Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Unarmed Attacks
Brass knuckles 1 gp 1d2 1d3 x2 1 lb. B monk, see text
Gauntlet 2 gp 1d2 1d3 x2 1 lb. B
Strike, unarmed 1d2 1d3 x2 B nonlethal
Light Melee Weapons
Battle aspergillum 5 gp 1d4 1d6 x2 4 lbs. B see text
Cestus 5 gp 1d3 1d4 19-20/x2 1 lb. B or P monk, see text
Dagger 2 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P or S
Dagger, punching 2 gp 1d3 1d4 x3 1 lb. P
Gauntlet, spiked 5 gp 1d3 1d4 x2 1 lb. P
Hanbo 1 gp 1d4 1d6 x2 2 lbs. B monk, trip
Mace 5 gp 1d4 1d6 x2 4 lbs. B
Sickle 6 gp 1d4 1d6 x2 2 lbs. S trip
Wooden stake 1d3 1d4 x2 10 ft. 1 lb. P
One-Handed Melee Weapons
Club 1d4 1d6 x2 10 ft. 3 lbs. B
Club, mere 2 gp 1d3 1d4 x2 2 lbs. B or P
Mace, heavy 12 gp 1d6 1d8 x2 8 lbs. B
Morningstar 8 gp 1d6 1d8 x2 6 lbs. B and P
Shortspear 1 gp 1d4 1d6 x2 20 ft. 3 lbs. P
Two-Handed Melee Weapons
Bayonet 5 gp 1d4 1d6 x2 1 lb. P
Boar spear 5 gp 1d6 1d8 x2 8 lbs. P brace, see text
Longspear 5 gp 1d6 1d8 x3 9 lbs. P brace, reach
Quarterstaff 1d4/1d4 1d6/1d6 x2 4 lbs. B double, monk
Spear 2 gp 1d6 1d8 x3 20 ft. 6 lbs. P brace
Ranged Weapons
Blowgun 2 gp 1 1d2 x2 20 ft. 1 lb. P
Darts, blowgun (10) 5 sp
Crossbow, heavy 50 gp 1d8 1d10 19-20/x2 120 ft. 8 lbs. P
Bolts, crossbow (10) 1 gp
Crossbow, light 35 gp 1d6 1d8 19-20/x2 80 ft. 4 lbs. P
Bolts, crossbow (10) 1 gp
Dart 5 sp 1d3 1d4 x2 20 ft. ½ lb. P
Javelin 1 gp 1d4 1d6 x2 30 ft. 2 lbs. P
Sling 1d3 1d4 x2 50 ft. B
Bullets, groaning (10) 2 gp 5 lbs. see text
Bullets, sling (10) 1 sp 5 lbs.
Stingchuck 1d3 1d4 x2 10 ft. 9 lbs. B see text

Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Light Melee Weapons
Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lbs. S
Blade boot 25 gp 1d3 1d4 x2 2 lbs. P see text
Dogslicer 8 gp 1d4 1d6 19-20/x2 1 lb. P
Hammer, light 1 gp 1d3 1d4 x2 20 ft. 2 lbs. B
Handaxe 6 gp 1d4 1d6 x3 3 lbs. S
Kukri 8 gp 1d3 1d4 18-20/x2 2 lbs. S
Pick, light 4 gp 1d3 1d4 x4 3 lbs. P
Sap 1 gp 1d4 1d6 x2 2 lbs. B nonlethal
Shield, light special 1d2 1d3 x2 special B
Shortsword 10 gp 1d4 1d6 19-20/x2 2 lbs. P
Spiked armor special 1d4 1d6 x2 special P
Spiked shield, light special 1d3 1d4 x2 special P
Starknife 24 gp 1d3 1d4 x3 20 ft. 3 lbs. P
Switchblade knife 5 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P
War razor 8 gp 1d3 1d4 19-20/x2 1 lb. S
One-Handed Melee Weapons
Battleaxe 10 gp 1d6 1d8 x3 6 lbs. S
Combat scabbard 1 gp 1d4 1d6 x2 1 lb. B improvised, see text
Combat scabbard, sharpened 10 gp 1d4 1d6 18-20/x2 1 lb. S see text
Flail 8 gp 1d6 1d8 x2 5 lbs. B disarm, trip
Klar 12 gp 1d4 1d6 x2 6 lbs. S
Longsword 15 gp 1d6 1d8 19-20/x2 4 lbs. S
Pick, heavy 8 gp 1d4 1d6 x4 6 lbs. P
Rapier 20 gp 1d4 1d6 18-20/x2 2 lbs. P
Scimitar 15 gp 1d4 1d6 18-20/x2 4 lbs. S
Scizore 20 gp 1d8 1d10 x2 3 lbs. P
Shield, heavy special 1d3 1d4 x2 special B
Spiked shield, heavy special 1d4 1d6 x2 special P
Sword cane 45 gp 1d4 1d6 x2 4 lbs. P
Terbutje 5 gp 1d6 1d8 19-20/x2 2 lbs. S
Terbutje, steel 20 gp 1d6 1d8 19-20/x2 4 lbs. S
Trident 15 gp 1d6 1d8 x2 10 ft. 4 lbs. P brace
Warhammer 12 gp 1d6 1d8 x3 5 lbs. B
Two-Handed Melee Weapons
Bardiche 13 gp 1d8 1d10 19-20/x2 14 lbs. S brace, reach, see text
Bec de corbin 15 gp 1d8 1d10 x3 12 lbs. B or P brace, reach, see text
Bill 11 gp 1d6 1d8 x3 11 lbs. S brace, disarm, reach, see text
Earth breaker 40 gp 1d10 2d6 x3 14 lbs. B
Falchion 75 gp 1d6 2d4 18-20/x2 8 lbs. S
Flail, heavy 15 gp 1d8 1d10 19-20/x2 10 lbs. B disarm, trip
Glaive 8 gp 1d8 1d10 x3 10 lbs. S reach
Glaive-guisarme 12 gp 1d8 1d10 x3 10 lbs. S brace, reach, see text
Greataxe 20 gp 1d10 1d12 x3 12 lbs. S
Greatclub 5 gp 1d8 1d10 x2 8 lbs. B
Greatsword 50 gp 1d10 2d6 19-20/x2 8 lbs. S
Guisarme 9 gp 1d6 2d4 x3 12 lbs. S reach, trip
Halberd 10 gp 1d8 1d10 x3 12 lbs. P or S brace, trip
Lance 10 gp 1d6 1d8 x3 10 lbs. P reach
Lucerne hammer 15 gp 1d10 1d12 x2 12 lbs. B or P brace, reach, see text
Ogre hook 24 gp 1d8 1d10 x3 10 lbs. P trip
Ranseur 10 gp 1d6 2d4 x3 12 lbs. P disarm, reach
Scythe 18 gp 1d6 2d4 x4 10 lbs. P orS trip
Syringe spear 100 gp 1d6 1d8 x3 20 ft. 6 lbs. P brace, see text
Ranged Weapons
Chakram 1 gp 1d6 1d8 x2 30 ft. 1 lb. S
Hunga munga 4 gp 1d4 1d6 x2 15 ft. 3 lbs. P
Longbow 75 gp 1d6 1d8 x3 100 ft. 3 lbs. P
Arrows (20) 1 gp 3 lbs.
Arrows, blunt (20) 2 gp 3 lbs. B see text
Arrows, flight (20) 2 gp 3 lbs. see text
Arrows, smoke 10 gp see text
Arrows, whistling (20) 2 gp 3 lbs. P see text
Longbow, composite 100 gp 1d6 1d8 x3 110 ft. 3 lbs. P
Arrows (20) 1 gp 3 lbs.
Arrows, blunt (20) 2 gp 3 lbs. B see text
Arrows, flight (20) 2 gp 3 lbs. see text
Arrows, smoke 10 gp see text
Arrows, whistling (20) 2 gp 3 lbs. P see text
Pilum 5 gp 1d6 1d8 x2 20 ft. 4 lbs. P see text
Shortbow 30 gp 1d4 1d6 x3 60 ft. 2 lbs. P
Arrows (20) 1 gp 3 lbs.
Arrows, blunt (20) 2 gp 3 lbs. B see text
Arrows, flight (20) 2 gp 3 lbs. see text
Arrows, smoke 10 gp see text
Arrows, whistling (20) 2 gp 3 lbs. P see text
Shortbow, composite 75 gp 1d4 1d6 x3 70 ft. 2 lbs. P
Arrows (20) 1 gp 3 lbs.
Arrows, blunt (20) 2 gp 3 lbs. B see text
Arrows, flight (20) 2 gp 3 lbs. see text
Arrows, smoke 10 gp see text
Arrows, whistling (20) 2 gp 3 lbs. P see text

Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Light Melee Weapons
Aklys 5 gp 1d4 1d6 x2 20 ft. 2 lbs. B trip
Battle poi 5 gp 1d3 fire 1d4 fire x2 2 lbs. fire
Butterfly knife 5 gp 1d3 1d4 19-20/x2 1 lb. P or S
Dwarven maulaxe 25 gp 1d4 1d6 x3 10 ft. 5 lbs. B or S
Kama 2 gp 1d4 1d6 x2 2 lbs. S monk
Madu, leather 40 gp 1d3 1d4 x2 5 lbs. P
Madu, steel 40 gp 1d3 1d4 x2 6 lbs. P
Nunchaku 2 gp 1d4 1d6 x2 2 lbs. B disarm, monk
Rope gauntlet 2 sp 1d3 1d4 x2 2 lbs. B (or S)
Sai 1 gp 1d3 1d4 x2 1 lb. B disarm, monk
Sawtooth sabre 35 gp 1d6 1d8 19-20/x2 2 lbs. S
Siangham 3 gp 1d4 1d6 x2 1 lb. P monk
Sica 10 gp 1d4 1d6 x2 3 lbs. S
Swordbreaker dagger 10 gp 1d3 1d4 x2 3 lbs. S disarm, see text
One-Handed Melee Weapons
Dueling sword 20 gp 1d6 1d8 19-20/x2 3 lbs. S
Falcata 18 gp 1d6 1d8 19-20/x3 4 lbs. S
Flindbar 30 gp 1d6 2d4 19-20/x2 2 lbs. B disarm, see text
Khopesh 20 gp 1d6 1d8 19-20/x2 8 lbs. S trip
Rhoka 5 gp 1d6 1d8 18-20/x2 6 lbs. S
Scorpion whip 5 gp 1d3 1d4 x2 3 lbs. S disarm, reach, trip
Scourge 20 gp 1d6 1d8 x2 2 lb. S disarm
Shotel 30 gp 1d6 1d8 x3 2 lbs. P
Sword, bastard 35 gp 1d8 1d10 19-20/x2 6 lbs. S
Sword, temple 30 gp 1d6 1d8 19-20/x2 3 lbs. S monk, trip
Urumi 50 gp 1d6 1d8 18-20/x2 6 lbs. S
Waraxe, dwarven 30 gp 1d8 1d10 x3 8 lbs. S
Whip 1 gp 1d2 1d3 x2 2 lbs. S disarm, nonlethal, reach, trip
Whip-Dagger 25 gp 1d4 1d6 19-20/x2 3 lbs. S disarm, reach, trip
Two-Handed Melee Weapons
Axe, orc double 60 gp 1d6/1d6 1d8/1d8 x3 15 lbs. S double
Chain, spiked 25 gp 1d6 2d4 x2 10 lbs. P disarm, trip
Curve blade, elven 80 gp 1d8 1d10 18-20/x2 7 lbs. S
Flail, dire 90 gp 1d6/1d6 1d8/1d8 x2 10 lbs. B disarm, double, trip
Flambard 50 gp 1d8 1d10 19-20/x2 6 lbs. S sunder
Garrote 3 gp 1d4 1d6 x2 1 lb. S see text
Hammer, gnome hooked 20 gp 1d6/1d4 1d8/1d6 x3/x4 6 lbs. B or P double, trip
Mancatcher 15 gp 1 1d2 10 lbs. P grapple, reach, see text
Meteor hammer 10 gp 1d6/1d6 1d8/1d8 x2 10 lbs. B double, reach, trip, see text
Scarf, bladed 12 gp 1d4 1d6 x2 2 lbs. S disarm, trip
Spear, chain 15 gp 1d4/1d4 1d6/1d6 x2 13 lbs. P or S double, trip
Sword, two-bladed 100 gp 1d6/1d6 1d8/1d8 19-20/x2 10 lbs. S double
Urgrosh, dwarven 50 gp 1d6/1d4 1d8/1d6 x3 12 lbs. P or S brace, double
Ranged Weapons
Bolas 5 gp 1d3 1d4 x2 10 ft. 2 lbs. B nonlethal, trip
Boomerang 3 gp 1d4 1d6 x2 30 ft. 3 lbs. B see text
Crossbow, double 300 gp 1d6 1d8 19-20/x2 80 ft. 18 lbs. P
Bolts (10) 1 gp 1 lb.
Crossbow, hand 100 gp 1d3 1d4 19-20/x2 30 ft. 2 lbs. P
Bolts (10) 1 gp 1 lb.
Crossbow, repeating heavy 400 gp 1d8 1d10 19-20/x2 120 ft. 12 lbs. P
Bolts (5) 1 gp 1 lb.
Crossbow, repeating light 250 gp 1d6 1d8 19-20/x2 80 ft. 6 lbs. P
Bolts (5) 1 gp 1 lb.
Lasso 1 sp 5 lbs. see text
Launching crossbow 75 gp 8 lbs.
Net 20 gp 10 ft. 6 lbs. P
Shuriken (5) 1 gp 1 1d2 x2 10 ft. ½ lb. P monk
Sling glove 5 gp 1d3 1d4 x2 50 ft. 2 lbs. B
Bullets, groaning (10) 2 gp 5 lbs. see text
Bullets, sling (10) 1 sp 5 lbs.
Sling staff, halfling 20 gp 1d6 1d8 x3 80 ft. 3 lbs. B
Bullets, groaning (10) 2 gp 5 lbs. see text
Bullets, sling (10) 1 sp 5 lbs.
Throwing shield +50 gp 1d4 1d6 x2 20 ft. B trip
1: Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2: A weapon with two types is both types if the entry specifies "and", or either type (wielder's choice) if the entry specifies "or."

