Thrown Weapons

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Magic Thrown Weapons

Weapons designed for throwing, such as the throwing axe or the careen (but not weapons with the ammunition property, such as skiprocks), gain the Lesser Returning property for free if they have an enhancement bonus or magic property worth an enhancement bonus of at least +1. If they have an enhancement bonus of +2 or greater (or magic properties equivalent to +2 enhancement or greater), thrown weapons gain the Greater Returning magic property for free. These Returning properties cost nothing extra, and never increase the overall cost of additional upgrades, but they do count against the maximum possible enchantments the weapon can have. That is, when calculating the weapon's cost, treat the absolute bonus of the weapon as though the returning properties were not present, but when calculating what magic properties the weapon can be outfitted with, include the returning properties in the absolute bonus. For example, a +2 careen of icy burst (a +2 property) also has greater returning (also a +2 property) automatically. The cost of this careen would be calculated as though it had an absolute bonus of only +4 (ignoring the returning property), but future enchantments would be limited by the fact that it really has an absolute bonus of +6. Since Heroic tier characters cannot ever put more than +5 pluses worth of magic properties on a weapon, this careen could only have +1 more pluses worth of magic properties applied while the wielder remains below 21st level.

Simple Thrown Weapons

Alchemical Bomb, Thrown
Light Thrown / Simple edit
Alchemical Bomb, Thrown
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
0 gp as Bomb as Bomb as Bomb as Bomb x2 20 ft. 1/4th lb Bomb effect(s)
Weapon Qualities: Expendable, Non-Melee, Touch
Alchemist bombs are only available to alchemists, via their class feature, bomb. Alchemist bombs can be enhanced through discoveries and feats to create a variety of effects, damage types and status conditions. The damage of the bomb is based on the level of the alchemist that created it. Bombs become inert if used or carried by someone other than the alchemist that created them.
Alchemical Creation, Thrown
Light Thrown / Simple edit
Alchemical Creation, Thrown
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
varies effect effect effect effect - 10 ft 1/4th lb Creation effect(s)
Weapon Qualities: Expendable, Non-Melee, Touch
Alchemical creations, such as tanglefoot bags, alchemist's fire and alkali flasks, provide useful ways to alter a battle, or affect particular foes. Many of these alchemical creations can be thrown at enemy creatures for various effects. Refer to the creation description for the damage and effect(s) it can inflict. Link: Alchemical Creations
Blowgun
Light Thrown / Simple edit
Blowgun
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
2 gp 1 1 1d2 1d3 x2 20 ft 1 lb Piercing
Weapon Qualities: Non-Melee, Silent
Blowguns are generally used to deliver debilitating (but rarely fatal) poisons from a distance. They are nearly silent when fired. You can fire a blowgun with one hand, but reloading requires both hands. Since using a blowgun requires that the wielder blow the dart out with his mouth, it is not possible to dual-wield blowguns unless you have more than one mouth. Despite the appearance of being a projectile weapon, blowguns behave like thrown weapons, allowing only 5 range increments as a maximum range. The blowgun belongs to the "Thrown" weapon group.
Club
1-Hand / Simple edit
Club
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
2 sp 1d3 1d4 1d6 1d10 x2 10 ft 3 lbs Bludgeoning
Weapon Qualities: Primitive Availability, Stout
A club is a heavy blunt object, usually two to four feet long. Clubs are often made of bone or wood, and rarely have much in the way of work applied to them. A handy branch with a knot at one end makes a dandy club. Despite their sturdy simplicity clubs are not bad weapons. They do appreciable damage and can be thrown to reasonable distances, especially considering the price. The Club belongs to the "Hammers" and "Thrown" weapon 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.
Dart
Light Thrown / Simple edit
Dart
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
5 sp 1d2 1d3 1d4 1d6 x2 20 ft 1/2 lb Piercing
Weapon Qualities: Expendable, Non-Melee
Darts are small throwing knives, sometimes featuring a weighted tip or ribbons on the back end. They are only thrown weapons, and cannot be used in melee or fired from slings, bows, crossbows or stonebows. They most closely resemble daggers except that they are specifically weighted for throwing. Darts follow the rules for ammunition as regards drawing them, recovering them after fights, etc. Darts belong to the "Thrown" weapon group.
Javelin
1-Hand Thrown / Simple edit
Javelin
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
1 gp 1d3 1d4 1d6 1d10 x2 40 ft 2 lbs Piercing
Weapon Qualities: Special
A javelin is a spear which has been adapted to be thrown, with no focus on its use in melee. The shaft is not nearly as sturdy as a spear's, making it unsuitable for parrying, and the head is a long, needle-like affair which is difficult to jab into a nearby enemy, though it is ideal for throwing into one a little distance away. As a result, using a javelin in melee inflicts a -4 penalty on all attack rolls. Javelins belong to the "Thrown" weapon group.
Sling
Light Projectile / Simple edit
Sling
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
1 gp 1d2 1d3 1d4 1d6 x2 50 ft 0.1 lbs Bludgeoning or by ammunition
Weapon Qualities: Alchemical, Bullets, Improvised Ammo, Non-Melee
A sling is little more than a leather cup attached to a pair of strings. They cost nothing since they are so easily created from scratch. 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.

