Light Melee Weapons

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Simple Light Melee Weapons


Brass Knuckles
Light / Simple edit
Brass Knuckles
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
1 gp 1 1d2 1d3 1d4 x2 - 1 lb Bludgeoning
Weapon Qualities: Concealable, Monk-Usable, Battering
Brass knuckles deal lethal damage, allow you to threaten adjacent squares, take opportunity attacks, and flank. You may hold objects in a hand wearing brass knuckles. You may not wield weapons in a hand wearing brass knuckles. You may cast spells with somatic components while wearing brass knuckles if you make a Caster Check with a DC of 10 + quadruple the spell level. Brass Knuckles belong to the "Monk" and "Close" weapons groups.

Cestus
Light / Simple edit
Cestus
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
5 gp 1d2 1d3 1d4 1d6 x2 - 1 lb Bludgeoning
Weapon Qualities: Attached, Awkward, Monk-Usable, Uncomfortable
A cestus is a sturdy leather or wicker sleeve and fingerless glove which attaches to your arm and hand. It has striking plates and/or spikes which deal lethal damage. You may carry objects in a hand wearing a cestus. You may wield weapons in a hand wearing a cestus, but take a -2 penalty to hit. You may use that hand for Dex-based skill rolls, but such rolls take a -2 penalty as well. Donning or removing a cestus takes a full round action. The Cestus belongs to the "Monk" and "Close" weapons groups.

Dagger
Light / Simple edit
Dagger
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
2 gp 1d2 1d3 1d4 1d6 19-20 x2 10 ft 1 lb Piercing or Slashing
Weapon Qualities: Concealable
A dagger is a light knife meant for combat. Daggers come with blades of many shapes and sizes, but always have at least one sharpened edge and a useful point. Daggers are small enough that you receive a +2 bonus to Sleight of Hand skill checks to conceal a dagger on your person. The Dagger belongs to the "Blade, Light", "Close" and "Thrown" weapons groups.

Gauntlet
Light / Simple edit
Gauntlet
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
2 gp 1 1d2 1d3 1d4 x2 - 1 lb Bludgeoning
Weapon Qualities:
A gauntlet is a heavily reinforced metal glove. A gauntlet deals lethal damage, but an attack with a gauntlet is otherwise considered an unarmed attack. You cannot be disarmed of a gauntlet. Most medium and heavy armors include a pair of gauntlets in their cost and weight. A hand wearing a Gauntlet may wield other items without restriction, but you may only use the item held, or the Gauntlet, each round. Note that the listed cost and weight is for a single gauntlet worn without armor. The Gauntlet belongs to the "Close" weapon group.

Mace, Light
Light / Simple edit
Mace, Light
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
5 gp 1d3 1d4 1d6 1d10 x2 - 4 lbs Bludgeoning
Weapon Qualities: Stout
A light mace is a sturdy stick roughly two feet long with a striking head on one end. They can be made of many different materials. A light mace is about the least complex 'serious' weaponry. No great skill is required to use a light mace, but it is a surprisingly effective piece of armament. The Light Mace belongs to the "Hammers" weapon group.

Sickle
Light / Simple edit
Sickle
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
6 gp 1d2 1d3 1d4 1d6 x2 - 2 lbs Slashing
Weapon Qualities: Trip, Pilfering
Originating as a farming tool used for reaping grain, this one-handed weapon has a blade with a strong curve that can easily catch an opponent's limb or armor. Its blade can be either smooth or serrated, and some fighting sickles are sharpened on both sides near the point, making it easier to hook into an opponent's flesh. The Sickle belongs to the "Blades, Light" weapon group.

Stake
Light / Simple edit
Stake
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
1 sp 1d2 1d3 1d4 1d6 x2 - 1 lb Piercing
Weapon Qualities: Primitive Availability, Hard-Hitting
A stake is a strong, hard, stick which has been sharpened on one or both ends. They are between ten and eighteen inches long and an inch or more in diameter. Stakes are most commonly made of wood, but they can and are made of bone, horn, stone, and even metal. As a matter of fact, the lowly iron spike which almost every adventurer has rattling around in the bottom of their packs, can be used perfectly well as stakes. They are surprisingly good weapons, inflict deadly wounds, and all for the low, low price of 'free' if you're willing to scrounge and whittle. The Stake belongs to the "Close" weapon group.

Unarmed Strike
Light / Simple edit
Unarmed Strike
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
0 gp 1 1d2 1d3 1d4 x2 - - Bludgeoning
Weapon Qualities: Monk-Usable, Non-Lethal, Non-Threatening, Provocative
An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat with an unarmed strike. Unarmed strikes do not count as natural weapons, and do not threaten or allow flanking unless the wielder has Unarmed Strike, Improved (Feat). The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls. A monk or any character with Unarmed Strike, Improved (Feat) can deal lethal or nonlethal damage with unarmed strikes, at his discretion. Unarmed Strike belongs to the "Close" and "Monk" weapon groups.

