Thrown Weapons

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Ranged weapons are divided into two large 'families', the projectile weapons (that use ammunition) and the thrown weapons. There's also oddballs such at the blow gun, lasso, or harpoon, which have specific rules that govern their use. Read the description of each weapon completely.

Thrown weapons are hand-held, directly wielded objects that a proficient wielder can throw at a foe at a distance. This is a thrown ranged attack, and as the target gets further away, may cause penalties to-hit. Each of these weapons has an entry in the 'Range' field in their entry. This range is a 'band', which dictates how far the weapon can be thrown before it starts to incur penalties. The first range band is any distance equal to or less than the listed value, and attacks against foes in this range band suffer no penalty to-hit. Attacks against foes in the second range band (anywhere greater than the listed range but less than double the listed range) suffers a -2 penalty to hit. Attacks against foes in the third range band (between double and triple the listed range) suffer a -4 to hit. Attacks in the fourth range band (between triple and quadruple the listed range) suffer a -6 penalty to-hit. The absolute maximum range a thrown weapon may attack at is the upper end of their fifth range band, at a painful -8 to-hit.

As an example, a dagger has a range band of 10. It can be thrown at a foe either 5 or ten feet away at a -0 penalty to hit (although throwing a weapon at a foe that threatens the attacker provokes an attack of opportunity, so be cautious). A dagger can be thrown at a foe 15 or 20 feet away (in the second ten-foot range band) at a -2 to-hit. A dagger can be thrown at a foe 25-30 feet away (in the third range band) at a -4 to-hit. If thrown at a foe 35-40 feet away, the wielder suffers a -6 penalty to-hit. A dagger's final range band is at 45-50 feet away, and such distant attacks take a whopping -8 to-hit. You cannot make thrown attacks with a dagger at a range greater than 50 feet, unless you have feats or other abilities that allow such amazing things.

Contrast the dagger to the Throwing Spear, which has a range band of an amazing 40 feet. This weapon can be thrown at a foe between 5 feet to 40 feet at a -0 penalty, can be thrown at a foe 45 feet to 80 feet at a -2 penalty, and can attack foes at a range of between 165 feet and 200 feet at the painful -8 to-hit. A Throwing Spear cannot attack at a range of 200 feet, unless you have some feat or ability to allow such things.

As can be seen, even a slightly larger range increment makes a huge difference.

Weapons designed for throwing, such as the throwing axe or the careen (but not weapons with the ammunition property, such as skiprocks), gain the Returning property for free if they have an enhancement bonus of at least +1. In addition, the Distance Thrower (Feat) is of great use with these weapons, due to their generally short range.

Magic Weapons

Rules for the creation, cost and effects of magic weapons can be found on the following pages:

Simple Weapons

Alchemical Bomb Light Thrown (1-Hand) / Simple [edit]
Alchemical Bomb
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
0 gp 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 Light Thrown (1-Hand) / Simple [edit]
Alchemical Creation
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
varies 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 (1-Hand) / Simple [edit]
Blowgun
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
2 gp see ammo see ammo see ammo see ammo see ammo 1 lb Piercing (physical, common) or by ammunition
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.
Show / Hide Ammunition Types
Giving the phrase 'silent but deadly' a whole new meaning.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Blowgun Dart 1 sp each 1 1d2 1d3 x2 20 ft 0.05 lbs each Piercing (physical, common)
Weapon Qualities: Expendable
Usable only with a blowgun, these darts are most obviously used to deliver poisons, or they can simply be an effective way to deliver extra damage from class features, such as a rogue's sneak attack, or a ranger's quarry dice.

Club 1-Hand / Simple [edit]
Club
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
2 sp 1d4 1d6 1d10 x2 10 ft 3 lbs Bludgeoning (physical, common)
Weapon Qualities: Concealable, Melee Capable, 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 (1-Hand) / Simple [edit]
Dagger
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
2 gp 1d3 1d4 1d6 19-20 x2 10 ft 1 lb Piercing (physical, common) or Slashing (physical, common)
Weapon Qualities: Concealable, Melee Capable
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 (1-Hand) / Simple [edit]
Dart
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
5 sp 1d3 1d4 1d6 x2 20 ft 1/2 lb Piercing (physical, common)
Weapon Qualities: Concealable, 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 belong to the "Thrown" weapon group.