Special

Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging character.
Disarm: When you use a disarm weapon, you get a +2 bonus on your CMB to disarm.
Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A double weapon can be wielded as a one-handed weapon, but they cannot be used as a double weapon if so—only one end of the weapon can be used in any given round.
Monk: A monk weapon can be used by a monk to perform a flurry of blows.
Nonlethal: These weapons deal nonlethal damage.
Reach: You can use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.
Trip: You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

Weapon Descriptions

Aklys: The aklys is a hooked throwing club with a 20-foot cord; you can retrieve the aklys after throwing it as a move action. The hook allows you to make trip attacks at range. Some aklys have holes drilled in them and whistle when thrown, making them ideal for throwing down long, dark tunnels.

Arrows: An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows.

Arrow, Blunt: These arrows have rounded wooden tips. They deal bludgeoning damage rather than piercing damage. An archer can use a blunt arrow to deal nonlethal damage (at the normal -4 attack penalty for using a lethal weapon to deal nonlethal damage).

Arrow, Flight: These arrows have light shafts and special fletchings to give them greater range. A flight arrow's range increment is 20 feet greater with longbows, 10 feet greater with shortbows. They deal damage as if one size category smaller.

Arrow, Smoke: This arrow is actually a specially-shaped smokestick that can be fired from a bow. It trails smoke as it flies, and creates a 5-foot cube of smoke where it strikes. It otherwise functions like a normal arrow in terms of damage, range, and so on.

Arrow, Whistling: These arrows come with specially designed grooves and fletching that cause them to emit a loud keening sound audible within 500 feet of their flight path.

Axe, Orc Double: A cruel weapon with blades placed at opposite ends of a long haft, an orc double axe is a double weapon.

Bardiche: The crescent axe-blade of this polearm is attached to the haft at two points: the center of the blade attaches to a socket at the top of the haft, and the lower point of the blade attaches to a secondary mount point. The blade is often very long, sometimes almost as long as the haft. You gain a +2 bonus to your CMD to resist sunder attempts against a bardiche.

Battle Aspergillum: Named for the common aspergillum, a mace-like tool used by priests to sprinkle holy water, this light mace has a hollow head and a metal plug to fit the hollow's neck. When the mace strikes a creature, holy water sprinkles out through tiny holes throughout the weapon's head; creatures subject to damage from holy water take 1 point of damage in addition to the normal effect of being struck by the mace (a nonmagical aspergillum can deal holy water damage to an incorporeal creature in this manner, even if the mace itself deals no damage). After 5 hits, the battle aspergillum is empty and needs to be refilled. Filling it with holy water is a standard action that provokes an attack of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, otherwise the holy water leaks out as the weapon moves.

Battle Poi: This pair of arm-length chains has handles at one end and heavy fuel-soaked torch heads at the other. The weight of the poi is insufficient to deal physical damage, but the burning fuel deals fire damage. If you are proficient in battle poi, you are treated as if you have the Two-Weapon Fighting feat for the purposes of making poi attacks. Poi can be extinguished by spending a full round action smothering them in sand or submerging them in water.

Bayonet: Bayonets are close combat weapons designed to fit into the grooves or muzzles of crossbows and firearms. They allow you to make melee attacks with these weapons but render them temporarily useless as ranged weapons. Attaching or removing a bayonet is a move action.

Bec de Corbin: The bec de corbin is a polearm very similar to the lucerne hammer, but the hammer head is blunt rather than spiked and the spike is stouter and more hooked. You primarily attack with the spike. You gain a +2 bonus to your CMB to sunder medium or heavy armor with a bec de corbin.

Bill: The blade of this polearm is a curved or hooked chopping blade with a spiked projection on the back of the blade. The spike is commonly used to block and parry. When fighting defensively or with full defense, this weapon gives you a +1 shield bonus to AC. A mounted opponent hit by a bill takes a -1 penalty on his Ride check to stay mounted.

Blade Boot: Blade boots come with a spring-mounted knife that pops out when triggered with the right combination of toe presses. You can use a blade boot as an off-hand weapon. Releasing the knife is a swift action; rearming it is a full-round action. When the blade is extended, you treat normal terrain as difficult and difficult terrain as impassable.

Blowgun: Blowguns are generally used to deliver debilitating (but rarely fatal) poisons from a distance. They are nearly silent when fired.

Boar Spear: This spear with a spiraling blade has a metal crossbar approximately halfway down its length. If you ready a boar spear against a charge and your attack hits, you get a +2 shield bonus to your AC against that creature until your next turn.

Bolas: A bolas is a pair of weights, connected by a thin rope or cord. You can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your own trip attempt when using a bolas.

Bolts: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow).

Boomerang: The boomerang is primarily a hunting tool, but it is not uncommon for these versatile thrown weapons to be carried into battle. A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head. A thrown boomerang does not fly in a returning path; returning boomerangs are solely recreational.

Brass Knuckles: These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you're casting). Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them.

Bullets, Groaning: These sling bullets are honeycombed with overlapping perforations that cause them to emit an eerie moan audible within 500 feet of their flight path.

