Weapons

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, rogue, 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 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.
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.

Weapon Size: Tiny (T), Small (S), Medium-Size (M), and Large (L) Weapons
The size of a weapon compared to a character's size determines whether for the character the weapon is light, one-handed, two-handed, or too large to use.

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: If the weapon's size category is smaller than the character's, then the weapon is considered light for that character. 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.
One-Handed: If the weapon's size category is the same as a character's, then the weapon is one-handed for that character. 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 1/2 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 1-1/2 times the character’s Strength bonus to damage rolls.
Two-Handed: If the weapon's size category is one step larger than a character's, then the weapon is two-handed for that character. Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.
A character can use a two-handed projectile weapon (such as a bow or a crossbow) effectively in two hands. If the character has a penalty for low Strength, apply it to damage rolls when you use a bow or a sling. Add no Strength bonus to damage with a projectile weapon unless the weapon is a mighty composite shortbow or longbow.
Too Large to Use: If the weapon's size category is two or more steps larger than a character's own, the weapon is too large for the character to use.
Unarmed Strikes: An unarmed strike is two size categories smaller than the character using it.

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 Familiarity

A character is familiar with a weapon if they have proficiency with that weapon, and the weapon is found in the characters home region (if human) or race. If the character is proficient with the weapon, but it is not listed under their region or race, then they have –1 to attacks with that weapon. If they are not proficient with the weapon they have the standard –4 penalty, regardless of whether or not it is listed under their region or race.

Gaining Familiarity: A character can gain familiarity with a weapon by training with it, as long as they have access to the weapon and proficiency with it. Each day spent training, make a check modified by the characters intelligence and BAB. If they have 5 or more ranks in Knowledge (Warfare) they receive a +2 on the check. The DC is 15 for simple weapons and 20 for martial weapons and exotic weapons. The character can engage in other activities while training for familiarity

Weapon Qualities

Here is the format for weapon entries (given as column headings on table below).
Size: This entry is the weapon's size; Tiny (T), Small (S), Medium-Size (M), and Large (L)
Cost: This value is the weapon’s cost in Marks (s) or Pence (d). The cost includes miscellaneous gear that goes with the weapon.