Load: Loading a sling is a move action that requires two hands and provokes attacks of opportunity.

Ammo: The listed damage is for rocks, which are free. Slings can also fire bullets and other ammunition, which cost either a little or a lot of money, depending on what they are. Slings may also fire alchemical bombs and alchemical creations such as thunderstones and tanglefoot bags. While the sling does not add any extra damage to such attacks, it does add a good bit of range. See the individual ammo listings below for details. The Sling belongs to the "Thrown" weapon group.

Spear
2-Hand / Simple edit
Spear
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
2 gp 1d4 1d6 1d8 2d6 x3 20 ft 6 lbs Piercing
Weapon Qualities: Brace, Defensive
Take a hefty five foot long stick, put a nice sharp blade on the end, and you have a spear. Spears are simple, economical, and for the investment, about the best weapons ever invented. If you need to arm thousands of troops really fast, you use spears. They hit extremely hard, they can be thrown for good distances, and they can brace to discourage charging opponents. The Spear belongs to the "Spears" and "Thrown" weapon groups.
Spear, Short
1-Hand / Simple edit
Spear, Short
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
1 gp 1d3 1d4 1d6 1d10 x3 20 ft 4 lbs Piercing
Weapon Qualities:
A short spear is a bit of an odd duck. Many of them are made out of daggers and ruined swords. Take an appreciable bit of a knife blade, maybe six inches to a foot or more, and pop it onto a nice, handy three foot long stick. You now have a surprisingly useful gadget! You can throw it a good long way with reasonable accuracy. You also can use the long grip to stick frogs and nasty neighbors, and the extra length gives you enough leverage to do some serious damage. The short spear belongs to the "Spears" and "Thrown" weapon groups.

