Weapons


Weapons

Master D&D 3.5 Weapons Compendium

1. Simple Weapons

Weapon Cost Dmg (S) Dmg (M) Critical Range Inc. Weight Type Source / Notes
Unarmed / Light Melee Weapons
Brass Knuckles1 gp1d21d3x2—1 lb.BludgeoningArms & Equipment Guide
Cestus5 gp1d31d419–20/x2—1 lb.Bludgeoning or PiercingComplete Warrior
Dagger2 gp1d31d419–20/x210 ft.1 lb.Piercing or SlashingPlayer’s Handbook
Dagger, Punching2 gp1d31d4x3—1 lb.PiercingPlayer’s Handbook
Gauntlet2 gp1d21d3x2—1 lb.BludgeoningPlayer’s Handbook
Gauntlet, Spiked5 gp1d31d4x2—1 lb.PiercingPlayer’s Handbook
Mace, Light5 gp1d41d6x2—4 lbs.BludgeoningPlayer’s Handbook
Sickle6 gp1d41d6x2—2 lbs.SlashingPlayer’s Handbook
One-Handed Melee Weapons
Club—1d41d6x210 ft.3 lbs.BludgeoningPlayer’s Handbook
Mace, Heavy12 gp1d61d8x2—8 lbs.BludgeoningPlayer’s Handbook
Morningstar8 gp1d61d8x2—6 lbs.Bludgeoning and PiercingPlayer’s Handbook
Shortspear1 gp1d51d6x220 ft.3 lbs.PiercingPlayer’s Handbook
Two-Handed Melee Weapons
Ashengrate Staff35 gp1d4/1d41d6/1d6x2—5 lbs.BludgeoningSandstorm (Double weapon)
Greatclub5 gp1d81d10x2—8 lbs.BludgeoningPlayer’s Handbook
Longspear5 gp1d61d8x3—9 lbs.PiercingPlayer’s Handbook (Reach)
Quarterstaff—1d4/1d41d6/1d6x2—4 lbs.BludgeoningPlayer’s Handbook (Double)
Spear2 gp1d61d8x320 ft.6 lbs.PiercingPlayer’s Handbook
Ranged Weapons
Blowgun1 gp11d2x220 ft.1 lb.PiercingComplete Warrior
Blowgun, Greater10 gp1d31d4x230 ft.2 lbs.PiercingOriental Adventures
Crossbow, Heavy50 gp1d81d1019–20/x2120 ft.8 lbs.PiercingPlayer’s Handbook
Crossbow, Light35 gp1d61d819–20/x280 ft.4 lbs.PiercingPlayer’s Handbook
Dart5 sp1d31d4x220 ft.1/2 lb.PiercingPlayer’s Handbook
Ice Axe10 gp1d41d6x3—4 lbs.Piercing or SlashingFrostburn (+2 Climb on ice)
Javelin1 gp1d41d6x230 ft.2 lbs.PiercingPlayer’s Handbook
Sling—1d31d4x250 ft.0 lbs.BludgeoningPlayer’s Handbook

