Unwritten Legends: Weapons
Unwritten Legends: The Weapons



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Weapon List:
Below is an all inclusive list of weapons in the known world.

SIMPLE WEAPONS -- MELEE
Size Weapon Cost Damage (S) Damage (M) Critical Range Increment Weight Damage Type
U Gauntlet 2 gp 1d2 1d3 x2 -- 2 lb. B
U Strike, Unarmed -- 1d2 1d3 x2 -- -- B
L Dagger 2 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P
L Dagger, Punching 2 gp 1d3 1d4 x3 -- 2 lb. P
L Gauntlet, Spiked* 5 gp 1d3 1d4 x2 -- 2 lb. P
L Knife 2 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. S
OH Knife, Large 3 gp 1d4 1d6 19-20/x2 10 ft. 1.5 lb. S
OH Spear Thrower 1 sp - - - - 1 lb. -
L Mace, Light 5 gp 1d4 1d6 x2 -- 6 lb. B
L Sickle 6 gp 1d4 1d6 x2 -- 3 lb. S
OH Club -- 1d4 1d6 x2 10 ft 3 lb. B
OH Mace, Heavy 12 gp 1d6 1d8 x2 -- 12 lb. B
OH Morningstar 8 gp 1d6 1d8 x2 -- 8 lb. B/P
TH Pitchfork 1 sp 1d4 1d6 x2 -- 2 lb. P
OH Short Spear 1gp 1d4 1d6 x2 20ft. 3 lb. P
TH Bill 2 gp 1d8 1d10 x3 -- 12 lb. S
TH Fuchard (10' Reach) 7 gp 1d6 1d8 x3 -- 10 lb S
TH Longspear (10' Reach) 5 gp 1d6 1d8 x3 -- 9 lb P
TH Ironstaff 5 gp 1d6/1d6 1d8/1d8 x2 -- 15 lb. B
TH Quarterstaff -- 1d4/1d4 1d6/1d6 x2 -- 4 lb. B
R Crossbow, Light 35 gp 1d6 1d8 19-20/x2 80 ft 6 lb P
R Bolts, Crossbow (10) 1 gp -- -- -- -- 1 lb --
R Dart 5 sp 1d3 1d4 x2 20 ft .5 lb. P
R Sling -- 1d3 1d4 x2 50 ft 0 lb B
R Staff Sling -- 1d4 1d6 x2 100 ft 4 lb B
R Bullets, Sling (10) 1 sp -- -- -- -- 5 lb --
R Crossbow, Heavy 50 gp 1d8 1d10 19-20/x2 120 ft 9 lb P
R Bolts, Crossbow (10) 1 gp -- -- -- -- 1 lb --
R Crossbow, Grapple-Firing 70 gp 1d2 1d3 x2 120 ft 12 lb P
R Bolts, Grapple (10) 200 gp -- -- -- -- 8 lb --
R Javelin 1 gp 1d4 1d6 x2 30 ft 2 lb P
R Stonebow 60 gp 1d10 1d12 x2 120 ft 9 lb B
MARTIAL WEAPONS -- MELEE
Size Weapon Cost Damage (S) Damage (M) Critical Range Increment Weight Damage Type
L Axe, Throwing 8 gp 1d4 1d6 x2 10 ft 4 lb S
L Bayonet 5 gp 1d3 1d4 19-20/x2 -- 2 lb P
L Hammer, Light 1 gp 1d3 1d4 x2 20 ft 2 lb B
L Handaxe 6 gp 1d4 1d6 x3 -- 5 lb S
L Pick, Light 4 gp 1d3 1d4 x4 -- 4 lb P
L Sap 1 gp 1d4 (s) 1d6 (s) x2 -- 3 lb B
L Short, Sword 10 gp 1d4 1d6 19-20/x2 -- 3 lb P
L Quickblade, Gnome 45 gp 1d3 1d4 19-20 x2 -- 1 lb. S
OH Battleaxe 10 gp 1d6 1d8 x3 -- 7 lb S
OH Flail, Light 8 gp 1d6 1d8 x2 -- 5 lb B
OH Longsword 16 gp 1d6 1d8 19-20/x2 -- 4 lb S
OH Pick, Heavy 8 gp 1d4 1d6 x4 -- 6 lb P
M Trident 15 gp 1d6 1d8 x2 10 ft 5 lb P
OH Warhammer 12 gp 1d6 1d8 x3 -- 8 lb B
TH Bardiche 9 gp 1d8 1d10 x3 -- 12 lb S
TH Flail, Heavy 15 gp 1d8 1d10 19-20/x2 -- 20 lb B
TH Glaive (10' Reach) 8 gp 1d8 1d10 x3 -- 10 lb S
TH Greataxe 20 gp 1d10 1d12 x3 -- 20 lb S
TH Greatclub 5 gp 1d8 1d10 x2 -- 10 lb B
TH Greatsword 50 gp 1d10 2d6 19-20/x2 -- 15 gp S
TH Guisarme (10' Reach) 9 gp 1d6 2d4 x3 -- 12 lb S
TH Halberd 10 gp 1d8 1d10 x3 -- 15 lb P/S
TH Maul 15 gp 1d8 1d10 x3 -- 20 lb B
TH Pike (15' Reach) 10 gp 1d8 1d10 x3 -- 15 lb P
TH Poleaxe 5 gp 1d8 1d10 x3 -- 15 lb S
TH Renseur (10' Reach) 10 gp 1d6 2d4 x3 -- 15 lb P
TH Scythe 18 gp 1d6 2d4 x4 -- 12 lb P/S
R Bow, Elf 80 gp -- 1d10 x3 50 ft 7 lb P
R Elf Arrows (20) 2 gp -- -- -- -- 6 lb --
R Shortbow 30 gp 1d4 1d6 x3 60 ft 2 lb P
R Arrows (20) 1 gp -- -- -- -- 3 lb --
R Shortbow, Composite 75 gp 1d4 1d6 x3 70 ft 2 lb P
R Arrows (20) 1 gp -- -- -- -- 3 lb --
EXOTIC WEAPONS -- MELEE
Size Weapon Cost Damage (S) Damage (M) Critical Range Increment Weight Damage Type
L Blade Boot 15 gp 1d3 1d4 19-20/x2 -- 1 lb P
L Buckler-Axe, Dwarven 20 gp 1d4 1d6 x3 -- 4 lb. S
L Claw Bracer 30 gp 1d3 1d4 19-20/x2 -- 2 lb P
L Stump Knife 8 gp 1d3 1d4 19-20/x2 -- 2 lb P
L Battlepick, Gnome 10 gp 1d6 -- x4 -- 5 lb P
L Garrote, Cord 1 sp 1d6* 1d6* 19-20/x2 -- .1 lb B
L Garrote, Wire 10 gp 1d8* 1d8* 18-20/x2 -- 1 lb S
L Gauntlet, Bladed 30 gp 1d4 1d6 17-20/x2 -- 4 lb S
L Hammer, Throwing 30 gp 1d4 1d6 x2 20 ft 2 lb. B
L Sleeve, Weighted 5 sp 1d3 1d4 x2 -- 2.5 lb B
L Sword, Elven Lightblade 50 gp 1d4 1d6 18-20/x2 -- 1 lb P
L Tortoise Blade, Gnome 10 gp 1d4 1d6 19-20 x2 -- 3 lb. P
L Triple Dagger 10 gp 1d3 1d4 19-20/x2 -- 1 lb P
L Kama 2 gp 1d4 1d6 x2 -- 2 lb S
OH Chain-and-Dagger 4 gp 1d3 1d4 19-20/x2 -- 4 lb P
OH Scimitar 15 gp 1d4 1d6 18-20/x2 -- 4 lb S
OH Sword, Bastard 35 gp 1d8 1d10 19-20/x2 -- 10 lb s
OH Sword, Elven Thinblade 100 gp 1d6 1d8 18-20/x2 -- 3 lb P
OH Hammer, Gnome Hooked 20 gp 1d6/1d4 -- x3/x4 -- 6 lb B/P
OH Scourge 20 gp 1d6 1d8 x2 -- 2 lb S
OH Waraxe, Dwarven 30 gp 1d8 1d10 x3 -- 15 lb S
TH Axe, Orc Double 60 gp 1d6/1d6 1d8/1d8 x3 -- 25 lb S
TH Chain, Spiked (10') 25 gp 1d6 2d4 x2 -- 15 lb P
TH Doum 20 gp 1d6 1d8 x3 -- 8 lb P
TH Falchion 75 gp 2d4 2d6 18-20/x2 -- 16 lb S
TH Flail, Dire 90 gp 1d6/1d6 1d8/1d8 x2 -- 20 lb B
TH Fullblade 100 gp 1d10 1d12 19-20/x2 -- 23 lb S
TH Gyrspike 90 gp 1d6/1d6 1d8/1d8 19-20/x2 -- 20 lb S/B
L Kukri 8 gp 1d3 1d4 18-20/x2 -- 3 lb S
L Manti 15 gp 1d6 1d8 x3 -- 9 lb P
TH Sword, Two-bladed 100 gp 1d6/1d6 1d8/1d8 19-20/x2 -- 8 lb S
TH Spear, Dwarven Double 115 gp 1d6/1d6 1d8/1d8 x3 -- 15 lb. S/P
TH Sword, Elven Courtblade 150 gp 1d8 1d10 18-20/x2 -- 6 lb P or S
TH Sword, Great Two-bladed 200 gp 1d10/1d10 2d6/2d6 19-20/x2 -- 30 lb S
TH Urgrosh, Dwarven 50 gp 1d6/1d4 1d8/1d6 x3 -- 15 lb S/P
TH Warpike, Dwarven 45 gp 1d8 2d6 x3 -- 15 lb. S/P
R Crossbow, Hand 100 gp 1d3 1d4 19-20/x2 30 ft 3 lb P
R Crossbow, Covered Hand 125 gp 1d3 1d4 19-20/x2 30 ft 4 lb P
R Bolts (10) 1 gp -- -- -- -- 1 lb --
R Bolas, 2-Ball 5 gp 1d3 1d4 x2 10 ft 2 lb B
R Longbow 75 gp 1d6 1d8 x3 100 ft 3 lb P
R Arrows (20) 1 gp -- -- -- -- 3 lb --
R Longbow, Composite 100 gp 1d6 1d8 x3 120 ft 3 lb P
R Arrows (20) 1 gp -- -- -- -- 3 lb --
R Whip 1 gp 1d2 (s) 1d3 (s) x2 15 ft 2 lb S
R Crossbow, Double 250 gp 1d6 1d8 19-20/x2 70 ft 16 lb P
R Crossbow, Repeating 250 1d6 1d8 19-20/x2 80 ft 16 lb P
R Bolts (5) 1 gp -- -- -- -- 1 lb --
R Blowgun 1 gp 1 1 x2 10 ft 2 lb P
R Needles, Blowgun (20) 1 gp -- -- -- -- * --
R Crossbow, Winch 75 gp 1d6 (2) 1d8 (s) 19-20/x2 50 ft 10 lb P
R Bolts, Winch Crossbow (10) 5 gp -- -- -- -- .5 lb --
R Net 20 gp * * * 10 ft 10 lb *
R Spinnig Javelin 2 gp 1d6 1d8 19-20/x2 50 ft 2 lb P
R Spring-Loaded Gauntlet 200 gp 1d3 1d4 x2 20 ft 4 lb P
R Blowgun, Greater 10 gp 1d3 1d4 x2 10 ft 4 lb P
R Darts, Blowgun (10) 1 gp -- -- -- -- 1 lb --
R Crossbow, Great 100 gp 1d10 1d12 19-20/x2 150 ft 15 lb P
R Harpoon 15 1d8 1d10 x2 30 ft 10 lb P



