Weapon Group: Flails

Flail

Pictured here: 1) flailpole, 2) dwarven chain-flail, 3) nunchaku, 4) flail, 5) morningstar, 6) heavy flail, 7) three-section staff or sansetsukon, 8) cat-o'-nine-tails, 9) spiked chain, 10) flying blade, 11) whip, 12) nine-section whip, 13) meteor hammer, 14) flying talon, and 15) kyoketsu-shoge.

 

Considered wild and unpredictable weapons, flails are set apart from all other types of melee weapons by the flexible length of rope or chain incorporated into their design.  They also carry a reputation as something of peasant weaponry, owing to the origins so many have as implements of menial labor such as grain-threshing flails, animal-driving whips, or the common staff.  Still, no one on the receiving end of their punishing blows can doubt the efficacy of flails as weapons.

 

BLADED SCARF
Damage: 1d6, x2
Type: Two-handed exotic slashing
Special: Disarm, finesse, trip
Description: Multiple deadly razors are woven into the length of this deceptive weapon.
Cost: 12 gp
Weight: 2 lbs

 

CAT-O'-NINE-TAILS
Damage: 1d4, x2
Type: Light martial slashing
Special: Disarm, finesse, nonlethal
Description: This short whip is made of nine knotted thongs about 3 feet in length. A cat-o’-nine-tails deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher.
Cost: 1 gp
Weight: 1 lb

 

DOUBLE-CHAINED KAMA
Damage: 1d6/1d6, x2
Type: Two-handed exotic slashing
Special: Double, finesse, monk, reach, trip
Description: This weapon comprises a pair of kama connected with an 8-foot length of chain. The wielder can attack as if armed with a single kama in each hand or extend the chain to make a single reach attack. By swinging the chain, the wielder can whip the kama about to disarm or trip opponents. Furthermore, if one of the weapons is dropped, the wielder can retrieve it as a free action by pulling on the chain.
Cost: 8 gp
Weight: 4 lbs

 

DWARVEN CHAIN-FLAIL
Damage: 1d10, x2
Type: Two-handed exotic bludgeoning
Special: Reach
Description: This 10-foot-long chain is weighted at the end by a ball of solid iron the size of a large fist. By adjusting the slack of the chain, the weapon can be used either with or without reach. Changing between using it as a normal weapon and a reach weapon is a free action.
Cost: 50 gp
Weight: 15 lbs

 

FLAIL
Damage: 1d8, x2
Type: One-handed martial bludgeoning
Special: Disarm, trip
Description:  Military flails are sturdier evolutions of agricultural flails, which are used for threshing: beating stacks of grains to separate the useful grains from their husks.  A flail consists of a weighted striking end connected to a handle by a sturdy chain. Though often imagined as a ball, sometimes spiked like the head of a morningstar, the head of a flail can take many different shapes, such as short bars.
Cost: 8 gp
Weight: 5 lbs

 

FLAILPOLE
Damage: 1d8, x2
Type: Two-handed exotic bludgeoning
Special: Reach, trip
Description: Similar in concept to a traditional flail, a flailpole has been extrapolated into a long, punishing weapon.
Cost: 15 gp
Weight: 10 lbs

 

FLYING BLADE
Damage: 1d12, x3
Type: Two-handed exotic slashing
Special: Performance, reach
Description:  A flying blade is a large, crescent-shaped blade anchored to a 10-foot chain. You fight with a flying blade by spinning it about your head or by snapping it toward an opponent. Because the flying blade is a clumsy weapon, you receive a –2 penalty on attack rolls with it, but when you make attacks of opportunity provoked by movement, you receive a +2 bonus on attack rolls instead of the penalty.
Cost: 40 gp
Weight: 12 lbs

 

FLYING TALON
Damage: 1d4, x2
Range: 10 ft
Type: Light exotic slashing or piercing
Special: Disarm, finesse, trip
Description: This weapon consists of a three-pronged, barbed hook attached to a length of chain. Due to the weapon’s unwieldiness, you cannot make attacks of opportunity with a flying talon and do not threaten any squares with it.
Cost: 15 gp
Weight: 5 lbs

 

HEAVY FLAIL
Damage: 1d10, 19-20/x2
Type: Two-handed martial bludgeoning
Special: Disarm, trip
Description: Similar to a normal flail, a heavy flail has a larger metal ball and a longer handle.
Cost: 15 gp
Weight: 10 lbs

 