2. Martial Weapons

Weapon Cost Dmg (S) Dmg (M) Critical Range Inc. Weight Type Source / Notes
Light Melee Weapons
Axe, Boarding6 gp1d41d6x3—3 lbs.Slashing or PiercingStormwrack (+2 Climb)
Axe, Throwing8 gp1d41d6x210 ft.2 lbs.SlashingPlayer’s Handbook
Butterflies (Pair)10 gp1d31d419–20/x2—2 lbs.SlashingOriental Adventures
Claw Bracer30 gp1d31d419–20/x2—2 lbs.PiercingArms & Equipment Guide
Hammer, Light1 gp1d31d4x220 ft.2 lbs.BludgeoningPlayer’s Handbook
Handaxe6 gp1d41d6x3—3 lbs.SlashingPlayer’s Handbook
Kukri8 gp1d31d418–20/x2—2 lbs.SlashingPlayer’s Handbook
Pick, Light4 gp1d31d4x4—3 lbs.PiercingPlayer’s Handbook
Sap1 gp1d4 nonlethal1d6 nonlethalx2—2 lbs.BludgeoningPlayer’s Handbook
Shortsword10 gp1d41d619–20/x2—2 lbs.PiercingPlayer’s Handbook
Spiked Armor50 gp1d41d6x2——PiercingPlayer’s Handbook
One-Handed Melee Weapons
Battleaxe10 gp1d61d8x3—6 lbs.SlashingPlayer’s Handbook
Cutlass15 gp1d41d618–20/x2—3 lbs.SlashingStormwrack (+2 vs Disarm)
Flail, Heavy15 gp1d81d1019–20/x2—10 lbs.BludgeoningPlayer’s Handbook
Flail, Light8 gp1d61d8x2—5 lbs.BludgeoningPlayer’s Handbook
Flind Bar30 gp1d61d819–20/x2—2 lbs.BludgeoningRaces of Destiny / MM3
Longsword15 gp1d61d819–20/x2—4 lbs.SlashingPlayer’s Handbook
Pick, Heavy8 gp1d41d6x4—6 lbs.PiercingPlayer’s Handbook
Rapier20 gp1d41d618–20/x2—2 lbs.PiercingPlayer’s Handbook
Scimitar15 gp1d41d618–20/x2—4 lbs.SlashingPlayer’s Handbook
Trident15 gp1d61d8x210 ft.4 lbs.PiercingPlayer’s Handbook
Wakizashi30 gp1d41d619–20/x2—3 lbs.Piercing or SlashingOriental Adventures
Warhammer12 gp1d61d8x3—5 lbs.BludgeoningPlayer’s Handbook
Two-Handed Melee Weapons
Boarding Pike8 gp1d81d10x3—9 lbs.PiercingStormwrack (Reach 10 ft.)
Falchion75 gp1d102d418–20/x2—8 lbs.SlashingPlayer’s Handbook
Frostrend50 gp1d102d619–20/x2—8 lbs.SlashingFrostburn
Glaive8 gp1d81d10x3—10 lbs.SlashingPlayer’s Handbook (Reach)
Greataxe20 gp1d101d12x3—12 lbs.SlashingPlayer’s Handbook
Greathammer, Dwarven30 gp1d102d619–20/x3—12 lbs.BludgeoningRaces of Stone
Greatspear25 gp1d82d6x310 ft.9 lbs.PiercingComplete Warrior
Greatsword50 gp1d102d619–20/x2—8 lbs.SlashingPlayer’s Handbook
Guisarme9 gp1d82d4x3—12 lbs.SlashingPlayer’s Handbook (Reach)
Halberd10 gp1d81d10x3—12 lbs.Piercing or SlashingPlayer’s Handbook
Lance10 gp1d61d8x3—10 lbs.PiercingPlayer’s Handbook (Reach)
Maul15 gp1d81d10x3—10 lbs.BludgeoningComplete Warrior
Nagamaki8 gp1d41d6x3—6 lbs.SlashingOriental Adventures
Naginata10 gp1d81d10x3—10 lbs.SlashingOriental Adventures (Reach)
Ranseur10 gp1d82d4x3—12 lbs.PiercingPlayer’s Handbook (Reach)
Scimitar, Great60 gp1d82d618–20/x2—8 lbs.SlashingSandstorm
Scythe18 gp1d62d4x4—10 lbs.Piercing or SlashingPlayer’s Handbook
Yari5 gp1d61d8x320 ft.5 lbs.PiercingOriental Adventures
Ranged Weapons
Harpoon15 gp1d81d10x230 ft.10 lbs.PiercingStormwrack / Frostburn
Longbow75 gp1d61d8x3100 ft.3 lbs.PiercingPlayer’s Handbook
Longbow, Composite100 gp1d61d8x3110 ft.3 lbs.PiercingPlayer’s Handbook
Shortbow30 gp1d41d6x360 ft.2 lbs.PiercingPlayer’s Handbook
Shortbow, Composite75 gp1d41d6x370 ft.2 lbs.PiercingPlayer’s Handbook

