1-Hand Melee Weapons

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Simple One-Hand Melee Weapons

Club

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Club 2 sp 1d3 1d4 1d6 1d8 x2 10ft 3 lbs Bludgeoning
Weapon Properties: 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.

Mace, Heavy

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Mace, Heavy 12gp 1d4 1d6 1d8 2d6 x2 - 8 lbs Bludgeoning
Weapon Properties:
A heavy mace is a club with a nice tuxedo on, usually made of stone or steel. A heavy mace is usually three feet long with a mighty striking head usually equipped with some painful flanges and other tenderizers. Despite the expense and hard-hitting nature of the thing, there's really nothing in the way of finesse in a mace. It's got a nice suit on, but it's still a simple weapon. A heavy mace is seriously heavy, too, it's a real handful to use with one hand, and for that reason a heavy mace cannot be thrown with any measure of adroitness. The Heavy Mace belongs to the "Hammers" weapon group.

Morningstar

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Morningstar 8gp 1d4 1d6 1d8 2d6 x2 - 6 lbs Bludgeoning and piercing
Weapon Properties:
A morningstar is like a heavy mace with a slightly smaller head. To make up for the lost damage due to the lower weight, the morningstar has a LOT of sharp spikes all over that head. Getting hit with one...hurts. A lot. The Morningstar belongs to the "Hammers" weapon group.

Shortspear

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Shortspear 1gp 1d3 1d4 1d6 1d8 x3 20ft 4 lbs piercing
Weapon Properties:
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 or so, 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, too. The Shortspear belongs to the "Spears" and "Thrown" weapon groups.

Martial One-Hand Melee Weapons

Battleaxe

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Battleaxe 10gp 1d4 1d6 1d8 2d6 x3 - 5 lbs Slashing
Weapon Properties: Stout
Ah, the battleaxe. Few weapons are so plainly ideal for their work as a battle axe. Roughly three feet long, they come in a myriad of head types, one and two edged, in almost every conceivable shape. They are all solid, no-nonsense martial weapons. Their top-heavy blades demand some skill to use well. The Battleaxe belongs to the "Axes" weapon group.

Flail

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Flail 8gp 1d4 1d6 1d8 2d6 x2 - 5 lbs Bludgeoning
Weapon Properties: Disarm, Trip
Start with a morning star and break the spiked head off. Lose half of the handle and attach what's left to a sturdy length of thick chain. Weld the cruelly spiked head to the end of the chain and you wind up with the flail, a nasty piece of work if you've ever seen one. Flails can bend and curve around objects, and for that reason flails give a hefty bonus to your disarm and trip combat maneuvers. The Flail belongs to the "Flails" weapon group.

Longsword

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Longsword 15gp 1d4 1d6 1d8 2d6 19-20x2 - 4lbs slashing
Weapon Properties:
The longsword is much more than a stretched out short sword. The extra length of a longsword makes it a serious martial weapon, able to inflict heavy damage at all times and hit for deadly effect pretty often. The combination of deadly damage combined with a fairly small, light, and handy size makes the longsword a serious favorite of all adventurers. There are literally dozens upon dozens of variations of the long, straight one-handed sword blade, and for our purposes, they're all long swords. The Longsword belongs to the "Blades, Heavy" weapon group.

Pick, Heavy

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Pick, Heavy 8gp 1d3 1d4 1d6 1d8 x4 - 6 lbs piercing
Weapon Properties: Sunder
A larger hooked hammer, the heavy pick does solid damage at all times, but the long razor-sharp spike is a serious threat to the health of your enemies. The Heavy Pick belongs to the "Axes" weapon group.

Rapier

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Rapier 20gp 1d3 1d4 1d6 1d8 18-20x2 - 2 lbs piercing
Weapon Properties: Finesse, One-Handed Only
The rapier is lightly built and designed for speed, speed, speed. The damage is a bit less than a longsword at most times, but the rapier is quick enough that it gets a lot of dangerous strikes through an enemies defenses. The downside is that it's so lightly built that you can't use both arms to power down a foe via brute strength. The Rapier belongs to the "Blades, Light" weapon group.

