Weapons (chart)

Weapons

Simple Weapons:
Cost:
Dmg
(S):
Dmg
(M):
Critical
Range
Inc.
Weight
Type
Light melee weapons
             
2gp
1d2
1d3
x2
--
1 lb.
Bludgeoning
Martial Weapons:
Cost:
Dmg (S):
Dmg (M):
Critical
Range
Inc.
Weight
Type
Light melee weapons
             
special
1d3
1d4
x2
--
special
Slashing
Dragon Scale Shield, Light
2,150gp
1d2
1d3
x2
--
special
Bludgeoning
One-handed melee weapons
             
special
1d4
1d6
x2
--
special
Slashing
Dragon Scale Shield, Light
2,130gp
1d3
1d4
x2
--
special
Bludgeoning

12gp
1d4
1d6
19-20x2
--
4 lb.
Piercing or Slashing

15gp
1d6
2d4
19-20x2
--
7 lb.
Slashing
10gp
1d4
1d6
19-20x2
--
3 lb.
Slashing
               
Exotic Weapons:
Cost:
Dmg (S):
Dmg (M):
Critical
Range Inc.
Weight
Type
One-handed melee weapons
             
4gp
1d6
1d8
19-20x3
--
4 lbs.
Slashing
Khopesh
25gp
1d4
1d6
19-20x2
--
1 lb.
Piercing
Hook Sword
8gp
1d3**
1d4**
x2
--
2 lbs.
Special
Stake, Wooden
--
1d3
1d4
x2
--
1 lb.
Piercing
Two-handed melee weapons
             
1gp
1d3*
1d4*
x2
--
1/2 lb.
Special
2gp
1d3
1d4
x2
--
1/2 lb.
Slashing
Ranged weapons
             
Blowgun
1gp
1
1d2
x2
15 ft.
1 lb.
Piercing
Needles (20)
1gp
--
--
--
--
1/2 lb.
--
  * weapon deals non-lethal damage rather than lethal
  ** attempting to deal damage makes the weapon an improvised weapon (-4 penalty on attack rolls)

 

Basket Hilt:
This special addition can be added to one-handed and light melee weapons only, and prevents using two-handed blows with one-handed weapons.

An average-quality basket hilt adds 1 lb. and 2 gold pieces to the price of the weapon. Special materials, masterwork quality, and magical enhancements are applied separately from the base weapon. Treat the basket hilt as a dagger to determine masterwork, special material, and magical enhancement costs.

A basket hilt can be used to deal damage as a gauntlet of the same size. It offers a +2 circumstance bonus to attack rolls made to avoid being disarmed. For an additional 8 gp in cost and 5 lbs. in weight, the hilt can be made to lock as a locked gauntlet, increasing the circumstance bonus to +10.

Adding a basket hilt effectively prevents weapons from being thrown.

Bladed Shield, Heavy or Light:
The edges of the shield are either mounted with sharp metal blades or in the case of some steel shields, are themselves sharpened. You can bash with a bladed shield instead of using it for defense. See armor for more details.

Blowgun:
The blowgun is a simple, but extremely rare weapon. Used mostly by jungle cultures to bring down birds before they take flight, it is usually little more than a hollowed out reed or bamboo pole through which a straight wooden needle is fired by blowing it forcefully through the shaft. Large prey, such as monkeys or even tigers are routinely brought down with the blowgun when coupled with poison or used en masse.

The blowgun is a silent weapon that doesn’t require much movement to use. When sniping, the penalty to remain hidden after attacking is reduced to –15 (see the Hide skill, Player’s Handbook page 76). You can fire, but not load, a blowgun with one hand. Loading a blowgun is a move action that requires two hands and provokes attacks of opportunity.

Cavalry Saber:
A cavalry saber is a heavily-curved sword with an extremely flexible blade designed to bend and flex rather than getting stuck in an opponent and yanked out of the wielder’s hand during a mounted charge. A cavalry saber deals double damage when used from the back of a charging mount.

Falx:
The falx is an odd weapon, almost exclusively seen in the hands of peasant conscripts. It has a heavy blade that remains straight until halfway down its length, where it begins sweeping forward, giving the weapon an appearance close to a thick-bladed scimitar with the wrong side sharpened. In times of peace, a falx serves the common man well as a means to reap wheat and hay, as well as a bill hook for removing low-hanging limbs from trees. On the battlefield, however, it has proven itself to be a very capable weapon when wielded by someone familiar with its use. Functionally, it performs much like an oversized sickle or an oddly-shaped longsword, but the down-turned point of the weapon combined with all the weight being near the end can result in some extremely nasty –and usually fatal- wounds.

Inclusion: While the falx is an exotic weapon, it is still a weapon that is developed directly from a common-man’s agricultural tool. In an area of lightly-wooded plains, the DM should assume that for every five commoners in a conscripted army, two have a falx. Additionally, of the two, one can treat the falx as a simple weapon for the purpose of proficiency.