Arrows: An arrow used as a melee weapon is Tiny and deals 1d4 points of piercing damage (x2 crit). Since it is not designed for this use, all characters are treated as not proficient with it and thus suffer a -4 penalty on their attack rolls. Arrows come in leather quivers that hold 20 arrows. An arrow shot into a target not designed to not break it (hay bale) will be broken 50% of the time; Cheap arrows 75%; Masterwork arrows 37%; and Superiorwork arrows just 25% of the time. This indicates the fletchings are destroyed, the shaft bent, broke, or the head knocked off (roll d4 to determine). An arrow can still be used in this state (as long as not broken) but incurs a -5 circumstance/accuracy/precision bonus to hit (this over rides any other circumstance/accuracy/precision bonus to hit). After this firing the arrow is broken. If the fletchins were not destroyed they can be reused. An arrowhead can be reused in any condition. Arrowheads provide half of the material cost of arrows made, and fletching one sixth. Arrows must be made for the size of bow they are being used in, and the type of bow. Size is small, medium, large, etc. Type is Shortbow, Longbow, and Elfbow. Arrows used in the wrong size or type bow incur a -4 penalty from non-familiarity (cumulative).
Flarrows come in the colors of the rainbow, and do 1d6 additional fire damage, but are usually used for signaling.
There are a wide variety of arrows available as shown on the chart below (cost is each in gp unless noted, but a quiver is included if 20 are bought, and weight is per 20 in lbs). Blunt, flight, signal, smoke, flarrow, dire, thunder, and alchemical arrows were originally elven make, but through disemination they can be made by anyone with 8 ranks in Craft (bowyer/fletcher). They add a 300 gp component as masterwork but do not gain the benefits of masterwork (that can be paid for seperately). Swiftwing arrows require 8 ranks is Craft (bowyer/fletcher) and elven teaching.