Scimitar

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Scimitar 15gp 1d3 1d4 1d6 1d8 18-20x2 - 4 lbs slashing
Weapon Properties:
The scimitar is a strongly curved blade a bit under three feet long with a pronounced 'clipped' point. It is sharpened along the outside curve for the full length of the blade and sharpened along the backside of the clip point as well. The curved shape and heavy tip give it plenty of power in a swing, and when it lands true it hits really hard. In regular cut-and-thrust combat it's a bit less lethal than a longsword, although still plenty dangerous. The Scimitar belongs to the "Blades, Heavy" weapon group.

Scizore

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Scizore 20gp 1d6 1d8 1d10 2d8 x2 - 3 lbs Piercing
Weapon Properties: Protective, Attached, Restrictive, Uncomfortable
The scizore is a powerful but miserable weapon. A hollow pipe, sealed on the end, covers the grip and sheaths the forearm, locking the wrist. A nasty double-hook tips this beastly thing. The large rigid shape means the scizore protects the wielder and can generate awesome power in strikes, but the drawbacks are severe. If you do not attack with a hand wielding a scizore you gain a +1 shield bonus to your AC. When you attack with that hand you lose the shield bonus until the beginning of your next turn. Because the scizore locks your wrist, all attacks are made at a -1 to-hit penalty. A scizore does grant a +10 bonus to your CMD to prevent you being disarmed of the miserable thing, and squeezing your hand into it means that donning or removing a scizore is a full round action. While wearing a scizore, that hand can do nothing else. The Scizore belongs to the "Blades, Light" and "Close" weapon groups.

Shield, Heavy

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Heavy Shield As Shield 1d2 1d3 1d4 1d6 x2 - As Shield Bludgeoning
Weapon Properties: Protective, Attached, Uncomfortable
The Heavy 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 Heavy Shield you retain the shield's bonus to your AC. When you attack with that hand you lose the shield bonus until the beginning of your next turn. The Heavy Shield belongs to the "Close" weapon group.

Sword Cane

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Sword Cane 45gp 1d3 1d4 1d6 1d8 x2 - 4 lbs piercing
Weapon Properties: Stealthy, Handy
A sword cane is the ultimate in discrete weaponry. The scabbard is disguised as a walking stick at all times. A sword cane is usually carried in-hand rather than on the belt, to lend credence to the disguise, and as a result you can draw the blade as a swift action (or a free action if you also have the Quick Draw feat). Anyone examining the owner must make a DC20 Perception check to realize the true nature of the sword cane. This check is DC10 if they are able to pick up and handle the sword cane. The Sword Cane belongs to the "Blades, Light" weapon group.

Terbutje

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Terbutje 5gp 1d4 1d6 1d8 2d6 19-20x2 - 2 lbs slashing
Weapon Properties: Fragile, Intimidating, Primitive Availability
A classic example of a primitive weapon, a terbutje looks crude but is utterly terrifying when swung at your face. Unlike most primitive available weapons, the wood and stone construction of the terbutje is always fragile in combat...unless enchanted. Then a terbutje becomes every bit as capable as any 'more advanced' weaponry. The Terbutje belongs to the "Blades, Heavy" weapon group.

Trident

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Trident 15gp 1d4 1d6 1d8 2d6 x2 10ft 4 lbs piercing
Weapon Properties: Brace
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.

Warhammer

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Warhammer 12gp 1d4 1d6 1d8 2d6 x3 - 5 lbs Bludgeoning
Weapon Properties: Stout
The warhammer is a lighter, better designed heavy mace. The head is considerably smaller, but cleverly designed to maximize the impact of the reduced weight. As the weapon is more wieldy, the damage done by a well-aimed swing is very severe even though the weight is considerably less. The Warhammer belongs to the "Hammers" weapon group.

