Weapons

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Links to Weapon Descriptions

If you want to dive right in and start looking for a weapon, here's the pages with the detailed descriptions of all the goodies:

Weapon Basic Rules

Weapons are items which must be wielded in order to be used. This means that weapons must be equipped into the wielded slot, either the main hand, the off-hand, or both, depending on the weapon. A weapon or any other item that is in any form of storage upon the body of a character (in a sheathe, a pack, strapped to a forearm, balanced on one shoulder, concealed upon your person, etc) provides no benefit to the owner until it is drawn and wielded.

Only one item may be used in each hand's wielded slot. Given that weapons, shields, rods, staffs, wands, banners, musical instruments, potions, alchemical items, and implements all use the one (or both) of the wielded slots, choosing what item a character is wielding in their hands is an important call.

In many cases, it is possible for a character to have more than one item prepared for use in a wielded slot. One of the most common examples of this is a buckler shield, which is strapped to the arm, and the same hand can be holding a weapon or other item. However, even though two items are ready for use for that hand, only ONE of them may be wielded each round. If you have a buckler on your off-hand and are also using a dagger in that same hand, you can only gain the benefit from one of those items each round. If you use the dagger during the round, the AC bonus from the buckler (and any of its magic enchantments) are not applied to your character during that round. Similarly, if you want to retain the bonuses from the buckler, you may not use the dagger, nor gain any benefit from its magical enchantments or qualities.

Switching from one item to another in the same hand slot is a free action that can only be performed during your turn. Similarly, if you have a single item which uses two hands, you can release one hand from that item to do something else with that hand as a free action. Re-gripping a two-handed item is another free action that can only be performed during your turn. You can release your grip, use a different item, and re-grip, in the same round. Carrying a massive weapon on your shoulder means that weapon is not wielded, but is 'at-hand' and can be readied for use quickly. See the massive and handy weapon quality rules for details.

Drawing a weapon or any other item from storage upon a characters body requires either a move action, or it may be performed as part of a move action. Putting a weapon back into storage on a character's body is also a move action, or part of a move action. If a character takes a double move in a single round, they may switch weapons (or other hand-slot items) during each those two move actions. Running (taking the Run maneuver) does NOT allow this.

Dropping a held item into a square you occupy is a free action that can be performed at any time, including outside of your turn. You may drop an item and ready another with a free action and a move action (or as part of a move action) in the same round. If you move away from the square in which you dropped an item, you may wish to retrieve the dropped item from where you dropped it later.

If you are holding an item in a shield hand, you can transfer that item to your other hand (assuming it is not already holding something else) as a free action. You may also move something into your shield hand as a free action (assuming it is empty, save for the shield) rather than dropping it, if you are wearing a shield that allows the hand to be used (light shields and bucklers).

Example – Longsword
Character Level Base Weapon Damage
1 – 5 1d8
6 – 10 2d8
11 – 15 3d8
16 – 20 4d8
21 – 25 5d8
26 – 30 6d8
31 – 35 7d8

Base Weapon Damage

The damage listed for a weapon is considered its "original base weapon damage". This amount is increased at every experience tier beyond courageous (i.e. beginning at 6th level, and every 5 levels thereafter), by an amount equal to the original base weapon damage. This means, at 6th level through 10th levels (intrepid tier), the weapon's base damage is double what it was from levels 1 through 5 (courageous tier).

This does not double any ability score modifiers a character normally adds to their weapon damage, nor does it double feat, precision or other modifiers to the weapon's damage, just the base damage of the weapon. This applies to melee, ranged, and thrown weapons alike. This does not apply to classes with fixed damage, such as the monk or brawler unarmed damage, nor does it apply to spell damage. For example, a longsword deals 2d8 base weapon damage after 6th level. This bonus increases to triple (x3) weapon dice damage at 11th level, quadruple (x4) at 16th level, quintuple (x5) at 21st level, sextuple (x6) at 26th level, and septuple (x7) at 31st level and above.

Base weapon damage improvements are also applied to a weapon's critical hit damage. For example, an 1st level character wielding a longsword who critically hits (longswords deal double damage on a crit) would deal 2d8 + double their strength modifier. The same character at 6th level would deal 4d8 + double their strength modifier on a critical hit. (Notice that the "double their strength modifier" did not change, but the number of dice did change.)

High-level magic enchantments exist that can alter a weapon's base damage (such as the Lacerating weapon property), though they are rare. Since this damage is also base damage, it is multiplied as described above, along with the weapon's own base damage. For example, a lacerating longsword, at 6th level, would deal 2d8+2d6 base weapon damage. Unless an enchantment explicitly states it alters the weapon's "Base Weapon Damage", it does not increase with experience tier.

Base weapon damage always stacks with any other source of base weapon damage.

See also: Bonus Damage and Precision Damage.

Weapon Proficiency

All weapons require proficiency to use properly in combat. Most character classes include a list of weapons or weapon classes (simple or martial; see below) with which the character is proficient (with the notable exception of the Brawler). Very few character classes begin with any exotic weapon proficiencies. Characters attempting to use a weapon with which they are not proficient suffer a -4 non-proficiency penalty to their attack rolls. The Simple Weapon Proficiency and Martial Weapons Proficiency feats are available to characters whose classes do not begin with them, if those characters wish to use those classes of weapons with proficiency. These feats grant proficiency in all simple weapons or martial weapons, respectively, so there is no need to choose which simple or martial weapon to which the feat applies.