Arrows
Weapon Cost Critical Range Weight Type Special
Alchemical +20 x3 -50% 3 P Cost is for the arrow only. Add the cost of any alchemical item not above to each arrow.
Blunt 10 x2 - 3 B subdual damage
Dire 10 + x1 -20 3 P -2 to attack, +1d to d-type
Flarrow 8 - -20 4 - lights when struck on hard surface (free action)
Flight 10 x2 +25 2 P long range
Sheaf 5 cp x3 - 3 P Normal arrows
Signal 10 x2 - 3 P -2 to attack, make eagle screech
Smoke 25 - -10 4 - no damage, as smokestick
Swiftwing 5 gp x3 - 3 P -1 per range band (not -2) and -1d to d-type of damage
Thunder 35 - -20 6 - no damage, as thunderstone

Arrows, Elf: Stout, long arrows with heavy fletching for use with the Elf Bow. Basically sheaf or normal arrows as above, but double weight and cost. Other versions exist of elf arrows, but double the weight. Cost is not meaningfully effected. They do 1d6 is used as a melee weapon. They are 5% less likely to break.

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, as if you were wielding a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as an oger using an orc double axe, can't use it as a double weapon.

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

Battlepick, Gnome: A gnome battlepick is crafted and weighted to be used by creatures of Small size only. A Small-size character uses a gnome battlepick two-handed as a martial weapon.

Bayonet: Sometimes a bard finds himself in a situation that requires self-defense at a few seconds' notice. That's when an instrument-mounted bayonet comes in handy.
A bayonet (a long, thin dagger) affixed to the neck of a lute or other instrument can be used to fend off an attacker, to even to inflict respectable damage if set to receive a charge. However, some risk of damage to the instrument exists from the sudden impact.

Bill: A bill consists of a broad straight, single-edged blade 10-12 inches long affixed to a pole. The blade is hooked slightly toward the end. Originally designed as a pruning tool for trees. This weapon has reach and can be used against targets 10ft. away but not against adjacent foes.

Blade Boot: Custom-fitted to the ear's own boot, this device consists of a sturdy sole assembly concealing a spring-loaded dagger. The buyer can simply add one blade to either of his boots at the give cost, or buy a matched set for double for given cost.
The wearer's movement isn ot impaired when the blades are retracted. With one or both blades extended, the wearer cannot run or charge. The Weapon Finesse feat can be applied to blade boots.
Note: A character wearing blade boots gains a +4 circumstance bonus on Escape Artist checks made to escape from rope bonds.
It takes a character trained in both Craft (cobbling) and Craft (weaponsmithing) to make blade boots. The craft DC is 20to refit an existing boot with a blade, or 15 to make a new pair. Refitting a boot takes about a day or work, if the blade and materials are on hand, or a weeek if they must by fashioned from scratch. Making a new pair of blade boots requires about a week.

Blade Gauntlet: This gauntlet possesses two cruelly sharpened blades that extend from the back of the wrist following the line of the forearm. A strike with a bladed gauntlet is an armed attack. The cost and weight are for a single gauntlet.

Blowgun: The blowgun is a long tube through which you dlow air to fire needles. A needle does 1 point of damage, and it can deliver an injury or contact type poison.

Blowgun, Greater: The greater blowgun fires blowgun darts, which are slightly smaller than thrown darts. These darts do 1d4 points of damage in addition to delivering poisons.

Bolas, 2-ball: A set of 2-ball bolas consists of two heavy wooden spheres connected by lengths of cord. It is a ranged weapon used to trip an opponent. When you throw a set of bolas, you make a ranged touch attack against your opponent. If you hit, your opponent is tripped. If the opponent fails a grapple check versus your original attack roll, the opponent is grappled. Bolas only grapple Medium-size or smaller targets. the opponent can extricate inself from the 2-ball bolas with a full-round action. Your opponent cannot trip you when making a trip attack with the 2-ball bolas.

Bolts: A crossbow bolt used as a melee weapon is Tiny and deals 1d4 points of piercing damage (x2 crit). Since it is not designed for this use, all characters are treated as not proficient with it and thus suffer a -4 penalty on their attack rolls. Bolts come in wooden cases that hold 10 bolts. A bolt that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.

Buckler-Axe, Dwarven: At first glance a dwarven buckler axe appears similar to a standard buckler but this weapon has enlarged bladelike edges at its top and bottom, allowing the wielder to swing it like an axe. Thus, in addition to its obvious protective qualities, it proves a capable off-hand weapon or emergency weapon when disarmed.
A dwarven buckler-axe grants its wielder a +1 shield bonus to Armor Class. As with any sheild when you attack with a dwarven buckler-axe, you do not get the shield bonus to your AC.
A buckler axe also provides a -1 Armor Check penalty and a 5% arcane spell failure chance. Like a spiked shield, a buckler-axe can be enchanted as a weapon, a shiled, or both, but such enchantments must be paid for and applied separately.

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 to be destroyed or lost.

Chain, Spiked: A spiked chain has reach when it is one size category than the user. Thus you can strike opponents 10 feat away with it. In addition, unlike other weapons with reach, you can use it against an adjacent foe. When using a chain one size category larger, it is considered a two handed double weapon. If using a chain of your size category, it is a one handed weapon, but does not have reach.
Because the chain can wrap around an enemy's leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the cahin to avoid being tripped.
When using a spiked chain, you get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).
You can use the Weapon Finesse feat (see page 86) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain.