Martial Thrown Weapons

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.
Boomerang
1-Hand Thrown / Martial edit
Boomerang
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
5 sp 1d3 1d4 1d6 1d10 x2 30 ft 3 lbs Bludgeoning
Weapon Qualities: Melee Capable
A boomerang is a heavy blunt object, usually two to four feet long, and almost always crafted with a distinct bend in the middle. Boomerangs are often made of bone or wood, and despite their simple appearance have a high degree of craft and skill in achieving a stable and controllable thrown flight path. Despite their considerable range and good damage, boomerangs are also perfectly fine melee weapons and may be used in one hand in melee without penalty. Boomerangs are not light weapons, however, so fighting with two boomerangs is fraught with difficulty. Many boomerangs are finely decorated with scrimshaw and carvings. The Boomerang belongs to the "Thrown" weapon groups.
Chakram
1-Hand Thrown / Martial edit
Chakram
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
10 gp 1d4 1d6 1d8 2d6 x2 30 ft 3 lbs Slashing
Weapon Qualities: Poor Melee
A chakram is an elegant throwing weapon consisting of a balanced ring made of metal or other hard substance that is thrown with one hand. As a thrown weapon, Strength is used for damage adjustments, and unless enchanted, the chakram must be recovered for reuse from the square upon which it was targeted. An enchanted chakram is tremendous fun to use or watch being used, gracefully orbiting around the battlefield making the best noises ever. A chakram is not very good as a melee weapon, incurring a -2 penalty to-hit, but it does allow you to threaten, flank, and take attacks of opportunity. The chakram belongs to the "Blades, Heavy" 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.
Knife, Throwing
Light Thrown / Martial edit
Knife, Throwing
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
3 gp 1d2 1d3 1d4 1d6 19-20 x2 30 ft 1 lb Piercing
Weapon Qualities: Concealable, Poor Melee
A throwing knife is small, perfectly balanced blade with no guard that is thrown with one hand. As a thrown weapon, Strength is used for damage adjustments, and unless enchanted, a throwing knife must be recovered for reuse from the square upon which it was targeted. A throwing knife is not very good as a melee weapon, incurring a –2 penalty to-hit, but it does allow you to threaten, flank, and take attacks of opportunity. The throwing knife is even easier to hide than most knives, allowing the traditional "snatch the knife from hiding and throw it at the bad guy" trick to work very well indeed. The throwing knife is considered a light weapon in melee. The throwing knife belongs to the "Blades, Light" and "Thrown" weapon groups.
Pilum
1-Hand Thrown / Martial edit
Pilum
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
5 gp 1d4 1d6 1d8 2d6 x2 20 ft 4 lbs Piercing
Weapon Qualities: Entangling, Special
The pilum is the well-engineered martial equivalent to the javelin. The pilum requires martial skill to use, and so it must be used by adventurers or a professional military force. It is nearly ideal for a professional military. The key to the pilum's performance is that it is modular. The shaft is a fairly standard stick, but the head is attached via a clever fixture that allows it to be easily replaced. The head is very long and very thin, flimsy, even. A pilum can be used in melee with one hand without penalty, and was very commonly used with a shield in such usage to great effect. When a pilum is thrown the head is expendable, making the entire weapon useless. If the pilum head strikes a target with a shield that is using it's shield AC bonus, and inflicts damage past any DR, the pilum sticks into the shield and entangles the victim. It takes one standard action to pry a pilum out of the shield and remove the entangled condition. This action must be expended per pilum that has struck the shield. Or, the target may drop the shield and remove the entangled condition that way. After the battle the pilum shafts may be recovered from the battlefield and have new heads attached. Note that enchantments laid upon a pilum treat it as a standard thrown weapon, but if it returns, the head is still considered expended. To replace the head on a pilum takes a full round action. Pilum heads weigh 1 lb each and cost 5 sp, even when applied to enchanted weapons. The pilum belongs to the "Spears" and "Thrown" weapon groups.
Spear, Throwing
1-Hand Thrown / Martial edit
Spear, Throwing
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
5 gp 1d4 1d6 1d8 2d6 x4 40 ft 3 lbs Piercing
Weapon Qualities: Poor Melee
A throwing spear is exactly what it sounds like: a spear optimized to be thrown long distances and strike like thunder. A throwing spear is a martial thrown weapon, and can (in theory) be used in one hand to fight in melee, although it is really too light for such duty, inflicting a -2 penalty when doing so. The light shaft and long, needle-tipped point make it very effective, with a surprisingly long range, and while it is not common to score a critical hit with a throwing spear, when you get lucky, it's something to behold. The throwing spear belongs to the "Thrown" weapon groups.
Trident
1-Hand / Martial edit
Trident
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
15 gp 1d4 1d6 1d8 2d6 x2 20 ft 4 lbs Piercing
Weapon Qualities: Brace, Pilfering
A trident is a combat version of a farmers pitchfork, despite the common association with aquatic creatures. Given its humble beginnings, the trident is a remarkably effective weapon. Used in one hand it's as good at cut and thrust as a longsword, although less likely to do devastating damage. The real joy, though, is the fact that the broad spread of the three sharp tips allows the wielder to effectively brace the weapon against charges using only one hand! This is a real unpleasant surprise to those aggressive sorts looking to run you down. The Trident belongs to the "Spears" and "Thrown" weapon groups.