Martial Light Melee Weapons


Armor Spikes
Light / Martial edit
Armor Spikes
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
50 gp 1d3 1d4 1d6 1d10 x2 - 10 lbs Slashing/Piercing
Weapon Qualities: Special
Armor Spikes are an addition to any suit of armor. Even cloth or leather armor can have spikes installed, and the considerable weight and expense are due to the extensive reinforcement required. Heavier solid metal armors need much less reinforcement, but typically have larger spikes. All armor spikes do the same damage and weigh and cost the same, no matter how heavy the armor they are attached to. Armor spikes are unique in that they may be used in combat without being wielded in the hands. Armor spikes cannot make attacks outside of your own space and do not threaten. Armor spikes require both the correct Armor proficiency and martial Weapon proficiency to use with skill. Armor Spikes are usable in grapples, while swallowed, and the like, and you may use either a wielded weapon or armor spikes for each attack. If you have items in your hands and attack with armor spikes, it is assumed you are using your spiked knees, elbows, head butts, kicks, shoulder slams, and the like. You gain no benefits from items in your hands while you are using armor spikes. Note that Armor Spikes may be enchanted, as weapons, separately from your armor enchantments. Any magical properties placed on Armor Spikes do not operate if you are wielding other items in your hands. Armor Spikes may be made of a different material from your armor, and only applies special material bonuses when they are being used in combat. In no cases do effects or abilities on Armor spikes 'stack up' with effects or abilities of objects in your hands: You may gain only one set of bonuses. Armor Spikes belong to the "Close" weapon group.

Axe, Throwing
Light / Martial edit
Axe, Throwing
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
8 gp 1d3 1d4 1d6 1d10 x3 20 2 lbs Slashing
Weapon Qualities: Poor Melee
This is a lightly-made single or double bitted axe about two feet long, often with a curved handle and prominent sharp corners to the head. A throwing axe may be used as a melee weapon with a -2 to-hit, or, due to the specific shape and fairly light construction, thrown to reasonable distances. A throwing axe is a true martial weapon, so using it requires skill with martial weapons. The Throwing Axe belongs to the "Axes" and "Thrown" weapon groups.

Hammer, Light
Light / Martial edit
Hammer, Light
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
2 gp 1d3 1d4 1d6 1d10 x2 30 3 lbs Bludgeoning
Weapon Qualities: Poor Melee
This is a sturdy combat hammer with a fairly long, lightweight handle. It can be used as a melee weapon with a -2 to-hit, or, due to the long, light handle, thrown to considerable distances with lethal effect. This is a true martial weapon and requires skill with martial weapons to use. The Light Hammer belongs to the "Hammers" and "Thrown" weapon groups.

Handaxe
Light / Martial edit
Handaxe
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
6gp 1d3 1d4 1d6 1d10 x3 - 2 lbs Slashing
Weapon Qualities:
This is a hatchet with either one or two blades and a stout wooden handle ranging from 12 to 18 inches in length. A handaxe is sturdily made with melee combat as the only focus. The balance is too poor for use as a thrown weapon. The Handaxe belongs to the "Axes" weapon group.

Kukri
Light / Martial edit
Kukri
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
8 gp 1d2 1d3 1d4 1d6 18-20 x2 - 2 lbs Slashing
Weapon Qualities:
A kukri is a heavy curved knife about a foot and a half long, sharpened along the inner curve of the blade and with a useful point. A kukri does about the same damage as a dagger, but is considerably more likely to land a severe blow. The Kukri belongs to the "Blades, Light" weapon group.

Pick, Light
Light / Martial edit
Pick, Light
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
4 gp 1d2 1d3 1d4 1d6 x4 - 3 lbs Piercing
Weapon Qualities: Sunder, Pilfering
A light pick is a type of war hammer in which the striking head is formed into a long, sharp, curved spike on one side. It does modest damage in the hands of a skilled user, but the long, thin spike means that occasionally it will slip through a chink in the victim's protection and inflict very severe injuries. The Light Pick belongs to the "Axes" weapon group.

Sap
Light / Martial edit
Sap
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
1 gp 1d3 1d4 1d6 1d10 x2 - 2 lbs Bludgeoning
Weapon Qualities: Concealable, Non-Lethal, Primitive Availability
A sap is a striking weapon, usually quite flexible, which is made of soft materials around a heavily weighted head. A sap requires skill to use well, and in the hands of a skilled user strikes surprisingly hard. A sap inflicts nonlethal damage due to the soft materials of which it is made. The Sap belongs to the "Close" weapon group.