Damage: The Damage columns give the damage dealt by the weapon on a successful hit. 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.
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.
x2: The weapon deals double damage on a critical hit.
x3: The weapon deals triple damage on a critical hit.
x3/x4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.
x4: The weapon deals quadruple damage on a critical hit.
19–20/x2: 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/x2: 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 the weapon.
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.

Regional Availabilty

A vast number of weapons can be found in Europa and the surrounding lands. The following table lists weapons by region and race. In many cases the name of a weapon is followed by another name in [ ]. This is the equivalent weapon, and used when determining the properties of the weapon

Britannia
  Albion
  Cymru
  Kingdom of Caledonia
Britannia
  Caledonian Highlands
  Hybernia
Eastern Empire Finmark
Francesca [Axe, throwing] (8s)
Pole Axe [Bardiche] (12s)
Battleaxe (10s)
Britannic Longbow (10s)
Club (-)
Crossbow, heavy (50s)
Crossbow, light (35s)
Dagger (2s)
Dirk [Dagger] (Caledonia) (2s)
Fauchard (6s)
Flail (8s)
Flail, heavy (15s)
Bill [Glaive] (8s)
Greatclub (5s)
Bill Hook [Guisarme] (20s)
Hammer, light (1s)
Handaxe (6s)
Knife (1s)
Lance, heavy (10s)
Lance, light (8s)
Lightstaff (-)
Longbow (75s)
Longsword (15s)
Mace, heavy (12s)
Mace, light (5s)
Maul (20s)
Military Fork [Longspear] (6s)
Morningstar (8s)
Net (20s)
Bec de Corbin [Pick, great](20s)
Pick, heavy (8s)
Pick, light (4s)
Quarterstaff (-)
Partisan [Ransuer] (10s)
Rapier (Kingdom of Caledonia) (20s)
Sap (1s)
Scythe (18s)
Shortbow (30s)
Shortspear (1s)
Sickle (6s)
Sling (-)
Spear (2s)
Sword, bastard (35s)
Sword, short (10s)
Warhammer (12s)
Weapon Breaker (Kingdom of Caledonia) (20s)
Whip (1s)
Axe, throwing (8s)
Battleaxe (10s)
Club (-)
Crossbow, light (35s)
Dagger (2s)
Dirk [Dagger] (Caledonia) (2s)
Dart (5d)
Greatclub (5s)
Lochaber Axe [Guisarme] (Caledonia) (12s)
Hammer, light (1s)
Handaxe (6s)
Javelin (1s)
Knife (1s)
Lightstaff (-)
Longbow (75s)
Longspear (5s)
Longsword (15s)
Morningstar (8s)
Net (20s)
Quarterstaff (-)
Scythe (18s)
Shortbow (30s)
Shortspear (1s)
Sickle (6s)
Sling (-)
Spear (2s)
Claymore [Sword, bastard] (Caledonia) (35s)
Sword, short (10s)
Whip (1s)
Axe, throwing (8s)
Battleaxe (10s)
Club (-)
Crossbow, light (35s)
Dagger (2s)
Dart (5d)
Flail (8s)
Flail, heavy (15s)
Greataxe (20s)
Greatclub (5s)
Handaxe (6s)
Javelin (1s)
Knife (1s)
Lance, heavy (10s)
Lance, light (8s)
Lightstaff (-)
Longbow, composite (100s)
Longsword (15s)
Longspear (5s)
Mace, heavy (12s)
Mace, light (5s)
Maul (20s)
Morningstar (8s)
Net (20s)
Pilum (Rome) (10s)
Quarterstaff (-)
Sap (1s)
Saber [Scimitar] (15s)
Scythe (18s)
Shortbow (30s)
Shortbow, composite (75s)
Shortspear (1s)
Sickle (6s)
Sling (-)
Spear (2s)
Sword, bastard (35s)
Sword, short (10s)
Gladius [Sword, short] (Rome) (10s)
Drusus [Sword, short - Masterwork] (Rome) (310s )
Warsling (1s)
Whip (1s)
Axe, throwing (8s)
Battleaxe (10s)
Club (-)
Crossbow, light (35s)
Dagger (2s)