Improvised Weapons
Weapons are tools designed with the sole purpose of inflicting harm. They are not the same as improvised weapons, such as chairs, beer bottles or that giant stuffed moose head on the wall, which can be made to inflict harm but where such uses are only incidental to their intended purpose (and if you don't know the intended use of a wall-mounted moose head, I'm certainly not going to tell you). Improvised weapons impose a -4 non-proficiency penalty when used to inflict harm unless the wielder has a feat allowing them to use such everyday objects more efficiently for violence (e.g. Catch Off-Guard, Throw Anything). Note that this is the same non-proficiency penalty as using a weapon with which you aren't proficient, so you only suffer it once.
Simple Weapons
Simple weapons are weapons that have only a little sophistication in their design. This is not to imply that they are necessarily crude affairs of sticks and twine, or clumsily-hammered knife blanks which won't hold an edge. They are weapons, and their manufacture can be as simple as a well-balanced tree limb, or as complex as a crossbow. Simple weapons are distinguished by their ease of use. They nearly all follow the "hit the guy with that end" rule, and little other martial nuance is required to make them efficiently lethal.
Martial Weapons
Martial weapons tend to have more sophisticated design features, and nuanced use allowing a skilled wielder to apply leverage, or twist the weapon in unexpected ways. Their balance is carefully weighed and measured and their cutting blades and striking surfaces are precisely shaped and manufactured for high effectiveness. Using a martial weapon well requires some degree of skill and ability. Again, the quality of such weapons can range from a barely functional bone or bronze weapon to a bladesilver filigreed piece that princes and kings would covet for their beauty alone. The quality of these weapons is irrelevant to the skill required to use them. Only those who have dedicated a significant portion of their lives to martial practices can hope to use such weapons skillfully.
Exotic Weapons
Exotic weapons are the pinnacle of the weapon designer's art. By definition, they have unusual design characteristics, customized balance and secondary (and often hidden) striking or cutting surfaces. They require special skill to use -- skill that is not obvious even to extremely skilled users of weapons. This esoteric skill is codified by the requirement for the Exotic Weapon Proficiency feat to use any exotic weapon. A separate Exotic Weapon Proficiency feat is required for each exotic weapon the character wants to wield proficiently. Exotic weapons are so complex and require such dedication and study that few people ever master more than one.
Table: Weapon Damage by Weapon Size
Tiny Weapon Damage Small Weapon Damage Medium Weapon Damage Large Weapon Damage
1 1 1d2 1d3
1 1d2 1d3 1d4
1d2 1d3 1d4 1d6
1d3 1d4 1d6 1d10
1d4 1d6 1d8 2d6
1d6 1d8 1d10 2d8
1d8 1d10 1d12 3d6
1d4 1d6 2d4 3d4
1d8 1d10 2d6 3d6
1d10 2d6 2d8 3d8
2d6 2d8 2d10 4d8

Weapon Size

In nearly every case, the PC's will wield a weapon of the same size as their race. That is, halflings will wield small weapons, and half-orcs will wield medium weapons. Tiny weapons or Large weapons are rarely used for everyday adventuring because they are rare, unwieldy and expensive. However, cases will arise where a character chooses to wield an oversized weapon, or some circumstance causes a PC to need rules for wielding an undersized weapon.

If a creature is temporarily enlarged or shrunk via magic, the rules for handiness and size are ignored in place of the effects described in the spell. If the spell effect dictates that the weapon should deal damage based on its new size, and that new size is smaller than Tiny or larger than Large, the weapon instead deals no less than a sized-Tiny weapon, or no more than a sized-Large weapon.

If a creature intends to use a wrong-sized weapon on an everyday basis (including a permanent spell effect, such as enlarge person), that creature must calculate their to-hit rolls to include the penalties caused by size disparity and any handiness disparities. The effect of using a wrong-sized weapon is that the base damage of the weapon is changed to the chosen size category. Because base weapon damage is increased at levels 8, 15, 22 and 29, this change can have a significant impact on a character's damage output. Note however that a weapon's reach is not changed by using a larger or smaller sized version of it. That is, non-reach weapons remain non-reach weapons regardless of size, and reach weapons do not have their reach extended by being made larger.

Wielding a weapon one size smaller or larger than your race inflicts a -2 penalty to all attack rolls. This penalty stacks with any handiness penalties (see below), and occurs even if you adjust the handiness to properly compensate for the change in size. That is, if a halfling picks up a medium-sized longsword, he can wield it in two-hands, and treat it as a small-size two-handed sword. He takes no handiness penalty for doing this, but the sword is still a medium-sized sword, so he takes a -2 size penalty to his attacks. Weapons that are too small are just as difficult to use as ones that are too large.

No creature may ever wield a weapon more than one size category different than his own, meaning medium creatures may never use tiny or huge weapons, and small creatures may never use fine or large weapons. The exception to this rule is that some small races can take a racial trait granting them the ability to wield sized-Medium weapons without penalty. These characters are treated as sized-medium for all purposes when determining what weapons are available for them to use, and when calculating size and handiness penalties of improperly-sized weapons. This means such a character, despite being size-Small could theoretically wield a sized-Large weapon, taking the same penalties a sized-medium creature would take for doing so (-4).

Tiny weapons cost half the normal cost of weapons. Large weapons cost quadruple the normal cost of a weapon. The costs for dweomermetals are adjusted the same way, but the cost for enhancement bonuses and magic weapon properties are unaffected by the weapon's size.

Weapon Handiness

Handiness dictates how many hands a wielder needs to properly wield the weapon. While this is pretty obvious for weapons sized appropriately for the character, the rules can get hazy when over- or under-sized weapons are used. Generally speaking, larger weapons need twice as many hands to wield than normal, and smaller weapons need half as many hands (round up) to wield as normal. A handiness penalty of -2 is applied when wielding the weapon with the wrong number of hands.

An exception exists in that you can wield an appropriately-sized one-handed weapon with two hands in order to increase your STR mod damage from 1x to 1.5x. Doing so does not cause a handiness penalty.

