Weapons
| Weapon | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type |
|---|---|---|---|---|---|---|---|
| ▼Simple Weapons(22) | |||||||
| ▼Unarmed Attacks(2) | |||||||
| Gauntlet | 2 gp | 1d2 | 1d3 | ×2 | — | 1 lb. | Bludgeoning |
| Unarmed strike | — | 1d23 | 1d33 | ×2 | — | — | Bludgeoning |
| ▼Light Melee Weapons(5) | |||||||
| Dagger | 2 gp | 1d3 | 1d4 | 19–20/×2 | 10 ft. | 1 lb. | Piercing or slashing |
| Dagger, punching | 2 gp | 1d3 | 1d4 | ×3 | — | 1 lb. | Piercing |
| Gauntlet, spiked | 5 gp | 1d3 | 1d4 | ×2 | — | 1 lb. | Piercing |
| Mace, light | 5 gp | 1d4 | 1d6 | ×2 | — | 4 lb. | Bludgeoning |
| Sickle | 6 gp | 1d4 | 1d6 | ×2 | — | 2 lb. | Slashing |
| ▼One-Handed Melee Weapons(4) | |||||||
| Club | — | 1d4 | 1d6 | ×2 | 10 ft. | 3 lb. | Bludgeoning |
| Mace, heavy | 12 gp | 1d6 | 1d8 | ×2 | — | 8 lb. | Bludgeoning |
| Morningstar | 8 gp | 1d6 | 1d8 | ×2 | — | 6 lb. | Bludgeoning and piercing |
| Shortspear | 1 gp | 1d4 | 1d6 | ×2 | 20 ft. | 3 lb. | Piercing |
| ▼Two-Handed Melee Weapons(3) | |||||||
| Longspear4 | 5 gp | 1d6 | 1d8 | ×3 | — | 9 lb. | Piercing |
| Quarterstaff5 | — | 1d4/1d4 | 1d6/1d6 | ×2 | — | 4 lb. | Bludgeoning |
| Spear | 2 gp | 1d6 | 1d8 | ×3 | 20 ft. | 6 lb. | Piercing |
| ▼Ranged Weapons(8) | |||||||
| Crossbow, heavy | 50 gp | 1d8 | 1d10 | 19–20/×2 | 120 ft. | 8 lb. | Piercing |
| Bolts, crossbow (10) | 1 gp | — | — | — | — | 1 lb. | — |
| Crossbow, light | 35 gp | 1d6 | 1d8 | 19–20/×2 | 80 ft. | 4 lb. | Piercing |
| Bolts, crossbow (10) | 1 gp | — | — | — | — | 1 lb. | — |
| Dart | 5 sp | 1d3 | 1d4 | ×2 | 20 ft. | 1/2 lb. | Piercing |
| Javelin | 1 gp | 1d4 | 1d6 | ×2 | 30 ft. | 2 lb. | Piercing |
| Sling | — | 1d3 | 1d4 | ×2 | 50 ft. | 0 lb. | Bludgeoning |
| Bullets, sling (10) | 1 sp | — | — | — | — | 5 lb. | — |
| ▼Martial Weapons(39) | |||||||
| ▼Light Melee Weapons(10) | |||||||
| Axe, throwing | 8 gp | 1d4 | 1d6 | ×2 | 10 ft. | 2 lb. | Slashing |
| Hammer, light | 1 gp | 1d3 | 1d4 | ×2 | 20 ft. | 2 lb. | Bludgeoning |
| Handaxe | 6 gp | 1d4 | 1d6 | ×3 | — | 3 lb. | Slashing |
| Kukri | 8 gp | 1d3 | 1d4 | 18–20/×2 | — | 2 lb. | Slashing |
| Pick, light | 4 gp | 1d3 | 1d4 | ×4 | — | 3 lb. | Piercing |
| Sap | 1 gp | 1d43 | 1d63 | ×2 | — | 2 lb. | Bludgeoning |
| Shield, light | special | 1d2 | 1d3 | ×2 | — | special | Bludgeoning |
| Spiked armor | special | 1d4 | 1d6 | ×2 | — | special | Piercing |
| Spiked shield, light | special | 1d3 | 1d4 | ×2 | — | special | Piercing |
| Sword, short | 10 gp | 1d4 | 1d6 | 19–20/×2 | — | 2 lb. | Piercing |
| ▼One-Handed Melee Weapons(10) | |||||||
| Battleaxe | 10 gp | 1d6 | 1d8 | ×3 | — | 6 lb. | Slashing |
| Flail | 8 gp | 1d6 | 1d8 | ×2 | — | 5 lb. | Bludgeoning |
| Longsword | 15 gp | 1d6 | 1d8 | 19–20/×2 | — | 4 lb. | Slashing |
| Pick, heavy | 8 gp | 1d4 | 1d6 | ×4 | — | 6 lb. | Piercing |
| Rapier | 20 gp | 1d4 | 1d6 | 18–20/×2 | — | 2 lb. | Piercing |
| Scimitar | 15 gp | 1d4 | 1d6 | 18–20/×2 | — | 4 lb. | Slashing |