Chain-and-Dagger: You get a +2 bonus on your opposed attack when attempting to disarm an opponent (including the roll to keep from being disarmed yourself, if you fail to disarm your opponent). You can also use this weapon to make trip attacks, gaining a +2 bonus on your trip attempt. If you are tripped during your own trip attempt, you can opt to drop the chain-and-dagger instead of being tripped.

Claw Bracer: Popular with sorcerers and wizards of the Cult of the Dragon, a claw bracer is a metal armband with three steel claws projecting from the top, extending about 4 inches beyond the tip of the wearer's extended fingers. The wearer can cast spells normally while wearing the bracer, and cannot be disarmed. Many claw bracers are magic weapons.

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

Crossbow, Double: A type of light crossbow that is essentially two weapons in one. It mounts a second weapon under the fore grip on the stock. Special loops make sure the down side bolt does not fall out. It requires two hands to use, regardless of the users size. Loading each bow in a double crossbow is a move equivelant action that provokes opportunity attacks.
If the firer chooses they can pull both triggers at once, but doing so incurs a -2 penalty to each attack and they must be targeted at the same opponent. Doing so greatly increases the weapons usefulness.

Crossbow, Hand: This exotic weapon is common among rogues and others who favor stealth over power. You can draw a hand crosbow back by hand. Loading a hand crossbow is a move-equivalent action that provokes attacks of opportunity.

Crossbow, Covered Hand: Rogues often find themselves hanging from ropes, clinging to walls, and in other positions that make normal missile fire impossible. However, a covered hand crossbow, in which a thin sheet of wood holds the bolt in its firing grove, can be fired from any position without the bolt slipping out. This device is very similar to the cut-down repeating crossbow in appearance, except that it lacks a clip. the covered hand crossbow loads from the rear and holds only one bolt at a time.

Crossbow, Heavy: A heavy crossbow requires two hands to use effectively, regardless of the user's size. 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.
A medium-size or larger character can shoot, but not load, a heavy crossbow with one hand at a -4 penalty. A Medium-sized or larger character can shoot a heavy crossbow with each hand at a -6 penalty, plus the usual -4 penalty for the off-hand attack (-6 primary hand/-10 off hand). The Two-Weapon Fighting feat does not reduce these penalties because it represents skills with melee weapons, not ranged weapons. The Ambidexterity feat lets someone avoid the -4 off-hand penalty (-6 primary hand/-6 off hand).

Crossbow, Grapple-Firing: This device helps adventures scal unclimbable walls, bridge chasms, escape down sheer cliffs, and the like. A grapple-firing crossbow is a heavy crossbow modified to fire a special, grapple-headed metal bolt attached to 100 feet of thin, light rope.
A successful shot at an appropriate target indicates that the grapple has hooked onto something, anchoring the rope firmly enough for a character to ascend it with a successful Climb check (DC 15). Failure brings one of three results: that the grapple simply failed to snag anything, that it has lodged but is not secure senough to support a character's weight, or that there's simply nothing up there for it to catch. In the first case, the user can simply recoil the rope and try again. In the second case, a successful Use Rope check (DC 15) made before anyone tries to climb reveals the instability. The user cannot free that grapple but may try to fire another. (Should anyone try to climb the unstable rope, the grapple gives way after the climber has progressed 1d10 feet. Determine damage normally for the resulting fall.) In the third case, retries automatically fail.
A character can easily anchor a grapple-bolt by hand in a niche or use pitons to secure it on smooth stone. This provides the same aid for descent without the need to fire the weapon.

Crossbow, Great: A great crossbow requires two hands to use effectively, regardless of the user's size. You draw a great crossbow back by turning a winch. Loading a great crossbow is a full-round action that provokes an attack of opportunity.
A Medium-size character cannot shoot or load a great crossbow with one hand at all. With training, a Large-size creature can shoot, but not load, a great crossbow with one hand at a -5 penelaty. If a Large-size creature attempts to fire a separate great crossbow in each hand simultaneously, the standard penalties for two-weapon fighting apply.

Crossbow, Light: A light crossbow requires two hands to use, regardless of the user's size. You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move-equivalent action that provokes attacks of opportunity.
A small or large character can shoot, but not load, a light crossbow with one hand at a -4 penalty. A small or large character can shoot a light crosbow with each hand as noted for heavy crossbow, above.

Crossbow, Repeating: The repeating crossbow holds five crossbow bolts. While it holds bolts, you can shoot the crossbow according to your normal number of attacks without reloading. Loading a new case of five bolts is a full-round action that provokes attacks of opportunity.

Crossbow, Winch: The winch crossbow fires a rope and pulley attached to a special crossbow bolt. The bolt is split down the head and center of the shaft, with the split head bending away from the shaft like a two headed snake. A think rope secured to each tip slows the bolt in flight (hence the reduced ranged increment). On a successful hit, the bolt snaps appart like a wishbone, taking the attached ropes past the target to wrap around and entangle it. If the target is a moveable object of your size category or smaller, you can use the ropes to pull it towards you.
An entangled creature suffers a -2 penalty on attack rolls and a -4 penalty to Deterity. It can move only at half speed and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. Casting a spell while entangled requires a successful Concentration check (DC 15).
The entangled creature can escape the ropes with an Escape Artist check (DC 20), which is a full-round action. The rope has 5 hit points and can be burst with a Strength check (DC 25) also a full round action.
A winch crossbow's entangling effect is useful only against creatures between Tiny and Large size, inclusive. The subdual damage can affect and creature.
A winch crossbow requires two hads for effective use, regardless of the user's size. Loading a winch crossbow is a full round action that provokes attacks of opportunity.
A Medium-size or large creature can shoot, but not load, a winch crossbow with one hand at a -4 penalty. A Medium-size or Larger creature can shoot a winch crossbow with each hand at a -6 penalty, pluss the usual -4 penalty for the off-hand attack (-6 primary hand/-10 off-hand). the two-Weapon Fighting feat does not reduce these penalties because it represents skill with melee weapons, not ranged ones. The Ambidexterity feat lets you aboid the-4 off-hand penalty bringing the penalties to -6 for both the primary hand and the off-hand.

