeoning)		T/C 20/x2		----------------
	*Counts as a Tiny-sized light weapon, and represents a punch or kick.

Unarmed Strike (Medium character)	--------	--------	--------	----------------	--------	----------------
	1d3 subdual (Bludgeoning)		T/C 20/x2		----------------
	*Counts as a Small-sized light weapon, and represents a punch or kick.

Unarmed Strike (Large character)	--------	--------	--------	----------------	--------	----------------
	1d4 subdual (Bludgeoning)		T/C 20/x2		----------------
	*Counts as a Medium-sized light weapon, and represents a punch or kick.

Unarmed Strike (Huge character)	--------	--------	--------	----------------	--------	----------------
	2d4 subdual (Bludgeoning)		T/C 20/x2		----------------
	*Counts as a Large-sized light weapon, and represents a punch or kick.

Unarmed Strike (Gargantuan character)	--------	--------	----------------	--------	----------------
	2d6 subdual (Bludgeoning)		T/C 20/x2		----------------
	*Counts as a Huge-sized light weapon, and represents a punch or kick.

Unarmed Strike (Colossal character)		--------	--------	----------------	--------	----------------
	2d8 subdual (Bludgeoning)		T/C 20/x2		----------------
	*Counts as a Gargantuan-sized light weapon, and represents a punch or kick.

Diminutive

Stiletto				7 sp	0.5 lbs.	AC 9	Hardness 5	HP 1	Break DC 15
	1d3 (Piercing) or 1d3 (Slashing)		T/C 20/x2 (20/x2)		5 feet (Throwing)
	*Stilettos are too minute and lightweight to confer any Strength bonus to damage.
	*Also represents the shiv, throwing needle, and aiguchi.

Tiny

Dagger				2 gp	1 lb.	AC 7	Hardness 10	HP 1	Break DC 20
	1d4 (Piercing) or 1d4 (Slashing)		T/C 19-20/x2 (20/x2)	10 feet (Throwing)
	*Also represents the dirk, knife, kozuka, tanto, yoroi-toushi, metazashi, and jambiya.

Punching Dagger			2 gp	1.5 lbs.	AC 7	Hardness 10	HP 2	Break DC 20
	2d2 (Piercing) or 2d2 (Slashing)		T/C 20/x3 (20/x2)		----------------
	*Also represents the katar or qatar.

Weapon Pommel/Haft/Side/Hilt	--------	--------	--------	----------------	--------	----------------
	1d4 subdual (Bludgeoning)		T/C 20/x2		----------------
	*This is simply the damage statistics for using the hilt, pommel, or haft of any weapon to
	attack, or the flat side of a blade, and such attacks always have reach equal to an unarmed
	strike.  Proficiency in the normal weapon itself also provides proficiency with this attack.

Small

Cleaver				3 gp	2 lbs.	AC 6	Hardness 10	HP 3	Break DC 18
	2d2 (Slashing)				T/C 20/x2		5 feet (Throwing)
	*Add a +2 circumstance bonus on threat confirmation rolls with this weapon, if proficient.

Fighting Baton			0 gp	1 lb.	AC 6	Hardness 5	HP 2	Break DC 14
	1d6 (Bludgeoning)			T/C 20/x2		----------------
	*Also represents the tambo, yubi-bo, or small wooden cane.

Light Mace			7 gp	3.5 lbs.	AC 6	Hardness 10	HP 15	Break DC 19
	2d3 (Bludgeoning)			T/C 20/x2		----------------

Medium

Club				0 gp	3 lbs.	AC 5	Hardness 5	HP 7	Break DC 15
	1d6 (Bludgeoning)			T/C 20/x2		10 feet (Throwing)
	*Also represents the belaying pin or jo.

Halfstave			0 gp	2 lbs.	AC 5	Hardness 5	HP 5	Break DC 14
	1d6 or 1d4/1d4 (Bludgeoning with each)	T/C 20/x2		----------------
	*Only creatures smaller in size category than the halfstave may wield it as a double weapon.
	*Also represents the escrima stick, hanbo, or wooden cane.

Heavy Mace			12 gp	5 lbs.	AC 5	Hardness 10	HP 25	Break DC 20
	2d4 (Bludgeoning)			T/C 20/x2		----------------
	*Also represents the kanabo.

Ironshod Halfstave		25 sp	3.5 lbs.	AC 5	Hardness 5	HP 9	Break DC 15
	2d3 or 2d2/2d2 (Bludgeoning with each)	T/C 20/x2		----------------
	*Only creatures smaller in size category than the ironshod halfstave may wield it as a double
	weapon.
	*An ironshod halfstave is slightly awkward in its balance and design, so it incurs a -1
	circumstance penalty on the wielder's attack rolls and threat confirmation rolls with it.
	*Also represents the steel-tipped cane.

Large

Farming Scythe			4 gp	4.5 lbs.	AC 4	Hardness 5	HP 5	Break DC 15
	2d3 (Piercing and Slashing)		T/C 20/x3		----------------
	*Wielder may perform trip attacks with this.
	*A farming scythe is awkward in its balance and design, so it incurs a -1 circumstance
	penalty on the wielder's attack rolls and threat confirmation rolls with it.

Greatclub			0 gp	7 lbs.	AC 4	Hardness 5	HP 7	Break DC 17
	1d10 (Bludgeoning)			T/C 20/x2		----------------
	*Also represents the tanrenbo.

Ironshod Staff			5 gp	6 lbs.	AC 4	Hardness 5	HP 7	Break DC 15
	2d4/2d4 (Bludgeoning/Bludgeoning)	T/C 20/x2		----------------
	*An ironshod staff is slightly awkward in its balance and design, so it incurs a -1
	circumstance penalty on the wielder's attack rolls and threat confirmation rolls with it.
	*Only creatures smaller in size category than the ironshod staff may wield it as a double
	weapon.
	*Also represents the rokushakubo.

Ironshod Greatclub		7 gp	9 lbs.	AC 4	Hardness 5	HP 10	Break DC 17
	2d6 (Bludgeoning)			T/C 20/x3		----------------
	*An ironshod greatclub is awkward in its balance and design, so it incurs a -2
	circumstance penalty on the wielder's attack rolls and threat confirmation rolls with it.
	*Also represents the tetsubo.

Quarterstaff			0 gp	4 lbs.	AC 4	Hardness 5	HP 5	Break DC 15
	1d6/1d6 (Bludgeoning/Bludgeoning)	T/C 20/x2		----------------
	*Only creatures smaller in size category than the quarterstaff may wield it as a double weapon.
	*Also represents the bo or shinbo.

Spiked Greatclub			6 gp	8 lbs.	AC 4	Hardness 5	HP 7	Break DC 17
	1d10 (Bludgeoning and Piercing)		T/C 19-20/x2		----------------
	*A spiked greatclub is slightly awkward in its balance and design, so it incurs a -1
	circumstance penalty on the wielder's attack rolls and threat confirmation rolls with it.

MARTIAL WEAPONS - MELEE

Tiny

Kukri				8 gp	1.5 lbs.	AC 7	Hardness 10	HP 1	Break DC 15
	2d2 (Slashing)				T/C 18-20/x2		----------------

Small

Cutlass				15 gp	1.5 lbs.	AC 6	Hardness 10	HP 2	Break DC 17
	1d6 (Slashing) or 1d6 (Piercing)		T/C 19-20/x2 (19-20/x2)	----------------
	*Heavy basket hilt grants a +2 circumstance bonus on checks to resist being disarmed of this.
	*Also represents the main-gauche, which has an equally effective basket hilt and cross-guard,
	as well as the kryss, which is equally effective through its sturdy cross-guard and wavy blade.

