Weapons
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Simple |
Melee Two-Handed |
Weapon Name |
Cost |
Damage (S) |
Damage (M) |
Critical |
Range |
Weight |
Type |
Greatclub |
5 gp |
1d8 |
1d10 |
x2 |
- |
8 lb. |
Bludgeoning |
Martial |
Melee Light |
Weapon Name |
Cost |
Damage (S) |
Damage (M) |
Critical |
Range |
Weight |
Type |
Kama |
2 gp |
1d4 |
1d6 |
x2 |
- |
2 lb. |
Slashing |
Nunchaku |
2 gp |
1d4 |
1d6 |
x2 |
- |
2 lb. |
Bludgeoning |
Sai |
1 gp |
1d3 |
1d4 |
x2 |
10 ft. |
1 lb. |
Bludgeoning |
Siangham |
3 gp |
1d4 |
1d6 |
x2 |
- |
1 lb. |
Piercing |
Melee Two-Handed |
Weapon Name |
Cost |
Damage (S) |
Damage (M) |
Critical |
Range |
Weight |
Type |
Greathammer |
40 gp |
1d10 |
1d12 |
x3 |
- |
10 lb. |
Bludgeoning |
Greatpick |
30 gp |
1d8 |
1d10 |
x4 |
- |
12 lb. |
Piercing |
Ranged |
Weapon Name |
Cost |
Damage (S) |
Damage (M) |
Critical |
Range |
Weight |
Type |
Great Crossbow, Heavy |
100 gp |
1d10 |
1d12 |
19-20/x2 |
130 ft. |
12 lb. |
Piercing |
Great Crossbow, Light |
70 gp |
1d8 |
1d10 |
19-20/x2 |
90 ft. |
6 lb. |
Piercing |
Shuriken (5) |
1 gp |
1 |
1d2 |
x2 |
10 ft. |
.5 lb. |
Piercing |
Exotic |
Melee One-Handed |
Weapon Name |
Cost |
Damage (S) |
Damage (M) |
Critical |
Range |
Weight |
Type |
Bastard Axe |
30 gp |
1d8 |
1d10 |
x3 |
- |
8 lb. |
Slashing |
Bastard Hammer |
30 gp |
1d8 |
1d10 |
x3 |
- |
8 lb. |
Bludgeoning |
Bastard Pick |
20 gp |
1d6 |
1d8 |
x4 |
- |
9 lb. |
Piercing |
Bastard Scimitar |
35 gp |
1d6 |
1d8 |
18-20/x2 |
- |
6 lb. |
Slashing |
Dagger Hilted Sword |
35 gp |
1d6 |
1d8 |
19-20/x2 |
- |
5 lb. |
Slashing |
Long Rapier |
45 gp |
1d6 |
1d8 |
18-20/x2 |
- |
3 lb. |
Piercing |
Melee Two-Handed |
Weapon Name |
Cost |
Damage (S) |
Damage (M) |
Critical |
Range |
Weight |
Type |
Double Axe |
60 gp |
1d6/1d6 |
1d8/1d8 |
x3 |
- |
15 lb. |
Slashing |
Double Hammer |
70 gp |
1d6/1d6 |
1d8/1d8 |
x3 |
- |
13 lb. |
Bludgeoning |
Grim Scythe |
40 gp |
1d8 |
1d10 |
x4 |
- |
15 lb. |
Piercing or Slashing |
Hooked Hammer |
20 gp |
1d6/1d4 |
1d8/1d6 |
x3/x4 |
- |
6 lb. |
Bludgeoning |
Knight’s Lance |
20 gp |
1d8 |
1d10 |
x3 |
- |
15 lb. |
Piercing |
Massive Axe |
45 gp |
1d12 |
2d8 |
x3 |
- |
18 lb. |
Slashing |
Massive Flail |
40 gp |
1d10 |
1d12 |
19-20/x2 |
- |
15 lb. |
Bludgeoning |
Massive Hammer |
80 gp |
1d12 |
2d8 |
x3 |
- |
15 lb. |
Bludgeoning |
Massive Pick |
60 gp. |
1d10 |
1d12 |
x4 |
- |
18 lb. |
Piercing |
Massive Scimitar |
150 gp |
1d10 |
2d6 |
18-20/x2 |
- |
12 lb. |
Slashing |
Massive Sword |
100 gp |
2d6 |
2d8 |
19-20/x2 |
- |
15 lb. |
Slashing |
Urgrosh |
50 gp |
1d6/1d4 |
1d8/1d6 |
x3 |
- |
12 lb. |
Piercing or Slashing |
Ranged |
Weapon Name |
Cost |
Damage (S) |
Damage (M) |
Critical |
Range |
Weight |
Type |
Grand Bow |
200 gp |
1d8 |
1d10 |
x3 |
120 ft. |
3 lb. |
Piercing |
Grand Crossbow, Heavy |
200 gp |
1d12 |
2d8 |
19-20/x2 |
140 ft. |
18 lb. |
Piercing |
Grand Crossbow, Light |
140 gp |
1d10 |
1d12 |
19-20/x2 |
100 ft. |
9 lb. |
Piercing |
Bastard Axe
This axe is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard axe two-handed as a martial weapon. Note that this weapon is identical to the dwarven waraxe found in core rulebook I. This weapon was simply renamed to allow for use in games without dwarves, or games where there are no racial weapons.