Dart (5d)
Greataxe (20s)
Greatclub (5s)
Hammer, light (1s)
Handaxe (6s)
Javelin (1s)
Knife (1s)
Lightstaff (-)
Longbow (75s)
Longsword (15s)
Morningstar (8s)
Net (20s)
Quarterstaff (-)
Sap (1s)
Scythe (18s)
Shortbow (30s)
Shortspear (1s)
Sickle (6s)
Sling (-)
Spear (2s)
Sword, short (10s)
Warhammer (12s)
Whip (1s)
Galia Iberia Levant Magyaria & Rumania
Francesca [Axe, throwing] (8s)
Volgue [Bardiche] (12s)
Battleaxe (10s)
Club (-)
Crossbow, heavy (50s)
Crossbow, light (35s)
Dagger (2s)
Fauchard (6s)
Flail (8s)
Flail, heavy (15s)
Glaive (8s)
Greatclub (5s)
Guisarme (20s)
Hammer, light (1s)
Handaxe (6s)
Knife (1s)
Lance, heavy (10s)
Lance, light (8s)
Lightstaff (-)
Longbow (75s)
Longsword (15s)
Mace, heavy (12s)
Mace, light (5s)
Maul (20s)
Military Fork [Longspear] (6s)
Morningstar (8s)
Net (20s)
Bec de Corbin [Pick, great](20s)
Pick, heavy (8s)
Pick, light (4s)
Quarterstaff (-)
Ransuer (10s)
Rapier (major city) (20s)
Sap (1s)
Scythe (18s)
Shortbow (30s)
Shortspear (1s)
Sickle (6s)
Sling (-)
Spear (2s)
Sword, bastard (35s)
Flamberge [Sword, bastard - Masterwork] (335s)
Sword, short (10s)
Warhammer (12s)
Weapon Breaker (Kingdom of Caledonia) (20s)
Whip (1s)
Francisca [Axe, throwing] (8s)
Battleaxe (10s)
Club (-)
Crossbow, heavy (50s)
Crossbow, light (35s)
Dagger (2s)
Dart (5d)
Fauchard (6s)
Flail (8s)
Flail, heavy (15s)
Glaive (8s)
Greatclub (5s)
Guisarme (20s)
Handaxe (6s)
Javelin (1s)
Knife (1s)
Lance, heavy (10s)
Lance, light (8s)
Lightstaff (-)
Longsword (15s)
Mace, heavy (12s)
Mace, light (5s)
Maul (20s)
Military Fork [Longspear] (6s)
Morningstar (8s)
Net (20s)
Pick, heavy (8s)
Pick, light (4s)
Quarterstaff (-)
Rapier (Portugal) (20s)
Sap (1s)
Scimitar (15s)
Scythe (18s)
Shortbow (30s)
Shortspear (1s)
Sickle (6s)
Sling (-)
Spear (2s)
Sword, bastard (35s)
Sword, short (10s)
Whip (1s)
Battleaxe (10s)
Chain, spiked (25s)
Club (-)
Crossbow, light (35s)
Jambiya [Dagger] (2s)
Dart (5d)
Flail (8s)
Flail, heavy (15s)
Greataxe (20s)
Greatclub (5s)
Handaxe (6s)
Javelin (1s)
Knife (1s)
Lance, heavy (10s)
Lance, light (8s)
Lightstaff (-)
Longbow, composite (100s)
Longspear (5s)
Mace, heavy (12s)
Mace, light (5s)
Maul (20s)
Net (20s)
Quarterstaff (-)
Sap (1s)
Scimitar (15s)
Scimitar, great (75s)
Scythe (18s)
Shortbow (30s)
Shortbow, composite (75s)
Shortspear (1s)
Sickle (6s)
Sling (-)
Spear (2s)
Sword, short (10s)
Warsling (1s)
Whip (1s)
Axe, throwing (8s)
Bardiche (12s)
Battleaxe (10s)
Club (-)
Crossbow, heavy (50s)
Crossbow, light (35s)
Dagger (2s)
Dart (5d)
Flail (8s)
Flail, heavy (15s)
Greatclub (5s)
Handaxe (6s)
Javelin (1s)
Knife (1s)
Lance, heavy (10s)
Lance, light (8s)
Lightstaff (-)
Longsword (15s)
Mace, heavy (12s)
Mace, light (5s)
Maul (20s)
Morningstar (8s)
Morningstar, great (18s)
Quarterstaff (-)
Sap (1s)
Saber [Scimitar] (15s)
Scythe (18s)
Shortbow (30s)
Shortbow, composite (75s)
Shortspear (1s)
Sickle (6s)
Sling (-)
Spear (2s)
Sword, short (10s)
Whip (1s)
Norseland Polish-Lithuanian Empire Principalities of Rus Western Empire
Francesca [Axe, throwing] (8s)
Battleaxe (10s)
Club (-)
Dagger (2s)
Dart (5d)
Greataxe (20s)
Greatclub (5s)
Hammer, light (1s)