Handaxe				7 gp	3 lbs.	AC 6	Hardness 5	HP 2	Break DC 17
	1d6 (Slashing)				T/C 20/x3		----------------
	*Also represents the hatchet.

Light Hammer			1 gp	2 lbs.	AC 6	Hardness 5	HP 2	Break DC 17
	2d2 (Bludgeoning)			T/C 20/x2		20 feet (Throwing)

Light Lance			6 gp	3 lbs.	AC 6	Hardness 5	HP 3	Break DC 17
	1d6 (Piercing)				T/C 20/x3		----------------
	*Deals double damage when performing a mounted charge.  As with critical hits, two doublings
	is a tripling, a doubling and a tripling are a quadrupling, and so on.

Light Pick			4 gp	3 lbs.	AC 6	Hardness 5	HP 2	Break DC 17
	2d2 (Piercing) or 2d2 (Bludgeoning)		T/C 20/x4 (20/x4)		----------------

Light Scimitar			11 gp	2 lbs.	AC 6	Hardness 10	HP 2	Break DC 17
	2d2 (Slashing) or 1d3 (Piercing)		T/C 18-20/x2 (19-20/x2)	----------------
	*Add a +1 circumstance bonus on attack rolls with this weapon while mounted, if proficient.
	*Also represents the three-ring sword.

Machede			7 gp	2 lbs.	AC 6	Hardness 10	HP 2	Break DC 17
	2d3 (Slashing)				T/C 19-20/x2		----------------
	*Also represents the bolo.

Sap				1 gp	2.5 lbs.	AC 6	Hardness 5	HP 1	Break DC 17
	2d3 subdual (Bludgeoning)		T/C 20/x3		----------------
	*Also called a blackjack.

Short Sword			5 gp	1.5 lbs.	AC 6	Hardness 10	HP 2	Break DC 17
	1d6 (Slashing) or 1d6 (Piercing)		T/C 19-20/x2 (19-20/x2)	----------------
	*Also represents the ko-dachi or kodatchi, as well as the jian, scramasax, gladius, and drusus.

Throwing Axe			8 gp	2.5 lbs.	AC 6	Hardness 5	HP 3	Break DC 17
	1d6 (Slashing)				T/C 20/x2		10 feet (Throwing)
	*Also represents the francisca and tomahawk.

Medium

Battleaxe			10 gp	4 lbs.	AC 5	Hardness 5	HP 5	Break DC 17
	1d8 (Slashing)				T/C 20/x3		----------------
	*Also represents the fu and masakari.

Bokken				4 gp	4 lbs.	AC 7	Hardness 5	HP 4	Break DC 14
	1d6 (Bludgeoning)			T/C 19-20/x2		----------------
	*This is a wooden practice sword, thin but unsharpened.
	*The bokken may be used to deal subdual damage instead of normal, at a -2 attack penalty,
	and may be used to deal subdual damage with Sneak Attacks and similar abilities.
	*A bokken can be used as a simple melee weapon if held two-handed by a character of
	Medium size, or one-handed by a larger character.  Size limitations to wielding a weapon
	one-handed still apply.

Broadsword			18 gp	3 lbs.	AC 5	Hardness 10	HP 6	Break DC 18
	2d4 (Slashing)				T/C 19-20/x2		----------------
	*Also represents the dao.

Fencing Foil			10 gp	1.5 lbs.	AC 5	Hardness 10	HP 3	Break DC 14
	1d6 (Piercing)				T/C 18-20/x2		----------------
	*The Weapon Finesse feat may be applied to the fencing foil, if the wielder is the same size
	category or larger than the fencing foil and takes the Weapon Finesse feat for the fencing foil
	specifically.
	*Some fencing foils have a blunt tip, dealing subdual bludgeoning damage instead of normal
	piercing damage.

Heavy Pick			8 gp	4 lbs.	AC 5	Hardness 5	HP 5	Break DC 17
	2d3 (Piercing) or 2d3 (Bludgeoning)		T/C 20/x4 (20/x4)		----------------

Light Flail			8 gp	4 lbs.	AC 5	Hardness 10	HP 5	Break DC 17
	1d8 (Bludgeoning and Piercing)		T/C 20/x2		----------------
	*Grants the wielder a +2 bonus on opposed checks to disarm a foe, including the check to avoid
	being disarmed themselves on their own failed disarm attempt.
	*Wielder may perform trip attacks with this.  If the wielder would be tripped during their own trip
	attempt with this weapon, they may drop the flail to avoid being tripped themselves.

Light Thresher			5 gp	3 lbs.	AC 5	Hardness 10	HP 5	Break DC 17
	1d8 (Bludgeoning)			T/C 20/x2		----------------
	*This is a blunt flail with a ball or rod of iron, or steel in some cases, at the end of the chain.
	*Grants the wielder a +2 bonus on opposed checks to disarm a foe, including the check to avoid
	being disarmed themselves on their own failed disarm attempt.
	*Wielder may perform trip attacks with this.  If the wielder would be tripped during their own trip
	attempt with this weapon, they may drop the thresher to avoid being tripped themselves.

Longsword			12 gp	3 lbs.	AC 5	Hardness 10	HP 5	Break DC 17
	1d8 (Slashing) or 1d8 (Piercing)		T/C 19-20/x2 (19-20/x2)	----------------
	*Also represents the tsurugi, épée, einhander, spatha, war sword, and knight sword.

Pickaxe				10 gp	4 lbs.	AC 5	Hardness 5	HP 5	Break DC 17
	2d3 (Piercing) or 1d6 (Slashing)		T/C 20/x3 (20/x3)		----------------
	*Wielder may perform trip attacks with this.

Rapier				20 gp	2.5 lbs.	AC 5	Hardness 10	HP 5	Break DC 17
	2d3 (Piercing) or 1d6 (Slashing)		T/C 18-20/x2 (19-20/x2)	----------------
	*The Weapon Finesse feat may be applied to the rapier, if the wielder is the same size category
	or larger than the rapier and takes the Weapon Finesse feat for the rapier specifically.
	*Also represents the fencing sabre.

Saber				20 gp	3.5 lbs.	AC 5	Hardness 10	HP 5	Break DC 17
	1d8 (Slashing) or 1d6 (Piercing)		T/C 19-20/x2 (19-20/x2)	----------------
	*Add a +1 circumstance bonus on attack rolls with this weapon while mounted, if proficient.
	*Also represents the falchion and uchigatana.

Scimitar				16 gp	3 lbs.	AC 5	Hardness 10	HP 5	Break DC 17
	2d3 (Slashing) or 1d6 (Piercing)		T/C 18-20/x2 (19-20/x2)	----------------
	*Add a +1 circumstance bonus on attack rolls with this weapon while mounted, if proficient.
	*Also represents the shamshir, tulwar, chisakatana, da huan dao, and nine-ring sword.

Shinai				3 gp	3 lbs.	AC 5	Hardness 5	HP 5	Break DC 15
	1d6 subdual (Bludgeoning)		T/C 19-20/x2		----------------
	*This is a well-balanced practice sword, made from flexible strips of bamboo.
	*The shinai may be used to deal normal damage instead of subdual, at a -2 attack penalty,
	and may be used to deal normal damage with Sneak Attacks and similar abilities.
	*A shinai can be used as a simple melee weapon if held two-handed by a character of
	Medium size, or one-handed by a larger character.  Size limitations to wielding a weapon
	one-handed still apply.

Tekkan				10 gp	4 lbs.	AC 5	Hardness 10	HP 20	Break DC 20
	1d8 (Bludgeoning)			T/C 19-20/x2		----------------

Trident				15 gp	4 lbs.	AC 5	Hardness 5	HP 5	Break DC 17
	1d8 (Piercing)				T/C 20/x2		5 feet (Throwing)
	*May set this weapon against a charge by readying an action, in which case this deals double
	damage against any charging enemy stricken by this weapon with that readied action.  As with
	critical hits, two doublings is a tripling, a doubling and a tripling are a quadrupling, and so on.
	*Grants the wielder a +2 bonus on opposed checks to disarm a foe, including the check to avoid
	being disarmed themselves on their own failed disarm attempt.