Dagger: The dagger is a common secondary weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a dagger.

Dagger, Punching: This dagger puts the full force of the wilder's 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.

Duom: The duom is a longspear with a standard spearhead, as well as two blades curved so that they point backwards along the shaft. The weapon has reach, allowing you to strike opponenets 10 feet away with it. Those proficient with the spear can also use it to attack adjacent foes with the reversed heads with a practice "reverse thrust." Apply a +2 bonus to the attack roll for the first attack made by the duom against an adjacent opponent.

Elf Bow: A roughly-fashioned bow no longer than the standard short bow -- about four feet long, made of elm, with a short range but great power. Much more practical for woodlands use than a six-foot longbow. Elven bows were fired at close range, as an ambush weapon. Note that standard arrows are not suitable for this weapon. Elven arrows are shorter and heavier than longbow arrows (Shortbow arrows can be used, but reduce damage two steps). The extra weight reduces the weapon's range but increases its damage at short distances. Larger flights help stabilize the missile. Likewise, these arrows are not usable with other bows. You must have two hands free to use this bow, and it can be used mounted (though few elves do).

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

Flail, Dire: A dire flail is a double wepaon. You can fight with it as if fighting with two weapons, but if you do, you incure all the normal attack penalties associated with fighting with two weapons, as if you were using a one-hande weapon and a light weapon. A creature using a double weapon in one hand, such as an ogre using a dire flail, can't use it as a double weapon.
With a dire flail, you get a +2 bonus on your opposed attack roll when attempting to disarm an enemy (including the opposed attack roll to avoid being disarmed if you fail to disarm your enemy).
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, Heavy or Light: With a flail, you get a +2 bonus on your opposed attack roll when attempting to disarm an enemy (including the roll to avoid being disamred if you fail to disarm your enemy).
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 acoid being tripped.

Fullblade: A fullblade is 19 inches longer than a greatsword, and is too large for a medium-size creature to use with two hands without special training; thus, it is an exotic weapon. (Medium-size creatures cannot use a fullblde one-handed at all.) A Large-size creature could use the fullblade with oen hand, but would be assessed the standard -4 nonproficiency penalty to its attack rolls, or with two hands as a martial weapon. A large-size creature with an exotic Weapon proficiency feat could use the fullblade in one hadn, but a Medium-size creature must use both hands even with the feat. A fullblade is also called an ogre's greatsword.

Garrote, Cord: This type of garrote is a simple cord used to strangle an opponent. Using this weapon requires a special garrot attack. An experienced strangler can also use scarves, sashes, vines, and the like as impromptu cord garrotes.

Garrote, Wire: This weapon is nothing but a thin wire set into a pair of wooden grips. Like the cord version, it is used to strangle an opponent. The grips protect the attacker's hands from the wire. A character using a wire garrot without grips or some other form of hand protection takes 1d3 points of damage per round from the wire.
Using this weapon requires a special garrote attack.

Gauntlet: These metal gloves protect your hands and let you deal normal damage with unarmed strikes rather than subdual damage. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet.

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.

Gauntlet, Spring-Loaded: This gauntlet possesses a broad ridge of metal that extends along the bottom of the forearm to the edge of the wrist articulation, where a circular orifice is visible. this ridge of metal hides a wondrous spring-loaded mechanism whereby a crossbow bolt can be expelled with great force, akin to a very small crossbow. you load the gauntlet by inserting a bolt in the hole and bulling back a tiny lever. Loading the spring-loaded gauntlet is a move-equivalent action that provokes an attack of opportunity. You fire the spring-loaded gaunlet by sighting down your arm, then flip your hand back so that your palm faces your opponent -- this motion fires the gauntlet. A character who attempts to fire two spring-loaded gauntlets at once sufferest the standard penalty for two-weapon fighting. (The two-Wepaon Fighting feat does not reduce these penalties because it represents skill with melee weapons, not ranged weapons. The Ambidexterity feat lets someone avoid the -4 off-hand penalty.) The cost and weight are for a single gauntlet.

Glaive: A glaive has reach. You can strike opponents 10 feat away with it, but you can't use it against an adjacent foe.

Greataxe: This big, heavy axe is a favorite of barbarians or 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: Adventures recognize the greatsword as one of the best melee weapons available. It's reliable and pwerful.

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 the 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.

Gyrspike: A gyrspike is a double weapon. A stout shaft holds a flail on one end and a longsword on the other. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties for two-weapon fighting, as if you were using a one handed weapon and a light weapon.
You get a +2 bonus on your opposed attack roll when attempting to disarm an enemy when you wield a gyrspike (including the opposed attack roll to avoid being disarmed yourself if you fail to disarm your enemy).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the gyrspike to avoid being tripped.

Halberd: Normally, you strike with the halberd's axe head, but the spike on the end is useful against charging opponents.
Because of the hook on the back of the halberd, you can use it 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 doulbe 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, as if you were using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as a human using a gnome hooked hammer, can't use it as a double weapon. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of damage (x3 crit). Its hook is a piercing weapon that deals 1d4 points of damage (x4 crit). You can use either head as the primary weapon head. The other head is the off-hand weapon.

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

Hammer, Throwing: Essentially a light hammer that has been balanced for throwing, a favorite of dwarven rangers.

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

Harpoon: The harpoon is a broad-bladed spear forged with cruel barbs. the shaft of the harpoon has a trailing rope attached to control harpooned opponents. Through intended to be use in hunting whales and other large sea creatures, the harpoon can be used on dry land. Even if an Exotic Weapon Proficiency is taken for the Harpoon, creatures of less than Medium-Size suffer a -2 penalty to their attack rols due to the weapon's weight.
If you inflict damage on your opponent, the harpoon may lodge in the victim if the victim fails a Reflex saving throw against a DC equal to 10 plus the damage you inflicted. Teh harpooned creature moves at only half speed and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the harpooned creature can only move withing the limits that the rope allows (the trailing rope is 30 feet long). If the harpooned creature attempts to cast a spell, it must succeed at a concentration check (DC 15) or fail, losing the spell.
The harpooned creature can pull the harpoon from its wound if it has two free hands and it takes a full-round action to do so, but in so doing it inflicts damage on itself equal to the inital damage the harpoon caused. If you hit with a harpoon and do 8 points of damage and the target removes the harpoon, it takes another 8 points of damage.