Bullets, Sling: Bullets are shaped metal balls, designed to be used by a sling or halfling sling staff. Bullets come in a leather pouch that holds 10 bullets.

Butterfly Knife: A butterfly knife has a blade concealed between two halves of the handle that can be brought to bear quickly. If you are proficient with the butterfly knife (or have the Quick Draw feat) and are holding it in your hand, you may open it as a free action; a nonproficient user must spend a move action to open it. Otherwise, treat this weapon as a dagger. When it's closed, you gain a +2 bonus on Sleight of Hand checks made to conceal it on your body.

Cestus: The cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm. The close combat weapon is reinforced with metal plates over the fingers and often lined with wicked spikes along the backs of the hands and wrists. While wearing a cestus, you are considered armed and your unarmed attacks deal normal damage. If you are proficient with a cestus, your unarmed strikes may deal bludgeoning or piercing damage. Monks are proficient with the cestus. When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a -2 penalty on all precision-based tasks involving that hand (such as opening locks).

Chain, Spiked: A spiked chain is about 4 feet in length, covered in wicked barbs. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn't a light weapon.

Chakram: The chakram is a simple, elegant, and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge. You can wield the chakram as a melee weapon, but it is not designed for such use; you take a -1 penalty on your attack roll with the weapon and must make a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor.

Club, Mere: Traditionally made of carved stone, the mere (MEH-reh) is a short, flat-sided, sharp-pointed club.

Combat Scabbard: This scabbard is an improvised weapon designed to allow you to remove it from your belt as a swift action when drawing the weapon it contains. Taking the Equipment Trick feat for a scabbard gives you additional combat options for using a scabbard. For the purpose of fighter weapon groups, a scabbard for a heavy blade is considered a hammer, and a scabbard for a light blade is considered a close weapon.

Combat Scabbard, Sharpened: This combat scabbard has a sharp blade on the outer edge, allowing you to use it as a weapon.

Crossbow, Double: This heavy weapon fires a pair of irontipped bolts with a single squeeze of the trigger. Due to its size and weight, you take a -4 penalty on your attack roll if you're proficient with it, or -8 if you're not. If the attack hits, the target takes damage from both bolts. Critical hits, sneak attack damage, and other precision-based damage only apply to the first bolt. Reloading one bolt is a standard action; the Rapid Reload feat reduces this to a move action. Crossbow Mastery allows you to reload both bolts as a move action

Crossbow, Hand: You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.

You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.


Crossbow, Heavy: You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a fullround action that provokes attacks of opportunity.

Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.


Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.

Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for onehanded firing.


Crossbow, Repeating: The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.

You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.


Curve Blade, Elven: Essentially a longer version of a scimitar, but with a thinner blade, the elven curve blade is exceptionally rare. You receive a +2 circumstance bonus to your CMD whenever a foe attempts to sunder your elven curve blade due to its flexible metal.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an elven curve blade sized for you, even though it isn't a light weapon.


Dagger: A dagger has a blade that is about 1 foot in length. You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.

Dagger, Punching: A punching dagger's blade is attached to a horizontal handle that projects out from the fist when held.

Dueling Sword: These swords are a bit over 3 feet long, very slightly curved, and sharp only along the outer edge. You can use the Weapon Finesse feat to apply your Dexterity Modifier instead of your Strength modifier on attack rolls with a dueling sword sized for you, even though it isn't a light weapon. You can wield a dueling sword in two hands in order to apply 1-½ times your Strength bonus to damage. If you aren't proficient with the dueling sword, you may treat it as a longsword.

Dwarven Maulaxe: This versatile weapon looks like a heavy-headed axe, but a proficient wielder can use the blunt back of the head to deal bludgeoning damage.

Falcata: This heavy blade has a single sharp, concave edge and a hook-shaped hilt. Its shape distributes the weight to give it the momentum of an axe with the cutting edge of a sword.

Flail: A flail consists of a spiked metal ball, connected to a handle by a sturdy chain.

Flail, Dire: A dire flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft.

Flail, Heavy: Similar to a flail, a heavy flail has a larger metal ball and a longer handle.

Flambard: This two-handed sword has a wavy blade that is especially useful for cutting through wooden weapons. If you are proficient with this weapon, you gain a +4 bonus on any sunder attempts made against weapons with a wooden haft; otherwise you may use this sword as a bastard sword.

Flindbar: A flindbar resembles a pair of chain-linked iron bars, not unlike a flail.

The wielder of a flindbar gains a +2 bonus on combat maneuver checks made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). If a proficient wielder threatens a critical hit, he can make a free disarm attempt against that opponent before confirming the critical hit (this disarm attempt doesn't provoke attacks of opportunity).