Warhammer			12 gp	4.5 lbs.	AC 5	Hardness 5	HP 7	Break DC 18
	2d4 (Bludgeoning)			T/C 20/x3		----------------

Large

Estoc				22 gp	5.5 lbs.	AC 4	Hardness 10	HP 7	Break DC 18
	3d4 (Piercing)				T/C 20/x3		----------------

Flamberge			30 gp	6 lbs.	AC 4	Hardness 10	HP 10	Break DC 18
	1d10 (Slashing) or 1d10 (Piercing)		T/C 19-20/x2 (19-20/x2)	----------------
	*Wavy blade grants the wielder a +1 bonus on opposed checks to disarm a foe, including
	the check to avoid being disarmed themselves on their own failed disarm attempt.
	*When fighting defensively or taking the total defense action, wielder gains an extra +1
	dodge bonus to AC due to the wavy blade of this weapon, which aids in blocking.  This
	extra dodge bonus does not apply against touch attacks.

Greataxe				20 gp	7 lbs.	AC 4	Hardness 5	HP 10	Break DC 17
	1d12 (Slashing)				T/C 20/x3		----------------
	*Also represents the ono and double-bladed axe.

Greatsword			25 gp	6 lbs.	AC 4	Hardness 10	HP 10	Break DC 18
	2d6 (Slashing) or 2d6 (Piercing)		T/C 19-20/x2 (19-20/x2)	----------------
	*Also represents the da dao, ram dao, odachi, zweihander, and claymore.

Heavy Flail			15 gp	7 lbs.	AC 4	Hardness 10	HP 10	Break DC 17
	1d10 (Bludgeoning and Piercing)		T/C 19-20/x2		----------------
	*Grants the wielder a +2 bonus on opposed checks to disarm a foe, including the check to avoid
	being disarmed themselves on their own failed disarm attempt.
	*Wielder may perform trip attacks with this.  If the wielder would be tripped during their own trip
	attempt with this weapon, they may drop the flail to avoid being tripped themselves.

Heavy Scimitar			22 gp	5 lbs.	AC 4	Hardness 10	HP 10	Break DC 18
	2d4 (Slashing) or 1d8 (Piercing)		T/C 18-20/x2 (19-20/x2)	----------------
	*Add a +1 circumstance bonus on attack rolls with this weapon while mounted, if proficient.
	*Also represents the doutanuki and twelve-ring sword.

Heavy Staff			3 gp	6 lbs.	AC 4	Hardness 5	HP 10	Break DC 17
	1d8/1d8 (Bludgeoning/Bludgeoning)	T/C 20/x2		----------------
	*This is a thicker, longer version of the quarterstaff, weighted at the ends.
	*Only creatures smaller in size category than the heavy staff may wield it as a double weapon.

Heavy Thresher			13 gp	5.5 lbs.	AC 4	Hardness 10	HP 10	Break DC 17
	1d10 (Bludgeoning)			T/C 19-20/x2		----------------
	*This is a blunt flail with a ball or rod of iron, or steel in some cases, at the end of the chain.
	*Grants the wielder a +2 bonus on opposed checks to disarm a foe, including the check to avoid
	being disarmed themselves on their own failed disarm attempt.
	*Wielder may perform trip attacks with this.  If the wielder would be tripped during their own trip
	attempt with this weapon, they may drop the thresher to avoid being tripped themselves.

Ieku				4 gp	5 lbs.	AC 4	Hardness 5	HP 7	Break DC 15
	1d8/1d6 (Bludgeoning and Slashing/Bludgeoning)	T/C 20/x2	----------------
	*This is an unusual type of oar adapted to combat use, slightly shorter than a quarterstaff but
	with a sharpened edge along the oar end.
	*The ieku may be used to scoop and fling sand, loose dirt, or liquids at an opponent in
	appropriate terrain, providing a +4 circumstance bonus on a Bluff check to feint in combat
	or create a diversion to hide, against that opponent only.
	*Only creatures smaller in size category than the ieku may wield it as a double weapon.

Maul				18 gp	8 lbs.	AC 4	Hardness 5	HP 12	Break DC 18
	3d4 (Bludgeoning)			T/C 20/x3		----------------
	*Also represents the sledgehammer and dai tsuchi.

Monk's Spade			10 gp	7 lbs.	AC 4	Hardness 5	HP 8	Break DC 15
	1d6/1d6 (Piercing and Slashing/Bludgeoning and Slashing)	T/C 20/x2 (20/x2)	----------------
	*This is a staff with a crescent blade at one end, and a shovel-like blade at the other end.
	*Grants the wielder a +2 bonus on opposed checks to disarm a foe, including the check to avoid
	being disarmed themselves on their own failed disarm attempt.
	*Wielder may perform trip attacks with this.  If the wielder would be tripped during their own trip
	attempt with this weapon, they may drop the spade to avoid being tripped themselves.
	*Only creatures smaller in size category than the monk's spade may wield it as a double weapon.
	*Also called a getsugasan or moon-tooth spade.

Pole Axe				23 gp	10 lbs.	AC 4	Hardness 5	HP 12	Break DC 17
	1d10 (Slashing)				T/C 20/x3		----------------
	*A pole axe has reach, and can be used to strike an opponent up to 10 feet away, but it
	cannot strike opponents up to 5 feet away.
	*Also represents the double-bladed pole axe.

Suburito				5 gp	4 lbs.	AC 4	Hardness 5	HP 7	Break DC 15
	1d10 (Bludgeoning)			T/C 19-20/x2		----------------
	*This is a heavy wooden practice sword, thin but unsharpened.
	*The suburito may be used to deal subdual damage instead of normal, at a -2 attack penalty,
	and may be used to deal subdual damage with Sneak Attacks and similar abilities.

War Scythe			12 gp	7 lbs.	AC 4	Hardness 5	HP 10	Break DC 18
	2d4 (Piercing and Slashing)		T/C 20/x4		----------------
	*Wielder may perform trip attacks with this.
	*Add a +1 circumstance bonus on threat confirmation rolls with this weapon, if proficient.

MARTIAL WEAPONS - RANGED

Tiny

Blade Boomerang, Lesser		5 gp	1 lb.	AC 7	Hardness 5	HP 2	Break DC 17
	1d4 (Slashing)				T/C 19-20/x2		20 feet (Throwing)
	*This is an aerodynamic, one-way-flight, wooden boomerang, with a sharpened steel edge.
	*Also represents the throwing disk or quoit, but the quoit deals bludgeoning damage
	instead of slashing.
	*Also represents the three-point, four-point, or five-point throwing pinwheel, but the
	pinwheel deals piercing damage instead of slashing.

Small

Blade Boomerang, Greater		9 gp	2 lbs.	AC 6	Hardness 5	HP 3	Break DC 17
	1d6 (Slashing)				T/C 19-20/x2		30 feet (Throwing)
	*This is an aerodynamic, one-way-flight, wooden boomerang, with a sharpened steel edge.
	*Also represents the greater throwing disk or quoit, but the quoit deals bludgeoning
	damage instead of slashing.
	*Also represents the greater three-point, four-point, or five-point throwing pinwheel,
	but the pinwheel deals piercing damage instead of slashing.