Iron Staff: This is identical to a quarterstaff except it is made of iron and therfore much heavier.
An iron staf 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. A creature using a double weapon in one hand cannot use it as a double weapon.

Javelin: This weapon is a light, flexible spear intedned for throwing. You can use it in melee, but not well. Since it is not designed for melee, all characters are treated as not proficient with it and thus suffer -4 on their melee attack rolls.

Javelin, Spinning: this light, flexible spear intended for ranged attacks resembles a standard javelin, except for the spiral grooves that run down its length. you can loop a throwing string around the shaft (the other end is tied to your finger). The string imparts spin to the javelin upon release, improving the weapon's accuracy, range, and penetrating power bypermitting a harder cast. Looping a string around the javelin is a move-equivalent action that provokes an attack of opportunity. Tying a casting string around your finger is a full-round action that provokes an attack of opportunity, but the same string is reused for multiple javelins. The javelin can be thrown without spinning it, in which case its damage, range, and critical range is that of a standard javelin. If used in melee, treat the spinning javelin as a standard javelin.

Knife: This is the most versatile tool known to medieval man, besides the hammer and the rock. It give a +2 circumstance to one skill that could logically benefit from a well crafted blade for two times cost. The skill must be chosen when the knife is bought. For ten times cost, a knife can be bought with a bonus to two skills. Normal choices are Wilderness survival (for skinning), Craft (bowyer), Craft (carving), Craft (trap making), Profession (trapping), Profession (Butcher), etc. The multiplier applies to the base cost of the knife but not any "work" that the knife is. A knife may be made with a serated back blade for 100 gp.

Knife, Large: This is simple a long bladed knife. Examples are the Bowie knife, the Arkansas toothpick, the machette, or the Ghurka knife. It grants no bonus to skill, but can be useful as a tool none the less.

Kukri: This heavy, curved dagger has its sharp edge on the inside of the curve.

Longbow: You need at least two hands to use a bow, regardless of its size. This bow is too big to be used while you are mounted. Used kneeling range is 75% and at -2 to hit.

Longbow, Composite: You need at least two hands to use a bow, regarless of its size. You must be at least medium-size to use this bow while mounted (albeit at a -2 penalty). 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.

Longspear: A longspear has reach. You can strike opponents 10 feet away with it but you can't use it against an adjacent foe.

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

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

Manti: A manti is a shortspear with four additional spear heads that project vertically from the shaft, creating a star pattern of five blade heads instead of just a single forward-pointing blade. The advantage for someone trained to use the manti is that you make one additional attack of opportunity during the round.

Maul: The maul is simply a two-handed warhammer of enormous size. It is favored by dwarves.

Morningstar: This simple weapon combines the impact of a club with the piercing foce of spikes.

Net: A fighting net has small barbs in the weave and a trailing rope to control netted opponents. You use it to entangle opponents.
When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet, and you suffer no range penalties to throw it even to its maximum range. If you hit, the target is entangled. An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If you control the trailing rope by succeeding in an opposed Strength check while holding it, the entangled creature can only move within the limits that the rope allows. If the entangled creature attemps to cast a spell, it must succeed at a Concentration check (DC 15) or be unable to cast the spell.
The entangled creature can escape with an Escape Artist check (DC 20) that is a full-round action. The net has 5 hit points and can be burst with a strength check (DC 26, also a full-round action).
A net is only useful against creatures between Tine and Large size, inclusive.
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 suffer a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient use to fold a net and twice that long for a nonproficient one to do so.

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

Pike: A pike is genarally only usable in massed formations such as the phalynx because of its great length. It can be used against opponents up to 15 ft away but not against adjacent foes.

Pitchfork: A simple farmers tool used for pitching hay and cleaning stables. When set against a charging enemy with a ready action, the pitchfork does double damage if you hit.

Poleaxe: A polearm with a heavy axe head. This is a reach weapon that can be used against opponents up to 10 ft away but not against adjacent foes.

Quarterstaff: This is a favored weapon of travelers, peasants, merchants, and wizards. You can strike with either end, allowing you to take full advantage of operings in your opponent's defenses.

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 as if you are using a one-handed weapon and a light weapon. A creature using a souble weapon in one hand, such as a Large creature using a quarterstaff can't use it as a double weapon.

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 your opposed attack rolls when attempting to disarm an opponent (including the roll to avoid being disarmed if youfail to disarm your opponent).

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

Scimitar: The curve on this blade makes the weapon's edge effectively sharper.

Scourge: A scourge is a multitailed, barbed whip. the scourge is often dipped in a poison delivered via injury (such as greenblood oil, Medium-Size spider venom, or Large Scorpion Venom). With a scourge, you get a +2 bonus on your opposed attack rool when attempting to disarm an enemy (including the roll to avoid being disarmed if you fail to disarm your enemy).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the scourge to avoid being tripped.

Scythe: While it resembles the standard farm implement of the same name, the scythe is balanced and strengthend for war. The design of the scythe is balanced and strngthened for war. The design of the scythe focuses tremendous force of the sharp point as well as allowing devastating slashes with the blade edge.

Shortbow: You need at least two hands to use a bow, regardless of its size. A character who is medium-size or larger can use this bow while mounted (albeit at a -2).

Shortbow, Composite: You need at least two hands to use a bow, regardless of its size. A character who is Small or larger can use this bow 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.

Shortspear: Because a shortspear is not as long as a longspear, it can be thrown.

Sickle: This weapon is like a farmer's sickle, but it is strngthened for use as a weapon. It is favored by druids or by anyone who wants a weapon that might be overlooked by guards.

Sleeve, Weighted: Subtle weapons often used for self-defense, weighted sleeves are usually found only in lands where long, loose sleeves are fashionable. A weighted sleeve consists of one or more metal weights sewn into a sleeve hem. Tailors who incorporate these weapons into finely made garments take care to spread out the weight so that the clothing hangs normally. In simpler peasant versions, a small pocket just inside the cuff of each sleeve holds a single metal ball weighing about 1 pound. Typically, both of a garment's sleeves are weighted.
To use this weapon, the wearer first swings the sleeve around to build momentum, much as if it were a sling. Instead of releasing a missile, however, the user simply clubs the target with the weight. Building up sufficient momentum is a move-equivalent action, so only one blow with each sleeve is normally possible in a round. Attacking with both sleeves simultaneously incurs the standard penalties for fighting with two weapons. the wielder might also alternate between the left and right sleeves, striking with one and building up speed with the other during one round, then striking with the second sleeve and building momentum with the first on the following round. This tactic incurs the standard penalty for using a weapon in the off hand each round.
Wearing a garmet with weighted sleeves as part of a disguise is a favorite trick of assassins. Once the assassin has carried out his mission, he can simply discard the weights in the nearest convenient duustbin or pond and continue posing as an unarmed servent or guest in the house, even if a search is conducted.