Exotic One-Handed Melee Weapons

Axe, Hooked

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Axe, Hooked 20gp 1d4 1d6 1d8 2d6 x3 - 7 lbs slashing
Weapon Properties: Disarm, Performance, Trip
Like many exotic weapons, the hooked axe looks deceptively simple. It's just a battleaxe with a funny blade, right? Indeed, a character with martial weapons skill can use a hooked axe just fine, and it acts exactly as a battleaxe when so used. In the hands of a skilled user, however, the hooked axe is revealed as a grappling hook of deadly ability. The hooked axe can catch a wrist to disarm a foe, or catch an ankle to trip, and it looks darn good doing it, too. The Hooked Axe belongs to the "Axes" weapon group.

Cruciate Mace

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Cruciate Mace 20gp 1d6 1d8 1d10 2d8 x2 - 8 lbs Bludgeon or Pierce
Weapon Properties: Brutal
A Cruciate Mace is made of solid metal (or similar substance) which through the blacksmith's art has been forged in an “X” cross section keeping it light enough (barely) to be wielded in one hand. The business end is liberally equipped with jagged sawteeth which allow the weapon to inflict piercing as well as bludgeoning damage with a slight twist of the wrist. Sadly, the small teeth make it unlikely a Cruciate Mace will do exceptional damage, but it certainly hits hard. Any damage dice rolled with a result of a 1 or 2 may be re-rolled until a result other than 1 or 2 is achieved. The Cruciate Mace belongs to the "Hammers", weapon group.

Falcata

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Falcata 18gp 1d4 1d6 1d8 2d6 19-20x3 - 4 lbs slashing
Weapon Properties:
The falcata is an odd-looking thing, with that droopy nose and massive hooked hilt. In the hands of a skilled user, the design is shown to be a marvel of deadly intent. It is every bit as good as a longsword in cut-and-thrust combat, but the curved edge, forward balance, and aggressive point combine to inflict extremely severe wounds when a well-aimed strike drives home. The Falcata belongs to the "Blades, Heavy" weapon group.

Khopesh

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Khopesh 20gp 1d4 1d6 1d8 2d6 19-20x2 - 8 lbs slashing
Weapon Properties: Trip
If the falcata is odd, the khopesh is downright weird, with that odd bowl shaped blade and the little jags and barbs all over the blade. And it weighs a ton! But in the hands of a skilled user, the subtle design is clear: The khopesh is at least as effective in cut-and-thrust as a longsword, but it is designed to hook and catch on your opponents armor and clothing at all engagement ranges and hurl him to the ground. A foe on the ground is soon a dead foe, as all serious warriors know. The Khopesh belongs to the "Blades, Heavy" weapon group.

Saber

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Saber 60gp 1d8 1d10 1d12 3d6 19-20x2 - 7 lbs Slashing
Weapon Properties: Deadly
The largest and most deadly of the one handed swords, the Saber is the long sword's meaner brother. A saber has a very small grip to reduce weight, with a light basket hilt instead of a heavy guard, so that the blade may be made as long and heavy as possible. Even though a saber is only a few inches longer over all than a long sword or bastard sword, the blade is as much as a foot longer than a long swords. To give the blade as much strength as possible it is curved and has only one edge, for lightness. The small grip and long, heavy curved blade makes it optimized for long sweeping cuts. A Saber usually inflicts large, messy wounds, thus the high damage, and the exotic heavy-bladed design allows for heavy cuts, so critical damage is not impacted. The size and unusual fighting style demanded by the curved shape makes it an Exotic Weapon. The Saber belongs to the "Blades, Heavy", weapon group.

Sword, Bastard

Yawn, a bastard sword, right? Wrong! Check out the Riddle of Steel feat. Wow!
Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Sword, Bastard 35gp 1d6 1d8 1d10 2d8 19-20 x2 - 6 lbs Slashing or Piercing
Weapon Properties: Deadly
A bastard sword can be used with a martial weapons proficiency feat as a two-handed weapon, or it can be used as a one-handed weapon with an Exotic Weapon Proficiency feat. Even better, if used with an exotic weapon proficiency feat, the wielder is skilled in using the point as well as the edge. This allows the weapon to do either piercing or slashing damage at the user’s discretion. Even when being used with the Exotic Weapon Proficiency Feat, a Bastard Sword can be wielded with two hands and inflicts the users Strength bonus times 1.5. The Bastard Sword belongs to the "Blades, Light" and "Blades Heavy", weapon groups.