Shield, Light
Light / Martial edit
Shield, Light
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
as Shield 1d2 1d3 1d4 1d6 x2 - as Shield Bludgeoning
Weapon Qualities: Attached, Protective, Uncomfortable
The Light Shield is meant to be defensive item, but when needs must, it serves adequately as a martial weapon. You must have proficiency with Martial Weapons to use it well as a weapon. If you do not attack with a hand wielding a Light Shield you retain the shield bonus to your AC. When you attack with that hand you lose the shield bonus until the beginning of your next turn, though you do not lose its enhancement bonus, if any. Enhancement bonuses on shields do not affect attack or damage rolls when the shield is used as a weapon (although shield spikes, if added, can be enhanced as a weapon, separately from the shield). The Light Shield belongs to the "Close" weapon group.

Shield Spikes
Light / Martial edit
Shield Spikes
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
50 gp 1d3 1d4 1d6 1d10 x2 - 10 lbs Slashing/Piercing
Weapon Qualities: Special
Shield spikes are an addition to any light, heavy or war shield, but may not be attached to bucklers or tower shields. The considerable weight and expense are due to the extensive reinforcement required. Heavier shields need much less reinforcement, but typically employ larger spikes. All shield spikes do the same damage, weigh, and cost the same, regardless of the kind of shield they are attached to. Shield spikes are employed in combat with a shield bash attack, allowing the wielder to deal any of bludgeoning, slashing or piercing damage with the attack. Shield spikes require both the correct Shield proficiency and martial Weapon proficiency to use with skill. Shield Spikes are usable in grapples, while swallowed, and the like, and you may use either a wielded 1-handed weapon or shield spikes for each attack. As with any shield bash, you lose your shield bonus to AC when attacking with shield spikes. Shield Spikes may be enchanted as weapons, separately from your shield's enchantments. Any magical properties placed on shield spikes are only applied when making shield bash attacks. Shield spikes may be made of a different dweomermetal than your shield, but you only gain the benefit of any special material bonuses when they are being used in combat. In no cases do effects or abilities on shield spikes 'stack up' with effects or abilities of your shield: You may gain only one set of bonuses at any given time. Shield spikes belong to the "Close" weapon group.

Shortsword
Light / Martial edit
Shortsword
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
10 gp 1d3 1d4 1d6 1d10 19-20 x2 - 2 lbs Piercing
Weapon Qualities:
A short sword is a compact, easy to carry blade. It is easy to maintain the straight, double edged design, and it has a well-developed point. In the hands of a skilled user the point is preferred, and a short sword can inflict deadly wounds very quickly. Short swords are often seen in professional military hands, so they must be doing something right. The Short Sword belongs to the "Blades, Light" weapon group.

Exotic Light Melee Weapons


Aklys
Light / Exotic edit
Aklys
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
20 gp 1d3 1d4 1d6 1d10 x2 20 ft.* 2 lbs Bludgeoning
Weapon Qualities: Fragile, Range, Trip
The deceptively simple aklys looks like a curved stick with a hook on one end, tied to a five foot piece of strong cord. The Aklys is designed to do the maximum damage possible while still functioning as a light weapon, and as such its construction is not as durable as most weapons. In the hands of a specialist the humble aklys is deadly. When used with an exotic weapons proficiency, the aklys is counted as a light weapon, and can be thrown up to twenty feet. The string on the aklys is too short to tether it to the wielder. Instead, it can be thrown by a skilled user in such a way that the string wraps around the ankles and allows the wielder to perform a trip maneuver up to twenty feet away. Afterward, unless magic is employed, the aklys must be retrieved from the square upon which it was targeted and made ready for the next time it is needed. If the wielder does not have the exotic weapons proficiency, the Aklys may still be used in combat. In this case it is counted as a 1-handed martial melee weapon that does not have an entry in the range column. The Aklys belongs to the "Hammers" and "Thrown" weapon groups regardless of whether the wielder is skilled enough to throw it or not.
  • *This range is not an increment, it is the maximum distance the aklys may be thrown. This attack does not suffer range penalties.

Dagger, Swordbreaker
Light / Exotic edit
Dagger, Swordbreaker
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
10 gp 1d2 1d3 1d4 1d6 18-20 x2 - 3 lbs Slashing
Weapon Qualities: Disarm Blades, Sunder Blades, Pilfering
A Swordbreaker Dagger looks superficially like a large dagger with a slot in the design. It is heavier than it looks due to the strong design, and the slot makes the balance peculiar. A skilled user can use the slot to catch bladed weapons and then use the heavy, strong dagger as a lever to disarm or sunder the weapon. This weapon gives +4 bonuses to disarm and sunder attempts against bladed weapons only. The Swordbreaker Dagger belongs to the "Blades, Light" weapon group.