KUSARIGAMA
Damage: 1d3/1d6, x2
Type: Two-handed exotic slashing or bludgeoning
Special: Double, finesse, grapple, monk, reach, trip
Description: This weapon has a single kama or sickle held in the off hand, attached by 10 feet of fine chain to a weighted metal ball. The sickle can be used to make trip attacks, jabs, and blocks, while the ball is whipped around at high speeds and then smashed into the opponent, or used to tangle an opponent’s sword or spear, allowing the wielder to then attack with the sickle.
Cost: 12 gp
Weight: 3 lbs

 

KYOKETSU-SHOGE
Damage: 1d4, x2
Range 20 ft
Type: Two-handed exotic slashing, piercing, or bludgeoning
Special: Disarm, finesse, grapple, monk, reach
Description: This weapon consists of a foot-long double-edged blade, with another smaller, curved hook-blade sticking out the side like a rooster’s spur. The blade is strung to a large iron hoop with a 10-foot length of rope. The blade can be used as an off-handed melee weapon or thrown like a dagger, while the rope and circlet can be whipped around and swung at opponents as a bludgeoning reach weapon.
Cost: 6 gp
Weight: 1 lb

 

METEOR HAMMER
Damage: 1d8, x2
Type: Two-handed exotic bludgeoning
Special:  Reach, trip
Description: This weapon consists of one or two spherical weights attached by a 10-foot rope or chain. You whirl the weights and wrap them around an opponent’s body. If you succeed at a trip attempt with a meteor hammer, you can drag your opponent 5 feet closer to you rather than knocking them prone. You may use this weapon in two different ways: In meteor mode you use it as a double weapon, while in fortress mode you cannot use it as a double weapon but gain reach and a +1 shield bonus to AC. Switching between these two modes is a free action decided at the start of your turn.
Cost: 10 gp
Weight: 10 lbs

 

MORNINGSTAR
Damage: 1d8, x2
Type: One-handed simple bludgeoning or piercing
Special: —
Description: A morningstar is a spiked metal ball affixed by a short length of chain to a handle.
Cost: 8 gp
Weight: 6 lbs

 

NINE-SECTION WHIP
Damage: 1d8, 19-20/x2
Type: One-handed exotic bludgeoning
Special: Blocking, distracting, finesse, monk, trip
Description: The nine-section whip consists of steel bars linked together. The final bar is a 6-inch weighted spike. This weapon can be wielded as a single-handed weapon, a two-handed weapon, or in pairs. Nine-section whips often have colored cloth flags attached to the ends to make them easier to control.
Cost: 8 gp
Weight: 3 lbs

 

NUNCHAKU
Damage: 1d6, x2
Type: Light exotic bludgeoning
Special: Blocking, disarm, distracting, finesse, monk
Description: Much like flails, nunchaku are adapted from traditional grain flails.  The chief difference is that a nunchaku is made up of two wooden or metal bars of equal length, making the weapon more versatile but also more demanding to master.
Cost: 2 gp
Weight: 2 lbs

 

SPIKED CHAIN
Damage: 2d4, x2
Type: Two-handed exotic piercing
Special: Disarm, finesse, trip
Description: A spiked chain is about 4 feet in length and covered in wicked barbs. Some have metal hoops to use as handgrips.
Cost: 25 gp
Weight: 10 lbs

 

THREE-SECTION STAFF [SANSETSUKON]
Damage: 1d10, 19-20/x2
Type: Two-handed martial bludgeoning
Special: Blocking, disarm, monk
Description: This weapon is divided into three 2-footlong segments chained together, allowing the wielder greater flexibility than a normal staff and allowing the weapon to be swung rapidly to create a defensive block, wrap and catch weapons, or harness momentum via a whipping motion for powerful strikes.
Cost: 8 gp
Weight: 3 lbs

 

URUMI
Damage: 1d8, 18-20/x2
Type: One-handed exotic slashing
Special: Distracting, finesse, monk
Description: Commonly known as a whip sword, this deadly weapon is fashioned from one or more 5-foot-long, razor-sharp blades of flexible steel, almost like a metal cat-o'- nine-tails. The weapon is wielded by whipping the blades at one’s opponent. The coiled blade is fine and flexible enough to be worn as a belt, and its wielders often carry the blades wrapped around themselves in this fashion.
Cost: 30 gp
Weight: 6 lbs

 

WHIP
Damage: 1d3, x2
Type: One-handed exotic slashing
Special: Disarm, finesse, nonlethal, reach, trip
Description: A whip 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 a 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’t wield a whip in two hands to apply 1-1/2 times your Strength modifier to damage rolls.
Cost: 1 gp
Weight: 2 lbs