Handaxe (6s)
Javelin (1s)
Knife (1s)
Lightstaff (-)
Longbow (75s)
Longsword (15s)
Morningstar (8s)
Morningstar, great (18s)
Net (20s)
Quarterstaff (-)
Sap (1s)
Scythe (18s)
Shortbow (30s)
Shortspear (1s)
Sickle (6s)
Sling (-)
Spear (2s)
Sword, short (10s)
Warhammer (12s)
Whip (1s)
Axe, throwing (8s)
Berdysh [Bardiche] (12s)
Battleaxe (10s)
Club (-)
Crossbow, light (35s)
Dagger (2s)
Dart (5d)
Fauchard (6s)
Flail (8s)
Flail, heavy (15s)
Glaive (8s)
Greataxe (20s)
Greatclub (5s)
Hammer, light (1s)
Handaxe (6s)
Javelin (1s)
Knife (1s)
Lance, heavy (10s)
Lance, light (8s)
Lightstaff (-)
Longsword (15s)
Mace, heavy (12s)
Mace, light (5s)
Maul (20s)
Military Fork [Longspear] (6s)
Morningstar (8s)
Pick, great (20s)
Pick, heavy (8s)
Pick, light (4s)
Quarterstaff (-)
Sap (1s)
Saber [Scimitar] (15s)
Scythe (18s)
Shortbow (30s)
Shortbow, composite (75s)
Shortspear (1s)
Sickle (6s)
Sling (-)
Spear (2s)
Warhammer (12s)
Whip (1s)
Axe, throwing (8s)
Berdysh [Bardiche] (12s)
Battleaxe (10s)
Chain, spiked (25s)
Club (-)
Crossbow, light (35s)
Dagger (2s)
Flail (8s)
Flail, heavy (15s)
Greatclub (5s)
Hammer, light (1s)
Handaxe (6s)
Knife (1s)
Lance, heavy (10s)
Lance, light (8s)
Lightstaff (-)
Longsword (15s)
Mace, heavy (12s)
Mace, light (5s)
Maul (20s)
Morningstar (8s)
Morningstar, great (18s)
Oslopi [Quarterstaff] (-)
Chekan [Pick, heavy] (8s)
Quarterstaff (-)
Sap (1s)
Saber [Scimitar] (15s)
Scimitar, great (75s)
Scythe (18s)
Shortbow (30s)
Shortbow, composite (75s)
Sulista [Shortspear] (1s)
Shortspear (1s)
Sickle (6s)
Sling (-)
Spear (2s)
Whip (1s)
Arquebus (110s)
Francisca [Axe, throwing] (8s)
Battleaxe (10s)
Club (-)
Crossbow, heavy (50s)
Crossbow, light (35s)
Dagger (2s)
Dart (5d)
Fauchard (6s)
Flail (8s)
Flail, heavy (15s)
Glaive (8s)
Greataxe (20s)
Greatclub (5s)
Zweihander [Sword, great] (50s)
Scorpian [Guisarme] (20s)
Halberd (10s)
Halberd, great (25s)
Hammer, light (1s)
Handaxe (6s)
Javelin (1s)
Knife (1s)
Lance, heavy (10s)
Lance, light (8s)
Lightstaff (-)
Longsword (15s)
Mace, heavy (12s)
Mace, light (5s)
Maul (20s)
Military Fork [Longspear] (6s)
Godentag [Morningstar] (8s)
Morningstar, great (18s)
Net (20s)
Lucerne Hammer [Pick, great] (20s)
Pick, heavy (8s)
Pick, light (4s)
Pike (Cantons) (16s)
Quarterstaff (-)
Bohemian Ear Spoon [Ransuer] (10s)
Rapier (major city) (20s)
Sap (1s)
Saber [Scimitar] (15s)
Scythe (18s)
Shortbow (30s)
Shortspear (1s)
Sickle (6s)
Sling (-)
Spear (2s)
Sword, bastard (35s)
Sword, short (10s)
Warhammer (12s)
Weapon Breaker (20s)
Whip (1s)
Elf, High & Grey Elf, Wild Gnome Dwarf
Dagger (2s)
Dart (5d)
Javelin (1s)
Knife (1s)
Lance, heavy (10s)
Lance, light (8s)
Lightstaff (-)
Longbow (75s)
Longspear (5s)
Longsword (15s)
Mace, heavy (12s)
Mace, light (5s)
Net (20s)
Quarterstaff (-)
Sap (1s)
Shortbow (30s)
Shortspear (1s)
Sickle (6s)
Sling (-)
Spear (2s)
Sword, bastard (35s)
Sword, short (10s)
Sword, two bladed (100s)
Whip (1s)
Axe, throwing (8s)
Club (-)
Dagger (2s)
Dart (5d)
Greatclub (5s)
Handaxe (6s)
Javelin (1s)
Knife (1s)
Lightstaff (-)
Longbow (75s)
Longbow, composite (Plains) (100s)
Longsword (15s)
Morningstar (8s)
Net (20s)
Quarterstaff (-)