Light Weapons
Light weapons can be picked up with one hand and manipulated easily with the muscles of the fingers, They can be twitched around with fine motor control, flipped in the fingers with ease, etc.
  • Undersized Light Weapons: Must be wielded in one hand, and only inflict a size penalty. Weapon Finesse may still be used, and the weapon is still treated as a light weapon.
  • Oversized Light Weapons: When wielded in one hand, they inflict a handiness and size penalty. When wielded in two hands, they inflict only a size penalty. An oversized light weapon is treated as a 1-handed weapon (i.e. not light), and Weapon Finesse may no longer be used with the weapon.
One-Handed Weapons
One handed weapons can be picked up with one hand and manipulated easily with the muscles of the wrist, forearm, arm, and shoulder. They must be locked firmly in the grip of the whole hand and can be manipulated with ease using the powerful muscles of the arms and shoulders.
  • Undersized One-Handed Weapons: Must be wielded in one hand, and only inflict a size penalty. If the weapon has the Finesse quality, it may still be applied.
  • Oversized One-Handed Weapons: When wielded in one hand, inflicts a handiness and size penalty. When wielded in two hands, they inflict only a size penalty. An oversized one-handed weapon is treated as a two-handed weapon, even when wielded in 1 hand.
Two-Handed Weapons
Two handed weapons can be carried with one hand but must be gripped powerfully in both hands during combat. They require the coordinated strength of both arms, both shoulders, and the full torso to be manipulated properly in a fight.
  • Undersized Two-Handed Weapons: May be wielded in one hand, causing only a size penalty. An undersized two-handed weapon is treated as a one-handed weapon.
  • Oversized Two-Handed Weapons: Must be wielded in two hands, and still inflict a handiness and size penalty. An oversized two-handed weapon gains the Massive quality.

Using Incorrectly-Sized Weapons

The table below describes how the size and handiness penalties apply to each possible permutation of wielding under- or over-sized weapons. Note that this table only addresses using weapons in your primary hand or both hands. Details about wielding weapons in your off-hand are described under the Two-Weapon Fighting feat.

Table - Relative Weapon Sizes
Relative Weapon Size Hands Used Handiness Penalty Size Penalty Total Penalty STR Mod to Damage
Very Small Weapons (Size -2)
wielding any weapon 2 sizes (or more) smaller than you 1 not possible not possible not possible not possible
wielding any weapon 2 sizes (or more) smaller than you 2 not possible not possible not possible not possible
Smaller Weapons (Size -1)
wielding a light weapon 1 size smaller than you 1 0 -2 -2 1x
wielding a light weapon 1 size smaller than you 2 not possible not possible not possible not possible
wielding a 1-hand weapon 1 size smaller than you 1 0 -2 -2 1x
wielding a 1-hand weapon 1 size smaller than you 2 not possible not possible not possible not possible
wielding a 2-hand weapon 1 size smaller than you 1 0 -2 -2 1x
wielding a 2-hand weapon 1 size smaller than you 2 -2 -2 -4 1.5x
Appropriate Sized Weapons (Equal Size)
wielding a light weapon your size 1 0 0 0 1x
wielding a light weapon your size 2 0 0 0 1x
wielding a 1-hand weapon your size 1 0 0 0 1x
wielding a 1-hand weapon your size 2 0 0 0 1.5x
wielding a 2-hand weapon your size 1 not possible not possible not possible not possible
wielding a 2-hand weapon your size 2 0 0 0 1.5x
Larger Weapons (Size +1)
wielding a light weapon 1 size larger than you 1 -2 -2 -4 1x
wielding a light weapon 1 size larger than you 2 0 -2 -2 1x
wielding a 1-hand weapon 1 size larger than you 1 -2 -2 -4 1x
wielding a 1-hand weapon 1 size larger than you 2 0 -2 -2 1.5x
wielding a 2-hand weapon 1 size larger than you 1 not possible not possible not possible not possible
wielding a 2-hand weapon 1 size larger than you 2 -2 -2 -4 1.5x
Very Large Weapons (Size +2)
wielding any weapon 2 sizes larger (or more) than you 1 not possible not possible not possible not possible
wielding any weapon 2 sizes larger (or more) than you 2 not possible not possible not possible not possible

Weapon Qualities

Many weapons have one or more non-magical weapon qualities which grant specific bonuses or penalties for using that weapon. For example, a heavy pick has the sunder weapon quality which represents the pick's ability to deal greater damage to unattended objects than most other weapons.

Mundane weapon qualities are completely unrelated to a weapon's magical weapon properties, if any, and do not affect the cost of magically enchanting the weapon.