Exotic Thrown 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.
Bola
1-Hand Thrown / Exotic edit
Bola
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
5 gp 1d2 1d3 1d4 1d8 x2 10 ft 2 lbs Bludgeoning
Weapon Qualities: Non-Lethal, Non-Melee, Ranged Attack of Opportunity, Slow Draw, Trip
The bola is a pair of short cords tied together in a criss-cross shape, with light weights tied to three of the four ends. A bola can be drawn and thrown with one hand. It always takes a move action to draw a bola, to avoid tangling the complex cordage, even with Quick Draw (Feat). When thrown by a proficient wielder, bolas spread out as they rotate and can wrap around a foe's legs. Despite their odd looks, bolas are extremely handy, and a proficient user can fling them at an instant's notice. Bolas deal only Non-Lethal Damage. During the wielder's turn, bolas can be used to perform trip attacks. If the wielder of a bola is holding the weapon in his hand, he can use the bola to make an attack of opportunity against any foe who moves within thirty feet of him. When used to make any attack of opportunity, a bola cannot make a trip attack. A bola does not threaten, nor does it permit flanks. The bola belongs to the "Thrown" weapon group.
Bola, Lethal
1-Hand Thrown / Exotic edit
Bola, Lethal
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
15 gp 1d2 1d3 1d4 1d8 x2 10 ft 2 lbs Bludgeoning and Piercing
Weapon Qualities: Non-Melee, Ranged Attack of Opportunity, Slow Draw, Trip
The lethal bola is a pair of short cords or light chains tied together in a criss-cross shape, with sharp-spiked weights tied to three of the four ends. A bola can be drawn and thrown with one hand. It always takes a move action to draw a bola, to avoid tangling the complex cordage, even with Quick Draw (Feat). When thrown by a proficient wielder, lethal bolas spread out as they rotate and can wrap around a foe's legs. Despite their odd looks, lethal bolas are extremely handy, and a proficient user can fling them at an instant's notice. Lethal bolas deal lethal damage, but cannot be used as a melee weapon. During the wielder's turn, lethal bolas can be used to perform trip attacks. If the wielder of a lethal bola is holding the weapon in his hand, he can use the lethal bola to make an attack of opportunity against any foe who moves within thirty feet of him, even though it does not threaten in melee. However, when used to make any attack of opportunity, a bola cannot make a trip attack. A lethal bola does not threaten, nor does it permit flanks. Lethal bolas belong to the "Thrown" weapons group.
Careen
Light Thrown / Exotic edit
Careen
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
30 gp 1d3 1d4 1d6 1d10 x2 20 ft 2 lbs Bludgeoning
Weapon Qualities: Deceptive, Non-Melee, Powerful, Strength-Based
The careen, colloquially called "huckin' rocks", are one-handed spheres of dense stone a bit larger than a plum. They often have a somewhat oblong shape, and a distinct ridge upon which a finger may be placed for more control of their spin. Despite appearances, they are extremely deadly in the hands of an expert user, and can be hurled one-handed with incredible force and accuracy. Even more deadly, in the hands of a trained user, a careen weaves and turns in flight, making it extremely difficult to deflect, catching opponents off-guard, and even curving around shields. Careens allow the wielder to apply his Strength (instead of Dexterity) when calculating both to-hits and damage, as if it were a light melee weapon, though it cannot be used in melee. Indeed, a careen can even make use of Power Attack (Feat) as though it were a light melee weapon. Careens belong to the "Thrown" weapon group.
Throwing Glaive
1-Hand Thrown / Exotic edit
Throwing Glaive
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
120 gp - - 1d12 3d6 19-20 x2 30 ft 7 lbs Slashing
Weapon Qualities: Deceptive, Poor Melee, Size Limited, Slow Draw
The name "throwing glaive" is a bit of a misnomer, because this weapon is not a glaive at all. The radially symmetrical throwing glaive is a rare and exotic weapon most similar to an extremely large shuriken. A throwing glaive consists of a central hub, around which bristle outward pointing blades, ranging in number from two to seven or more, usually curved and often an odd number. A throwing glaive's large size (they are usually the size of a small shield) and dangerously inconvenient shape make them slow and difficult to ready for combat. Drawing one from storage never takes less than a move action, even if the wielder has Quick Draw (Feat). Even worse, a size small or smaller wielder cannot use a throwing glaive at all, as a certain length of limb is required before the weapon can be effectively thrown. A throwing glaive can be used in melee combat, but its inconvenient shape renders it a poor choice, inflicting a -2 penalty to hit. However, when thrown by a proficient user, the reason for its awkward shape becomes evident: a throwing glaive weaves and turns in flight in a most dangerous and deceptive fashion, catching most foes off-guard. The aggressive spinning delivery, odd shape, and powerful blades can inflict severe damage, making the weapon's considerable drawbacks easily tolerated by the aficionado. The throwing glaive belongs to the "Blades, Heavy" and "Thrown" weapon groups.
Harpoon
2-Hand / Exotic edit
Harpoon
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
25 gp 1d3 1d4 1d6 1d10 x2 20 ft 30 lbs Piercing
Weapon Qualities: Entangling, Forced Bleed, Retrieving, Special
A harpoon is a two-handed melee weapon, and may be used as such with no hint at its nasty secrets. The harpoon's true cruelty arises when it is hurled in combat. A harpoon is a nasty, barbed spear with one hundred feet of hemp rope attached. As such, its maximum range is 100 feet. The weight listed includes the weight of the rope. If you use a harpoon without the rope, reduce the weight by twenty pounds, you lose the use of the retrieving quality, and you may throw the harpoon further than one hundred feet if you have abilities or feats that increase your maximum range bands. Note you may purchase a harpoon with 100 feet of Spider Silk rope instead of hemp. This increases the price by 200 gold pieces, but lowers the weight to 14 pounds.