Sap (1s)
Shortbow (30s)
Shortspear (1s)
Sickle (6s)
Sling (-)
Spear (2s)
Sword, short (10s)
Whip (1s)
Arquebus (110s)
Axe, throwing (8s)
Blunderbuss, gnome (130s)
Club (-)
Crossbow, heavy (50s)
Crossbow, light (35s)
Dagger (2s)
Dart (5d)
Flail (8s)
Hammer, gnome hooked (20s)
Hammer, light (1s)
Handaxe (6s)
Javelin (1s)
Knife (1s)
Lance, light (8s)
Lightstaff (-)
Longsword (15s)
Mace, heavy (12s)
Mace, light (5s)
Net (20s)
Pick, heavy (8s)
Pick, light (4s)
Pistol, gnome (120s)
Quarterstaff (-)
Sap (1s)
Shortbow (30s)
Sickle (6s)
Sling (-)
Short Spear (2s)
Spear (2s)
Sword, short (10s)
Arquebus (Doundilnoar, Godamor) (110s )
Axe, throwing (8s)
Battleaxe (10s)
Club (-)
Crossbow, heavy (50s)
Crossbow, light (35s)
Dagger (2s)
Dart (5d)
Flail (8s)
Flail, heavy (15s)
Greataxe (20s)
Greatclub (5s)
Halberd (Doundilnoar, Godamor) (10s)
Hammer, light (1s)
Handaxe (6s)
Javelin (1s)
Knife (1s)
Lightstaff (-)
Longsword (15s)
Mace, heavy (12s)
Mace, light (5s)
Mancatcher (Sundered) (20s)
Maul (20s)
Military Fork [Longspear] (6s)
Morningstar (8s)
Pick, great (20s)
Pick, heavy (8s)
Pick, light (4s)
Sap (1s)
Sling (-)
Spear (2s)
Sword, bastard (35s)
Sword, short (10s)
Urgrosh (50s)
Waraxe (30s)
Warhammer (12s)
Warsling (1s)

Weapon Descriptions

Weapon Name Size Cost Damage Critical Range Increment Weight Type
Simple Weapons - Melee
Club M   1d6 *2 10 ft 3 lb B
Dagger T 2s 1d4 19-20/*2 10 ft 1 lb P/S
Dagger, punching T 2s 1d4 *3   1 lb P
Gauntlet T 2s 1d3 *2   1 lb B
Gauntlet, spiked T 5s 1d4 *2   1 lb P
Knife T 1s 1d4 *2 5 ft 1 lb S
Lightstaff M   1d4/1d4 *2   2 lb B
Longspear L 5s 1d8 *3   9 lb P
Mace, heavy M 12s 1d8 *2   8 lb B
Mace, light S 5s 1d6 *2   4 lb B
Maul L 10s 1d12 *2   18 lb B
Morningstar M 8s 1d8 *2   6 lb B/P
Morningstar, greatW L 10s 1d12 *2   18 lb B/P
Quarterstaff L   1d6/1d6 *2   4 lb B
Shortspear M 1s 1d6 *2 20 ft 3 lb P
Sickle S 6s 1d6 *2   2 lb S
Spear L 2s 1d8 *3 20 ft 6 lb P
Simple Weapons - Ranged
Crossbow, heavy M 50s 1d10 19-20/*2 120 ft 8 lb P
Bolts (10)   1s       1 lb  
Crossbow, light M 35s 1d8 19-20/*2 80 ft 4 lb P
Bolts (10)   1s       1 lb  
Dart T 5d 1d4 *2 20 ft 1/2 lb P
Javelin M 1s 1d6 *2 30 ft 2 lb P
Sling S         0 lb B
Bullet (10)W   1d 1d4 *2 50 ft 5 lb  
Stone (10)     1d3 *2 40 ft 3 lb  
Warsling M 1s       1/2 lb B
Bullet (10)W   5d 1d6 *2 60 ft 8 lb  
Stone (10)     1d4 *2 50 ft 4 lb  
Martial Weapons - Melee
Axe, throwing S 8s 1d6 *2 10 ft 4 lb S
BardicheR, W L 12s 2d4 *3   18 lb S
Battle Axe M 10s 1d8 *3   7 lb S
FlailP S 8s 1d8 *2   5 lb B/P
Flail, heavyP L 15s 1d10 *2   20 lb B/P
GlaiveR L 8s 1d10 *3   15 lb S
Great Axe L 20s 1d12 *3   20 lb S
Great Club L 5s 1d10 *2   10 lb B
Greatsword L 50s 2d6 19-20/*2   15 lb S
Great Scimitar L 50s 2d4 18-20/*2   16 lb S
GuisarmeP,R L 9s 2d4 *3   15 lb S
Hand Axe S 6s 1d6 *3   5 lb S
HalberdP L 10s 1d10 *3   12 lb S/P
Hammer, light S 2s 1d4 *2 20 ft 2 lb B
Lance, lightP S 6s 1d6 *3   5 lb P
Lance, heavyP,R M 10s 1d8 *3   10 lb P
Longsword M 15s 1d8 19-20/*2   4 lb S
Pick, greatW L 30s 1d8 *4   16 lb P
Pick, heavyW M 8s 1d6 *4   6 lb P
Pick, lightW S 4s 1d4 *4   4 lb P
