Weapons of the Armant Empire

"Drawing upon a long and glorious heritage, the arms of Armant are rooted deeply in our history, with even the towering height of the nation-city itself being known as the 'Tree of the Spear.' For the last thousand years, the armies of the Carmine Throne have pushed back against the various forces arrayed against them, from the frost giants of the Kharak Knives to the wemic prides of Goldveld, and that hard-won experience has shaped the tip of every spear and the shaft of every bolt, honing an arsenal whose might is unrivalled in the whole of recorded history."
- Myngot Damen
A History in Iron
1117 After

 

The arms and armor of Armant have a distinctly Eastern flair, drawing inspiration from countries all across Asia, both the Near and Far East, and ranging over thousands of years of history. Though these different items represent a broad tableau of the cultures, circumstances, and resources available to their native lands, here they are brought together in an attempt to establish the 'feel' of the setting and give it a distinctiveness that can help players to fit the world of Armant into a mental framework upon which they can begin to build.

 

In many cases, this is a purely cosmetic change, with common weapons (longswords, spears, scimitars, etc.) being replaced by specific other weapons (jiàn, qiāng, dāo, etc.). Additionally, most "Eastern" weapons are available and some have been made into Martial Weapons instead of Exotic Weapons to reflect their increased prevalence. Below is a list of available weapons using their traditional name for convenience's sake, with the setting name (or names, when more than one type of weapon uses the same stats) in the column next to it.

 

If there is a weapon type that does not appear on this list but that you would like to use (other than firearms, which do not exist in this setting), then speak with me and we will see if we can't come up with some way to make it fit.

 

Contents
  1. Simple Weapons
  2. Martial Weapons
  3. Exotic Weapons
  4. Special Ammunition
  5. Weapon Qualities
  6. Weapon Types
  7. Weapon Size
  8. Improvised Weapons
  9. Damaged Weapons
  10. Special Weapon Features
  11. Masterwork Weapons
  12. Ranged Attack Range Increments

 

 

SIMPLE WEAPONS

Light Melee Weapon Alternate Name Cost Damage Critical Range Weight Type Weapon Group Special
Brass Knuckles   1 gp 1d3 x2 1 lb B close, monk finesse, monk
Cestus   5 gp 1d4 19-20, x2 1 lb B close, monk finesse, monk
Dagger   2 gp 1d4 19-20, x2 10 ft 1 lb P or S light blade finesse
Dagger, Punching Katar 2 gp 1d4 x3 1 lb P close, light blade finesse
Dagger, Throwing Kunai 2 gp 1d4 x2 20 ft 1 lb P light blade, thrown finesse
Gauntlet   2 gp 1d3 x2 1 lb B close finesse
Gauntlet, Spiked   5 gp 1d4 x2 1 lb P close finesse
Hook Hand   10 gp 1d4 x2 1 lb P close disarm, finesse
Mace, Light   5 gp 1d6 x2 4 lbs B hammer finesse
Sickle   6 gp 1d6 x2 2 lbs S light blade finesse, trip
Wooden Stake   1d4 x2 10 ft 1 lb P close finesse
 
 
One-Handed Melee Weapon Alternate Name Cost Damage Critical Range Weight Type Weapon Group Special
Club   1d6 x2 10 ft 3 lbs B hammer, thrown
Mace, Heavy Chuí 12 gp 1d8 x2 8 lbs B hammer
Morningstar   8 gp 1d8 x2 6 lbs B or P flail
Shortspear Máo 1 gp 1d6 x2 20 ft 3 lbs P spear, thrown
 
 
Two-Handed Melee Weapon Alternate Name Cost Damage Critical Range Weight Type Weapon Group Special
Boarding Pike   8 gp 1d8 x3 9 lbs P spear brace, reach
Kumade   5 gp 1d6 x3 4 lbs P axe grapple
Longspear Tán 5 gp 1d8 x3 9 lbs P spear brace, reach
Quarterstaff Gùn 1d6 / 1d6 x2 4 lbs B double, monk double, monk
Spear Qiāng 2 gp 1d8 x3 20 ft 6 lbs P spear, thrown brace
Spear, Boar  Jūmonji Yari 5 gp 1d8 x2 8 lbs P spear brace, see text
Spear, Weighted   10 gp 1d8 / 1d6 x3 / x2 8 lbs P / B double, spear brace, double
 