3. Exotic Weapons

Weapon Cost Dmg (S) Dmg (M) Critical Range Inc. Weight Type Source / Notes
Light Melee Weapons
Eagle’s Claw20 gp1d41d618–20/x2—2 lbs.Piercing or SlashingSandstorm
Gaff Hook6 gp1d41d6x2—2 lbs.PiercingStormwrack (Trip)
Hook Hand10 gp1d31d4x2—1 lb.PiercingStormwrack (Attached)
Jitte2 gp1d31d4x2—2 lbs.BludgeoningOriental Adventures (+2 Disarm)
Kama2 gp1d41d6x2—2 lbs.SlashingPlayer’s Handbook (Monk)
Nekode10 gp1d31d4x2—2 lbs.PiercingOriental Adventures (+2 Climb)
Ninja-To10 gp1d41d619–20/x2—3 lbs.SlashingOriental Adventures
Nunchaku2 gp1d41d6x2—2 lbs.BludgeoningPlayer’s Handbook (Monk)
Sai1 gp1d31d4x210 ft.1 lb.BludgeoningPlayer’s Handbook (+2 Disarm)
Tonfa2 gp1d41d6x2—2 lbs.BludgeoningOriental Adventures (+1 AC Shield)
One-Handed Melee Weapons
Bastard Sword35 gp1d81d1019–20/x2—6 lbs.SlashingPlayer’s Handbook
Dwarven Waraxe30 gp1d81d10x3—8 lbs.SlashingPlayer’s Handbook
Elven Thinblade100 gp1d61d818–20/x2—3 lbs.PiercingComplete Warrior
Icerazor30 gp1d61d819–20/x2—4 lbs.SlashingFrostburn
Katana400 gp1d81d1019–20/x2—6 lbs.SlashingOriental Adventures (Masterwork)
Khopesh20 gp1d61d819–20/x2—8 lbs.SlashingSandstorm (Trip)
Ripper30 gp1d62d4x4—8 lbs.PiercingSandstorm
Scorpion-Tail Whip25 gp1d31d4x2—3 lbs.PiercingSandstorm (Lethal whip)
Whip1 gp1d21d3x2—2 lbs.SlashingPlayer’s Handbook (15 ft. Reach)
Two-Handed / Double Melee Weapons
Chain Scythe15 gp1d4/1d41d6/1d6x2—5 lbs.Slashing/PiercingArms & Equipment Guide
Dire Flail90 gp1d6/1d61d8/1d8x2—10 lbs.BludgeoningPlayer’s Handbook (Double)
Dwarven Urgrosh50 gp1d6/1d41d8/1d6x3—12 lbs.Slashing or PiercingPlayer’s Handbook (Double)
Elven Courtblade150 gp1d81d1018–20/x2—6 lbs.Piercing or SlashingRaces of the Wild
Gnome Hooked Hammer20 gp1d4/1d41d6/1d4x3/x4—6 lbs.Bludgeoning/PiercingPlayer’s Handbook (Double)
Gnomish Quickstaff15 gp1d4/1d41d6/1d6x2—4 lbs.BludgeoningRaces of Stone
Halfling Double Kama8 gp1d4/1d41d6/1d6x2—4 lbs.SlashingOriental Adventures (Double)
Kawanaga10 gp1d31d4x210 ft.1 lb.Bludgeoning or PiercingOriental Adventures (Reach/Trip)
Kusari-Gama10 gp1d4/1d41d6/1d4x2—3 lbs.Slashing/BludgeoningOriental Adventures (Double/Reach)
Kyoketsu-Shoge5 gp1d31d4x220 ft.1 lb.Slashing or PiercingOriental Adventures (Entangle)
Lajatang90 gp1d6/1d61d8/1d8x2—12 lbs.SlashingOriental Adventures (Double)
Orc Double Axe60 gp1d6/1d61d8/1d8x3—15 lbs.SlashingPlayer’s Handbook (Double)
Spiked Chain25 gp1d62d4x2—10 lbs.PiercingPlayer’s Handbook (Reach/Trip)
Sugliin35 gp1d102d8x2—20 lbs.Piercing or SlashingFrostburn (Heavy antler)
Three-Section Staff4 gp1d61d8x3—8 lbs.BludgeoningOriental Adventures (+2 Disarm)
Two-Bladed Sword100 gp1d6/1d61d8/1d819–20/x2—10 lbs.SlashingPlayer’s Handbook (Double)
Ranged Weapons
Bolas5 gp1d3 nonlethal1d4 nonlethalx210 ft.2 lbs.BludgeoningPlayer’s Handbook (Trip)
Chakram15 gp1d31d4x330 ft.2 lbs.SlashingOriental Adventures
Crossbow, Aquatic Heavy100 gp1d81d1019–20/x2120 ft.8 lbs.PiercingStormwrack (Underwater)
Crossbow, Aquatic Light70 gp1d61d819–20/x260 ft.4 lbs.PiercingStormwrack (Underwater)
Crossbow, Hand100 gp1d31d419–20/x230 ft.2 lbs.PiercingPlayer’s Handbook
Crossbow, Repeating Heavy400 gp1d81d1019–20/x2120 ft.12 lbs.PiercingPlayer’s Handbook
Crossbow, Repeating Light250 gp1d61d819–20/x280 ft.6 lbs.PiercingPlayer’s Handbook
Fukimi-Bari (3)1 gp11d2x25 ft.0.1 lb.PiercingOriental Adventures (Mouth darts)
Goutchuck25 gp1d61d8x210 ft.3 lbs.BludgeoningFrostburn
Greatbow100 gp1d81d10x3120 ft.6 lbs.PiercingComplete Warrior
Greatbow, Composite200 gp1d81d10x3130 ft.7 lbs.PiercingComplete Warrior
Net20 gp———10 ft.6 lbs.—Player’s Handbook (Entangle)
Net Cutters10 gp1d41d6x2—3 lbs.SlashingStormwrack (+4 Escape)
Razor Boomerang15 gp1d41d619–20/x230 ft.2 lbs.SlashingFrostburn (Returns on miss)
Sand Blaster15 gp1d4 nonlethal1d6 nonlethalx210 ft.5 lbs.SpecialSandstorm (Blind cone)
Shuriken (5)1 gp11d2x210 ft.1/2 lb.PiercingPlayer’s Handbook
Slashing Feather10 gp1d31d419–20/x210 ft.1 lb.SlashingSandstorm