RansuerP,R L 10s 2d4 *3   15 lb P
RapierP M 20s 1d6 18-20/*2   3 lb P
Sap S 1s 1d6* *2   4 lb B
Scimitar/Saber M 15s 1d6 18-20/*2   16 lb S
ScytheP L 18s 2d4 *4   12 lb S
Short Sword S 10s 1d6 19-20/*2   3 lb P
TridentP M 15s 1d8 *2 10 ft 5 lb P
Warhammer M 12s 1d8 *3   8 lb B
WeaponbreakerS S 10s (1d12) (*3)   2 lb  
Martial Weapons - Ranged
LongbowP L 75s       3 lb  
Arrows (20)   2s 1d8 *3 100 ft 3 lb P
Longbow, compositeP L 100s       3 lb  
Arrows (20)   2s 1d8 *3 110 ft 3 lb P
Short BowP M 30s       2 lb  
Arrows (20)   2s 1d6 *3 60 ft 3 lb P
Short Bow, compositeP M 75s       2 lb  
Arrows (20)   1s 1d6 *3 70 ft 3 lb P
Exotic Weapons - Melee
Axe, Orc doubleP,D L 60s 1d8/1d8 *3   25 lb S
Chain, spikedP L 25s 2d4 *2   15 lb P
Dire FlailP,D L 90s 1d8/1d8 *2   20 lb B/P
Halberd, greatS,R,W L 20s 1d10 *3   16 lb S/P
Hammer, Gnome hookedP,D M 20s 1d6/1d4 *3/*4   6 lb B/P
MancatcherS L 30s 1d2     8 lb  
Sword, bastardW,P M 35s 1d10 19-20/*2   10 lb S
Sword, two bladedD L 100s 1d8/1d8 19-20/*2   30 lb S
Urgrosh, dwarvenD L 50s 1d8/1d6 *3   15 lb S/P
Waraxe, dwarvenP,W M 30s 1d10 *3   15 lb S
Exotic Weapons - Ranged
ArquebusS M 110s       10 lb  
Bullets (10)   1d 1d10 *3 60 ft 8 lb P
Blunderbuss, gnomeS M 130s 1d8 *2 30 ft 8 lb P
BolasP S 5s 1d4 *2 10 ft 2 lb B
Britannic Longbow L 110s       4 lb  
Arrows, Clothyard (10)   3s 1d10 *3 120 ft 4 lb P
Crossbow, handP S 100s 1d4 19-20/*2 30 ft 2 lb P
Pistol, gnomeS S 120s       3 lb  
Bullets (10)   1d 1d8 *3 20 ft 5 lb P
NetP M 20s     10 ft max 10 lb  
Whip S 2s 1d2 *2 15 ft max 2 lb P
D This is a double weapon
P See description for special rules for this weapon
R This is a reach weapon
S See description for special rules for this weapon
W This weapon has an attack bonus vs. armored opponents when used with the Weapon vs. Armor feat
* This weapon deals non-lethal damage

Arquebus: This new and rare weapon shoots a metal ball by exploding a mysterious alchemical substance sometimes called fire powder. While highly effective against armored opponents, it is slow firing, and has a tendency to misfire, even explode. In its first range increment it receives a +4 to attack vs. opponents wearing armor, using a shield, or who have natural armor, unless the total bonus to AC from armor and shield is less then 4, in which case these are ignored and the attack is treated as a ranged touch attack. This bonus falls to +2 in its second range increment, and no bonus is received at greater range increments. To reload an arquebus takes 4 full rounds, unless the user has the Rapid Reload feat, in which case it takes 3 full rounds. On a natural 3 or less the weapon misfires. On a misfire there is a 60% that the weapon cannot fire again until it is cleaned, which will take 10 minutes (60 rounds), there is a 30% chance that the weapon does not fire, but will fire in 1d6 rounds (a “hangfire”) and a 10% chance that the weapon explodes, inflicting 2d6 damage to the wielder and 1d6 to all adjacent creatures, reflex save for half damage. To fire the weapon requires the right bullets and fire powder. One dose of fire powder is good for 8 shots.