Medium

Composite Shortbow		75 gp	2.5 lbs.	AC 5	Hardness 5	HP 5	Break DC 17
	1d6 (Piercing)				T/C 20/x3		70 feet (Projectile)
	*Counts as a shortbow for purposes of proficiency and applying feats or abilities.
	*Requires two hands to use for ranged attacks.  Fires any arrow nocked (loaded), as long as the
	arrow is exactly two size categories smaller.  Arrows may be loaded between shots, which takes
	no action in and of itself, and allows the bow to be fired at the character's normal rate of attack.
	*May be used by a Small-size or larger character who is mounted, but still requires two hands.
	*If used on its own as a melee weapon, counts as a Medium weapon that deals 1d4 bludgeoning
	damage plus the wielder's Strength modifier, with a threat range of 20 and a critical multiplier of
	x2.  As it is not designed for melee combat, a bow used in melee is considered an improvised
	weapon, so the wielder suffers a -4 non-proficiency penalty on the attack roll.  A bow used in
	melee does not threaten an area.
	*A bow used in melee, if it hits successfully or if it misses due to armor or natural armor bonuses
	to AC, has a 50% chance of suffering damage equal to that which was rolled against the target
	with that particular attack.  This damage bypasses the attacking bow's own hardness.
	*Also represents the yumi, as well as the hankyuu or han-kyu.

Shortbow			30 gp	2 lbs.	AC 5	Hardness 5	HP 5	Break DC 17
	1d6 (Piercing)				T/C 20/x3		60 feet (Projectile)
	*Requires two hands to use for ranged attacks.  Fires any arrow nocked (loaded), as long as the
	arrow is exactly two size categories smaller.  Arrows may be loaded between shots, which takes
	no action in and of itself, and allows the bow to be fired at the character's normal rate of attack.
	*May be used by a Medium-size or larger character who is mounted, but still requires two hands.
	*If used on its own as a melee weapon, counts as a Medium weapon that deals 1d4 bludgeoning
	damage plus the wielder's Strength modifier, with a threat range of 20 and a critical multiplier of
	x2.  As it is not designed for melee combat, a bow used in melee is considered an improvised
	weapon, so the wielder suffers a -4 non-proficiency penalty on the attack roll.  A bow used in
	melee does not threaten an area.
	*A bow used in melee, if it hits successfully or if it misses due to armor or natural armor bonuses
	to AC, has a 50% chance of suffering damage equal to that which was rolled against the target
	with that particular attack.  This damage bypasses the attacking bow's own hardness.

Large

Composite Longbow		100 gp	3.5 lbs.	AC 4	Hardness 5	HP 5	Break DC 17
	1d8 (Piercing)				T/C 20/x3		110 feet (Projectile)
	*Counts as a longbow for purposes of proficiency and applying feats or abilities.
	*Requires two hands to use for ranged attacks.  Fires any arrow nocked (loaded), as long as the
	arrow is exactly three size categories smaller.  Arrows may be loaded between shots, which takes
	no action in and of itself, and allows the bow to be fired at the character's normal rate of attack.
	*May be used by a Medium-sized or larger character who is mounted, but still requires two hands.
	*If used on its own as a melee weapon, counts as a Medium weapon that deals 1d6 bludgeoning
	damage plus the wielder's Strength modifier, with a threat range of 20 and a critical multiplier of
	x2.  As it is not designed for melee combat, a bow used in melee is considered an improvised
	weapon, so the wielder suffers a -4 non-proficiency penalty on the attack roll.  A bow used in
	melee does not threaten an area.
	*A bow used in melee, if it hits successfully or if it misses due to armor or natural armor bonuses
	to AC, has a 50% chance of suffering damage equal to that which was rolled against the target
	with that particular attack.  This damage bypasses the attacking bow's own hardness.
	*Also represents the daikyuu or dai-kyu.

Longbow			75 gp	3 lbs.	AC 4	Hardness 5	HP 5	Break DC 17
	1d8 (Piercing)				T/C 20/x3		100 feet (Projectile)
	*Requires two hands to use for ranged attacks.  Fires any arrow nocked (loaded), as long as the
	arrow is exactly three size categories smaller.  Arrows may be loaded between shots, which takes
	no action in and of itself, and allows the bow to be fired at the character's normal rate of attack.
	*May be used by a Large-sized or larger character who is mounted, but still requires two hands.
	*If used on its own as a melee weapon, counts as a Medium weapon that deals 1d6 bludgeoning
	damage plus the wielder's Strength modifier, with a threat range of 20 and a critical multiplier of
	x2.  As it is not designed for melee combat, a bow used in melee is considered an improvised
	weapon, so the wielder suffers a -4 non-proficiency penalty on the attack roll.  A bow used in
	melee does not threaten an area.
	*A bow used in melee, if it hits successfully or if it misses due to armor or natural armor bonuses
	to AC, has a 50% chance of suffering damage equal to that which was rolled against the target
	with that particular attack.  This damage bypasses the attacking bow's own hardness.

EXOTIC WEAPONS - MELEE

Tiny

Blade Boot			15 gp	1 lb.	AC 7	Hardness 10	HP 1	Break DC 20
	1d4 (Piercing)				T/C 19-20/x2		----------------
	*Added to one of the wielder's boots.  Free action to unsheathe the spring-loaded dagger.  Ten
	full-round actions to crank the spring back into place, sheathing the blade.  Cannot run or charge
	while the blade is unsheathed.  Wielder may attack with the blade boot as though unarmed.  The
	Weapon Finesse feat may be used with the blade boot, if that feat is possessed by the wielder.
	Wielder gains a +4 circumstance bonus on Escape Artist checks to escape rope bonds with a
	blade boot, if they are capable of moving the blade of the boot close enough to the bonds.
	* Crafting a blade boot requires checks with not only Craft (weaponsmithing) but also Craft
	(cobbling).  The Craft check DC is 20 for adding the blade boot feature to an existing boot, or DC
	15 to make a new boot with the blade boot feature.  Refitting an existing boot takes 1 day of work,
	if the blade and parts are on hand, or a week if the blade boot must be made from scratch.  Crafting
	a new blade boot takes a week.

Claw Bracer			30 gp	1 lb.	AC 7	Hardness 10	HP 1	Break DC 20
	1d4 (Piercing)				T/C 18-20/x2		----------------
	*Wielder cannot be disarmed of this.  Strapped to the forearm, this leaves the hand free.
	*Wielder may attack with the claw bracer as though unarmed for all intents and purposes, except
	that attacks with the claw bracer do not provoke attacks of opportunity, and the claw bracer can
	still be used to threaten an area.  The Weapon Finesse feat may be used with the claw bracer, if
	that feat is possessed by the wielder, and Weapon Finesse with the unarmed strike may be
	applied to the claw bracer instead if the wielder possesses that feat.

Serrated Kukri			10 gp	2 lbs.	AC 7	Hardness 10	HP 1	Break DC 15
	2d2 (Piercing and Slashing)		T/C 17-20/x2		----------------

Throwing Spike			3 gp	1.5 lbs.	AC 7	Hardness 10	HP 1	Break DC 16
	1d4 (Piercing)				T/C 19-20/x4		10 feet (Throwing)
	*This is a thin, carefully sharpened metal spike, with no edges except the pointed tip.

Small

Elven Blade Ribbon		20 gp	1.5 lbs.	AC 6	Hardness 10	HP 2	Break DC 15
	1d4 (Slashing) or 1d4 (Piercing)		T/C 18-20/x2 (18-20/x2)	----------------
	*To wield the blade ribbon requires Dexterity of at least 15, and this is a prerequisite for
	gaining any blade ribbon proficiency.  The blade ribbon may be held and used in the off-hand,
	by a proficient wielder, without impeding use of the Weapon Finesse feat.  It incurs no
	penalties on attack rolls for the Weapon Finesse feat, and does not prevent use of that feat.
	*The Weapon Finesse feat may be applied to the blade ribbon, if the wielder is the same size
	category or larger than the blade ribbon and takes the Weapon Finesse feat for the blade ribbon
	specifically.