Javelin 1-Hand Thrown / Simple [edit]
Javelin
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
1 gp 1d4 1d6 1d10 x2 40 ft 2 lbs Piercing (physical, common)
Weapon Qualities: Poor Melee
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 -2 penalty on all attack rolls. Javelins belong to the "Thrown" weapon group.

Sling Light Projectile / Simple [edit]
Sling
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
1 gp see ammo see ammo see ammo see ammo see ammo 0.1 lbs Bludgeoning (physical, common) or by ammunition
Weapon Qualities: Alchemical, Bullets, Concealable, Non-Melee, Primitive Availability
A sling is little more than a leather cup attached to a pair of strings. They cost nearly 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 can be performed with either a move action or an attack action, and requires both hands (one to hold the sling, and one to load the bullet).

Ammo: Slings can fire rocks, bullets, and a variety of other ammunition, which cost anywhere from a little to a lot of money, depending on what they are. Slings may also fire alchemical bombs and alchemical creations such as thunderstones and tanglefoot bags, greatly increasing their range. See the individual ammo listings below for details. The Sling belongs to the "Thrown" weapon group.

Show / Hide Ammunition Types
'Found' Sling Stones -- not great, but passable. And free.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Improvised Ammo free 1d3 1d4 1d6 x2 50 ft 0.1 lbs each Bludgeoning (physical, common)
Weapon Qualities: Expendable
This ammo consists of small stones, knots of dense wood, hard nuts, large teeth, knuckle bones, metal nuts and bolts, etc., that have been scavenged from the surroundings. It takes 10 minutes to find 6d6 pieces of ammunition if you are in a natural setting. Unusually tidy locales, or more civilized ones, require a Survival check versus an Average DC based on the area's CR, and at least an hour to locate suitable ammunition. However, a Hard DC on that same check reduces this time back down to 10 minutes.
These ceramic sling bullets are formed of dense white clay and fired to steely hardness.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Sling Bullet 1 cp each 1d4 1d6 1d8 x3 50 ft 0.25 lbs each Bludgeoning (physical, common)
Weapon Qualities: Expendable
Sling bullets are dense, hard pellets with either a round or football shape to them. They can be made of metal, bone, stone, or even hard woods. They all weigh a quarter of a pound for the medium sized version of them. They are uniformly cheap, ten for a silver piece. Exotic sling bullets may be made of gemstones, teeth, or other things.
You could hold these ten bullets in the palm of your hand, and yet they weigh seven and a half pounds.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Dural Bullet 5 sp each 1d6 1d8 2d6 19-20/x2 25 ft 0.75 lbs each Bludgeoning (physical, common)
Weapon Qualities: Expendable
Dural is a rare type of stone mined far underground which is valuable for its extreme density and hardness. Dural is unsuited to most uses, it is brittle in thin cross-sections and easily cracks and flakes if it is shaped into flat surfaces. Most Dural is used in the form of sand, as an extremely potent abrasive in sandpaper. Some Dural is mined in large chunks and formed into spheres, which avoids the worst of its spalling property. In this form Dural can be used for ranged weapons and ammunition. Dural increases the cost of ammo by five times, raises the damage and critical chance considerably, lowers the range, and triples the weight of the ammo. Many well-heeled adventurers consider the expense and short range of Dural ammunition well worth the tradeoffs.
It may seem silly now, but these things are scary as hell in the dark.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Groaning Bullet 1 gp each 1 1 1 x2 60 ft 0.1 lbs each Bludgeoning (physical, common)
Weapon Qualities: Audible, Expendable
These sling bullets are riddled with cunning perforations that cause them to emit an eerie moan audible during the last 50 feet of their flight path. They are quite light and frangible, pulverizing into nearly harmless shards when they strike a target and inflicting only a single point of damage, although magic and strength can increase that considerably. Despite their light weight they are extremely aerodynamic and fly very far indeed.
Alchemist Bomb
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Alchemical Bomb free 1 + bomb 1 + bomb 1 + bomb x2 30 ft 0.25 lbs each Bludgeoning (physical, common) + bomb effect(s)
Weapon Qualities: Expendable
Only Alchemists have access to this type of ammunition, but they are highly versatile. With the use of discoveries, alchemical bombs can be modified to do a huge variety of damage types, status conditions, and other nasty surprises for the unwary.
Decorative bottle are optional, but for the prices you pay for this stuff, you deserve it.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Alchemical Creation varies 1 + effect 1 + effect 1 + effect x2 20 ft 0.25 lbs each Bludgeoning (physical, common) + creation effect(s)
Weapon Qualities: Expendable
Some alchemical creations are meant to be thrown, but can also be propelled with the use of a sling, slingstaff, or stonebow (or any other weapon that projects bullet-type ammunition). A complete list of alchemical creations can be found on the Alchemical Creations page, but only the entries which show a range increment may be used here.
Some REALLY expensive rocks here.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Skiprock 3 gp 1d4 1d6 1d10 x2 20 ft 0.25 lbs each Bludgeoning (physical, common)
Weapon Qualities: Expendable, Non-Melee, Ricochet
Skiprocks are small puck-shaped rocks that can be thrown, or fired from a sling, slingstaff, or stonebow. Skiprocks require the Exotic Weapon Proficiency feat to use proficiently. Although skiprocks can be used as ammunition, they are primarily thrown weapons. Because of this, if a skiprock is enchanted to at least +1, it gains the Returning weapon property and loses the Expendable quality. This means that a single enchanted skiprock can be used as ammunition multiple times per round. Skiprocks belong to the "Thrown" weapon group.