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 x2). 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.
Bardiche: A huge cleaver type blade mounted on a long pole. Variations of this weapon are used throughout Europa; This weapon adds 5 feet to the reach of the wielder (to 10 feet for a medium wielder), but cannot be used to attack adjacent foes, and receives a bonus to attack armored opponents when used with the Weapon versus Armor feat.
Blunderbuss, gnome: An exotic “fire powder” weapon that fires a spray of metal bits and pieces. This weapon takes 3 full round actions to reload, 2 if the wielder has the rapid reload feat. Because it fires a spray of material, two attacks are made against a single target that is in its first range increment, or two separate attacks are made against adjacent targets in its second or third range increments. In its first range increment it receives a +3 to attack vs. opponents wearing armor, using a shield, or who have natural armor, unless the total bonus to AC from armor and shield is less then 3, in which case these are ignored and the attack is treated as a ranged touch attack. This bonus falls to +1 in its second range increment, and no bonus is received at greater range increments. On a natural 2 or less the weapon misfires. On a misfire there is a 60% that the weapon cannot fire again until it is cleaned, which will take 10 minutes (60 rounds), there is a 30% chance that the weapon does not fire, but will fire in 1d6 rounds (a “hangfire”) and a 10% chance that the weapon explodes, inflicting 2d6 damage to the wielder and 1d6 to all adjacent creatures, reflex save for half damage. Gnomes proficient with martial weapons are also proficient with the gnome blunderbuss. To fire the blunderbuss requires some bits of metal, such as nails, and fire powder. One dose of fire powder is good for 8 shots.
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 x2). 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.
Britannic Longbow: This great bow of yew wood is difficult to use, but does greater damage and has a longer range than normal bows in the hands of a trained user. Otherwise it is similar to the composite longbow and, like that bow, can be made to do extra damage for high strength wielders.
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.
Fauchard: A peasants sickle mounted on a long pole, the fauchard adds 5 feet to the reach of the wielder (to 10 feet for a medium wielder) but cannot be used to attack adjacent foes. It can be used to make trip attacks. If the wielder is tripped on the trip attack, the fauchard can be dropped 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.
Great Halberd: A pole arm with a heavy axe blade, spear like pointed blade, and a smaller hooked blade, the great halberd is normally about 12' in length. This adds 5 feet to the reach of the wielder (to 10 feet for a medium wielder), but the Great Halberd cannot be used to attack adjacent opponents. Like a normal halberd, a ready action can be used to set the weapon against a charge, dealing double damage on a successful hit against a charging character. It can also be used to make trip attacks. If the wielder is tripped on the trip attack, the great halberd can be dropped to avoid being tripped. The weapon also provides a bonus to attack armored opponents when used with the Weapon versus Armor feat. Its length makes the great halberd more difficult to use then a normal halberd.
Morningstar, great: A maul with a spiked head.