Magic Weapons

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

Sortable Master Weapons List

Weapon Hands Cost Tiny Dmg Sm Dmg Med Dmg Lg Dmg Crit Rng Wt Type Feat Qualities
Aklys Light 40 gp 1d4 1d6 1d8 2d6 x2 20 ft* 2 lbs Bludgeoning Exotic Range, Trip, Fragile
Axe, Throwing Light 8 gp 1d3 1d4 1d6 1d10 x3 20 ft 2 lbs Slashing Martial Poor Melee
Brass Knuckles Light 1 gp 1 1d2 1d3 1d4 x2 - 1 lb Bludgeoning Simple Concealable, Monk
Cestus Light 5 gp 1d2 1d3 1d4 1d6 x2 - 1 lb Bludgeoning Simple Attached, Awkward, Monk, Uncomfortable
Dagger Light 2 gp 1d2 1d3 1d4 1d6 19-20/x2 10 ft 1 lb Slashing or Piercing Simple Concealable
Dagger, Swordbreaker Light 10 gp 1d2 1d3 1d4 1d6 18-20/x2 - 3 lbs Slashing Exotic Disarm Blades, Sunder Blades
Gauntlet Light 2 gp 1 1d2 1d3 1d4 x2 - 1 lb Bludgeoning Simple -
Hammer, Light Light 2 gp 1d3 1d4 1d6 1d10 x2 30 ft 3 lbs Bludgeoning Martial Poor Melee
Handaxe Light 6 gp 1d3 1d4 1d6 1d10 x3 - 2 lbs Slashing Martial -
Kama Light 2 gp 1d3 1d4 1d6 1d10 x2 - 2 lbs Slashing Exotic Monk, Trip, Stout
Kukri Light 8 gp 1d2 1d3 1d4 1d6 18-20/x2 - 2 lbs Slashing Martial -
Mace, Light Light 5 gp 1d3 1d4 1d6 1d8 x2 - 4 lbs Bludgeoning Simple Stout
Nunchaku Light 2 gp 1d3 1d4 1d6 1d10 x2 - 2 lbs Bludgeoning Exotic Disarm, Hard-hitting, Monk
Pick, Light Light 4 gp 1d2 1d3 1d4 1d6 x4 - 3 lbs Piercing Martial Sunder
Quickpick Light 25 gp 1d3 1d4 1d6 1d8 19-20/x3 - 3 lbs Piercing Exotic Hard-hitting, Sunder, Deadly
Sai Light 5 gp 1d2 1d3 1d4 1d6 x2 - 1 lb Bludgeoning Exotic Disarm, Monk, Sunder
Sap Light 1 gp 1d3 1d4 1d6 1d10 x2 - 2 lbs Bludgeoning Martial Concealable, Nonlethal, Primitive Availability
Shield, Light Light As Shield 1d2 1d3 1d4 1d6 x2 - As Shield Bludgeoning Martial Protective, Attached, Uncomfortable
Shield Spikes Light 50 gp 1d3 1d4 1d6 1d10 x2 - 10 lbs Slashing/Piercing Martial Special
Shortsword Light 10 gp 1d3 1d4 1d6 1d10 19-20/x2 - 2 lbs Piercing Martial -
Siangham Light 3 gp 1d2 1d3 1d4 1d6 18-20/x2 - 1 lb Piercing Exotic Concealable, Monk
Sickle Light 6 gp 1d2 1d3 1d4 1d6 x2 - 2 lbs Slashing Simple Trip
Slightwhip Light 5 gp 1d2 1d3 1d4 1d6 x2 - 2 lbs Slashing Exotic Inclusive reach 10', Trip, Disarm, Finesse
Stake Light 1 sp 1d2 1d3 1d4 1d6 x2 - 1 lb Piercing Simple Primitive Availability, Hard-hitting
Unarmed Strike Light 0 gp 1 1d2 1d3 1d4 x2 - - Bludgeoning Simple Finesse, Monk, Nonlethal, Non-Threatening, Provocative
Axe, Hooked 1-Hand 20 gp 1d4 1d6 1d8 2d6 x3 - 7 lbs Slashing Exotic Disarm, Trip
Battleaxe 1-Hand 10 gp 1d4 1d6 1d8 2d6 x3 - 5 lbs Slashing Martial Stout
Club 1-Hand 2 sp 1d3 1d4 1d6 1d10 x2 10 ft 3 lbs Bludgeoning Simple Primitive Availability, Stout
Mace, Cruciate 1-Hand 20 gp 1d6 1d8 1d10 2d8 x2 - 8 lbs Bludgeoning and Piercing Exotic Brutal
Falcata 1-Hand 18 gp 1d4 1d6 1d8 2d6 19-20/x3 - 4 lbs Slashing Exotic -
Flail 1-Hand 8 gp 1d4 1d6 1d8 2d6 x2 - 5 lbs Bludgeoning Martial Disarm, Trip
Khopesh 1-Hand 20 gp 1d4 1d6 1d8 2d6 19-20/x2 - 8 lbs Slashing Exotic Trip
Longsword 1-Hand 15 gp 1d4 1d6 1d8 2d6 19-20/x2 - 4 lbs Slashing Martial -
Mace, Heavy 1-Hand 12 gp 1d4 1d6 1d8 2d6 x2 - 8 lbs Bludgeoning Simple -