Spear 2-Hand / Simple [edit]
Spear
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
2 gp 1d6 1d8 2d6 x3 20 ft 6 lbs Piercing (physical, common)
Weapon Qualities: Brace, Defensive, Melee Capable, Primitive Availability
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.

Short Spear 1-Hand / Simple [edit]
Short Spear
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
1 gp 1d4 1d6 1d10 x3 20 ft 4 lbs Piercing (physical, common)
Weapon Qualities: Finesse, Melee Capable, Primitive Availability
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 Weapons

Throwing Axe Light (1-Hand) / Martial [edit]
Throwing Axe
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
8 gp 1d4 1d6 1d10 x3 20 2 lbs Slashing (physical, common)
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 Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
1 gp 1d4 1d6 1d10 x2 30 ft 3 lbs Bludgeoning (physical, common)
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 Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
10 gp 1d6 1d8 2d6 19-20x2 30 ft 3 lbs Slashing (physical, common)
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.

Light Hammer Light (1-Hand) / Martial [edit]
Light Hammer
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
2 gp 1d4 1d6 1d10 x2 30 3 lbs Bludgeoning (physical, common)
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.

Throwing Knife Light Thrown (1-Hand) / Martial [edit]
Throwing Knife
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
3 gp 1d3 1d4 1d6 19-20 x2 30 ft 1 lb Piercing (physical, common)
Weapon Qualities: Concealable, Poor Melee
A throwing knife is a 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.

Throwing Spear 1-Hand Thrown / Martial [edit]
Throwing Spear
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
5 gp 1d6 1d8 2d6 x4 40 ft 3 lbs Piercing (physical, common)
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 Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
15 gp 1d6 1d8 2d6 x2 20 ft 4 lbs Piercing (physical, common)
Weapon Qualities: Brace, Intimidating, Melee Capable, 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 Weapons

Aklys Light (1-Hand) / Exotic [edit]
Aklys
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
20 gp 1d4 1d6 1d10 x2 20 ft.1 2 lbs Bludgeoning (physical, common)
Weapon Qualities: Concealable, Fragile, Special, 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.
1 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 Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
15 gp 1d3 1d4 1d8 x2 10 ft 2 lbs Bludgeoning (physical, common)
Weapon Qualities: Concealable, Non-Melee, Ranged Attack of Opportunity, Slow Draw, Trip
The bola is a pair of short cords or light chains tied together in a criss-cross shape, with 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, 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 cannot be used as a melee weapon. During the wielder's turn, bolas can be used to perform trip attacks. If the wielder of a bola is holding the weapon in their hand, they can use the bola to make an attack of opportunity against any foe who moves within thirty feet of them, 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 bola does not threaten, nor does it permit flanks. Bolas belong to the "Thrown" and "Flails" weapons groups.