Kunai				7 gp	2 lbs.	AC 6	Hardness 10	HP 2	Break DC 17
	1d6 (Slashing) or 1d6 (Piercing)		T/C 19-20/x2 (19-20/x2)	10 feet (Throwing)
	*This is a heavy throwing knife, similar in length and width to a short sword.
	*Kunai may be used in the same manner as climbing pitons or grappling hooks, when desired.
	The small hole at the pommel of a kunai allows thin ropes, wires, and strings to be easily tied on.
	However, a kunai used as a grappling hook incurs a -2 circumstance penalty to the roll, and only
	supports 50% as much weight, compared to a true grappling hook.

Rope Dart			3 gp	2 lbs.	AC 6	Hardness 0	HP 2	Break DC 15
	1d4 (Piercing) or 1d3 (Bludgeoning)		T/C 19-20/x2 (20/x2)	----------------.
	*Grants the wielder a +4 bonus on Bluff checks to feint in combat with it, but only for attacks
	made with the rope dart itself.
	*Wielder may perform trip attacks with this.  If the wielder would be tripped during their own trip
	attempt with this weapon, they may drop the rope dart to avoid being tripped themselves.
	*The rope dart may also be used as a garrote for bludgeoning damage within 5 feet.
	*A rope dart has reach, and can be used to strike an opponent up to 15 feet away, as well as being
	useable against opponents up to 5 feet away, unlike most other weapons with reach.
	*The Weapon Finesse feat may be applied to the rope dart, if the wielder is no smaller in size
	category smaller than it, and takes the Weapon Finesse feat for the rope dart specifically.
	*Also called a jouhyou.

Wakizashi			25 gp	2 lbs.	AC 6	Hardness 7	HP 3	Break DC 14
	2d3 (Slashing) or 1d4 (Piercing)		T/C 18-20/x2 (19-20/x2)	----------------
	*Each time the wakizashi strikes an enemy with total armor, shield, and natural armor bonuses of +5
	or greater, or if it misses an enemy because of armor, shield, and natural armor AC bonuses that are
	due to force effects, metal shields, or armor made with more metal than scalemail, reduce the
	wakizashi's Hardness by 1.  The wakizashi deals half damage, rounded up, against opponents with
	total armor, shield, and natural armor bonuses of +5 or greater.
	*Likewise, reduce wakizashi Hardness by 1 if striking an object, unless the object has Hardness 5
	or less, or unless the strike is to parry a weapon or projectile no more than one size category larger
	than the wakizashi.
	*If the Hardness is reduced to zero, further reductions are applied to hit points instead, until
	repaired.  These reductions in wakizashi Hardness and hit points last until it is repaired.
	*A wakizashi can be used as a martial melee weapon if held two-handed by a character of small or
	medium size, or one-handed by a larger character.  A tiny character requires the appropriate Exotic
	Weapon Proficiency in order to wield a wakizashi one-handed.  Size limitations to wielding a
	weapon one-handed still apply.
	*Masterwork wakizashi, if wielded proficiently, grant the added benefit of a +2 circumstance
	bonus on threat confirmation rolls, retained even if magically enhanced.

Medium

Bastard Sword			35 gp	4.5 lbs.	AC 5	Hardness 10	HP 6	Break DC 20
	1d10 (Slashing) or 1d10 (Piercing)		T/C 19-20/x2 (19-20/x2)	----------------
	*Also represents the hand-and-a-half sword, wo dao, chokuto, daito, or tachi.
	*A bastard sword can be used as a martial melee weapon if held two-handed by a character
	of medium size, or one-handed by a larger character.  To wield the bastard sword in one hand
	requires Strength of at least 13, and this is a prerequisite for gaining any one-handed bastard
	sword proficiency.  A small character requires the appropriate Exotic Weapon Proficiency in
	order to wield a bastard sword two-handed.  Size limitations to wielding a weapon
	one-handed still apply.

Coiled Sword			25 gp	3 lbs.	AC 5	Hardness 5	HP 7	Break DC 20
	2d3 (Slashing)				T/C 18-20/x2		----------------
	*Also known as an urumi or chuttuval.
	*Grants the wielder +2 on the opposed attack roll to disarm an opponent, including the roll to
	avoid being disarmed themselves if they fail to disarm the opponent.
	*To wield the coiled sword requires Dexterity of at least 15, and this is a prerequisite for
	gaining any coiled sword proficiency.
	*The Weapon Finesse feat may be applied to the coiled sword, if the wielder is no smaller
	in size category smaller than the coiled sword, and takes the Weapon Finesse feat for the
	coiled sword specifically.

Elven Leafblade			45 gp	2.5 lbs.	AC 5	Hardness 10	HP 5	Break DC 17
	1d6 (Slashing) or 1d6 (Piercing)		T/C 19-20/x3 (19-20/x3)	----------------
	*The many-curved, two-pronged hilt of this weapon, combined with its fencing-oriented
	handguard, grants the wielder a +2 bonus on opposed attack rolls to make or resist a disarm
	attempt with the leafblade.
	*The Weapon Finesse feat may be applied to the leafblade, if the wielder is the same size
	category or larger than the leafblade and takes the Weapon Finesse feat for the leafblade
	specifically.

Feng Huo Lun			50 gp	2.5 lbs.	AC 5	Hardness 10	HP 10	Break DC 17
	2d3 (Piercing or Slashing)			T/C 19-20/x2		----------------
	*Also known as wind and fire wheels, usually wielded in pairs.  This is a metal ring with
	a padded grip around one quarter of it, and wavy blades protruding along the rest of it.
	*Grants the wielder +4 on the opposed attack roll to disarm an opponent, including the roll to
	avoid being disarmed themselves if they fail to disarm the opponent.
	*The feng huo lun may be held and used in the off-hand, by a proficient wielder, without
	impeding use of the Weapon Finesse feat.  It incurs no penalties on attack rolls for the
	Weapon Finesse feat, and does not prevent use of that feat.
	*The Weapon Finesse feat may be applied to the feng huo lun, if the wielder is the same size
	category or larger than the feng huo lun and takes the Weapon Finesse feat for the feng huo
	lun specifically.

Iaito				15 gp	3.5 lbs.	AC 5	Hardness 4	HP 4	Break DC 13
	2d3 (Bludgeoning) or 1d3 (Piercing)		T/C 18-20/x2 (19-20/x2)	----------------
	*This is an edgeless katana, forged as a near-replica but simpler and blunt.  It is used to
	practice swordsmanship, particularly fast-draw techniques.
	*The iaito may be used to deal subdual damage instead of normal, at a -2 attack penalty,
	and may be used to deal subdual damage with Sneak Attacks and similar abilities.
	*An iaito can be used as a martial melee weapon if held two-handed by a character of medium size,
	or one-handed by a larger character.  To wield the iaito in one hand requires Strength of at least
	13, and this is a prerequisite for gaining any one-handed iaito proficiency.  A small character
	requires the appropriate Exotic Weapon Proficiency in order to wield an iaito two-handed.  Size
	limitations to wielding a weapon one-handed still apply.
	*Iaito are considered katana for purposes of proficiency, feats, and other uses, though they do
	not share every trait of true katana.