Morningstar 1-Hand 8 gp 1d4 1d6 1d8 2d6 x2 - 6 lbs Bludgeoning and Piercing Simple -
Needlesword 1-Hand 100 gp 1d3 1d4 1d6 1d10 18-20/x2 - 2 lbs Piercing Exotic Deceptive, Distracting, Finesse, One-Handed Only
Pick, Heavy 1-Hand 8 gp 1d3 1d4 1d6 1d10 x4 - 6 lbs Piercing Martial Sunder
Rapier 1-Hand 20 gp 1d3 1d4 1d6 1d10 18-20/x2 - 2 lbs Piercing Martial Finesse, One-Handed Only
Saber 1-Hand 60 gp 1d8 1d10 1d12 3d6 19-20/x2 - 7 lbs Slashing Exotic Deadly
Scimitar 1-Hand 15 gp 1d3 1d4 1d6 1d10 18-20/x2 - 4 lbs Slashing Martial -
Scizore 1-Hand 20 gp 1d6 1d8 1d10 2d8 x2 - 3 lbs Piercing Martial Protective, Attached, Restrictive, Uncomfortable
Shield, Heavy 1-Hand As Shield 1d2 1d3 1d4 1d6 x2 - As Shield Bludgeoning Martial Protective, Attached, Uncomfortable
Spear, Short 1-Hand 1 gp 1d3 1d4 1d6 1d10 x3 20 ft 4 lbs Piercing Simple -
Sword, Bastard 1-Hand 35 gp 1d6 1d8 1d10 2d8 19-20/x2 - 6 lbs Slashing or Piercing Exotic Deadly
Sword Cane 1-Hand 45 gp 1d3 1d4 1d6 1d10 x2 - 4 lbs Piercing Martial Stealthy, Handy
Sword, Temple 1-Hand 30 gp 1d4 1d6 1d8 2d6 19-20/x2 - 4 lbs Slashing Exotic Distracting, Monk,
Terbutje 1-Hand 5 gp 1d4 1d6 1d8 2d6 19-20/x2 - 2 lbs Slashing Martial Fragile, Intimidating, Primitive Availability
Trident 1-Hand 15 gp 1d4 1d6 1d8 2d6 x2 20 ft 4 lbs Piercing Martial Brace
Axe, War 1-Hand 30 gp 1d6 1d8 1d10 2d8 x3 - 8 lbs Slashing Exotic Defensive, Blocking
Flail, War 1-Hand 40 gp 1d6 1d8 1d10 2d8 x2 - 6 lbs Bludgeoning Exotic Disarm, Trip
Pick, War 1-Hand 25 gp 1d4 1d6 1d8 2d6 19-20/x3 - 6 lbs Piercing Exotic Sunder
Warhammer 1-Hand 12 gp 1d4 1d6 1d8 2d6 x3 - 5 lbs Bludgeoning Martial Stout
Whip 1-Hand 1 gp 1 1d2 1d3 1d4 x2 - 2 lbs Slashing Exotic Finesse, Trip, Disarm, Inclusive Reach 15', Nonlethal, Non-Threatening, Provocative
Whip, Cavalry 1-Hand 30 gp 1d3 1d4 1d6 1d10 x2 - 6 lbs Slashing Exotic Trip, Reach 20'(cannot attack adjacent or 10' away), Unwieldy
Whip, Heavy 1-Hand 10 gp 1d3 1d4 1d6 1d10 x2 - 4 lbs Slashing Exotic Trip, Disarm, Inclusive Reach 10'
Whip, Long 1-Hand 20 gp 1d3 1d4 1d6 1d10 x2 - 5 lbs Slashing Exotic Trip, Reach 20', Provocative, Unwieldy
Whip, War 1-Hand 40 gp 1d4 1d6 1d8 2d6 19-20/x2 - 6 lbs Slashing Exotic Inclusive Reach 10'
Bardiche 2-Hand 13 gp 1d6 1d8 1d10 2d8 19-20/x2 - 12 lbs Slashing Martial Brace, Reach, Stout
Bill 2-Hand 8 gp 1d8 1d10 1d12 3d6 x3 - 10 lbs Slashing Martial Reach
Cruciate Maul 2-Hand 30 gp 1d8 1d10 1d12 3d6 19-20/x2 - 15 lbs Bludgeoning and Piercing Exotic Brutal
Dorn Dergar 2-Hand 50 gp 1d6 1d8 1d10 2d8 x3 - 15 lbs. Bludgeoning Exotic Adaptive Reach
Dread Maul 2-Hand 80 gp 1d10 2d6 2d8 3d8 x3 - 35 lbs Bludgeoning Exotic Handy, Massive
Falchion 2-Hand 30 gp 1d4 1d6 2d4 3d4 18-20/x2 - 8 lbs Slashing Martial Deceptive
Fauchard 2-Hand 44 gp 1d6 1d8 1d10 2d8 18-20/x2 - 10 lbs Slashing Exotic Reach, Trip, Brace, Disarm
Flail, Dire 2-Hand 90 gp 1d4/1d4 1d6/1d6 1d8/1d8 2d6/2d6 x2 - 10 lbs Bludgeoning Exotic Disarm, Double, Trip
Flail, Heavy 2-Hand 15 gp 1d6 1d8 1d10 2d8 19-20/x2 - 10 lbs Bludgeoning and Piercing Martial Disarm, Trip
Flail, Great 2-Hand 70 gp 1d8 1d10 2d6 3d6 19-20/x2 - 15 lbs Bludgeoning Exotic Disarm, Trip