| Shield, heavy | special | 1d3 | 1d4 | ×2 | — | special | Bludgeoning |
| Spiked shield, heavy | special | 1d4 | 1d6 | ×2 | — | special | Piercing |
| Trident | 15 gp | 1d6 | 1d8 | ×2 | 10 ft. | 4 lb. | Piercing |
| Warhammer | 12 gp | 1d6 | 1d8 | ×3 | — | 5 lb. | Bludgeoning |
| ▼Two-Handed Melee Weapons(11) | |||||||
| Falchion | 75 gp | 1d6 | 2d4 | 18–20/×2 | — | 8 lb. | Slashing |
| Glaive4 | 8 gp | 1d8 | 1d10 | ×3 | — | 10 lb. | Slashing |
| Greataxe | 20 gp | 1d10 | 1d12 | ×3 | — | 12 lb. | Slashing |
| Greatclub | 5 gp | 1d8 | 1d10 | ×2 | — | 8 lb. | Bludgeoning |
| Flail, heavy | 15 gp | 1d8 | 1d10 | 19–20/×2 | — | 10 lb. | Bludgeoning |
| Greatsword | 50 gp | 1d10 | 2d6 | 19–20/×2 | — | 8 lb. | Slashing |
| Guisarme4 | 9 gp | 1d6 | 2d4 | ×3 | — | 12 lb. | Slashing |
| Halberd | 10 gp | 1d8 | 1d10 | ×3 | — | 12 lb. | Piercing or slashing |
| Lance4 | 10 gp | 1d6 | 1d8 | ×3 | — | 10 lb. | Piercing |
| Ranseur4 | 10 gp | 1d6 | 2d4 | ×3 | — | 12 lb. | Piercing |
| Scythe | 18 gp | 1d6 | 2d4 | ×4 | — | 10 lb. | Piercing or slashing |
| ▼Ranged Weapons(8) | |||||||
| Longbow | 75 gp | 1d6 | 1d8 | ×3 | 100 ft. | 3 lb. | Piercing |
| Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
| Longbow, composite | 100 gp | 1d6 | 1d8 | ×3 | 110 ft. | 3 lb. | Piercing |
| Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
| Shortbow | 30 gp | 1d4 | 1d6 | ×3 | 60 ft. | 2 lb. | Piercing |
| Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
| Shortbow, composite | 75 gp | 1d4 | 1d6 | ×3 | 70 ft. | 2 lb. | Piercing |
| Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
| ▼Exotic Weapons(22) | |||||||
| ▼Light Melee Weapons(4) | |||||||
| Kama | 2 gp | 1d4 | 1d6 | ×2 | — | 2 lb. | Slashing |
| Nunchaku | 2 gp | 1d4 | 1d6 | ×2 | — | 2 lb. | Bludgeoning |
| Sai | 1 gp | 1d3 | 1d4 | ×2 | 10 ft. | 1 lb. | Bludgeoning |
| Siangham | 3 gp | 1d4 | 1d6 | ×2 | — | 1 lb. | Piercing |
| ▼One-Handed Melee Weapons(3) | |||||||
| Sword, bastard | 35 gp | 1d8 | 1d10 | 19–20/×2 | — | 6 lb. | Slashing |
| Waraxe, dwarven | 30 gp | 1d8 | 1d10 | ×3 | — | 8 lb. | Slashing |
| Whip3 4 | 1 gp | 1d23 | 1d33 | ×2 | — | 2 lb. | Slashing |
| ▼Two-Handed Melee Weapons(6) | |||||||
| Axe, orc double5 | 60 gp | 1d6/1d6 | 1d8/1d8 | ×3 | — | 15 lb. | Slashing |
| Chain, spiked4 | 25 gp | 1d6 | 2d4 | ×2 | — | 10 lb. | Piercing |
| Flail, dire5 | 90 gp | 1d6/1d6 | 1d8/1d8 | ×2 | — | 10 lb. | Bludgeoning |
| Hammer, gnome hooked5 | 20 gp | 1d6/1d4 | 1d8/1d6 | ×3/×4 | — | 6 lb. | Bludgeoning and piercing |
| Sword, two-bladed5 | 100 gp | 1d6/1d6 | 1d8/1d8 | 19–20/×2 | — | 10 lb. | Slashing |
| Urgrosh, dwarven5 | 50 gp | 1d6/1d4 | 1d8/1d6 | ×3 | — | 12 lb. | Slashing or piercing |
| ▼Ranged Weapons(9) | |||||||
| Bolas3 | 5 gp | 1d33 | 1d43 | ×2 | 10 ft. | 2 lb. | Bludgeoning |
| Crossbow, hand | 100 gp | 1d3 | 1d4 | 19–20/×2 | 30 ft. | 2 lb. | Piercing |
| Bolts (10) | 1 gp | — | — | — | — | 1 lb. | — |
