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 |
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 | Gē | 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
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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 | ||||||||||||||||||||||||||||||||||||
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Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.
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.
IMPROVISED WEAPONS
DAMAGED WEAPONS
SPECIAL WEAPON FEATURES
When you use this weapon to fight defensively, you gain a +1 shield bonus to AC.
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.
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.
When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.
You gain a +2 bonus on Bluff skill checks to feint in combat while wielding this weapon.
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.
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.
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.
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.
A monk weapon can be used by a monk to perform a flurry of blows.
These weapons deal nonlethal damage.
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.
You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.
When you use a sunder weapon, you get a +2 bonus on Combat Maneuver Checks to sunder attempts.
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.