Flambard 2-Hand 100 gp 1d8 1d10 2d6 3d6 19-20/x2 - 6 lbs Slashing Exotic Stout, Sunder Haft
Flickerspike 2-Hand 150 gp 1d4 1d6 1d8 2d6 18-20/x2 - 4 lbs Piercing Exotic Finesse, Adaptive Reach, Blocking
Garrote 2-Hand 20 gp 1d10 1d10 1d10 1d10 x2 - 1/2 lb Slashing Exotic Unaware, Grapple, Special
Glaive 2-Hand 11 gp 1d4 1d6 1d8 2d6 x3 - 11 lbs Slashing Martial Brace, Disarm, Reach, Blocking, Dismounting
Godsword 2-Hand 100 gp 1d10 2d6 2d8 3d8 19-20/x2 - 21 lbs Slashing Exotic Handy, Massive
Greataxe 2-Hand 20 gp 1d8 1d10 1d12 3d6 x3 - 12 lbs Slashing Martial Stout
Greatclub 2-Hand 5 gp 1d6 1d8 1d10 2d8 x2 - 8 lbs Bludgeoning Martial Stout, Defensive
Greatpick 2-Hand 40 gp 1d6 1d8 1d10 2d8 19-20/x3 - 9 lbs Piercing Exotic Sunder, Trip
Greatsword 2-Hand 50 gp 1d8 1d10 2d6 3d6 19-20/x2 - 8 lbs Slashing Martial -
Hafted War Axe 2-Hand 80 gp 1d8 1d10 1d12 3d6 x3 - 12 lbs Slashing or Piercing Exotic Sunder, Adaptive Reach
Halberd 2-Hand 10 gp 1d6 1d8 1d10 2d8 x3 - 12 lbs Slashing or Piercing Martial Trip, Brace
Hammer, Great 2-Hand 40 gp 1d8 1d10 2d6 3d6 x3 - 14 lbs Bludgeoning Martial -
Harpoon 2-Hand 25 gp 1d3 1d4 1d6 1d10 x2 20 ft 16 lbs Piercing Exotic Entangling, Forced Bleed, Retrieving, Special
Imperial Axe 2-Hand 75 gp 1d10 2d6 2d8 3d8 x3 - 30 lbs Slashing Exotic Handy, Massive
Lance 2-Hand 10 gp 1d4 1d6 1d8 2d6 x3 - 10 lbs Piercing Martial Reach, Double Charge Damage, Special
Longspear 2-Hand 5 gp 1d4 1d6 1d8 2d6 x3 - 9 lbs Piercing Simple Brace, Reach
Mancatcher 2-Hand 15 gp 1d3 1d4 1d6 1d10 x2 - 10 lbs Piercing Exotic Grapple, Reach, Size-Specific, Special
Ogre Hook 2-Hand 40 gp 1d8 1d10 1d12 3d6 19-20/x3 - 15 lbs. Piercing Exotic Sunder
Pickaxe 2-Hand 14 gp 1d4 1d6 1d8 2d6 x4 - 12 lbs Piercing Martial Sunder, Protective
Quarterstaff 2-Hand 0 gp 1d3/1d3 1d4/1d4 1d6/1d6 1d8/1d8 x2 - 4 lbs Bludgeoning Simple Double, Monk
Scythe 2-Hand 18 gp 1d4 1d6 2d4 3d4 x4 - 10 lbs Slashing or Piercing Martial Trip
Spear 2-Hand 2 gp 1d4 1d6 1d8 2d6 x3 20 ft 6 lbs Piercing Simple Brace
Spear, Boar 2-Hand 5 gp 1d4 1d6 1d8 2d6 x2 - 8 lbs Piercing Simple Brace, Charge Defense
Spiked Chain 2-Hand 25 gp 1d4 1d6 2d4 3d4 x2 - 10 lbs Piercing Exotic Trip, Finesse, Inclusive Reach 10', Disarm
Sword, Bastard 2-Hand 35 gp 1d6 1d8 1d10 2d8 19-20/x2 - 6 lbs Slashing or Piercing Martial Deadly
Sword, Two-Bladed 2-Hand 100 gp 1d6/1d6 1d8/1d8 1d10/1d10 2d8/2d8 19-20/x2 - 10 lbs Slashing Exotic Double
Urgrosh, Dwarven 2-Hand 50 gp 1d4/1d3 1d6/1d4 1d8/1d6 2d6/1d10 x3 - 12 lbs Slashing or Piercing Exotic Brace, Double, Stout
Whip, Great 2-Hand 125 gp 1d8 1d10 2d6 3d6 19-20/x2 - 12 lbs Slashing or Piercing Exotic Reach 15', Cumbersome
Blowgun 1-Hand* 2 gp 1 1 1d2 1d3 x2 20 ft. 1 lb Piercing Simple Silent
Crossbow, Light 1-Hand* 35 gp 1d4 1d6 1d8 2d6 19-20/x2 80 ft 4 lbs. Piercing or by ammo Simple -
Crossbow, Heavy 2-Hand 50 gp 1d6 1d8 1d10 2d8 19-20/x2 120 ft 8 lbs. Piercing or by ammo Simple -
Dart 1-Hand 5 sp 1d2 1d3 1d4 1d6 x2 20 ft. 1/2 lb Piercing Simple Expendable, Non-Melee
Javelin 1-Hand 1 gp 1d3 1d4 1d6 1d10 x2 40 ft. 2 lbs Piercing Simple -
Sling 1-Hand* 0 gp 1d2 1d3 1d4 1d6 x2 50 ft nil Bludgeoning Simple Alchemical, Bullets, Improvised Ammo