| Crossbow, repeating heavy | 400 gp | 1d8 | 1d10 | 19–20/×2 | 120 ft. | 12 lb. | Piercing |
| Bolts (5) | 1 gp | — | — | — | — | 1 lb. | — |
| Crossbow, repeating light | 250 gp | 1d6 | 1d8 | 19–20/×2 | 80 ft. | 6 lb. | Piercing |
| Bolts (5) | 1 gp | — | — | — | — | 1 lb. | — |
| Net | 20 gp | — | — | — | 10 ft. | 6 lb. | — |
| Shuriken (5) | 1 gp | 1 | 1d2 | ×2 | 10 ft. | 1/2 lb. | Piercing |
83 weapons shown
1Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2When two types are given, the weapon is both types if the entry specifies "and," or either type (player's choice at time of attack) if the entry specifies "or."
3The weapon deals nonlethal damage rather than lethal damage.
4Reach weapon.
5Double weapon.
Weapon Descriptions
Weapon descriptions are listed below, along with any special options the wielder has for their use. Splash weapons are described under Special Substances and Items.
Arrows: An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Axe, Throwing: A throwing axe is lighter than a handaxe and balanced for throwing. Gnome fighters often use throwing axes for both melee and ranged attacks.
Axe, Orc Double: An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon (see Two-Weapon Fighting, page 160). As its name suggests, it is often found in the hands of powerful orc fighters. A creature wielding an orc double axe in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Battleaxe: The battleaxe is the most common melee weapon among dwarves.
Bolas: A set of bolas consists of two or three heavy wooden spheres connected by lengths of cord. Because the bolas can wrap around an enemy’s leg or other limb, you can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas.
Bolts: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Bullets, Sling: Bullets are lead spheres, much heavier than stones of the same size. They come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Chain, Spiked: A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
Because the chain can wrap around an enemy’s leg or other limb, you can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.
When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
You can use the Weapon Finesse feat (page 102) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn’t a light weapon for you.
Club: A wooden club is so easy to find and fashion that it has no cost.
Crossbow, Hand: This exotic weapon is common among rogues and others who favor stealth over power. You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.
You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons (see Table 8–10: Two-Weapon Fighting Penalties, page 160).
Crossbow, Heavy: You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.
Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons (see Table 8–10: Two-Weapon Fighting Penalties, page 160). This penalty is cumulative with the penalty for one-handed firing.
Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.
Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons (see Table 8-10: Two-Weapon Fighting Penalties, page 160). This penalty is cumulative with the penalty for one-handed firing.
Crossbow, Repeating: The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.
You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.
Dagger: The dagger is a common secondary weapon. You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill, page 81).
Dagger, Punching: This dagger puts more force from your punch behind it, making it capable of deadly strikes.
Dart: A dart is the size of a large arrow and has a weighted head. Essentially, it is a small javelin.
Falchion: This sword, which is essentially a two-handed scimitar, has a curve that gives it the effect of a keener edge.
Flail, Dire: A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon (see Two-Weapon Fighting, page 160). A creature wielding a dire flail in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.
Flail or Heavy Flail: With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
Gauntlet: This metal glove protects your hands and lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.
Gauntlet, Spiked: Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.
Glaive: A glaive has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
Greataxe: This big, heavy axe is a favorite of barbarians and anybody else who wants the capability to deal out incredible damage.
Greatclub: A greatclub is a two-handed version of a regular club. It is often studded with nails or spikes or ringed by bands of iron.
Greatsword: Adventurers recognize the greatsword as one of the best melee weapons available. It’s reliable and powerful.
Guisarme: A guisarme has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
Because of a guisarme’s curved blade, you can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.
Halberd: Normally, you strike with a halberd’s axe head, but the spike on the end is useful against charging opponents. If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.
You can use the hook on the back of a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.
Hammer, Gnome Hooked: A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon (see Two-Weapon Fighting, page 160). The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
You can use a gnome hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped.
Gnomes treat gnome hooked hammers as martial weapons.
Hammer, Light: This is a small sledge light enough to throw. It is favored by dwarves.
Handaxe: Dwarves favor these axes as off-hand weapons.
Javelin: This weapon is a light, flexible spear intended for throwing. You can use it in melee, but not well. Since it is not designed for melee, you are treated as nonproficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon.
Kama: The kama is a special monk weapon. This designation gives a monk (see Chapter 3: Classes) wielding a kama special options.
Because of a kama’s shape, you can use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.
Kukri: This heavy, curved knife has its sharp edge on the inside of the curve.
Lance: A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
While mounted, you can wield a lance with one hand.
Longbow: You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.
Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating (representing an especially heavy pull) to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. For instance, a composite longbow (+1 Str bonus) costs 200 gp, while a composite longbow (+4 Str bonus) costs 500 gp.
For example, Tordek has a +2 Strength bonus. With a regular composite longbow, he gets no modifier on damage rolls. For 200 gp, he can buy a composite longbow (+1 Str bonus), which lets him add +1 to his damage rolls. For 300 gp, he can buy one that lets him add his entire +2 Strength bonus. Even if he paid 400 gp for a composite longbow (+3 Str bonus), he would still get only a +2 bonus on damage rolls and takes a -2 penalty on attacks with it because his Strength is insufficient to use the weapon to best advantage. The bow can't grant him a higher bonus than he already has.
For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow. Thus, if you have Weapon Focus (longbow), that feat applies both to longbows and composite longbows.
Longspear: A longspear has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character.
Longsword: This classic, straight blade is the weapon of knighthood and valor. It is a favorite weapon of many paladins.
Mace, Heavy or Light: A mace is made of metal, even the haft, which makes it quite heavy and very hard to break.
Net: A fighting net has small barbs in the weave and a trailing rope to control netted opponents. You use it to entangle enemies.
When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).
A net is useful only against creatures within one size category of you. For instance, a Small character wielding a net can entangle Tiny, Small, or Medium creatures.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
Nunchaku: The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Pick, Heavy or Light: A pick is designed to concentrate the force of its blow on a small area. A light or heavy pick resembles a miner’s pick but is specifically designed for war.
Quarterstaff: The quarterstaff is the favorite weapon of many characters, from travelers, peasants, and merchants to monks, rangers, and wizards. A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon (see Two-Weapon Fighting, page 160). You can also strike with either end singly, a fact that allows you to take full advantage of openings in your opponent’s defenses. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
The quarterstaff is a special monk weapon. This designation gives a monk (see Chapter 3: Classes) wielding a quarterstaff special options.