Weapon Categories

Weapons are grouped into several interlocking sets of categories.

These categories pertain to what training is needed to become proficient in a weapon’s use (simple, martial, or exotic), the weapon’s usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).

Simple, Martial, and Exotic Weapons

Anybody but a druid, monk, or wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.

Melee and Ranged Weapons

Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.

Reach Weapons

Glaives, guisarmes, lances, longspears, ranseurs, spiked chains, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him or her. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

Note: Small and Medium creatures wielding reach weapons threaten all squares 10 feet (2 squares) away, even diagonally. (This is an exception to the rule that 2 squares of diagonal distance is measured as 15 feet.)

Double Weapons

Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaffs, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.

The character can also choose to use a double weapon two handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Thrown Weapons

Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a -4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.

Projectile Weapons

Light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a specially built composite shortbow, specially built composite longbow, or sling. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling.

Ammunition

Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.

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), and what happens to them after they are thrown.

Light, One-Handed, and Two-Handed Melee Weapons

This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

Light

A light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only.

An unarmed strike is always considered a light weapon.

One-Handed

A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or ½ his or her Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1½ times the character’s Strength bonus to damage rolls.

Two-Handed

Two hands are required to use a two-handed melee weapon effectively. Apply 1½ times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.

Weapon Size

Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.

Example WeaponFineDiminutiveTinySmallMediumLargeHugeGargantuanColossal
Shuriken———11d21d31d41d61d8
Gauntlet——11d21d31d41d61d82d6
Dagger—11d21d31d41d61d82d63d6
Shortspear11d21d31d41d61d82d63d64d6
Falchion1d21d31d41d62d42d63d64d66d6
Longsword1d21d31d41d61d82d63d64d66d6
Bastard Sword1d31d41d61d81d102d83d84d86d8
Greataxe1d41d61d81d101d123d64d66d68d6
Greatsword1d41d61d81d102d63d64d66d68d6

A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons

A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative -2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon a -4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

Improvised Weapons

Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a -4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Weapon Qualities

Here is the format for weapon entries (given as column headings on Table: Weapons).