Careen Light Thrown (1-Hand) / Exotic [edit]
Careen
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
30 gp 1d4 1d6 1d10 x2 20 ft 2 lbs Bludgeoning (physical, common)
Weapon Qualities: Concealable, 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 Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
120 gp - 1d12 3d6 19-20 x2 30 ft 7 lbs Slashing (physical, common)
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 Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
25 gp 1d4 1d6 1d10 x2 20 ft 30 lbs Spindling (physical, rare)
Weapon Qualities: Entangling, Forced Bleed, Melee Capable, 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 Might 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, and is treated as a piercing weapon for the application of Weapon Properties, Feats, Dweomermetals and all other effects.

Lasso 2-Hand Thrown / Exotic [edit]
Lasso
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
10 gp - - - - 10 ft 5 lbs N/A
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 Might skill roll 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 Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
20 gp - - - - 10 ft 12 lbs N/A
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 Defense. 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 Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
15 gp 1d10 2d6 3d6 19-20 x3 20 ft 12 lbs Bludgeoning (physical, common)
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.

Dural Shotput 2-Hand Thrown / Exotic [edit]
Dural Shotput
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
75 gp 1d12 2d8 3d8 19-20 x2 10 ft 36 lbs Bludgeoning (physical, common)
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.

Orc Shotput 1-Hand Thrown / Exotic [edit]
Orc Shotput
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
10 gp - 2d6 3d6 x2 10 ft 10 lbs Bludgeoning (physical, common)
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 (1-Hand) / Exotic [edit]
Shuriken
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
2 sp 1d3 1d4 1d6 x2 20 ft 1/10th lbs Drilling (physical, uncommon)
Weapon Qualities: Concealable, Monk-Usable, Non-Melee
Shuriken are small discs or spikes of heavy, sharp steel or dweomermetal which are thrown at targets. An exotic weapon, Shuriken are usable by Monks, and any warrior who can master their odd behaviors. Despite their small size, the odd shape and extreme profile of the shuriken allows it to inflict amazing damage, and it is possible to hide them almost anywhere. A shuriken can't be used as a melee weapon. For purposes of Weapon Properties, Feats, and all other game play aspects, the Shuriken is treated as it it inflicts Piercing damage. The Shuriken belongs to the "Thrown" weapon group.

Siangham Light (1-Hand) / Exotic [edit]
Siangham
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
3 gp 1d3 1d4 1d6 18-20 x2 10 ft. 1 lb Piercing (physical, common)
Weapon Qualities: Concealable, Melee Capable, Monk-Usable, Pilfering
A Siangham looks roughly like a very short, stout arrow tipped with razor-sharp 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 1-Hand Thrown / Exotic [edit]
Skiprock
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
3 gp 1d3 1d4 1d8 x2 10 ft 1/4th lbs Bludgeoning (physical, common)
Weapon Qualities: Concealable, 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 Returning weapon property if desired 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 property 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 / Martial [edit]
Slingstaff
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
20 gp see ammo see ammo see ammo see ammo see ammo 3 lbs Bludgeoning (physical, common) or by ammunition
Weapon Qualities: Alchemical, Bullets, 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 can be performed with either a move action or an attack action, and requires both hands (one to hold the slingstaff, and one to load the bullet).