 
Ranged Weapon Alternate Name Cost Damage Critical Range Weight Type Weapon Group Special
Blowgun   2 gp 1d2 x2 20 ft 1 lb P thrown
Dart (10)   5 sp 1 lb
Crossbow, Heavy   50 gp 1d10 19-20, x2 120 ft 8 lbs P crossbow
Bolt (10)   1 gp 1 lb
Crossbow, Light   30 gp 1d8 19-20, x2 80 ft 4 lbs P crossbow
Bolt (10)   1 gp 1 lb
Dart   5 sp 1d4 x2 20 ft 0.5 lb P thrown
Javelin   1 gp 1d6 x2 30 ft 2 lbs P spear, thrown
Sling   1d4 x2 50 ft B thrown
Bullet (10)   1 sp 5 lbs


MARTIAL WEAPONS

Light Melee Weapon Alternate Name Cost Damage Critical Range Weight Type Weapon Group Special
Axe, Throwing   8 gp 1d6 x2 10 ft 2 lbs S axe, thrown finesse
Blade Boot   25 gp 1d4 x2 2 lbs P close, light blade finesse
Cat-o'-Nine-Tails   1 gp 1d4 x2 1 lb S flail disarm, finesse, nonlethal
Fighting Fan Tessen 5 gp 1d4 x3 1 lb P or S close, monk blocking, distracting, finesse, monk
Hammer, Light   1 gp 1d4 x2 20 ft 2 lbs B hammer, thrown finesse
Handaxe   6 gp 1d6 x3 3 lbs S axe finesse
Iron Brush   2 gp 1d3 x2 10 ft P close finesse
Kama   2 gp 1d6 x2 2 lbs S light blade, monk finesse, monk, trip
Kerambit   2 gp 1d3 x3 S light blade deadly, finesse
Kukri   8 gp 1d4 18-20, x2 2 lbs S light blade finesse
Machete Oxtail Dāo 10 gp 1d6 19-20, x2 2 lbs S light blade finesse
Pick, Light   4 gp 1d4 x4 3 lbs P axe finesse
Sap   1 gp 1d6 x2 2 lbs B close finesse, nonlethal
Shield, Light   3-9 gp 1d3 x2 5-6 lbs B close finesse
Shield, Light Spiked   +10 gp 1d4 x2 +5 lbs P close finesse
Spiked Armor   +50 gp 1d6 x2 +10 lbs P close finesse
Starknife Wind and Fire Wheels  24 gp 1d4 x3 20 ft 3 lb P light blade, thrown finesse
Sword, Butterfly Double Dāo 20 gp 1d4 19-20, x2 1 lb S light blade, monk blocking, finesse, monk
Sword, Short   10 gp 1d6 19-20, x2 2 lbs P light blade finesse
Tonfa   1 gp 1d6 x2 1 lb B close, monk blocking, finesse, monk
 
 
One-Handed Melee Weapon Alternate Name Cost Damage Critical Range Weight Type Weapon Group Special
Ankus   8 gp 1d8 x2 5 lbs P heavy blade disarm, trip
Battleaxe  Fŭ 10 gp 1d8 x3 6 lbs S axe
Combat Scabbard   1 gp 1d6 x2 1 lb B hammer improvised
Cutlass Slashing Dāo 15 gp 1d6 18-20, x2 4 lbs S heavy blade
Double Chicken Saber   12 gp 1d6 19-20, x2 3 lbs S heavy blade, monk disarm, monk
Flail   8 gp 1d8 x2 5 lbs B flail disarm, trip
Gandasa   15 gp 2d4 x3 4 lbs S axe
Longsword Jiàn 15 gp 1d8 19-20, x2 4 lbs S heavy blade
Manople   17 gp 1d8 x2 4 lbs P or S light blade blocking, disarm
Pick, Heavy   8 gp 1d6 x4 6 lbs P axe
Rapier Straight-Backed Dāo 20 gp 1d6 18-20, x2 2 lbs P light blade finesse
Scimitar Dāo 15 gp 1d6 18-20, x2 4 lbs S heavy blade
Shield, Heavy   7-20 gp 1d4 x2 10-15 lbs B close
Shield, Heavy Spiked   +10 gp 1d6 x2 +5 lbs P close
Sword Cane   45 gp 1d6 x2 2 lbs P light blade finesse
Trident Tiger Fork 15 gp 1d8 x2 10 ft 4 lbs P monk, polearm, spear, thrown brace, monk
War Fan Gunbai 13 gp 1d6 x3 3 lbs B or S close, monk blocking, distracting, monk
Warhammer   12 gp 1d8 x3 5 lbs B hammer
 