Cost

This value is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon.

This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

Damage

The Damage columns give the damage dealt by the weapon on a successful hit. The column labeled “Dmg (S)” is for Small weapons. The column labeled “Dmg (M)” is for Medium weapons. If two damage ranges are given then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack. Table: Larger and Smaller Weapon Damage gives weapon damage values for weapons of various sizes.

Critical

The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.

Exception: Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.

×2

The weapon deals double damage on a critical hit.

×3

The weapon deals triple damage on a critical hit.

×3/×4

One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.

×4

The weapon deals quadruple damage on a critical hit.

19-20/×2

The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 19-20.)

18-20/×2

The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 18-20.)

Range Increment

Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.

Weight

This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons.

Type

Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.

Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.

In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.

Special

Some weapons have special features. See the weapon descriptions for details.

Weapon Descriptions

Weapons found on Table: Weapons that have special options for the wielder (“you”) are described below. 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, 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.

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.

Bolas

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 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.

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 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.

Crossbow, Hand

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.

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. 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. 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

You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill).

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. 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 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.

Guisarme

A guisarme has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

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

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 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. 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.

Javelin

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 wielding a kama special options.

You can use a kama to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.

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. 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 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 purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.

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.

Net

A net is used 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.

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 rollsmade to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

Quarterstaff

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. 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 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 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 1½ times your Strength bonus to damage.

Sai

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 wielding a sai special options.

Scythe

A scythe can be used 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 for details.

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. 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 purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.

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 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 and what happens to them after they are thrown.

Siangham

The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options.

Sickle

A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.

Sling

Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.

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 creature one size category smaller than you and you take a -1 penalty on attack rolls.

Spear

A spear 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 Armor

You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor for details.

Spiked Shield, Heavy or Light

You can bash with a spiked shield instead of using it for defense. See Armor for details.

Unarmed Strike

A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at her option. The damage from 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 to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.

Sword, Bastard

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 two-handed as a martial 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, just as if you were using a one-handed weapon and a light weapon. 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 weapon can be thrown. 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. 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.

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 it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.

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.

You can make trip attacks with a whip. 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 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.

Masterwork Weapons

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic.

Even though some types of armor and shields can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.

Expanded D&D 3.5 Weapons Compendium

Weapon Descriptions

Simple Weapons

Ashengrate Staff: This double weapon is a wooden quarterstaff reinforced with hollow iron bands designed to hold smoldering embers or hot coals. When loaded as a move action, it deals an additional 1 point of fire damage on every successful strike for 10 rounds.

Blowgun: A simple tube used to launch small darts or needles propelled by air. While it deals minimal damage, it is a favored silent delivery system for poisons.

Blowgun, Greater: A larger, heavy-duty variant of the standard blowgun that fires heavier darts. It deals increased impact damage while retaining the ability to effectively deliver contact or injury poisons at a longer range.

Brass Knuckles: Metal bands worn over the fists that protect the user’s hands while allowing them to deal lethal bludgeoning damage with unarmed strikes without provoking attacks of opportunity.

Cestus: A leather glove reinforced with metal studs, spikes, or iron plates across the back and knuckles. It allows monks and brawlers to deal lethal damage while keeping their hands free to hold or manipulate objects.

Club, Great: A massive two-handed wooden bat or pole, often studded with iron bands or nails, favored for its brutal leverage and heavy impact.

Martial Weapons

Boarding Axe: Designed for naval combat and ship boarding actions, this hand axe features a sharp cutting blade paired with a heavy steel spike on the poll. The spike grants the wielder a +2 circumstance bonus on Climb checks made on wooden surfaces like ship hulls or wooden walls.

Boarding Pike: A long reach polearm (10 feet) used by naval defenders to repel boarders attempting to leap between ships. Like standard spears, it can be set to receive a charge, dealing double damage on a successful hit.