Katana				50 gp	3.5 lbs.	AC 5	Hardness 7	HP 4	Break DC 14
	2d4 (Slashing) or 1d4 (Piercing)		T/C 18-20/x3 (19-20/x2)	----------------
	*Each time the katana strikes an enemy with total armor, shield, and natural armor bonuses of +5
	or greater, or if it misses an enemy because of armor, shield, and natural armor AC bonuses that are
	due to force effects, metal shields, or armor made with more metal than scalemail, reduce the
	katana's Hardness by 1.  The katana deals half damage, rounded up, against opponents with total
	armor, shield, and natural armor bonuses of +5 or greater.
	*Likewise, reduce katana Hardness by 1 if striking an object, unless the object has Hardness 5 or
	less, or unless the strike is to parry a weapon or projectile no more than one size category larger
	than the katana.
	*If the Hardness is reduced to zero, further reductions are applied to hit points instead, until
	repaired.  These reductions in katana Hardness and hit points last until it is repaired.
	*A katana can be used as a martial melee weapon if held two-handed by a character of medium size,
	or one-handed by a larger character.  To wield the katana in one hand requires Strength of at least
	13, and this is a prerequisite for gaining any one-handed katana proficiency.  A small character
	requires the appropriate Exotic Weapon Proficiency in order to wield a katana two-handed.  Size
	limitations to wielding a weapon one-handed still apply.
	*Masterwork katana, if wielded proficiently, grant the added benefit of a +2 circumstance bonus
	on threat confirmation rolls, retained even if magically enhanced.

Khopesh			45 gp	5 lbs.	AC 5	Hardness 10	HP 7	Break DC 18
	1d10 (Slashing) or 1d6 (Piercing)		T/C 19-20/x2 (20/x2)	----------------
	*Wielder may perform trip attacks with the hook-like curved blade of this sword, and gains a
	+1 circumstance bonus on his or her opposed check to trip with this weapon if proficient.
	*A khopesh is somewhat awkward in its balance and design, though powerful, so it incurs a
	-1 circumstance penalty on the wielder's attack rolls and threat confirmation rolls.
	*Attacks with this weapon may ignore AC from material shields, except tower shields, which
	provide two degrees less-effective cover against the khopesh.  This does not apply against
	shields made for creatures who are two or more size categories larger than the khopesh.

Lesser Chain			6 gp	5 lbs.	AC 5	Hardness 10	HP 7	Break DC 16
	2d2/2d2 (Bludgeoning)			T/C 20/x2 (20/x2)		----------------.
	*Grants the wielder a +2 bonus on opposed checks to disarm a foe, including the check to avoid
	being disarmed themselves on their own failed disarm attempt.
	*Wielder may perform trip attacks with this.  If the wielder would be tripped during their own trip
	attempt with this weapon, they may drop the chain to avoid being tripped themselves.
	*The Weapon Finesse feat may be applied to the chain, if the wielder is no smaller than one size
	category smaller than the chain, and takes the Weapon Finesse feat for the chain specifically.
	*Only creatures smaller in size category than the chain may wield it as a double weapon.
	*Also represents the kusari-fundo.

Lesser Spiked Chain		15 gp	6 lbs.	AC 5	Hardness 10	HP 5	Break DC 15
	1d4/1d4 (Bludgeoning or Piercing)		T/C 20/x2 (20/x2)		----------------
	*Each end of the lesser spiked chain may be used for either bludgeoning or piercing attacks.
	This weapon is a length of somewhat-small chain, roughly ten feet in length, and bearing a few
	heavy spikes at each end.
	*Grants the wielder a +2 bonus on opposed checks to disarm a foe, including the check to avoid
	being disarmed themselves on their own failed disarm attempt.
	*Wielder may perform trip attacks with this.  If the wielder would be tripped during their own trip
	attempt with this weapon, they may drop the chain to avoid being tripped themselves.
	*A lesser spiked chain has reach, and can be used to strike an opponent up to 10 feet away,
	as well as being useable against opponents up to 5 feet away, unlike most other weapons with
	reach.  The lesser spiked chain cannot be used as a reach weapon on rounds in which it is used
	as a double weapon.
	*The Weapon Finesse feat may be applied to the lesser spiked chain, if the wielder is no
	smaller than one size category smaller than the lesser spiked chain, and takes the Weapon
	Finesse feat for the lesser spiked chain specifically.
	*Only creatures smaller in size category than the lesser spiked chain may wield it as a double
	weapon.

Scourge				20 gp	2 lbs.	AC 5	Hardness 5	HP 5	Break DC 17
	2d4 (Slashing)				T/C 19-20/x2		----------------
	*Also known as a cat-o'-nine-tails.
	*Grants the wielder +2 on the opposed attack roll to disarm an opponent, including the roll to
	avoid being disarmed themselves if they fail to disarm the opponent.
	*Wielder may use this to perform trip attacks, and if the wielder would be tripped instead during
	such an attempt, the wielder may drop this to avoid being tripped.

Two-Bladed Short Sword		10 gp	4 lbs.	AC 5	Hardness 10	HP 5	Break DC 17
	1d6/1d6 (Piercing or Slashing)		T/C 19-20/x2 (19-20/x2)	----------------
	*Each end of the two-bladed short sword may be used for either piercing or slashing attacks.
	This weapon is a pair of straight swords attached by a single handle.  The handle is a wooden
	stave roughly two to two-and-a-half feet in length, while each sword is a steel blade roughly
	between one and two feet in length, one blade pointing straight out from each end of the stave.
	*Only creatures smaller in size category than the two-bladed short sword may wield it as a
	double weapon.

Large

Bec de Corbin			24 gp	10 lbs.	AC 4	Hardness 5	HP 12	Break DC 17
	2d4 (Piercing) or 2d4 (Bludgeoning)		T/C 20/x4 (20/x3)		----------------
	*Wielder may perform trip attacks with this.
	*May set this weapon against a charge by readying an action, in which case this deals double
	damage against any charging enemy stricken by this weapon with that readied action.  As with
	critical hits, two doublings is a tripling, a doubling and a tripling are a quadrupling, and so on.
	*A bec de corbin has reach, and can be used to strike an opponent up to 10 feet away,
	but it cannot strike opponents up to 5 feet away.

Chain				10 gp	8 lbs.	AC 4	Hardness 10	HP 10	Break DC 17
	1d6/1d6 (Bludgeoning)			T/C 20/x2 (20/x2)		----------------.
	*Grants the wielder a +2 bonus on opposed checks to disarm a foe, including the check to avoid
	being disarmed themselves on their own failed disarm attempt.
	*Wielder may perform trip attacks with this.  If the wielder would be tripped during their own trip
	attempt with this weapon, they may drop the chain to avoid being tripped themselves.
	*A chain has reach, and can be used to strike an opponent up to 10 feet away, as well as being
	useable against opponents up to 5 feet away, unlike most other weapons with reach.  The chain
	cannot be used as a reach weapon on rounds in which it is used as a double weapon.
	*The Weapon Finesse feat may be applied to the chain, if the wielder is no smaller than one size
	category smaller than the chain, and takes the Weapon Finesse feat for the chain specifically.
	*Only creatures smaller in size category than the chain may wield it as a double weapon.
	*Also represents the liu xing chui or meteor hammer, as well as the manriki-gusari.

Executioner's Khopesh		55 gp	8 lbs.	AC 4	Hardness 10	HP 12	Break DC 20
	2d6 (Slashing) or 1d8 (Piercing)		T/C 19-20/x2 (20/x2)	----------------
	*Wielder may perform trip attacks with the hook-like curved blade of this sword, and gains a
	+1 circumstance bonus on his or her opposed check to trip with this weapon if proficient.
	*A khopesh is somewhat awkward in its balance and design, though powerful, so it incurs a
	-1 circumstance penalty on the wielder's attack rolls and threat confirmation rolls with it.
	*Attacks with this weapon may ignore AC from material shields, except tower shields, which
	provide two degrees less-effective cover against the khopesh.  This does not apply against
	shields made for creatures who are two or more size categories larger than the khopesh.