Kama
Light / Exotic edit
Kama
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
2 gp 1d3 1d4 1d6 1d10 x2 - 2 lbs Slashing
Weapon Qualities: Monk-Usable, Stout, Trip
A kama is a sturdy stick with a strong slicing blade mounted at a ninety degree angle at one end. They may be used by monks in their blinding fast attacks, and any skilled wielder can use the hooked shape to improve their trip maneuvers. The Kama belongs to the "Blades, Light" and "Monk" weapon groups.

Nunchaku
Light / Exotic edit
Nunchaku
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
2 gp 1d3 1d4 1d6 1d10 x2 - 3 lbs Bludgeoning
Weapon Qualities: Disarm, Hard-Hitting, Monk-Usable
Nunchaku are a pair of light, symmetrical clubs joined by a short segment of chain, creating a kind of flail that is designed for extremely rapid attacks. A monk can use nunchaku with their 'echoing strike' or 'flurry of blows' abilities, and the scissoring action of the nunchaku's parts adds +2 to disarm attempts made by the wielder. Unlike most light weapons, if wielded in both hands, nunchaku deal 1.5x STR modifier as a damage bonus, instead of only 1x. Nunchaku belong to the "Flails" and "Monk" weapon groups.

Quickpick
Light / Exotic edit
Quickpick
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
25 gp 1d3 1d4 1d6 1d10 19-20 x3 - 3 lbs Piercing
Weapon Qualities: Deadly, Hard-Hitting, Sunder
The Quickpick is an exotic weapon that is a slimmed-down and much lighter version of a heavy pick. The light weight allows a skilled wielder many opportunities to severely wound opponents, it is surprisingly effective at damaging unattended objects, and if used for coup-de-grace maneuvers, it does well at such grisly work. Unlike most light weapons, you may wield a Quickpick in two hands to gain 1.5 times your normal Strength bonus. The Quickpick does not usually do massive damage, but when a skilled wielder slips in an expert strike, the damage is hideous. The Quickpick belongs to the "Axes" and "Blades, Light", weapon groups. The rarity, extreme balance, and slender design of the Quickpick make it an exotic weapon.

Sai
Light / Exotic edit
Sai
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
5 gp 1d2 1d3 1d4 1d6 x2 - 1 lb Bludgeoning
Weapon Qualities: Disarm, Monk-Usable, Sunder, Stout
A sai is a short metal rod with a rounded tip, with sturdy prongs curving out like an exaggerated hilt. To the untrained eye it seems a miserable excuse for a weapon, not even sharp. But a trained user gains bonuses to disarm and sunder attempts, as the sturdy rod and prongs can grasp and shatter weaponry with ease. Sais are also light enough and wieldy enough to be used by monks in their blinding-fast attacks. The Sai belongs to the "Monk" weapon group.

Siangham
Light / Exotic edit
Siangham
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
3 gp 1d2 1d3 1d4 1d6 18-20 x2 10 ft. 1 lb Piercing
Weapon Qualities: Concealable, Monk-Usable, Pilfering
A siangham looks roughly like half an arrow made entirely of steel. It is very small, no more than eight inches long and less than an inch wide. It grants +6 to Sleight of Hand rolls to conceal it on your person. The slim haft provides a decent grip and the broad head does surprisingly good damage for such a small weapon. The Siangham belongs to the "Monk" and "Close" weapon group.

Slightwhip
Light / Exotic edit
Slightwhip
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
5 gp 1d2 1d3 1d4 1d6 x2 - 2 lbs Slashing
Weapon Qualities: Disarm, Finesse, Inclusive Reach, Trip, Pilfering
A slightwhip has a 10-foot reach, and unlike most reach weapons, can attack adjacent squares. A slightwhip deals lethal damage and threatens all squares it can reach. The Slightwhip belongs to the "Flails", weapon group.

The slightwhip resembles a buggy whip, except that it is made of stronger leathers and the handle is usually magically treated wood or bone for light weight. The handle is usually about 2 feet long, and the whip portion is about 5 more feet. The Slightwhip is favored by courtiers, and nobles. Indeed, many duels among nobles are fought with Slightwhips. While a Slightwhip is lethal, it is not TOO lethal, thus allowing honor to be served without excessive loss of life. Many mages also find the Slightwhip to be very useful, and use it to trip foes and to deliver touch spells from a safer distance.