Alchemical Bomb, Thrown 1-Hand free! bomb bomb bomb bomb x2 20 ft 1/4th lb Bomb effect(s) Simple Expendable
Alchemical Creation, Thrown 1-Hand varies effect effect effect effect x2 10 ft 1/4th lb Creation effect(s) Simple Expendable
Boomerang 1-Hand 5sp 1d3 1d4 1d6 1d10 x2 30ft 3lbs Bludgeoning Martial -
Chakram 1-Hand 10gp 1d4 1d6 1d8 2d6 x2 30ft 3lbs Slashing Martial Poor Melee
Throwing Knife 1-Hand 3gp 1d2 1d3 1d4 1d6 x2 30ft 3lbs Slashing Martial Concealable Poor Melee
Longbow 2-Hand 75gp 1d4 1d6 1d8 2d6 x3 100ft 3 lbs Piercing or by ammunition Martial -
Longbow, Composite 2-Hand 100gp+ 1d4 1d6 1d8 2d6 x3 110 ft 3 lbs Piercing or by ammunition Martial -
Pilum 1-Hand 5gp 1d4 1d6 1d8 2d6 x2 20 ft 4 lbs Piercing Martial Special, Entangling
Shortbow 2-Hand 30gp 1d3 1d4 1d6 1d10 x3 60ft 2lbs Piercing or by ammunition Martial -
Shortbow, Composite 2-Hand 75gp+ 1d3 1d4 1d6 1d10 x3 70ft 2 lbs Piercing or by ammunition Martial
Spear,Throwing 1-Hand 5gp 1d4 1d6 1d8 2d6 x4 40ft 3 lbs Piercing Martial Poor Melee
Bola 1-Hand 5gp 1d2 1d3 1d4 1d6 x2 10ft 2 lbs Bludgeoning Exotic Non-Melee, Non-Lethal, Ranged Attack of Opportunity, Slow-draw, Trip
Bola, Lethal 1-Hand 15gp 1d2 1d3 1d4 1d6 x2 10 2 lbs Bludgeoning and Piercing Exotic Non-Melee, Ranged Attack of Opportunity, Slow-draw, Trip
Careen 1-Hand 30gp 1d3 1d4 1d6 1d10 x2 20 ft. 3 lbs Bludgeoning Exotic Strength-based, Powerful, Deceptive
Careen, Dural 1-Hand 150gp 1d4 1d6 1d8 2d6 19-20/x2 10 ft. 9 lbs Bludgeoning Exotic Strength-based, Powerful, Deceptive
Hand Crossbow 1-Hand* 100gp 1d2 1d3 1d4 1d6 19-20/x2 30 ft. 2 lbs Piercing Exotic -
Throwing Glaive 1-Hand 120gp - - 1d12 3d6 19-20/x2 30 ft. 7 lbs Slashing Exotic Poor Melee, Slow Draw, Size Limited, Deceptive
Greatbow 2-Hand 150gp 1d6 1d8 1d10 2d8 x3 120 ft. 6 lbs Piercing or by Ammo Exotic -
Greatbow, Composite 2-Hand 200gp+ 1d6 1d8 1d10 2d8 x3 120 ft. 6 lbs Piercing or by Ammo Exotic Mighty
Hand Onager 2-Hand 250gp+ 2d6 2d8 2d10 4d8 x3 120 ft. 18 lbs Piercing or by Ammo Exotic Mighty, Slow Crank
Lasso 2-Hand 10gp nil nil nil nil nil 10 ft 5 lbs N/A Exotic Entangling, Retrieving, Touch, Two-Handed
Net 2-Hand 20gp nil nil nil nil n/a 10 ft 6 lbs N/A Exotic Touch, Two-Handed, Pinning, Slow-draw
Shotput 2-Hand 15gp - 1d10 2d6 3d6 x2 20 ft. 12 lbs Bludgeoning Exotic Two-Handed, Strength-based, Powerful, Ponderous, Poor Melee
Shotput, Dural 2-Hand 75gp - 1d12 2d8 3d8 19-20/x2 10 ft. 36 lbs Bludgeoning Exotic Two-Handed, Strength-based, Powerful, Ponderous, Poor Melee
Shotput, Orc 1-Hand 10gp - - 2d6 3d6 19-20/x3 10 ft. 15 lbs Bludgeoning Exotic Size-limited, Strength-based, Powerful, Ponderous, Poor Melee
Shuriken 1-Hand 1/5th gp 1 1 1d2 1d3 x2 10 ft 1/10th lb Piercing Exotic Monk, Non-Melee, Expendable
Skiprock, Thrown 1-Hand 3gp 1d2 1d3 1d4 1d6 x2 10 ft 1/4th lb Bludgeoning Exotic Expendable* (see description), Non-Melee, Ricochet
Slingstaff 2-Hand 20gp 1d3 1d4 1d6 1d10 x2 80 ft 3 lbs Bludgeoning Exotic Alchemical, Bullets, Improvised Ammo, Melee Capable
Stonebow 2-Hand 250gp+ 1d6 1d8 1d10 2d8 x3 100 ft 8 lbs by ammo Exotic Mighty, Alchemical, Bullets