Greatstaff			3 gp	8 lbs.	AC 4	Hardness 5	HP 10	Break DC 17
	2d4/2d4 (Bludgeoning/Bludgeoning)	T/C 20/x2		----------------
	*A greatstaff has reach, and can be used to strike an opponent up to 10 feet away, but it
	cannot strike opponents up to 5 feet away.
	*Any proficient character wielding the greatstaff may use it to perform a Whirlwind Attack,
	as per the feat, but without need for that feat, striking all opponents beyond 5 feet who are
	within the greatstaff's reach.
	*Only creatures smaller in size category than the greatstaff may wield it as a double weapon.

Man-Catcher			30 gp	12 lbs.	AC 4	Hardness 5	HP 10	Break DC 17
	2d3 subdual (Bludgeoning)		T/C 20/x2		----------------
	*Wielder may perform grapple attempts with this, and gains a +2 circumstance bonus on
	his or her opposed check to initiate a grapple attempt with this weapon if proficient.
	*Wielder may perform trip attacks with this, and gains a +2 circumstance bonus on his or
	her opposed check to trip a foe with this weapon if proficient.  If the wielder would be
	tripped during their own trip attempt with this weapon, they may drop the man-catcher to
	avoid being tripped themselves.
	*A man-catcher has reach, and can be used to strike an opponent up to 10 feet away,
	but it cannot strike opponents up to 5 feet away.
	*The man-catcher may be used to deal normal damage instead of subdual, at a -2 attack
	penalty, and may be used to deal normal damage with Sneak Attacks and similar abilities.

No-Dachi (Nodatchi)		65 gp	10 lbs.	AC 4	Hardness 10	HP 10	Break DC 17
	3d4 (Slashing) or 1d6 (Piercing)		T/C 17-20/x2 (19-20/x2)	----------------
	*Each time the no-dachi strikes an enemy with total armor, shield, and natural armor bonuses of +5
	or greater, or if it misses an enemy because of armor, shield, and natural armor AC bonuses that are
	due to force effects, metal shields, or armor made with more metal than scalemail, reduce the
	no-dachi's Hardness by 1.  The no-dachi deals half damage, rounded up, against opponents with
	total armor, shield, and natural armor bonuses of +5 or greater.
	*Likewise, reduce no-dachi Hardness by 1 if striking an object, unless the object has Hardness 5
	or less, or unless the strike is to parry a weapon or projectile no larger than the no-dachi.
	*If the Hardness is reduced to zero, further reductions are applied to hit points instead, until
	repaired.  These reductions in no-dachi Hardness and hit points last until it is repaired.
	*A no-dachi can be used as a martial melee weapon if held two-handed by a character of large size,
	or one-handed by a larger character.  To wield the no-dachi two-handed requires Strength of at
	least 15, and this is a prerequisite for gaining any two-handed no-dachi proficiency, while a
	Strength of 19 is required if the no-dachi is to be wielded one-handed, and likewise any
	one-handed no-dachi proficiency has a Strength prerequisite of 19+.  Size limitations to wielding
	a weapon one-handed still apply.
	*The no-dachi's great size incurs a -2 circumstance penalty on all attack rolls with it unless the user
	is at least large-sized, regardless of proficiency, and this stacks with any nonproficiency penalties
	when applicable.  Likewise, unless the user is at least large-sized or has Strength of at least 19,
	they cannot perform a full-attack action with the no-dachi and cannot threaten an area with it.
	*A no-dachi has reach, and can be used to strike an opponent up to 10 feet away.  However, the
	no-dachi deals only 1d6 slashing damage to opponents within 5 feet, cannot be used for piercing
	damage against opponents within 5 feet, incurs a -2 attack penalty against opponents within 5 feet,
	and has its threat range reduced by half against opponents within 5 feet.
	*Any proficient character wielding the no-dachi may use it to perform a Whirlwind Attack, as per
	the feat, but without need for that feat, striking all opponents beyond 5 feet who are within the
	no-dachi's reach.  Masterwork no-dachi, if wielded proficiently, grant the added benefit of a +2
	circumstance bonus on threat confirmation rolls, retained even if magically enhanced.

Three-Section Staff		4 gp	4.5 lbs.	AC 4	Hardness 5	HP 7	Break DC 15
	1d10/1d10 (Bludgeoning/Bludgeoning)	T/C 20/x2		----------------
	*Also known as a sam jie gun or sansetsukon.  This is a farm implement design adapted as a
	martial arts weapon, three short staves attached by short lengths of chain, leather, or rope.
	*A three-section staff is somewhat awkward and difficult to use well, so it incurs a -1
	circumstance penalty on the wielder's attack rolls and threat confirmation rolls with it.
	*The three-section staff is a special monk weapon, like the nunchaku, and thus may be used
	by monks more effectively.  See the monk class description for details.
	*Wielder may perform trip attacks with this.  If the wielder would be tripped during their own trip
	attempt with this weapon, they may drop the staff to avoid being tripped themselves.
	*Only creatures smaller in size category than the three-section staff may wield it as a double
	weapon.

Spiked Chain			25 gp	12 lbs.	AC 4	Hardness 10	HP 10	Break DC 17
	1d6/1d6 (Bludgeoning or Piercing)		T/C 20/x2 (20/x2)		----------------
	*Each end of the spiked chain may be used for either bludgeoning or piercing attacks.  This
	weapon is a length of sturdy chain, roughly ten to twelve feet in length, and bearing a few
	heavy spikes at each end.
	*Grants the wielder a +2 bonus on opposed checks to disarm a foe, including the check to avoid
	being disarmed themselves on their own failed disarm attempt.
	*Wielder may perform trip attacks with this.  If the wielder would be tripped during their own trip
	attempt with this weapon, they may drop the chain to avoid being tripped themselves.
	*A spiked chain has reach, and can be used to strike an opponent up to 10 feet away, as well
	as being useable against opponents up to 5 feet away, unlike most other weapons with reach.
	The spiked chain cannot be used as a reach weapon on rounds in which it is used as a
	double weapon.
	*The Weapon Finesse feat may be applied to the spiked chain, if the wielder is no smaller than
	one size category smaller than the spiked chain, and takes the Weapon Finesse feat for the
	spiked chain specifically.
	*Only creatures smaller in size category than the spiked chain may wield it as a double weapon.

Surujin				5 gp	5 lbs.	AC 4	Hardness 0	HP 3	Break DC 15
	1d6/1d6 (Bludgeoning)			T/C 20/x2 (20/x2)		----------------.
	*This is a length of rope with a metal or stone weight at each end.
	*Grants the wielder a +2 bonus on opposed checks to disarm a foe, including the check to avoid
	being disarmed themselves on their own failed disarm attempt.
	*Wielder may perform trip attacks with this.  If the wielder would be tripped during their own trip
	attempt with this weapon, they may drop the surujin to avoid being tripped themselves.
	*The surujin may also be used as a garrote for bludgeoning damage within 5 feet.
	*A surujin has reach, and can be used to strike an opponent up to 10 feet away, as well as being
	useable against opponents up to 5 feet away, unlike most other weapons with reach.  The surujin
	cannot be used as a reach weapon on rounds in which it is used as a double weapon.
	*The Weapon Finesse feat may be applied to the surujin, if the wielder is no smaller than one size
	category smaller than the surujin, and takes the Weapon Finesse feat for the surujin specifically.
	*Only creatures smaller in size category than the surujin may wield it as a double weapon.

Two-Bladed Sword		22 gp	6 lbs.	AC 4	Hardness 10	HP 10	Break DC 17
	1d8/1d8 (Piercing or Slashing)		T/C 19-20/x2 (19-20/x2)	----------------
	*Each end of the two-bladed sword may be used for either piercing or slashing attacks.  This
	weapon is a pair of straight swords attached by a single handle.  The handle is a wooden stave
	between three and four feet in length, while each sword is a steel blade roughly two-and-a-half
	to three feet in length, one blade pointing straight out from each end of the stave.
	*Only creatures smaller in size category than the two-bladed sword may wield it as a double
	weapon.