Once the retrieving quality is used in combat, the rope becomes hopelessly tangled and must be un-knotted, and coiled in a specific way. This process requires 5 minutes of preparation, before the retrieving quality of the harpoon may be used again. It is also quite common for the rope to be cut, requiring a fresh rope be installed (a similar 5-minute process).

Any attack which inflicts damage to the foe (hits their AC and overcomes any DR) means the harpoon has stuck to the foe. The enemy gains the Entangled condition. Even worse, the harpoon inflicts a Bleed condition, dealing 1 point of damage per round, which cannot be ended unless the harpoon is removed first. To remove a harpoon requires higher than animal intelligence and takes a standard action by either the creature struck or another creature adjacent to the creature struck. Removing a harpoon ends the Entangled condition and allows a heal check or healing to end the Bleed condition as well.

Note that the Harpoon's ability to inflict the Entangled quality and enable the Retrieving quality are mundane qualities that pierce the immunity to conditions conveyed by some monster roles (such as heavies and threats).

As long as a creature is Entangled by a harpoon with a rope attached, the wielder of that harpoon may expend a move action to retrieve the Entangled foe. Retrieving is a type of Reposition maneuver, requiring an opposed Maneuver Offense roll against the victim's Maneuver Defense. If successful, you may move a harpooned foe only into squares closer to you than the square the foe started in.

The Harpoon belongs to the "Spears" and "Thrown" weapon groups.

Lasso
2-Hand Thrown / Exotic edit
Lasso
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
10 gp - - - - - 10 ft 5 lbs Slashing
Weapon Qualities: Entangling, Non-Melee, Retrieving, Touch
The lasso is not a rope, even though it is made from a rope. A lasso is carefully formed and shaped from rope soaked in paraffin, so it holds its shape but can still perform its function. A typical lasso is fifty feet long, and so cannot be thrown more than fifty feet. Attacking with a lasso requires both hands, inflicts no damage, and is a ranged touch attack. If the touch attack is successful, the lasso inflicts the Entangled condition on the victim.

Note that the lasso's ability to inflict the Entangled quality and enable the Retrieving quality are mundane qualities that pierce the immunity to conditions conveyed by some monster roles (such as heavies and threats).

The wielder can expend a move action to place tension on the lasso. As long as the attacker is maintaining tension every round by expending a move action, the victim may not escape the lasso. The victim (or one of the victim's allies) may attack the lasso if they have a slashing weapon, using the Sunder combat maneuver. If the attacker drops the lasso or fails to use a move action to maintain tension on the rope, the victim may escape the lasso by expending a move action. Each round that the wielder is maintaining tension on the lasso, he may roll a Maneuver Offense with a +2 weapon bonus against the victim's Maneuver Defense to pull the victim closer to him as part of the same move action as maintaining tension.