Garrote: A garrote is a length of wire or thin rope with wooden handles at both ends. The wire is placed across a victim's throat and crossed behind the neck; when the handles are pulled tight, the garrote strangles him. In order for you to use a garrote, your opponent must be helpless or unaware of you. You must make a grapple check (though you avoid the -4 penalty for not having two hands free) to successfully begin garroting your opponent. Sneak attack damage does not apply to a garrote. Your garroted opponent must make a concentration check (DC 20 + your CMB + level of the spell he's casting) to cast a spell with a verbal component, use a command word item, or use any magic requiring speech. You gain the following additional option when grappling with a garrote.

Choke: You cut off your target's air supply so he has to hold his breath (see Suffocation on page 445 of the Pathfinder RPG Core Rulebook, and the Swim skill on page 108). Any round you do not maintain the choke, your opponent can take a breath and restart when he has to begin making Constitution checks.


Gauntlet: This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets. Your opponent cannot use a disarm action to disarm you of gauntlets.

Gauntlet, Spiked: The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack. Your opponent cannot use a disarm action to disarm you of spiked gauntlets.

Glaive: A glaive is a simple blade, mounted to the end of a pole about 7 feet in length.

Glaive-Guisarme: This polearm combines the blade of a glaive with a wicked hook. A mounted opponent hit by a glaive-guisarme takes a -2 penalty on his Ride check to stay mounted.

Greatsword: This immense two-handed sword is about 5 feet in length.

Guisarme: A guisarme is an 8-foot-long shaft with a blade and a hook mounted at the tip.

Halberd: A halberd is similar to a 5-foot-long spear, but it also has a small, axe-like head mounted near the tip.

Hammer, Gnome Hooked: A gnome hooked hammer is a double weapon—an ingenious tool with a hammer head at one end of its haft and a long, curved pick at the other. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. Gnomes treat hooked hammers as martial weapons.

Hanbo: The hanbo is a staff less than a yard long, often carved to look like a walking stick.

Hunga Munga: This three-bladed dagger is intended for throwing but can be used as a melee weapon.

Javelin: A javelin is a thin throwing spear . Since it is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.

Kama: Similar to a sickle, a kama is a short, curved blade attached to a simple handle.

Khopesh: This heavy blade has a convex curve near the end, making its overall shape similar to a battleaxe.

Klar: The klar, like the madu, is both a weapon and a shield. If you are proficient with the klar, you may treat it as a spiked light wooden shield (or light steel shield, if made entirely of metal); otherwise it is just a light shield.

Kukri: A kukri is a curved blade, about 1 foot in length.

Lance: A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.

Lasso: This thrown weapon is a length of rope with a simple open knot on one end that allows you entangle a foe like you would using a net. The DC to cast a spell while entangled with a lasso is 10 + the spell level being cast. An entangled creature can slip free with a DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10. It requires a DC 23 Strength check to break it. On a successful hit, the lasso tightens; to use it again you must spend a standard action sliding the knot to enlarge the loop.

Launching Crossbow: This stubby-looking crossbow has a cup-like attachment rather than a groove for a bolt. It is designed to launch splash weapons. Loading a launching crossbow is a full-round action.

Longbow: At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a Strength bonus, you can apply it to damage rolls when you use a composite longbow (see below), but not when you use a regular longbow.

Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow.

For purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.


Longspear: A longspear is about 8 feet in length.

Longsword: This sword is about 3-1/2 feet in length.

Lucerne Hammer: This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor; most attacks are made with the hammer. The long haft allows the wielder to put amazing force behind the head of this weapon. You gain a +2 bonus to your CMB to sunder medium or heavy armor with a lucerne hammer.

Mace: A mace is made up of an ornate metal head attached to a simple wooden or metal shaft.

Mace, Heavy: A heavy mace has a larger head and a longer handle than a normal mace.

Madu: The madu is a round, light shield with four spikes extending from the sides. If you are proficient with the madu, you may wield it and fight defensively with a -2 penalty instead of the normal -4 penalty for fighting defensively, and your attack penalty for using Combat Expertise improves by +1 (minimum -1 penalty). You cannot hold anything else in the hand that bears a madu. If you are not proficient in madu, treat it as a light spiked shield.

Mancatcher: This polearm consists of two curved metal bands that close around a target when you attack, allowing you to bind an opponent. A mancatcher is built to capture a creature of a particular size category (such as Small or Medium) and doesn't work on creatures of the wrong size. Make a touch attack to hit an opponent and a combat maneuver check to grapple him (without the -4 penalty for not having two hands free); success means you and the target are grappled. Once the target is grappled, you can perform a move or damage grapple action against him. The mancatcher has hardness 10 and 5 hit points; it requires a DC 26 Strength check to break it. If you drop the mancatcher, the target can free himself as a standard action.

Meteor Hammer: This weapon is one or two spherical weights attached by a 10-foot chain. You whirl the weights and wrap them around an opponent's body. If you succeed at a trip attempt with a meteor hammer, you can drag your opponent 5 feet closer rather than knocking her prone. You may use this weapon in two different ways: in meteor mode you use it as a double weapon, and in fortress mode you cannot use it as a double weapon but gain reach and a +1 shield bonus to AC. Switching between these two modes is a free action decided at the start of your turn.

