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?
Format:
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.