Ammunition

The composite versions of the shortbow, longbow, greatbow and stonebow use the same ammunition as their non-composite versions, and the damage and other characteristics of the ammunition for the composite versions are unchanged from their non-composite versions.

All costs and weights listed represent a single unit of the ammunition type described.

Weapon Fired From Cost Tiny Dmg Sm Dmg Med Dmg Lg Dmg Crit Range Wt Type Feat Qualities
Alchemical Bomb, Sling Sling free! bomb bomb bomb bomb x2 30 ft 1/4th lb Bludgeoning, plus bomb effect(s) Simple Expendable
Alchemical Bomb, Slingstaff Slingstaff free! 1d2 + bomb 1d3 + bomb 1d4 + bomb 1d6 + bomb x2 30 ft 1/4th lb Bludgeoning + bomb effect(s) Simple Expendable
Alchemical Bomb, Stonebow Stonebow free! 1d3 + bomb 1d4 + bomb 1d6 + bomb 1d10 + bomb x2 40 ft 1/4th lb Bludgeoning + bomb effect(s) Simple Expendable
Alchemical Creation, Sling Sling varies effect effect effect effect x2 20 ft 1/4th lb Bludgeoning + creation effect(s) Simple Expendable
Alchemical Creation, Slingstaff Slingstaff varies 1d2 + effect 1d3 + effect 1d4 + effect 1d6 + effect x2 20 ft 1/4th lb Bludgeoning + creation effect(s) Simple Expendable
Alchemical Creation, Stonebow Stonebow varies 1d3 + effect 1d4 + effect 1d6 + effect 1d10 + effect x2 30 ft 1/4th lb Bludgeoning + creation effect(s) Simple Expendable
Crossbow Bolt, Hand Crossbow Hand Crossbow 1 sp 1d2 1d3 1d4 1d6 19-20/x2 30 ft. 1/10th lb Piercing Simple Expendable
Crossbow Bolt, Light Crossbow Light Crossbow 1 sp 1d4 1d6 1d8 2d6 19-20/x2 80 ft. 1/10th lb Piercing Simple Expendable
Crossbow Bolt, Heavy Crossbow Heavy Crossbow 1 sp 1d6 1d8 1d10 2d8 19-20/x2 120 ft. 1/10th lb Piercing Simple Expendable
Crossbow Bolt, Hand Onager Hand Onager 1 sp 2d6 2d8 2d10 4d8 19-20/x2 120 ft. 1/10th lb Piercing Simple Expendable
Dural Bullet, Sling Sling 1/2 gp 1d4 1d6 1d8 2d6 19-20/x2 30 ft 3/4th lb Bludgeoning Simple Expendable
Dural Bullet, Slingstaff Slingstaff 1/2 gp 1d6 1d8 1d10 2d8 19-20/x2 40 ft 3/4th lb Bludgeoning Simple Expendable
Dural Bullet, Stonebow Stonebow 1/2 gp 1d8 1d10 1d12 3d6 19-20/x2 50 ft 3/4th lb Bludgeoning Simple Expendable
Groaning Bullet, Sling Sling 1 gp 1 1 1 1 x2 60 ft 1/10th lb Bludgeoning Simple Audible, Expendable
Groaning Bullet, Slingstaff Slingstaff 1 gp 1 1 1 1 x2 90 ft 1/10th lb Bludgeoning Simple Audible, Expendable
Groaning Bullet, Stonebow Stonebow 1 gp 1 1 1 1 x2 150 ft 1/10th lb Bludgeoning Simple Audible, Expendable
Bullet, Sling Sling 1 cp 1d3 1d4 1d6 1d10 x3 50 ft 1/4th lb Bludgeoning Simple Expendable
Bullet, Slingstaff Slingstaff 1 cp 1d4 1d6 1d8 2d6 x3 80 ft 1/4th lb Bludgeoning Simple Expendable
Bullet, Stonebow Stonebow 1 cp 1d6 1d8 1d10 2d8 x3 100 ft 1/4th lb Bludgeoning Simple Expendable
Smoke Bullet, Sling Sling 10 gp nil nil nil nil nil 30 ft 1/4th lb Bludgeoning Simple Expendable, Special
Smoke Bullet, Slingstaff Slingstaff 10 gp nil nil nil nil nil 40 ft 1/4th lb Bludgeoning Simple Expendable, Special
Smoke Bullet, Stonebow Stonebow 10 gp nil nil nil nil nil 50 ft 1/4th lb Bludgeoning Simple Expendable, Special
Dart, Blowgun Blowgun 1 sp 1 1 1d2 1d3 x2 20 ft 1/20th lb Piercing Simple Expendable
Common Arrow, Shortbow Shortbow 5 cp 1d3 1d4 1d6 1d10 x3 60 ft 1/10th lb Piercing Martial Expendable
Common Arrow, Longbow Longbow 5 cp 1d4 1d6 1d8 2d6 x3 100 ft 1/10th lb Piercing Martial Expendable
Common Arrow, Greatbow Greatbow 5 cp 1d6 1d8 1d10 2d8 x3 120 ft 1/10th lb Piercing Martial Expendable
Blunt Arrow, Shortbow Shortbow 5 sp 1d3 1d4 1d6 1d10 x3 30 ft 1/2 lb Bludgeoning Martial Expendable, Special
Blunt Arrow, Longbow Longbow 5 sp 1d4 1d6 1d8 2d6 x3 50 ft 1/2 lb Bludgeoning Martial Expendable, Special
Blunt Arrow, Greatbow Greatbow 5 sp 1d6 1d8 1d10 2d8 x3 60 ft 1/2 lb Bludgeoning Martial Expendable, Special
Barbed Arrow, Shortbow Shortbow 2 gp 1d2 1d3 1d4 1d6 x3 30 ft 1/2 lb Piercing and Slashing Martial Expendable, Special
Barbed Arrow, Longbow Longbow 2 gp 1d3 1d4 1d6 1d10 x3 50 ft 1/2 lb Piercing and Slashing Martial Expendable, Special
Barbed Arrow, Greatbow Greatbow 2 gp 1d4 1d6 1d8 2d6 x3 60 ft 1/2 lb Piercing and Slashing Martial Expendable, Special
Broadhead Arrow, Shortbow Shortbow 3 sp 1d4 1d6 1d8 2d6 x3 30 ft 1/4th lb Piercing Martial Expendable
Broadhead Arrow, Longbow Longbow 3 sp 1d6 1d8 1d10 2d8 x3 50 ft 1/4th lb Piercing Martial Expendable
Broadhead Arrow, Greatbow Greatbow 3 sp 1d8 1d10 1d12 3d6 x3 60 ft 1/4th lb Piercing Martial Expendable
Flaming Arrow, Shortbow Shortbow 3 gp 1d2 1d3 1d4 1d6 x3 30 ft 1/2 lb Piercing Martial Expendable, Special
Flaming Arrow, Longbow Longbow 3 gp 1d3 1d4 1d6 1d10 x3 50 ft 1/2 lb Piercing Martial Expendable, Special
Flaming Arrow, Greatbow Greatbow 3 gp 1d4 1d6 1d8 2d6 x3 60 ft 1/2 lb Piercing Martial Expendable, Special
Flight Arrow, Shortbow Shortbow 5 sp 1d2 1d3 1d4 1d6 x3 90 ft 1/20th lb Piercing Martial Expendable
Flight Arrow, Longbow Longbow 5 sp 1d3 1d4 1d6 1d10 x3 150 ft 1/20th lb Piercing Martial Expendable
Flight Arrow, Greatbow Greatbow 5 sp 1d4 1d6 1d8 2d6 x3 160 ft 1/20th lb Piercing Martial Expendable
Whistling Arrow, Shortbow Shortbow 1 gp 1d2 1d3 1d4 1d6 x3 60 ft 1/8th lb Piercing Martial Expendable, Audible
Whistling Arrow, Longbow Longbow 1 gp 1d3 1d4 1d6 1d10 x3 100 ft 1/8th lb Piercing Martial Expendable, Audible
Whistling Arrow, Greatbow Greatbow 1 gp 1d4 1d6 1d8 2d6 x3 120 ft 1/8th lb Piercing Martial Expendable, Audible
Skiprock, Sling Sling 3 gp 1d3 1d4 1d6 1d10 x2 20 ft 1/4th lb Bludgeoning Exotic Expendable* (see text), Non-Melee, Ricochet
Skiprock, Slingstaff Slingstaff 3 gp 1d4 1d6 1d8 2d6 x2 30 ft 1/4th lb Bludgeoning Exotic Expendable* (see text), Non-Melee, Ricochet
Skiprock, Stonebow Stonebow 3 gp 1d6 1d8 1d10 2d8 x3 40 ft 1/4th lb Bludgeoning Exotic Expendable* (see text), Non-Melee, Ricochet