Butterflies (Pair): Short, wide-bladed martial swords usually wielded as a matched pair. Designed for rapid slashing in close quarters, they are favored by dual-wielding martial artists.

Claw Bracer: A steel bracer featuring three sharp talons or blades extending forward over the back of the hand. It deals piercing damage and cannot be disarmed, though the hand cannot hold other items while armed.

Cutlass: A short, broad-bladed curved sword with a heavy basket hilt. The sturdy hilt grants the wielder a +2 circumstance bonus on opposed checks to resist being disarmed.

Flind Bar: A pair of heavy iron bars connected by a chain loop, derived from gnoll warfare. It is extremely effective at disarming; wielders gain a +2 bonus on disarm checks and can trip targets as with a flail.

Frostrend: A greatsword forged from or infused with Rimefire Ice. It retains a freezing cold edge that cuts through defenses and resists structural damage in extreme sub-zero conditions.

Greatspear: A oversized 2-handed thrusting spear with a broad, heavy head. It offers greater force and reach than a standard spear and can be thrown over short distances.

Greathammer, Dwarven: A brutal two-handed hammer forged with a thick, heavy steel head. Built to smash through heavy plate and stone, it boasts an expanded critical threat range (19–20/x3) relative to other bludgeoning weapons.

Harpoon: A heavy, barbed spear attached to a long, sturdy rope. When it deals damage, it embeds itself in the target’s flesh. An embedded creature takes a -2 penalty on attack rolls, saves, and checks, moves at half speed, and cannot run or charge unless it pulls the harpoon free (requiring a full-round action and dealing additional damage).

Heavy Pick & Light Pick: Specialized mining and military tools designed to concentrate the force of a swing into a single piercing point, making them capable of dealing massive critical damage (x4 multiplier).

Ice Axe: A specialized ice-climbing tool adapted for combat with a sharp blade on one side and a pick on the other. It grants a +2 circumstance bonus on Climb checks made on ice or snow surfaces.

Maul: A heavy two-handed sledgehammer designed to deliver crushing blows capable of shattering bone and armor alike.

Nagamaki: An Asian pole-weapon featuring a long sword blade mounted on a handle of roughly equal length, offering leverage and slashing power in two-handed stance.

Naginata: A traditional polearm consisting of a curved, single-edged blade on a long wooden shaft. It functions as a reach weapon (10 feet) designed to sweep down infantry and cavalry.

Scimitar, Great: An oversized two-handed scimitar used by desert warriors. Its long sweeping blade retains the high critical threat range (18–20/x2) of smaller scimitars combined with two-handed leverage.

Scythe: A farming implement converted into a deadly polearm. Its inner-curved blade can be used to make trip attacks, and its deadly arch delivers huge critical strikes (x4 multiplier).

Wakizashi: A finely crafted Japanese short sword that forms the companion weapon to the katana in samurai tradition. It is built to high masterwork standards for precise thrusts and slashes.

Yari: A straight-bladed Japanese spear designed for thrusting maneuvers both in formation and single combat.

Exotic Weapons

Bolas: A set of weighted balls connected by cord used as a thrown ranged weapon. It is used primarily to make ranged trip attacks against targets up to Medium size.

Chakram: A flat, razor-sharp steel ring thrown with a spinning motion. It functions as a lethal thrown weapon that deals slashing damage at range.

Chain Scythe: A small sickle attached to a length of weighted chain. It can function as a double weapon or be swung at range to trip and disarm opponents.

Crossbow, Aquatic (Light & Heavy): Specially engineered crossbows utilizing waterproof strings and reinforced tension mechanisms that allow them to be fired underwater without suffering the standard range penalties for submerged missile weapons.

Eagle’s Claw: A light curved blade shaped like a raptor talon that fits over the hand, enabling quick slashing attacks and swift critical hits (18–20/x2).

Elven Thinblade & Courtblade: Graceful, finely balanced swords crafted by elven weaponsmiths. They allow wielders to utilize the Weapon Finesse feat to apply Dexterity modifiers to attack rolls, despite being larger weapons.

Fukimi-Bari: Small needle-like mouth darts held in the mouth and spit at close targets as a surprise or poisoned attack.