Sling: The sling hurls lead bullets. It's not as easy to use as the crossbow nor as powerful as a bow, but it is cheap, and easy to improvise from common material. Druids and halfling favor slings.
You can hearl ordinary stones with a sling but stones are not as dense or as round as bullets, so you deal only 1d3 points of damage and suffer a -1 penalty on attack rolls.

Spear Thrower: A stick, one to three feet long that allow a spear to be thrown with much greater force and distance. It requires a move equivelant action to load a spear thrower. Range increment is double and if it hits the target, it automatically threatens a critical.

Spear, Dwarven Double: A dwarven double spear 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. A creature weilding a dwarven double spear 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 weapon looks much like a standard spear, although the shaft is a bit thicker. The spearpoint is also longer and heavier, sharpened on the sides as well as the tip to allow for either slashing or piercing attacks. In addition, a second identical spear point is fastened to the butt of the spear, making the weapon doubly dangerous.
The tougher pointed ends on the blade allow the weidler to set the weapon against a charge. If you use a ready action to set a dwarven double spear against a charge, you deal double damage on a successful hit against a charging character.

Staff Sling: A sling attached to the end of a quarterstaff. The staff provides a longer throwing arm. It is a two handed weapon. The sling can be removed as a move equivelant action that provokes an opportunity attack. The staff then become a fully functional quarterstaff. A staff uses the same type of bullets as a sling.

Stonebow: A stonebow is a type of heavy crossbow specially designed to to throw stones or sling bullets. It requires two hands to use, regardless of the users size. Laoding is a full-round action that provokes opportunity attacks. It uses the same projectiles as a sling.

Strike, Unarmed: A Medium-size character deals 1d3 points of subdual 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 subdual damage. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.

Stump Knife: A stump knife is akin to a punching dagger, except that it can be securely attached to the stump of a missing forelimb. For omeone proficient in its use, the stump knife becomes an extension of his body. Against foes to whome you have dealt damage during the course of a continuous melee, the stump knife's critical range is doubled (17-20). Your opponent cannot disarm you of a stump knife.

Sword, Bastard: A bastard sword is too large to use in one hand without special training: thus, it is an exotic weapon. A medium-sized character can use a bastard sword two-handed as a martial weapon, or a large creature can use it one-handed in the same way.
Bastard swords are also known as hand-and-a-half swords.

Sword, Elven Courtblade: These exotic swords seem impossibly long and thing, tapering to a needle like point, with a curve to the leading edge that is distinctively elven. The front edge of the blade is sharpened along its entire lenght, and the back edge is sharpened only for the final quarter near the tip. A courtblade has a basket shaped hilt (usually made to resemble leaves or vines), a long grip, and a heavy pommel. The long grip works well with a two handed grip enhancing the leverage when swinging. The weapon is intended for thrusting attacks, but the weilder can slash with it as well.
A character with Exotic Weapon Proficiency (elven courtblade) feat finds the weapon well suited for quick feints and thrusts. A character can use an elven courtblade in conjunction with the Weapon Finesse feat, applying her Dexterity bonus (if any) to melee attacks she makes with the weapon, though it remains a two-handed weapon and not a light weapon.
Characters proficient with the elven courtblade may treat it as a greatsword for the purposes of feats requiring specialization with a particular weapon.

Sword, Elven Lightblade: The shortswordlike exotic weapon bears the same distinctive curve as the courtblade, but weighs only as much as a dagger, it has a long handle as well, and heavy pomel. Dexterous elf fighters and rogues favor it. Its thin, flexible blade slips easily into the seams or armor or between the ribs of a foe.
Characters proficient with the elven lightblade may treat it as a shortsword for the purposes of feats requiring specialization with a particular weapon.

Sword, Elven Thinblade: This longsword like exotic weapon bears the same distinctive curves of the courtblade, and many elf longswords bear the same stylistic curve though difference is tang, curve, and blade thickness make all the difference. Like the lightblade it is favored by dexterous fighters and rogues.
A character can use the Weapon Finesse feat to apply his Dexterity modifier instead of Strength modifier to attack rolls with an elven thinblade.
Characters proficient with the elven thinblade may treat it as a longsword for the purposes of feats requiring specialization with a particular weapon.

Sword, Short: This sword is popular asan off-hand weapon or as a primary weapon for Small characters.

Sword, Two-Bladed Great: A two-bladed great 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 attack penalties associated with fighting with two weapons as if you were using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as an ogre using a two-bladed sword, can't use it as a double 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 attack penalties associated with fighting with two weapons as if you were using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as an ogre using a two-bladed sword, can't use it as a double weapon.

Tortoise Blade, Gnome: This contraption is designed to be used by a gnome in his or her off hand. It is particularly useful in cramped tunnels or warrens where swinging a weapon is difficult or impossible. It looks likea turtle shell strapped to the weilder's wrist, with a daggerlike blade jutting out where the weilders fingers should be.
A tortoise blade grants a +1 shield bonus to Armor Class. As with any shield, when you attack with a tortoise blade, you do not get the shield bonus to your AC.
A tortoise blade also provides a -1 armor check penalty and a 5% arcane spell failure chance. Like a spiked shield, a tortoise blade can be enchanted as a weapon, as a shield or both, but such enchantments mst be paid for and applied separately.

Trident: This three-tined piercing weapon can be thrown just as a halfspear or shortspear can be, but its range increment is shorter because it's not as aerodynamic as those other weapons.

Triple Dagger: This weapon is used in the off-hand as a means to disarm an opponent -- you hold it as you would a shield, not another weapon, and so do not suffer penalties for fighting with two weapons. When using a triple dagger, you get a +3 bonus on your opposed attack roll when attemping to disarm an apponent (including the roll to keep from being disarmed if you fail to disarm your opponent). The triple dagger could also be used as a normal dagger, if desired, but if used in the off-hand, all normal penalties for fighting with two weapons apply.