Bastard Hammer
This hammer is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard hammer two-handed as a martial weapon.
Bastard Pick
This pick is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard pick two-handed as a martial weapon.
Bastard Scimitar
This scimitar is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard scimitar two-handed as a martial weapon.
Dagger Hilted Sword
This weapon appears similar to a longsword but it has a dagger-like blade extending from the end of the handle. When using the full-attack action the wielder may make an extra attack at his highest base attack bonus with the dagger end of the weapon. This extra attack suffers a -2 penalty to the attack roll and the wielder does not get his Strength bonus to damage. The dagger's damage is 1d4 (1d3 if sized for a small creature), critical 19-20/x2. Magic and masterwork enhancements must be applied to each end separately. If two dagger hilted swords are wielded at the same time then the wielder gains one extra attack for each dagger end. For an extra 30 gp this weapon can be designed such that the dagger blade is hidden within the handle and springs into position when a button or switch is activated (as a free action). Sheathing the dagger is a move action that provokes an attack of opportunity. With the dagger end sheathed the weapon functions as a normal longsword.
Double Axe
A 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. Note that this weapon is identical to the orc double axe found in core rulebook I. This weapon was simply renamed to allow for use in games without orcs, or games where there are no racial weapons.
Double Hammer
A double 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.
Grand Bow
You need two hands to use a bow regardless of its size. You can use a grand bow while mounted. All grand 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 grand bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default grand bow requires a Strength modifier of +0 or higher to use with proficiency. A grand bow 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.
Grand 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.
Grand 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.
Great 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.
Great 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.
Greatclub
Note that this weapon is identical to the greatclub found in core rulebook I, and has simply been changed to a simple weapon instead of a martial weapon.
Greathammer
The greathammer is a large two-handed weapon, capable of delivering crushing blows.
Greatpick
The greatpick is a large two-handed weapon, capable of delivering deadly blows.
Grim Scythe
This scythe is so large that it is hard to wield even with two hands; thus, it is an exotic weapon. A grim scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the grim scythe to avoid being tripped.
Hooked Hammer
A 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 x3). Its hook is a piercing weapon that deals 1d4 points of damage (crit x4). 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 hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the hooked hammer to avoid being tripped. Note that this weapon is identical to the gnome hooked hammer found in core rulebook I. This weapon was simply renamed to allow for use in games without gnomes, or games where there are no racial weapons.
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. Note that this weapon is identical to the kama found in core rulebook I, and has simply been changed to a martial weapon instead of an exotic weapon.
Knight’s Lance
The knight's 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 knight's lance with one hand.
Long Rapier
This rapier is too large to use in one hand without special training; thus, it is an exotic weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a long rapier sized for you, even though it isn’t a light weapon for you. You can’t wield a long rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.
Massive Axe
This axe is so large that it is hard to wield even with two hands; thus, it is an exotic weapon.
Massive Flail
This flail is so large that it is hard to wield even with two hands; thus, it is an exotic weapon. With this 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.
Massive Hammer
This hammer is so large that it is hard to wield even with two hands; thus, it is an exotic weapon.
Massive Pick
This pick is so large that it is hard to wield even with two hands; thus, it is an exotic weapon.
Massive Scimitar
This scimitar is so large that it is hard to wield even with two hands; thus, it is an exotic weapon.
Massive Sword
This sword is so large that it is hard to wield even with two hands; thus, it is an exotic weapon.
Nunchaku
The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). Note that this weapon is identical to the nunchaku found in core rulebook I, and has simply been changed to a martial weapon instead of an exotic weapon.
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. Note that this weapon is identical to the sai found in core rulebook I, and has simply been changed to a martial weapon instead of an exotic weapon.
Shuriken (5)
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. Note that this weapon is identical to the shuriken found in core rulebook I, and has simply been changed to a martial weapon instead of an exotic weapon. Shuriken can take the form of throwing daggers instead of throwing stars.
Siangham
The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options. Note that this weapon is identical to the siangham found in core rulebook I, and has simply been changed to a martial weapon instead of an exotic weapon.
Urgrosh
An 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 an 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. Note that this weapon is identical to the dwarven urgrosh found in core rulebook I. This weapon was simply renamed to allow for use in games without dwarves, or games where there are no racial weapons.