 
Two-Handed Melee Weapon Alternate Name Cost Damage Critical Range Weight Type Weapon Group Special
Bardiche Cerulean Dragon Jĭ 13 gp 1d10 19-20, x2 14 lbs S axe, polearm brace, reach
Bec de Corbin   15 gp 1d10 x3 12 lbs B or P polearm brace, reach
Bill Fluttering Dāo 11 gp 1d8 x3 11 lbs S polearm brace, disarm, reach
Earthbreaker   40 gp 2d6 x3 14 lbs B hammer
Falchion Dadāo 75 gp 2d4 18-20, x2 8 lbs S heavy blade
Flail, Heavy   15 gp 1d10 19-20, x2 10 lbs B flail disarm, trip
Glaive Reclining Moon Dāo 8 gp 1d10 x3 10 lbs S polearm reach
Glaive-Guisarme   12 gp 1d10 x3 10 lbs S polearm brace, reach
Greataxe Yuè 20 gp 1d12 x3 10 lbs S axe
Greatclub Tetsubo 5 gp 1d10 x2 8 lbs B hammer
Greatsword Horse-Chopping Dāo 50 gp 2d6 19-20, x2 8 lbs S heavy blade
Guisarme 9 gp 2d4 x3 12 lbs S polearm reach, trip
Halberd Jĭ, Dagger-Axe 10 gp 1d10 x3 12 lbs P or S polearm brace, trip
Hammer, Lucerne   15 gp 1d12 x2 12 lbs B or P hammer, polearm brace, reach
Lance   10 gp 1d8 x3 10 lbs P spear reach
Monk's Spade   20 gp 1d6 / 1d6 x2 12 lbs B or P or S double, monk, polearm double, monk
Pickaxe   14 gp 1d8 x4 12 lbs P axe
Planson Wolf-Tooth Club 10 gp 1d10 x2 10 lbs B or P hammer, spear brace
Ranseur Square-Sided Jĭ 10 gp 2d4 x3 12 lbs P polearm disarm, reach
Scythe   18 gp 2d4 x4 10 lbs P or S heavy blade trip
Sword, Tri-Point Double-Edged   12 gp 1d10 x3 14 lbs P monk, polearm monk, reach
Three-Section Staff Sansetsukon 8 gp 1d10 19-20, x2 3 lbs B flail, monk blocking, disarm, monk
 
 
Ranged Weapon Alternate Name Cost Damage Critical Range Weight Type Weapon Group Special
Amentum   1d6 x2 50 ft 1 lb P spear, thrown performance
Chakram   1 gp 1d6 x2 30 ft 1 lb S light blade, thrown finesse
Hunga Munga   4 gp 1d6 x2 15 ft 3 lbs P light blade, thrown
Longbow   75 gp 1d8 x3 100 ft 3 lbs P bow
Arrow (20)   1 gp 3 lbs
Longbow, Composite   special 1d8 x3 110 ft 3 lbs P bow
Arrow (20)   1 gp 3 lbs
Pilum   5 gp 1d8 x2 20 ft 4 lbs P spear, thrown
Poisoned Sand Tube   1 gp special 1 lb crossbow see text
Shortbow   30 gp 1d6 x3 60 ft 2 lbs P bow
Arrow (20)   1 gp 3 lbs
Shortbow, Composite   special 1d6 x3 70 ft 2 lbs P bow
Arrow (20)   1 gp 3 lbs
Shuriken (5)   1 gp 1d2 x2 10 ft P monk, thrown monk
Spear-Sling Atl-atl 50 gp special 2 lbs P thrown
Tube Arrow Shooter   3 gp 1d4 x2 40 ft P crossbow