Temple Sword

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Temple Sword 30 gp 1d4 1d6 1d8 2d6 19-20x2 - 4 lbs Slashing
Weapon Properties: Distracting, Monk, Performance
With long, straight, double-edge blades, temple swords are similar to longswords, and indeed, can be used as a longsword with martial skill without penalties. However, the heavy tassel attached to the pommel, when used with exotic weapon skill, grants the temple sword the distracting quality and allows it to be used in performance fighting. The Temple Sword belongs to the "Blades, Heavy" and "Monk" weapon groups.

War Axe

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
War Axe 30gp 1d6 1d8 1d10 2d8 x3 - 8 lbs Slashing
Weapon Properties: Defensive, Blocking
The War Axe is a hefty axe designed only for battle. It can be used with both hands and a Martial Weapons Proficiency, or one hand and an Exotic Weapon Proficiency Feat. Dwarves proficient with martial weapons may wield a War Axe with one hand. A War Axe is large enough that a skilled user (with the Exotic Weapon Proficiency feat) can use it to shield against attacks. If a wielder simply wields the War Axe, she receives a +1 weapon bonus to AC and Reflex saves. This bonus does not increase from any magical enhancements the weapon may have, nor may it be stacked with any other weapon bonuses to AC or Reflex. When you use this weapon to fight defensively, you gain a +1 shield bonus to AC. The War Axe belongs to the "Axes", weapon group.

War Flail

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
War Flail 40gp 1d6 1d8 1d10 2d8 x2 - 6 lbs Bludgeoning
Weapon Properties: Disarm, Trip
The War Flail is a flail made with exotic woods and construction techniques to place the weapon’s weight in the very best places to be effective. It grants +2 on Disarm attempts and can be used to Trip. If you are tripped in return, drop the weapon to avoid. The War Flail belongs to the "Flails", weapon group.

War Pick

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
War Pick 25gp 1d4 1d6 1d8 2d6 19-20 x3 - 6 lbs Piercing
Weapon Properties: Sunder
The War Pick is a better made, more damaging version of the Heavy Pick. Its true danger lies in its chance for massive critical damage on every swing. A War Pick used for a Sunder attempt grants the wielder +2 to their Combat Maneuver checks and can reduce the hardness of unattended objects by up to five, to a minimum hardness of five. The extremely top-heavy balance and rarity make this an exotic weapon. The War Pick belongs to the "Axes", weapon group.

Whip

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Whip 1gp 1 1d2 1d3 1d6 x2 - 2 lbs Slashing
Weapon Properties: Finesse, Trip, Disarm, Inclusive Reach 15', Nonlethal, Non-Threatening, Provocative
This is the traditional animal whip used to handle herds, draft teams, and the like. It deals non-lethal damage and does not threaten squares, as the tip is deliberately made light, so as to leave the herded animals unharmed. Rarely used in serious fights, not least because using it provokes attacks of opportunity from people nearby. If you have the exotic weapon proficiency with this weapon, it threatens squares with its reach, and does not automatically provoke attacks of opportunity when used to attack. This weapon is included here for reference, not because it's worth taking. The Whip belongs to the "Flails", weapon group.

Whip, Cavalry

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Whip, Cavalry 30gp 1d3 1d4 1d6 2d4 x2 - 6 lbs Slashing
Weapon Properties: Trip, Reach 20'(cannot attack adjacent or 10' away), Unwieldy
The Cavalry Whip is a Long Whip designed for mounted use. The Cavalry Whip can perform trip attacks. The Cavalry Whip deals lethal damage and has an enormous 20 foot reach. The Cavalry Whip cannot attack any squares within ten feet of the wielder, nor does it threaten within this range. If any adjacent square is blocked the wielder cannot use the weapon at all, and if any square within ten feet of the wielder is considered blocked you have -4 to hit when the weapon is used. A Cavalry Whip can be used afoot.