Ranseur: A ranseur has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
Rapier: You can use the Weapon Finesse feat (page 102) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon for you. You can’t wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.
Sai: A sai’s pronglike extrusions are designed to help catch and disarm opponent’s weapons. With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
The sai is a special monk weapon. This designation gives a monk (see Chapter 3: Classes) wielding a sai special options.
Sap: A sap comes in handy when you want to knock an opponent out instead of killing it.
Scimitar: The curve on this blade gives it the effect of a keener edge.
Scythe: While it resembles the standard farm implement of the same name, this scythe is balanced and strengthened for war. The design of the scythe focuses tremendous force on the sharp point, as well as allowing devastating slashes with the blade edge.
Because of a scythe’s shape, you can use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.
Shield, Heavy or Light: You can bash with a shield instead of using it for defense. See Armor, later in this chapter.
Shortbow: You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.
Shortbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your strength bonus is lower than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost. For instance, a composite shortbow (+4 Sir bonus) costs 375 gp, while a composite shortbow (+4 Sir bonus) costs 150 gp.
For example, Tordek has a +2 Strength bonus. With a regular composite shortbow, he gets no modifier on damage rolls. For 150 gp, he can buy a composite shortbow (+1 Str bonus), which lets him add +1 to his damage rolls. For 225 gp, he can buy one that lets him add his entire +2 Strength bonus. Even if he paid 300 gp for a composite shortbow (+3 Sir bonus), he would still get only a +2 bonus on damage rolls and takes a –2 penalty on attacks with it because his Strength is insufficient to take advantage of the weapon's best advantage. The bow can't grant him a higher bonus than he already has.
For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow. Thus, if you have Weapon Focus (shortbow), it feat applies both to short-bows and composite shortbows.
Shortspear: A shortspear is small enough to wield one-handed. It may also be thrown.
Shuriken: A shuriken is a special monk weapon. This designation gives a monk (see Chapter 3: Classes) wielding shuriken special options. A shuriken can't be used as a melee weapon. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see Masterwork Weapons, below), and what happens to them after they are thrown.
Siangham: The siangham is a special monk weapon. This designation gives a monk (see Chapter 3: Classes) wielding a siangham special options.
Sickle: This weapon is like a farmer's sickle, but it is strengthened for use as a weapon. It is favored by druids and by anyone who wants a weapon that might be overlooked by guards.
Because of a sickle's range, you can use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a smaller creature one size category smaller than you (or instead, 1d3 instead of 1d4, or 1d2 instead of 1d3) and you take a –1 penalty on attack rolls.
Spear: One of the simplest weapons in existence, the spear is favored by druids and sorcerers. It can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.
Spiked Shield, Heavy or Light: You can bash with a spiked shield instead of using it for defense. See Armor, later in this chapter.
Strike, Unarmed: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike, which may be a punch, kick, head butt, or other type of attack. A Small character deals 1d2 points of nonlethal damage. A creature with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes. At her option, an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.
An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat (page 102) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.
Sword, Bastard: Bastard swords are also known as hand-and-a-half swords. A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword one-handed as a martial weapon.
Sword, Short: This sword is popular as an off-hand weapon.
Sword, Two-Bladed: A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attacks penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon (see Two-Weapon Fighting, page 160). A creature wielding a two-bladed sword in one hand can't use it as a double weapon—only one end of the weapon can be used in any given round.
Trident: This three-tined piercing weapon can be thrown just as a shortspear or spear can be, but its range increment is shorter because it's not as aerodynamic as those other weapons. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.
Urgrosh, Dwarven: A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon (see Two-Weapon Fighting, page 160). The urgrosh's axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can't use it as a double weapon—only one end of the weapon can be used in any given round.
If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage.
An urgrosh is also called a spear-axe. Dwarves treat dwarven urgroshes as martial weapons.
Waraxe, Dwarven: A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use the one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.
Warhammer: This weapon, favored by dwarves, is a one-handed sledge or maul with a large, heavy head.
Whip: A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
Because a whip can wrap around an enemy's leg or other limb, you can make trip attacks with a it. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat (page 102) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon for you.