Tumbling Bolt: A tumbling bolt resembles a standard crossbow bolt save for a few tiny holes and vents along the shaft. In fact, a tiny channel allows air to pass through the bolt when it is fired which caused the bolt to tumble when fired. Opponents targeted by a tumbling bolt can apply only half their Dexterity modifier to their AC (round down) due to the unperdictable tumble of approaching missile.

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 ffighting with two weapons as if you were using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as an ogre using a dwarven urgrosh, can't use it as a double weapon. The urgrosh's axe head is a slashing weapon that deals d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as a primary weapon head. The other is the off-hand weapon.
If you use an urgrosh against a charging character, the spear head is athe part of the weapon that does damage.
An urgrosh is also called a spear-axe.

Waraxe, Dwarven: A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium-size character can use a dwarven waraxe two-0handed as a martial weapon, or a large creature can use it one-handed in the same way.

Warhammer: This weapon, favored by dwarves, is a one-handed sledge or maul with a large, heavy head.

Warpike, Dwarven: The dwarven warpike resembles a halberd with a greatly elongated shaft, to the end of which a counterweight has been added. A dwarven warpike has reach. You can strike opponents 10 feet away with it, but you can't use it against an adnacent foe.
Normally, you strike with a dwarven warpike's axe head, but the spike on the end is useful against charging opponents. If you use a ready action to set a dwarven warpike 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 dwarven warpike to make trip attaks. If you are tripped during your own trip attempt, you can drop the dwarven warpike to avoid being tripped.

Whip: The whip deals subdual damage. It deals no damage to any creature with even a +1 armor bonus or at least a +3 natural armor bonus. Although you keep it in hand, treat it as a projectile weapon with a maximum range of 15 feat and no range penalties.
Because the whip can wrap around an enemy's leg, or other limb, you can make trip attacks with 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 your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if you fail to sidarm your opponent).





Weapon Special Features: Weapons can have special features, but never more than one unless noted otherwise.

Masterwork Weapons: Details are found on the Equipment Page.

Talisman Bows and Arrows: Talisman bows are magically enchanted bows which are not powerful enough to grant an attack and damage bonus by themselves but can do so in conjunction with a talisman arrow or bolt. A set of talisman bow and arrow or crossbow and bolt together grant a +1 enhancement bonus to attack and damage, which do not stack with enhancement bonuses from other bows or arrows.
A bow or its ammunition does not have to be masterwork to receive a talisman magical aura, but it cannot have any other magical benefit. The cost of a talisman enhancement is 500 gp for the bow, and 10 gp for each piece of ammunition, and it can be done by character with either Craft Arms and Armor or Craft Wondrous Item. A set of talisman bow and ammunition never grant more than a +1 bonus to AC.

Alchemical Processes: A weapon may only have one type of alchemical process. Blueshine and Everbright are two of the most popular alchemical processes to apply to weapons. They attempt to duplicate the abilities of the enchantments, though at a higher price because of the (no suprise) lack of enchantment.
Blueshine creates a blue-black finish which can only be applied to the metal of weapons, and costs 1,000 gp, requires a Alchemy skill minimum of twelve to succeed at a check DC of 30. Blueshine weapons are immune to acid and rust attacks.
Everbright creates a bright shiny finish like polished silver, which can only be applied to metal weapons or the metal of weapons. It costs 2,000 gp and requires a minimum Alchemy skill of fourteen. The DC to create is 32. The weapon never tarnishes and is immune to acid and rust attacks.
Both treatments can only be done once the weapon is created and finished. Failure at the Alchemy check destroys the weapon.

Materials: Special materials can be used. Each piece of armor can only be made out of one type of material.
Heavy Weapons
Heavy weapons, such as those made from gold or platinum, are unweildly but inflict additional damage. Without the proper Exotic Weapon Proficiency feat (for instance Heavy Longsword), you suffer a -4 penalty on attack rolls with heavy weapons. Only weapons made entirely or largely of metal (such as swords or axes) are affected; other weapons (such as spears) are not.
A character cna wield a heavy weapon one size category smaller than his own in two hands to avoid the attack penalty. For instance, a human swinging a light mace made of gold with both hands, or an ogre wielding a platinum longsword with two hands, does not suffer the attack penalty.
You can never use the Weapon Finesse feat with a weapon made of a heavy metal.
Weapons made of a heavy metal inflict additional damage: 1d2 becomes 1d3, 1d3 becomes 1d4, 1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 or d10 become 2d6, and 1d12 becomes 2d8.

Cost of Weapons: To figure the cost, take the base price off of the chart and multiply in any percents. Material and "work" add components to the cost, which is figured afterwards. Cost from material for ammunition is half that listed.

Weight of Weapons: Items which are partially one material and partially another, can still be effected by the weight reducing materials. e.g. Duskwood reduces the weight of metal objects made from it by half, Darkwood reduces the weight of wood objects made of it by half. Thus a Duskwood mace (all metal) weighs half, a Darkwood bow (all wood) weighs half, and a battle axe with a Duskwood head and a Darkwood shaft weighs half. Alternately, makeing an item which would not normally be effected by one (a Duskwood battle axe), can be made from it and weight is reduced by 25%. E.g. the Battleaxe is half metal and half wood, so if just the shaft is made of Darkwood, the battleaxe weighs 75% of normal.
Arrows, darts, bolts, spears, javelins, polearms, axes, flails, picks, morningstars, scythes, crossbows, sickle, lance, and hammers are considered half metal and half wood. Swords, knives, daggers, ironstaff, bayonets, chains, and maces are all metal. Staffs, bows, cheap crossbows, mauls, greatclubs, and clubs are considered all wood. Other items cannot be made of alternative materials.

Sundering Weapons: For purposes of hit points and DR, weapons are assumed to be one eighth an inch thick per size category up to medium, and one quarter inch thicker per size category over. A sundered weapon can still be used although it becomes a cheap weapon, and looses any special abilities. It is also treated on a case by case basis as something smaller. E.G. a sundered sword usually becomes a shortsword, or a knife or dagger. Sundering most other weapons will leave the weilder with only a club. E.G. battle axes, polearms, maces, picks, etc all become clubs when sundered.



E M P O W E R E D _ by GURPS by Steve Jackson Games