EXOTIC WEAPONS

Light Melee Weapon Alternate Name Cost Damage Critical Range Weight Type Weapon Group Special
Axe, Knuckle   9 gp 1d6 x3 2 lbs S axe finesse, monk, performance
Dagger, Swordbreaker Jitte 10 gp 1d4 x2 3 lbs B light blade disarm, finesse, sunder
Dan Bong   1 sp 1d3 19-20, x2 10 ft B close, monk blocking, finesse, monk, see text
Emei Piercer   3 gp 1d3 19-20, x2 P close, monk finesse, monk
Flying Talon   15 gp 1d4 x2 10 ft 5 lbs P flail disarm, finesse, trip
Hooked Sword Tiger Head Dāo 6 gp 1d6 x2 1 lb S light blade, monk disarm, finesse, monk, trip, see text
Iron Claw Tekko-kagi 2 gp 1d3 x2 P close disarm, finesse
Katar, Tri-Bladed   6 gp 1d4 x4 2 lbs P close, light blade finesse
Knife, Deer Horn Crescent Moon Knife, Duck Blade 10 gp 1d4 x3 20 ft 3 lbs P light blade, monk, thrown blocking, finesse, monk
Nunchaku   2 gp 1d6 x2 2 lbs B flail, monk blocking, disarm, distracting, finesse, monk
Rope Gauntlet   2 sp 1d4 x2 2 lbs B or S close, monk finesse, monk
Sai   1 gp 1d4 x2 1 lb P light blade, monk disarm, finesse, monk
Siangham   3 gp 1d6 x2 1 lb P monk, spear finesse, monk
Sica   10 gp 1d6 x2 2 lbs S light blade finesse, performance
Wakizashi   250 gp 1d6 19-20, x3 2 lbs S light blade deadly, finesse
 
 
One-Handed Melee Weapon Alternate Name Cost Damage Critical Range Weight Type Weapon Group Special
Axe, Hooked   20 gp 1d8 x3 7 lbs S axe disarm, performance, trip
Estoc Goose-Quill Dāo 50 gp 2d4 18-20, x2 4 lbs P heavy blade finesse
Falcata Shark Head Dāo 18 gp 1d8 19-20, x3 4 lbs S heavy blade
Katana   500 gp 1d10 19-20, x3 3 lbs S heavy blade deadly
Khopesh   20 gp 1d8 19-20, x2 8 lbs S heavy blade trip
Nine-Ring Broadsword   15 gp 1d8 x3 4 lbs S heavy blade, monk monk
Nine-Section Whip   8 gp 1d8 19-20, x2 3 lbs B flail, monk blocking, distracting, finesse, monk, trip
Shotel   30 gp 1d8 x3 3 lbs P heavy blade performance
Sword, Bastard Sprout Dāo 35 gp 1d10 19-20, x2 6 lbs S heavy blade
Sword, Elven Dueling Willow Leaf Dāo 20 gp 1d8 19-20, x2 3 lbs S heavy blade finesse
Temple Sword   30 gp 1d8 19-20, x2 3 lbs S heavy blade, monk monk, trip
Tongi   18 gp 1d6 19-20, x3 4 lbs P axe
Urumi   30 gp 1d8 18-20, x2 6 lbs S flail, light blade, monk distracting, finesse, monk
Waraxe, Dwarven   30 gp 1d10 x3 8 lbs S axe
Whip   1 gp 1d3 x2 2 lbs S flail disarm, finesse, nonlethal, reach, trip
 
 
Two-Handed Melee Weapon Alternate Name Cost Damage Critical Range Weight Type Weapon Group Special
Chain, Spiked   25 gp 2d4 x2 10 lbs P flail disarm, finesse, trip
Chain-flail, Dwarven   50 gp 1d10 x2 15 lbs B flail reach
Chain-hammer   34 gp 1d6/1d6 x2 20 ft 8 lbs B double, hammer, thrown double, finesse, trip
Curve Blade, Elven Long-Handled Dāo 80 gp 1d10 18-20, x2 7 lbs S heavy blade finesse
Fauchard Hooked Lance 14 gp 1d10 18-20, x2 10 lbs S polearm reach, trip
Flailpole   15 gp 1d8 x2 10 lbs B flail, polearm reach, trip
Flying Blade   40 gp 1d12 x3 12 lbs S flail performance, reach
Garrote   3 gp 1d6 x2 1 lb S close grapple
Harpoon   5 gp 1d8 x3 10 ft 16 lbs P spear, thrown grapple
Kama, Double-Chained   8 gp 1d6 / 1d6 x2 4 lbs S double, flail, monk double, finesse, monk, reach, trip
Kusarigama   12 gp 1d3 / 1d6 x2 3 lbs S or B double, flail, monk double, finesse, grapple, monk, reach, trip
Kyoketsu-shoge   6 gp 1d4 x2 20 ft 1 lb S or P flail, monk disarm, finesse, grapple, monk, reach
Longaxe, Dwarven Mountain-Splitting Fŭ 50 gp 1d12 x3 14 lbs S axe, polearm reach
Longhammer, Dwarven   70 gp 2d6 x3 20 lbs B hammer, polearm reach
Mancatcher Sasumata 15 gp 1d2 x2 10 lbs P polearm grapple, reach
Meteor Hammer   10 gp 1d8 x2 10 lbs B flail reach, trip
Naginata   500 gp 2d4 18-20, x3 10 lbs P or S polearm reach
No-dachi   600 gp 2d6 19-20, x3 10 lbs S heavy blade deadly
Scarf, Bladed   12 gp 1d6 x2 2 lbs S flail disarm, finesse, trip
Seven-Branched Sword   50 gp 1d10 x3 7 lbs S heavy blade, monk disarm, monk
Sword, Two-Bladed Cicada Wing Dāo 100 gp 1d8 / 1d8 19-20, x2 10 lbs S double, heavy blade double
 