This whip is identical to the Long whip except as above, and the handle is three feet long and the braid is “only” 14 feet long. The longer handle and shorter braid makes the weapon usable while mounted. The Cavalry Whip belongs to the "Flails", weapon group.

Whip, Heavy

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Whip, Heavy 10gp 1d3 1d4 1d6 2d4 x2 - 4 lbs Slashing
Weapon Properties: Trip, Disarm, Inclusive Reach 10'
The Heavy Whip is a serious one-handed fighting-whip. It can be used to perform trip attacks, and if you are tripped in return, dropping the weapon negates the trip. It grants +2 on all Disarm rolls. The Weapon Finesse Feat is not usable with a Heavy Whip. The Heavy Whip deals lethal damage. The Heavy Whip has a 10 foot reach, and unlike most reach weapons, can attack opponents in adjacent squares. The Heavy Whip threatens all squares it can reach. Using a Heavy Whip does not provoke attacks of opportunity.

This weapon is the Slight Whip's bigger cousin. The Heavy Whip is the first serious effort to make a whip into a real combat weapon. After thousands of years of refinement by a small but dedicated following, the Heavy Whip has evolved into a solid yet very flexible weapon. It is not the most damaging whip, but it is the best mix of abilities and reasonable damage available. A Heavy Whip has a sturdy handle about a foot long, and a thick yet flexible braid that's about 6 feet long with a wire-reinforced tip. A Heavy Whip in the hands of a strong and skilled user can kill a man quickly, and is a serious threat to any foe on the battlefield. The Heavy Whip belongs to the "Blades, Light" and "Flails", weapon groups.

Whip, Long

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Whip, Long 20gp 1d3 1d4 1d6 2d4 x2 - 5 lbs Slashing
Weapon Properties: Trip, Reach 20', Provocative, Unwieldy
This weapon can be used to perform trips, and if you are tripped in return, you can drop the weapon to avoid the trip. It is not usable with Weapon Finesse, and deals lethal damage. The Long Whip has a 20 foot reach but cannot threaten adjacent squares. A Long Whip takes a great deal of space to use properly. If any adjacent square is considered blocked you cannot use the weapon, and if any square within ten feet of the wielder is considered blocked you have -4 to hit when the weapon is used. On top of all that, using a Long Whip provokes attacks of opportunity from foes threatening you. A Long Whip cannot be used while mounted.

This weapon is similar to a Heavy Whip, but much longer. The Long Whip has enormous reach, and in the hands of a strong and skilled user can tip the tide of most battles. A Long Whip has a handle about a foot long, but the braid is much thinner than most whips and about 16 feet long, with a wire-reinforced tip. The Long Whip belongs to the "Flails", weapon group.

Whip, War

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Name Cost Tiny Dmg Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Whip, War 40gp 1d4 1d6 1d8 2d6 19-20 x2 - 6 lbs Slashing
Weapon Properties: Inclusive Reach 10'
The War Whip is the Heavy Whip’s sturdier, meaner, bigger brother. The War Whip cannot make trip attacks and is not usable with the Weapon Finesse feat. The War Whip deals lethal damage, has a 10 foot reach, and can attack foes in adjacent squares, unlike most reach weapons. The War Whip threatens all squares it can reach.

The War Whip is very popular with battlefield strategists, as it has good long-reaching striking power at the expense of some flexibility. Unlike most rigid reach weapons, the War Whip can attack close-by foes in the press of combat. It is too stiff to trip or get disarm bonuses, but on the positive side, the lack of flex means that much less "body English" must be used with this weapon, meaning it also does not provoke attacks of opportunity from those adjacent to you. A War Whip has a handle about a foot long, and the braid is about as thick as a Heavy Whip's, but the War Whip includes more wire reinforcements in the braid. The most obvious physical difference between the two is the presence of a bladed tip and small spikes along the last two feet of the braid. These additions give the War Whip its serious punch, but make it much less flexible. The War Whip belongs to the "Blades, Heavy" and "Flails", weapon groups.