Morningstar: A morningstar is a spiked metal ball, affixed to the top of a long handle.

Net: A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a fullround action). A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.


Nunchaku: A nunchaku is made up of two wooden or metal bars connected by a small length of rope or chain.

Pilum: The tip of this heavy javelin is designed to break off and embed itself into a shield once it hits. Like ammunition, a thrown pilum that hits its target is destroyed. If you hit a shield-using opponent with a pilum, he loses the AC bonuses from that shield until he takes a standard action to pry the remnants of the pilum from his shield.

Quarterstaff: A quarterstaff is a simple piece of wood, about 5 feet in length.

Ranseur: Similar in appearance to a trident, a ranseur has a single spear at its tip, flanked by a pair of short, curving blades.

Rapier: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn't a light weapon. You can't wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.

Rhoka: This sword is the size of a longsword but consists of two serrated blades placed side by side, each ending in a cruel hook.

Rope Gauntlet: By wrapping your hands and forearms in thin but tough hemp ropes and then soaking the makeshift gloves in water for weight and expansion, you can transform your fists into rockhard weapons easily capable of killing in a fistfight. Each rope gauntlet takes a full minute to wrap and another minute to soak, but once applied can be worn for a day; removing a rope gauntlet takes 1 full round. When wearing rope gauntlets, you are considered armed and your unarmed attacks deal normal damage rather than nonlethal damage. If you are proficient with rope gauntlets, you may use the rough edges of the ropes to deal slashing damage rather than bludgeoning damage. Your fingers are mostly exposed, allowing you to wield or carry items in your hands while wearing rope gauntlets, but the constriction of the weapon at your knuckles gives you a -2 penalty on all precision based tasks involving your hands (such opening locks).

Sai: A sai is a metal spike flanked by a pair of prongs used to trap an enemy's weapon. With a sai, you get a +2 bonus on Combat Maneuver Checks to sunder an enemy's weapon. Though pointed, a sai is used primarily to bludgeon foes and to disarm weapons.

Sawtooth Sabre: This is the signature weapon of the notorious Red Mantis. A proficient user can treat a sawtooth sabre as a light weapon; otherwise, treat it as a longsword.

Scarf, bladed: If you are proficient with a bladed scarf, you deal 1d4 points of slashing damage to any creature that makes a successful grapple check against you.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with a bladed scarf sized for you, even though it isn’t a light weapon for you.

The skill required in using such scarves effectively and not revealing their deadly nature makes them exotic weapons. If you are proficient with a bladed scarf, you deal 1d4 points of slashing damage to any creature that makes a successful grapple check against you while you wield the scarf. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with a bladed scarf sized for you, even though it isn’t a light weapon.


Scizore: Also known as a Taldan scissor, the scizore is a hardened tube that fits your forearm, ending with a semicircular blade at the end. The scizore gives a +1 shield bonus to AC, but if you attack with the blade, you lose the AC bonus that round and take a -1 penalty on attack rolls with the scizore. While wearing a scizore, you cannot use that hand for anything else. Donning the scizore is a full-round action.

Scorpion Whip: This whip has a series of razorsharp blades and fangs inset along its tip. It deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip.

Scourge: This multitailed, barbed whip grants a +2 bonus to your CMB when attempting to disarm an opponent with this weapon.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a scourge sized for you, even though it isn't a light weapon.


Shield, Heavy or Light: You can bash with a shield instead of using it for defense. See Armor for details.

Shortbow: A shortbow is made up of one piece of wood, about 3 feet in length. You need two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below), but not a regular shortbow.

Shortbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite shortbow.

For purposes of Weapon Proficiency, Weapon Focus, and similar feats, a composite shortbow is treated as if it were a shortbow.


Shortspear: A shortspear is about 3 feet in length, making it a suitable thrown weapon.

Shortsword: This sword is about 2 feet in length.

Shotel: The shotel is a downward-curving sword designed to reach over or around an opponent's shield. You gain a +1 bonus on attack rolls with a shotel against opponents using bucklers, light shields, or heavy shields.

Shuriken: A shuriken is a small piece of metal with sharpened edges, designed for throwing. A shuriken can't be used as a melee weapon. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.

Siangham: This weapon is a handheld shaft fitted with a pointed tip for stabbing foes.

Sica: This blade is a smaller, lighter version of the shotel. You gain a +1 bonus on attack rolls with a sica against opponents using bucklers, light shields, or heavy shields.

Sling: A sling is little more than a leather cup attached to a pair of strings. 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. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.

You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.