 
Ranged Weapon Alternate Name Cost Damage Critical Range Weight Type Weapon Group Special
Bola   5 gp 1d4 x2 10 ft 2 lbs B thrown nonlethal, trip
Crossbow, Crank Light   250 gp 1d8 19-20, x2 80 ft 6 lbs P crossbow
Crossbow, Crank Heavy   400 gp 1d10 19-20, x2 120 ft 12 lbs P crossbow
Crossbow, Hand   100 gp 1d4 19-20, x2 30 ft 2 lbs P crossbow
Bolt (10)   1 gp 1 lb
Crossbow, Launching   75 gp 30 ft 8 lbs crossbow
Crossbow, Repeating Light   250 gp 1d8 19-20, x2 80 ft 6 lbs P crossbow
Bolt Case (5)   1 gp 1 lb
Crossbow, Repeating Heavy   400 gp 1d10 19-20, x2 120 ft 12 lbs P crossbow
Bolt Case (5)   1 gp 1 lb
Grappling Hook   6 gp 1d6 x2 10 ft 14 lbs P thrown grapple
Lasso   1 sp 5 lbs thrown grapple
Net   20 gp 10 ft 6 lbs thrown grapple
Sling Staff, Halfling   20 gp 1d8 x3 80 ft 3 lbs B thrown
Bullet (10)   1 sp 1 lb
 
 

SPECIAL AMMUNITION

Ammunition Weapon Cost Range Weight Type Special
Arrow/Bolt, Barbed (20) bows/crossbows 2 gp 30 ft 3 lbs P grapple
Arrow, Bleeding (1) bows 360 gp normal 1 lb S see text
Arrow/Bolt, Blunt (20) bows/crossbows 2 gp normal 3 lbs B see text
Arrow/Bolt, Durable (1) bows/crossbows 1 gp normal P see text
Arrow/Bolt, Dye (1) bows/crossbows 1 gp normal 4 lbs see text
Arrow/Bolt, Flight (20) bows/crossbows 2 gp +10 / +20 3 lbs P see text
Arrow/Bolt, Incendiary (20) bows/crossbows 10 gp normal 3 lbs P, fire see text
Arrow/Bolt, Pronged (20) bows/crossbows 2 gp normal 3 lbs S see text
Arrow, Slow Burn (1) bows 150 gp normal 1 lb P, fire see text
Arrow, Smoke (1) bows 10 gp normal P see text
Arrow, Splintercloud (1) bows 25 gp normal 3 lbs P see text
Arrow/Bolt, Whistling (20) bows/crossbows 2 gp normal 3 lbs P see text
Bullet, Softstone (10) slings 1 sp normal 4 lb B nonlethal
 
 

WEAPON QUALITIES

Without a doubt, weapons number among adventurers' most coveted possessions. Whether weapons are used as tools to lay foul monsters low, as the medium for magical enhancements, or as outlets for a host of fundamental class abilities, few heroes head into the field without their favorite, or perhaps even a whole arsenal of their favorites. This section presents all manner of nonmagical weapons for PCs to purchase and put to use, whatever their adventures might entail. The weapons presented here should be relatively easy to find and purchase in most towns and cities, although GMs might wish to restrict the availability of some of the more expensive and exotic items.
 
Here is the format for weapon entries.
 