Pick, great: A large weapon designed to penetrate armor. There are a number of variations of the great pick, from the elegant Bec de Corbin or Bec de Falcon, preferred by the human aristocracy, to a weapon that looks like an oversized miner’s pick, popular with orcs trying to penetrate the thick armor and thicker heads of their Dwarven opponents. The weapon provides a bonus to attack armored opponents when used with the Weapon versus Armor feat.
Great Scimitar: A huge version of the scimitar, normally used two handed, palace guards generally carry this, and is primarily a ceremonial weapon used in The Levant. This is also a favorite weapon of desert giants and genies, though the later have little need for weapons.
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 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 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.
Knife: The everyday tool, this can be, and often is, used as a weapon. Smaller knives may only do 1d2 points of damage, whereas larger ones may do 1d6.
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.
Lightstaff: Smaller than the quarterstaff, this can be used as a double weapon by a gnome or other small wielder, or as a standard weapon by someone needing to use their walking stick as a weapon.
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 s 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.
Mancatcher: This unusual weapon is used to trap a small or medium sized opponent. It consists of a pole, with a pair of pincers on the end that can be snapped shut on an opponent. It is a reach weapon: it adds 5 feet to the reach of the wielder (to 10 feet for a medium wielder), but cannot be used to attack adjacent foes. If the wielder hits on a touch attack, then the target must make a reflex save-DC 20-or be caught. The trapped creature takes 1d3 of damage each round, and looses its dexterity and any dodge bonuses to AC. The wielder can attempt to trip someone trapped. If the wielder is tripped on the trip attack, the mancatcher can be dropped to avoid being tripped. A trapped creature still has free use of its arms, and can attack adjacent foes. They can attempt to escape with a DC 20 Escape Artist check (a full-round action) or, attempt to sunder the weapon (Hardness 5, HP 10). There is a lever at the end of the mancatcher that can be used to release someone trapped, this is a standard action.
Maul: This refers to a number of very heavy mace and sledgehammer type weapons. It's large size and weighted head makes it effective in battering armored opponents: the maul provides a bonus to attack armored opponents when used with the Weapon versus Armor feat. This weapon is sometimes referred to as a Hercules Club.
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.
Pike: An extremely long spear. This weapon adds 10 feet to the reach of the wielder (to 15ft for a medium creature), but is hard to use, and cannot be used to against adjacent opponents. It is very effective when used en masse by the elite mercenaries of the Cantons.
Pilum: This heavy javelin is used by the legionnaires of the Roman Republic. It may be used proficiently in melee by any one with martial weapon proficiency, but can only be thrown proficiently if the wielder has taken exotic weapon proficiency in the pilum.
Pistol, gnome: An exotic one-handed “fire powder” weapon. This weapon takes 2 full round actions to reload, 1 if the wielder has rapid reload feat. In its first range increment it receives a +3 to attack vs. opponents wearing armor, using a shield, or who have natural armor, unless the total bonus to AC from armor and shield is less then 3, in which case these are ignored and the attack is treated as a ranged touch attack. This bonus falls to +1 in its second range increment, and no bonus is received at greater range increments. On a natural 2 or less the weapon misfires. On a misfire there is a 60% that the weapon cannot fire again until it is cleaned, which will take 10 minutes (60 rounds), there is a 30% chance that the weapon does not fire, but will fire in 1d6 rounds (a “hangfire”) and a 10% chance that the weapon explodes, inflicting 2d6 damage to the wielder and 1d6 to all adjacent creatures, reflex save for half damage. Gnomes proficient with martial weapons are also proficient with the gnome pistol. The pistol requires the appropriate bullets and fire powder. One dose of fire powder is good for 12 shots.
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 1-1/2 times your Strength bonus to damage.
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 s 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.
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.
Strike, Unarmed: 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.
Warsling: These well crafted slings can hurl a heavy stone or bullet, and have been used on battlefields for millennia.
Weapon Breaker: This weapon looks something like a large metal comb. The idea is to catch an enemy's blade in the teeth and disarm or break it. The weapon can only be used in sunder or disarm attacks against an opponent using a knife, dagger, sword - including longsword and greatsword, rapier or scimitar. The wielder receives a +2 on these attacks.
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 s to the cost of a normal weapon (or 6 s to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 s).
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.