Sling Glove: This curved, scooped-shaped, 2-foot-long wicker basket attaches to your wrist, allowing you to throw fist-sized stones at great speed merely by whipping your arm forward. Loading a sling glove is a free action that does not provoke an attack of opportunity so long as you have a free hand. You take -4 penalty when throwing a stone at an adjacent target and cannot use the weapon to attack creatures in your space.

Sling Staff, Halfling: Made from a specially designed sling attached to a short club, a halfling sling staff can be used by a proficient wielder to devastating effect. Your Strength modifier applies to damage rolls when you use a halfling sling staff, just as it does for thrown weapons. You can fire, but not load, a halfling sling staff with one hand. Loading a halfling sling staff is a move action that requires two hands and provokes attacks of opportunity.

You can hurl ordinary stones with a halfling sling staff, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.

A halfling sling staff can be used as a simple weapon that deals bludgeoning damage equal to that of a club of its size. Halflings treat halfling sling staves as martial weapons.


Spear: A spear is 5 feet in length and can be thrown.

Spear, Chain: This vicious weapon often finds its way into gladiatorial events due to its versatility. The body of the weapon is a standard short spear, primarily used for thrusting. The butt of the spear is fitted with a length of chain, often spiked, with a hook at the end. The hook and chain may be used to make trip attacks. If your trip attack fails by 10 or more, you may drop the chain spear to avoid being knocked prone.

Spiked Armor: You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor for details.

Spiked Shield, Heavy or Light: You can bash with a spiked shield instead of using it for defense. See Armor for details.

Starknife: From a central metal ring, four tapering metal blades extend like points on a compass rose. A wielder can stab with the starknife or throw it.

Stingchuck: A stingchuck is a foul bag made of a humanoid's head with the brain removed and the skull heavily scored so that it bursts open when thrown. Normally filled with biting vermin, it acts as a splash weapon. When it hits, the vermin bite and sting the target, dealing 1d6 points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.

Strike, Unarmed: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at his discretion. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.

An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Unarmed strikes do not count as natural weapons.


Switchblade Knife: This knife has a springloaded blade hidden inside the handle. It can be designed to look like another type of object (a DC 15 Perception check reveals the deception). If held in your hand, you can activate it as a free action. This weapon is treated as a dagger.

Sword Cane: This slender light blade lies within a wooden container that serves as both its scabbard and hiding place. You can draw the blade from the cane as a swift action (or a free action if you have the Quick Draw feat). An observer must make a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon.

Sword, Bastard: A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.

Sword, Temple: Heavy blades typically used by guardians of religious sites, temple swords have distinctive crescent-shaped blades, appearing as an amalgam of a sickle and sword. Many have holes drilled into the blade or places on the pommel where charms, bells, or other holy trinkets might be attached. Monks are proficient with the temple sword.

Sword, Two-Bladed: A two-bladed sword is a double weapon-twin blades extend from either side of a central, short haft, allowing the wielder to attack with graceful but deadly flourishes.

Swordbreaker Dagger: You can use this dagger to disarm or sunder enemy blades by catching them in the grooves on the back of the blade and using your weapon as a lever. If you are proficient with this weapon, add +4 on your disarm or sunder attempts against bladed weapons.

Syringe Spear: The blade of this weapon contains a thin tube or bore that connects to a hollow container just beneath the crosspiece. A successful hit with the spear injects the liquid contents of the container (typically poison) into the target. Refilling a syringe spear takes 1 minute.

Terbutje: This length of tempered wood has bits of shark teeth, obsidian, glass, or similar materials studded all along its length. It is fragile, and sometimes shatters on armor or enemy weapons. If you roll a 1 when attacking with a terbutje, the weapon automatically gains the broken quality. Rolling a 1 with a broken terbutje destroys it.

Terbutje, Steel: This is a forged weapon built to look much like a common terbutje. It lacks the fragility of its non-metallic counterpart.

Throwing Shield: This shield is designed for throwing and comes with specially designed straps allowing you to unclasp and throw it as a free action. Tower shields cannot be throwing shields. Neither a shield's enhancement bonus to AC nor its shield spikes apply to your attack or damage rolls.

Trident: A trident has three metal prongs at end of a 4-foot-long shaft. This weapon can be thrown.

Urgrosh, Dwarven: A dwarven urgrosh is a double weapon—an axe head and a spear point on opposite ends of a long haft. The urgrosh's axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other becomes the off-hand weapon. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage. Dwarves treat dwarven urgroshes as martial weapons.

Waraxe, Dwarven: A dwarven waraxe has a large, ornate head mounted to a thick handle, making it too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.

Whip: A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn't a light weapon.


Whip-Dagger: A character proficient in whips is also proficient in the whip-dagger. A whip-dagger's lash is studded with tiny spikes and hooks, and a short blade is affixed to the lash's tip. A whip-dagger is treated as a standard whip, save that its ability to deal damage is unhindered by armor bonuses and natural armor bonuses.

Wooden Stake: This close combat weapon is just a sharpened piece of wood. Iron spikes used as weapons deal damage as wooden stakes.