Assuming the lasso is not entangling a target and has not been sundered, or if the ranged touch attack misses the target, it requires a standard action to coil the lasso back into a configuration suitable for throwing again.

The lasso belongs to the "Thrown" weapons group.

Net
2-Hand Thrown / Exotic edit
Net
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
20 gp - - - - - 10 ft 12 lbs Slashing
Weapon Qualities: Non-Melee, Pinning, Slow Draw, Touch
A combat net is made of heavy jute, which is loosely knotted together to make the strands slip and slide across one another. This makes the net hard to maintain, but makes it very soft and able to conform to objects despite its very sturdy weave. The loose weave also means that it always takes a move action to draw a Net for use, even if you have Quick Draw (Feat). When a net is thrown it deals no damage. Attacking with a net requires both hands. When it is hurled by a skilled user it spreads in the air and wraps around a foe as long as they are within one size category larger or smaller than the wielder. Attacking with a net is a ranged touch attack, and upon a successful hit, the net inflicts the Pinned condition. To remove the pinned condition, the victim must expend a full round action to unwrap and throw off the net with an Escape Artist check versus the attacker's Maneuver Offense. This is the only action which the pinned creature can undertake while pinned by a net. If they make this roll by 5 or more, it takes only a move action to escape the net.

A net which has been thrown at a target must be gathered and carefully folded back into a throwable shape, requiring a full minute before it can be thrown again.

Note that a net's ability to inflict the Pinned condition does NOT pierce the immunity to conditions conveyed by some monster roles (such as heavies and threats).

The net belongs to the "Thrown" weapons group.

Shotput
2-Hand Thrown / Exotic edit
Shotput
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
15 gp - 1d10 2d6 3d6 x2 20 ft 12 lbs Bludgeoning
Weapon Qualities: Ponderous, Poor Melee, Powerful, Strength-Based
Despite appearances, these simple, heavy, spheres are very lethal ranged weapons. They have been known by many names, such as dreadstones, skullsmashers, and thunderballs. They are two-handed exotic throwing weapons, requiring a huge amount of training to use properly, despite being quite a bit simpler than careens or skiprocks. They are larger and heavier than orc shotputs, and the two-handed techniques used to throw them are far more controlled. As a result, they are much more accurate, but they have much less chance of inflicting massive damage. This trade-off is little remarked, though, as their damage potential is second to none. Unlike most thrown weapons, shotputs allow the wielder to apply his Strength bonuses to both to-hit and damage rolls, and even better, the Strength Damage bonus x1.5 is applied, since the weapon is used with two hands. A shotput can even make use of Power Attack (Feat) as though it were a 2-handed melee weapon. Shotputs can also be used in melee, albeit at a -2 penalty on attack rolls. As such, they threaten adjacent squares, and allow the wielder to make opportunity attacks and provide flanks. The Shotput belongs to the "Thrown", weapon group.
Shotput, Dural
2-Hand Thrown / Exotic edit
Shotput, Dural
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
75 gp - 1d12 2d8 3d8 19-20 x2 10 ft 36 lbs Bludgeoning
Weapon Qualities: Massive, Ponderous, Poor Melee, Powerful, Strength-Based
Identical to the shotput, except that it is made from the magical stone, dural, which is an extremely dense material that is nearly impossible to shape into anything complex, but just fine at simple shapes like a spherical shotput. Dural shotputs have a much shorter range than a traditional shotput, though they are more likely to inflict a severe wound. They are massive weapons, requiring a minimum of 18 strength to wield proficiently.

Like shotputs, dural shotputs belong to the "Thrown" weapons group.