Cost
This value is the weapon's price in gold pieces (gp) or silver pieces (sp). The price includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver. This price is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.
 
Damage
These 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: Tiny and Large Weapon Damage gives weapon damage values for Tiny and Large weapons.
 
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. Extra damage over and above a weapon's normal damage is not multiplied when you score a critical hit. Examples of this format include the following:
  • ×2: The weapon deals double damage on a critical hit.
  • ×3: The weapon deals triple damage on a critical hit.
  • ×3 / ×2: One head of this double weapon deals triple damage on a critical hit. The other head deals double 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.
  • 19–20, ×3: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals triple damage on a critical hit.
  • 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.
 
Range
Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative –2 penalty for each full range increment (or fraction thereof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 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. Some weapons have a special weight. See the weapon's description for details.
 
Type
Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for 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 causes two types of damage, the type it deals is not half one type and half another; all damage caused is of both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon. In other cases, a weapon can deal either of two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.
 
 

WEAPON TYPES

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 used in one hand. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling. Add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or 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 half his Strength bonus if it's used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1.5 times the character's Strength bonus to damage rolls.
 
Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1.5 times the character's Strength bonus to damage rolls for melee attacks with such a weapon.
 
Simple, Martial, and Exotic Weapons
Most character classes are proficient with all simple weapons. Combat-oriented classes such as barbarians, cavaliers, and fighters are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. All characters are proficient with unarmed strikes and any natural weapons they gain from their race. A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls with that weapon.
 
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
A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. 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.
 
Double Weapons
A character can fight with both ends of a double weapon as if fighting with two weapons, but he 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
The wielder applies his 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 column on Table: Weapons), and 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 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.
 
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 or longbow, or a sling. If the character has a penalty for low Strength, apply it to damage rolls when he uses a bow or a sling.
 
Ammunition
Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), darts (for blowguns), or sling bullets (for slings and halfling sling staves). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while 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, and what happens to them after they are thrown.
 
 

WEAPON SIZE

Small and Large Weapon Sizes
Medium Damage Small Damage Large Damage
1d2 1 1d3
1d3 1d2 1d4
1d4 1d3 1d6
1d6 1d4 1d8
1d8 1d6 2d6
1d10 1d8 2d8
1d12 1d10 3d6
2d4 1d6 2d6
2d6 1d10 3d6
2d8 2d6 3d8
2d10 2d8 4d8

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

 
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. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. 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 an improvised weapon 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.
 
 

DAMAGED WEAPONS

Attacks made with a weapon with the broken condition suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
 
 

SPECIAL WEAPON FEATURES

Some weapons have special features in addition to those noted in their descriptions.
 
Blocking
When you use this weapon to fight defensively, you gain a +1 shield bonus to AC.
 
Brace
If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.
 
Deadly
When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.
 
Disarm
When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.
 
Distracting
You gain a +2 bonus on Bluff skill checks to feint in combat while wielding this weapon.
 
Double
You can use a double weapon to fight 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. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.
 
Finesse
You may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
 
Fragile
Weapons and armor with the fragile quality cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Masterwork and magical fragile weapons and armor lack these flaws unless otherwise noted in the item description or the special material description.
 
If a weapon gains the broken condition in this way, that weapon is considered to have taken damage equal to half its hit points +1. This damage is repaired either by something that addresses the effect that granted the weapon the broken condition (like quick clear in the case of firearm misfires or the Field Repair feat) or by the repair methods described in the broken condition. When an effect that grants the broken condition is removed, the weapon regains the hit points it lost when the broken condition was applied. Damage done by an attack against a weapon (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition.
 
Grapple
On a successful critical hit with a weapon of this type, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon's reach, you end the grapple with that action.
 
Monk
A monk weapon can be used by a monk to perform a flurry of blows.
 
Nonlethal
These weapons deal nonlethal damage.
 
Performance
When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a combat performance check, you gain a +2 bonus on that check. See Gladiator Weapons below for more information.
 
Reach
You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.
 
Sunder
When you use a sunder weapon, you get a +2 bonus on Combat Maneuver Checks to sunder attempts.
 
Trip
You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.
 
 

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.
 
 

RANGED ATTACK RANGE INCREMENTS

With a ranged weapon, you can shoot or throw at any target that is within the weapon's maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. For projectile weapons, it is 10 range increments. Some ranged weapons may have shorter maximum ranges, as specified in their descriptions.