Gaff Hook: A sturdy metal hook mounted on a wooden handle used to haul in fish or grab rigging. In combat, it functions as a light piercing weapon capable of tripping foes.

Gnomish Quickstaff: A light, flexible double staff designed for quick defensive parries and disarming maneuvers.

Goutchuck: A mechanical slingshot frame designed to hurl frozen rocks, ice chunks, or metal shot with explosive force over long distances.

Greatbow & Composite Greatbow: Massive bows exceeding six feet in height, built for extraordinary power and long-range firing.

Hook Hand: A steel prosthetic hook affixed to a limb harness. Because it is bound directly to the arm, the wielder cannot be disarmed.

Icerazor: A flat, triangular blade forged from tempered steel or magical ice designed for chopping through frozen armor and icy hides.

Jitte: An iron rod featuring a single hooked guard near the hilt. It deals nonlethal bludgeoning damage and grants a +2 bonus on disarm attempts without exposing the wielder to counter-disarms.

Kama & Halfling Double Kama: Traditional sickle-like martial arts weapons that can be used to make trip attacks and allow monks to perform flurry of blows attacks.

Katana: The iconic masterwork single-edged sword of the samurai. It functions as a bastard sword: requiring exotic weapon proficiency to wield one-handed, or martial proficiency to wield two-handed.

Kawanaga: A grappling hook attached to a length of climbing rope. It functions as a reach weapon that can trip or entangle opponents from a distance.

Khopesh: An ancient sickle-sword with a heavy hook-shaped blade designed to pull away enemy shields or perform trip attacks.

Kusari-Gama: A sickle attached to a long chain with a iron weight on the end. It functions as a reach weapon and double weapon capable of tripping and disarming foes.

Kyoketsu-Shoge: A double-edged blade with a side hook attached to a long cord. It can be thrown, swung to trip, or used to entangle targets.

Lajatang: A double weapon featuring a crescent-shaped blade mounted at both ends of a central shaft, popular among exotic martial artists.

Nekode: Strap-on claw gloves equipped with iron spikes across the palm and fingers. In addition to dealing piercing damage, they grant a +2 circumstance bonus on Climb checks.

Net & Net Cutters: The net is a thrown ranged weapon designed to entangle foes. Net Cutters are specialized heavy shears designed to grant a +4 bonus on checks made to cut through ropes, bindings, and nets.

Ninja-To: A straight-bladed short sword optimized for quick drawing, concealed carry, and rapid close-quarters slashes.

Nunchaku: Two wooden or metal batons joined by a short rope or chain, utilized by monks and brawlers for rapid strikes and disarming techniques.

Razor Boomerang: A curved throwing weapon with razor-honed wooden or metallic edges that returns to a skilled thrower if it misses its target.

Ripper: A thick, heavy dagger-sword featuring deep serrations along its edge designed to tear through flesh, dealing x4 critical damage on a landed threat.

Sai: A triple-pronged metal truncheon used to block, trap, and disarm enemy weapons, granting a +2 bonus on disarm checks.

Sand Blaster: A hand-cranked funnel device that fires a cone of pressurized grit and coarse sand, dealing nonlethal area damage and blinding creatures caught in the spray.

Scorpion-Tail Whip: A barbed whip tipped with a venomous steel spike. Unlike a standard whip, it deals lethal damage regardless of the armor worn by the target.

Sugliin: A massive, clumsy primitive weapon constructed from heavy megafauna bones and antlers. Because of its extreme weight and awkward momentum, making a full attack with a Sugliin requires a full-round action unless the wielder possesses the Sugliin Mastery feat.

Three-Section Staff: Three wooden rods connected by iron rings. It provides extraordinary leverage, granting a +2 bonus on disarm attempts and functioning as a monk weapon.

Tonfa: Wooden side-handle batons held along the forearm. When wielded defensively, they provide a +1 shield bonus to the user’s Armor Class.

Whip: A long leather thong that grants a 15-foot reach. It can trip and disarm targets from range without provoking attacks of opportunity.

Similar Posts

Leave a Reply

Your email address will not be published. Required fields are marked *