Shotput, Orc
1-Hand Thrown / Exotic edit
Shotput, Orc
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
10 gp - - 2d6 3d6 19-20 x3 10 ft 10 lbs Bludgeoning
Weapon Qualities: Ponderous, Poor Melee, Powerful, Size Limited, Strength-Based
Special training turns a grapefruit-sized sphere of crude iron into a deadly projectile. Even with the exotic weapon proficiency (orc shotput) feat, a wielder must be medium-size or larger to use the weapon effectively (or take a -2 size and -2 handiness penalty). The orc shotput is a rather small example of this breed of weapon, and is hurled with great force, with an eye to the occasional massive strike, rather than more reliable damage. As a result, it becomes wildly inaccurate quickly. The orc shotput may also be used in melee, albeit at a -2 penalty on attack rolls. As such, the wielder threatens adjacent squares, may make opportunity attacks, and provide flanks. The orc shotput belongs to the "Thrown" weapons group.
Shuriken
Light Thrown / Exotic edit
Shuriken
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
2 sp 1 1 1d2 1d3 x2 10 ft 1/10th lbs Piercing
Weapon Qualities: Expendable, Monk-Usable, Non-Melee
Shuriken are small discs of heavy, sharp steel which are thrown at targets. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them and what happens to them after they are thrown. A shuriken can't be used as a melee weapon. The Shuriken belongs to the "Thrown" 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.
Skiprock, Thrown
1-Hand Thrown / Exotic edit
Skiprock, Thrown
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
3 gp 1d2 1d3 1d4 1d8 x2 10 ft 1/4th lbs Bludgeoning
Weapon Qualities: Non-Melee, Ricochet, Special
Skiprocks are like small puck-shaped rocks which can be thrown, used in a sling or fired from a stonebow. If used by someone with the Exotic Weapon Proficiency for skiprocks, they gain use of the ricochet ability (see below), which can be used with any delivery method. Although skiprocks can be used as ammunition, they are thrown weapons for purposes of enchantment, drawing them for use, or for what happens to them after they are fired. Because of this, if a skiprock is enchanted to at least +1, it gains the Lesser Returning weapon quality (and gains Greater Returning if enchanted to at least +2) and retains that quality even if fired from a projectile weapon with greater than a +1 enhancement. This means that a single skiprock can be used as ammunition multiple times per round if desired, as long as the returning quality is able to function. When used as a thrown weapon, a skiprock is not usable in melee combat and so does not threaten, allow flanks, and cannot be used for attacks of opportunity. Skiprocks belong to the "Thrown" weapons group.
Special: Ricochet
Requires Exotic Weapon Proficiency (Skiprocks): Up to once per round, if you successfully strike your target, select a different foe within 10 feet of your first target and make a second attack. Resolve this second attack using the same attack bonuses and penalties as the first attack. On larger creatures you may choose the square you struck before determining the path to the second creature, though you must have line of effect to all squares in the path. Only roll damage once, but each target that was struck takes the full damage. Any precision damage included in the attack is only applied to the first target, but damage bonuses from Strength, feats, and magical bonuses are applied to both targets. Ricochet may never be used more than once per round, regardless of how many attacks the throwing character has, how many different skiprocks they throw, or how many different creatures they are targeting.
Slingstaff
2-Hand Thrown / Exotic edit
Slingstaff
Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
20 gp 1d3 1d4 1d6 1d10 x2 80 ft 3 lbs Bludgeoning or by ammunition
Weapon Qualities: Alchemical, Bullets, Improvised Ammo, Melee Capable
A slingstaff is a sturdy stick with a sling attached to the very end. One end of the sling is permanently attached to the stick, while the other end has a metal ring which can be slipped over the end of the stick. Despite its simple looks, the slingstaff is a remarkably handy weapon. For one thing, unlike most other ranged weapons out there, a slingstaff is also a melee weapon. It uses the same stats as a club when used in melee, and if you are wielding a slingstaff as a melee weapon you threaten, can make opportunity attacks, etc. Even better, any enchantment placed on a slingstaff counts for both the ranged weapon function and the melee weapon function. (Magical weapon properties may be chosen which are useful for melee or ranged only, but if you do so, they only work when the weapon is being used in the permitted fashion.) Indeed, the slingstaff should probably be called the slingclub...but slingstaff sounds cooler.

Your Strength modifier applies to damage rolls when you use a slingstaff just as it does for thrown weapons. You can fire, but not load, a slingstaff with one hand. You can hurl ordinary stones with a slingstaff, but stones are not as dense or as round as bullets. The listed stats above are for such free rocks. The slingstaff can use bullets and even alchemical bombs or creations as ammunition, each of which offers different damage information.

Load: Loading a sling staff is a move action that requires two hands and provokes attacks of opportunity.

The slingstaff belongs to the "Thrown" and "Hammers" weapon groups.