Zanmato (Zanbattou)		90 gp	14 lbs.	AC 4	Hardness 10	HP 13	Break DC 20
	4d4 (Slashing) or 1d8 (Piercing)		T/C 20/x3 (19-20/x2)	----------------
	*A zanmato can be used as a martial melee weapon if held two-handed by a character of large size,
	or one-handed by a larger character.  To wield the zanmato two-handed requires Strength of at
	least 15, and this is a prerequisite for gaining any two-handed zanmato proficiency, while a
	Strength of 19 is required if the zanmato is to be wielded one-handed, and likewise any one-handed
	zanmato proficiency has a Strength prerequisite of 19+.  Size limitations to wielding a weapon
	one-handed still apply.
	*The zanmato's great size incurs a -3 circumstance penalty on all attack rolls with it unless the user
	is at least large-sized, regardless of proficiency, and this stacks with any nonproficiency penalties
	when applicable.  Likewise, unless the user is at least large-sized or has Strength of at least 19,
	they cannot perform a full-attack action with the zanmato and cannot threaten an area with it.
	*A zanmato has reach, and can be used to strike an opponent up to 10 feet away.  However, the
	zanmato deals only 1d6 slashing damage to opponents within 5 feet, cannot be used for piercing
	damage against opponents within 5 feet, incurs a -3 attack penalty against opponents within 5 feet,
	and has its threat range reduced by half against opponents within 5 feet.
	*Any proficient character wielding the zanmato may use it to perform a Whirlwind Attack, as per
	the feat, but without need for that feat, striking all opponents beyond 5 feet who are within the
	zanmato's reach.

EXOTIC WEAPONS - RANGED

Tiny

Arc Boomerang, Light		2 gp	0.5 lbs.	AC 7	Hardness 5	HP 1	Break DC 12
	1d4 subdual (Bludgeoning)		T/C 19-20/x2		20 feet (Throwing)
	*This is a specially-designed, blunt-edged, wooden boomerang that returns when thrown.
	*The arc boomerang is used only for indirect throwing arc attacks.  The wielder throws this
	weapon upward and forward, and it arcs in travel until it returns to the wielder in a downward
	arc.  The arc boomerang strikes its target from behind on the return arc, but if it hits
	successfully, or misses due to the target's total armor, natural armor, deflection, and cover
	bonuses to AC, the arc boomerang does not finish returning to the wielder and instead lands
	in a space adjacent to the target.  Due to the attack arc of this weapon, the target's cover
	bonus to AC against it may be different from normal, and the target does not benefit from a
	shield against this attack if they have never been attacked by an arc boomerang before, or if
	they have never witnessed an arc boomerang attack before.

Chakram, Lesser			9 gp	1 lb.	AC 7	Hardness 10	HP 1	Break DC 17
	1d4 (Slashing)				T/C 20/x3		20 feet (Throwing)
	*Masterwork chakrams, if wielded proficiently, grant the added benefit of a +2 circumstance
	bonus on threat confirmation rolls, retained even if magically enhanced.

Hand Crossbow			100 gp	2 lbs.	AC 7	Hardness 10	HP 2	Break DC 17
	1d4 (Piercing)				T/C 19-20/x2		30 feet (Projectile)
	*Fires any bolt nocked (loaded), as long as the bolt is exactly the same size.  Loading a bolt takes
	a move-equivalent action and requires only one hand, unlike most other crossbows.

Shuriken				1 gp	0.1 lbs.	AC 7	Hardness 10	HP 1	Break DC 17
	1d2 (Piercing)				T/C 19-20/x2		10 feet (Throwing)
	*Shuriken are too minute and lightweight to confer any Strength bonus to damage.
	*Shuriken may be drawn from any simple sheathe or easily-accessible part of the wielder's clothes
	without spending an action, so the wielder may perform their usual rate of attacks per round.
	*May throw up to three of these with a single attack, but each uses a different attack roll, and
	each shuriken must target either the same foe as the previous shuriken thrown with that attack,
	or must target a foe within 5 feet of the first target.  Any special abilities, powers, or spells that
	would apply only to your first attack will only apply with the first shuriken when doing this.
	*Wielder may strike with up to three shuriken in melee as though unarmed, but without drawing
	attacks of opportunity and without threatening an area.  Shuriken used in melee are considered
	improvised weapons, so the wielder suffers a -4 non-proficiency penalty on the attack roll.  This
	counts as one attack and uses a single attack roll, dealing damage with each of the shuriken held.
	The shuriken used in that way become lodged in the target if the attack roll hits, and cannot be
	retrieved until the target is dead or in a helpless state, at which time it requires a full-round
	action to pull the shuriken out and back into your hand.
	*Shuriken receive enhancements, special qualities, and special material adjustments as per
	ammunition.

Small

Arc Boomerang, Heavy		4 gp	1.5 lbs.	AC 6	Hardness 5	HP 2	Break DC 15
	1d6 subdual (Bludgeoning)		T/C 19-20/x2		30 feet (Throwing)
	*This is a specially-designed, blunt-edged, wooden boomerang that returns when thrown.
	*The arc boomerang is used only for indirect throwing arc attacks.  The wielder throws this
	weapon upward and forward, and it arcs in travel until it returns to the wielder in a downward
	arc.  The arc boomerang strikes its target from behind on the return arc, but if it hits
	successfully, or misses due to the target's total armor, natural armor, deflection, and cover
	bonuses to AC, the arc boomerang does not finish returning to the wielder and instead lands
	in a space adjacent to the target.  Due to the attack arc of this weapon, the target's cover
	bonus to AC against it may be different from normal, and the target does not benefit from a
	shield against this attack if they have never been attacked by an arc boomerang before, or if
	they have never witnessed an arc boomerang attack before.

Chakram, Greater			15 gp	2 lbs.	AC 6	Hardness 10	HP 3	Break DC 17
	2d3 (Slashing)				T/C 20/x3		20 feet (Throwing)
	*Masterwork chakrams, if wielded proficiently, grant the added benefit of a +2 circumstance
	bonus on threat confirmation rolls, retained even if magically enhanced.

Medium

Repeating Crossbow		200 gp	4 lbs.	AC 5	Hardness 10	HP 5	Break DC 17
	1d8 (Piercing)				T/C 19-20/x2		60 feet (Projectile)
	*Crossbows use purely mechanical power to launch their bolts, so Strength modifiers do not
	apply to crossbow damage.  However, it takes a certain minimum amount of Strength to load a
	crossbow, due to the necessary cranking and winding action of the device.  A Strength score
	of 8 or higher is needed to load a repeating crossbow.  The Strength requirement is lowered by
	2 points for each size category of the weapon below Medium, or increased by 6 points for each
	size category of the weapon above Medium.
	*Fires any bolt nocked (loaded), as long as the bolt is exactly two sizes smaller.  Repeating
	crossbows are bulkier and more complex in design than light crossbows, but are generally similar
	in power.  Unlike other crossbows, a repeating crossbow uses special bolt cases that attach to
	the top and automatically load a new bolt after each shot, but the wielder must still crank the
	weapon with a free hand to reload between shots.  Bolt cases made for use with repeating
	crossbows differ slightly in design from standard bolt cases, and standard bolt cases cannot be
	used with a repeating crossbow unless loading the bolts manually, in which case the repeating
	crossbow takes as much time and effort to reload as a light crossbow.  A repeating crossbow
	with the proper type of bolt case attached may be fired at the wielder's usual rate of attack, until
	the case runs out of bolts.  Reloading a repeating crossbow with a new bolt case of the proper
	type is a move-equivalent action that provokes attacks of opportunity.
[/Sblock]
 


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