Garrote:
A garrote is a relatively simple-looking weapon, consisting of a braided leather cord or a wire stretched between two wooden handles. However, the simplicity of the garrote’s design does little to hide the deadly effectiveness of the weapon. Favored by professional assassins for its ability to kill silently, the garrote is arguably one of the deadliest weapons in the hands of a trained killer.

A garrote deals non-lethal damage to the target and an experienced wielder might use the weapon to “choke out” an opponent without killing her. A wire garrote is a much more cruel weapon that makes no attempt at potentially sparing the victim. A wire garrote cuts painfully into the victim’s skin, slashing lethally at the arteries within the neck. It is a messy weapon, however, which is why many with an eye for discreteness prefer the garrote to its more wicked counterpart.

Against an opponent of the same size or smaller than yourself that is denied his Dexterity bonus to AC, you can initiate a grapple check using a garrote or wire garrote. If you win the opposed grapple check, you manage to get the garrote around the target’s throat. In addition to the listed damage, the victim must hold his breath or begin to suffocate (see Dungeon Master’s Guide, page 304) and is considered pinned and unable to speak. A garrote may be treated as a light weapon for purposes of determining whether it can be used to deal damage in a grapple. The victim may attempt to break the pin with a grapple check or escape with an Escape Artist check, as per normal. Success breaks the grapple and immediately removes the need for the victim to make checks related to suffocation.

Inclusion: As should be expected, the garrote is generally considered to be an assassin’s weapon. It generally won’t be very effective in straight-up combat situations, but in surprise situations against a lone opponent, it can be devastating. As a result of its association with cutthroats and assassins, most non-evil civilized nations will probably have laws governing or prohibiting its use. Even among those that don’t ban it outright, many will at least consider the garrote to be a dishonorable weapon used by dishonorable people. The DM is encouraged to consider these things before including the garrote in her game.

Gladius:
A gladius is a short, wide blade with both a slashing edge and a thrusting point. As a free action, the wielder of a gladius must choose the damage type the weapon does. If a character can attack more than once in a round with a gladius, a different damage type can be chosen for each attack. Being a one-handed weapon, the gladius cannot benefit from the effect of the Weapon Finesse feat.

The gladius is an older weapon and is less specialized than more modern blades. The hilt of a traditional gladius doesn't have a cross-piece and will not be made with a basket hilt.

Hook Sword:
The hook sword is a long shaft of unsharpened steel with the business end curling back into a hook instead of being pointed. Sometimes referred to as the “tiger hook,” this strange and rare type of sword is very difficult to master. It is used more for disarming or disabling an opponent than for actually hurting him. A hook sword does neither lethal nor non-lethal damage unless the attacker takes a -4 penalty on attack rolls. Any such damage dealt is bludgeoning damage.

With a hook sword, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails). Because of a hook sword’s unique design, you can use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the hook sword to avoid being tripped.

The hook sword is a special monk weapon.

Khopesh:
Also sometimes referred to as the “canaanite,” the khopesh is a strange-looking sword with a straight blade roughly three hand widths long that develops a crescent-shaped curve that forms the remainder of the blade. Unlike a sickle, the khopesh is sharpened on the outside of the crescent. The unsharpened inner crescent is useful for tripping unwary opponents. You may use a khopesh to make trip attacks. If you are tripped during your own trip attempt, you can drop the khopesh to avoid being tripped.

Inclusion: Though listed as an exotic weapon, it is recommended that the DM allow the khopesh to be treated as a martial weapon by some desert-based cultures.

Needles:
A blowgun needle used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) that deals a single point of damage. Needles are occasionally made from metal, but are usually made from straight, thin shafts of hardwood with brightly colored cloth or feather fletching. Needles come in a leather or wooden container with a cork bottom that holds 20 needles. Many times, these containers have their bottoms filled with poison, though the standard rules apply for accidentally poisoning oneself at the time the needle is used

Shield, Dragon Scale, Heavy or Light:
You can bash with a dragon scale shield instead of using it for defense. See Armor for more information.

Spatha:
A spatha is a long blade based on the shorter gladius. It is used primarily by mounted cavalry due to its heavy weight and cumbersome length, which isn’t balanced by a counterweighted pommel. If a wielder uses a spatha to attack while not mounted, she incurs a –1 penalty to her armor class until her next turn, due to the weapon’s clunkiness throwing her a little off-balance.

The spatha is an older weapon and is less specialized than more modern blades. The hilt of a traditional spatha doesn't have a cross-piece and will not be made with a basket hilt.

Stake, Wooden:
For most people, a wooden stake is one of the simplest weapons. It is nothing more than a straight shaft of hardwood with a sharp point cut onto one end. The main use for such a crude weapon is for killing vampires, which the wooden stake is exceptionally good at. Despite their immunity to critical hits, a vampire or vampire spawn is subject to coup de gras attempts with a wooden stake. If the wielder of a wooden stake has the Exotic Weapon Proficiency (wooden stake) feat and deals enough damage to a vampire with a wooden stake to bring it to 0 hit points, it may not assume gaseous form and is considered destroyed.

Masterwork and magical stakes often have their sharpened ends capped with silver (+20gp). Coupled with a magical enhancement, this is enough to bypass a vampire's damage resistance.