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

Show / Hide Ammunition Types
'Found' Sling Stones -- not great, but passable. And free.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Improvised Ammo free 1d4 1d6 1d10 x2 80 ft 0.1 lbs each Bludgeoning (physical, common)
Weapon Qualities: Expendable
This ammo consists of small stones, knots of dense wood, hard nuts, large teeth, knuckle bones, metal nuts and bolts, etc., that have been scavenged from the surroundings. It takes 10 minutes to find 6d6 pieces of ammunition if you are in a natural setting. Unusually tidy locales, or more civilized ones, require a Survival check versus an Average DC based on the area's CR, and at least an hour to locate suitable ammunition. However, a Hard DC on that same check reduces this time back down to 10 minutes.
These ceramic sling bullets are formed of dense white clay and fired to steely hardness.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Sling Bullet 1 cp each 1d6 1d8 2d6 x3 80 ft 0.25 lbs each Bludgeoning (physical, common)
Weapon Qualities: Expendable
Sling bullets are dense, hard pellets with either a round or football shape to them. They can be made of metal, bone, stone, or even hard woods. They all weigh a quarter of a pound for the medium sized version of them. They are uniformly cheap, ten for a silver piece. Exotic sling bullets may be made of gemstones, teeth, or other things.
You could hold these ten bullets in the palm of your hand, and yet they weigh seven and a half pounds.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Dural Bullet 5 sp each 1d8 1d10 2d8 19-20/x2 40 ft 0.75 lbs each Bludgeoning (physical, common)
Weapon Qualities: Expendable
Dural is a rare type of stone mined far underground which is valuable for its extreme density and hardness. Dural is unsuited to most uses, it is brittle in thin cross-sections and easily cracks and flakes if it is shaped into flat surfaces. Most Dural is used in the form of sand, as an extremely potent abrasive in sandpaper. Some Dural is mined in large chunks and formed into spheres, which avoids the worst of its spalling property. In this form Dural can be used for ranged weapons and ammunition. Dural increases the cost of ammo by five times, raises the damage and critical chance considerably, lowers the range, and triples the weight of the ammo. Many well-heeled adventurers consider the expense and short range of Dural ammunition well worth the tradeoffs.
It may seem silly now, but these things are scary as hell in the dark.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Groaning Bullet 1 gp each 1 1 1 x2 90 ft 0.1 lbs each Bludgeoning (physical, common)
Weapon Qualities: Audible, Expendable
These sling bullets are riddled with cunning perforations that cause them to emit an eerie moan audible during the last 50 feet of their flight path. They are quite light and frangible, pulverizing into nearly harmless shards when they strike a target and inflicting only a single point of damage, although magic and strength can increase that considerably. Despite their light weight they are extremely aerodynamic and fly very far indeed.
Alchemist Bomb
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Alchemical Bomb free 2 + bomb 2 + bomb 2 + bomb x2 40 ft 0.25 lbs each Bludgeoning (physical, common) + bomb effect(s)
Weapon Qualities: Expendable
Only Alchemists have access to this type of ammunition, but they are highly versatile. With the use of discoveries, alchemical bombs can be modified to do a huge variety of damage types, status conditions, and other nasty surprises for the unwary.
Decorative bottle are optional, but for the prices you pay for this stuff, you deserve it.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Alchemical Creation varies 2 + effect 2 + effect 2 + effect x2 30 ft 0.25 lbs each Bludgeoning (physical, common) + creation effect(s)
Weapon Qualities: Expendable
Some alchemical creations are meant to be thrown, but can also be propelled with the use of a sling, slingstaff, or stonebow (or any other weapon that projects bullet-type ammunition). A complete list of alchemical creations can be found on the Alchemical Creations page, but only the entries which show a range increment may be used here.
Some REALLY expensive rocks here.
Ammo Type Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
Skiprock 3 gp 1d6 1d8 2d6 x2 30 ft 0.25 lbs each Bludgeoning (physical, common)
Weapon Qualities: Expendable, Non-Melee, Ricochet
Skiprocks are small puck-shaped rocks that can be thrown, or fired from a sling, slingstaff, or stonebow. Skiprocks require the Exotic Weapon Proficiency feat to use proficiently. Although skiprocks can be used as ammunition, they are primarily thrown weapons. Because of this, if a skiprock is enchanted to at least +1, it gains the Returning weapon property and loses the Expendable quality. This means that a single enchanted skiprock can be used as ammunition multiple times per round. Skiprocks belong to the "Thrown" weapon group.