Simple Weapons

Gauntlet/Spiked Gauntlet

Benefit: 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. An attack with a spiked gauntlet is considered an armed attack. Your opponent cannot use a disarm action to disarm you of gauntlets.

Note: The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.

Weapon Feature(s): cannot be disarmed

Strike, Unarmed

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 (see Combat). The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.

Damage:

A Medium character deals 1d3 points of nonlethal damage with an unarmed strike.

A Small character deals 1d2 points of nonlethal damage.

A Kundala or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at his discretion.

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.

Benefit: 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.

Knife, Brass

Pirates often carry long brass knives for working aboard a ship. Though brass doesn’t hold as sharp an edge as steel, it isn’t vulnerable to rust like steel is. In a pinch, a pirate can use his brass knife as a weapon. Mostly, though, they are used for cutting ropes, cleaning fish, and other sundry tasks.

A brass knife has the fragile quality. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, rolling a natural 1 destroys it instead.

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.

Benefit: Brass knuckles allow you to deal lethal damage.

Drawback: When using brass knuckles, 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). Brass knuckles have a 15% spell failure penalty for spells with a somatic component.

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.

Benefit: 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. Kundala are proficient with the cestus.

Drawback: 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). A cestus also gives a 15% spell failure penalty for spells with a somatic component.

Dagger

A dagger has a blade that is about 1 foot in length.

Benefit: 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.

Hook

A Hook is often used by pirates as an intimidation factor. This weapon is a large iron hook with a sharp pointed end with a small hand-guard and handle.

Benefit: A hook can be used to trip an opponent. If you are tripped during your trip attempt you can drop the hook to avoid being tripped.

Kunai

Crafted from a single piece of iron, a kunai has a leaf-shaped blade and a ring for a pommel. Adapted from the common trowel, the kunai has a thick blade that is sharpened only near the tip.

Benefit(s) Unlike finer weapons, the kunai can readily substitute for a crowbar or piton without being damaged in the process.

Mace, Light

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

War, Sickle

A war sickle looks like a large short sword that has a large, crescent-shaped inward curve (meaning the blade is on the inward side of the curve) that starts after 1 and a half inches of a strait blade.

Benefit: A war sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the war sickle to avoid being tripped.

Wooden Stake

This close combat weapon is just a sharpened piece of wood.

Note: Iron spikes used as weapons deal damage as wooden stakes.

Club

This weapon is usually just a shaped piece of wood, sometimes with a few nails or studs embedded in it.

Mere Club

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

Mace, Heavy

A heavy mace has a larger head and a longer handle than a normal (light) mace.

Morningstar

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

Shortspear

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

Bayonet

Bayonets are close combat weapons designed to fit into the grooves or muzzles of crossbows and firearms.

Benefit: Bayonets allow you to make melee attacks with these weapons but render them temporarily useless as ranged weapons.

Attach/Remove: Attaching or removing a bayonet is a move action.

Pike, Boarding

A boarding pike is an 8-foot-long pole topped with a foot-long tapered metal tip. Boarding pikes look much like longspears, but the metal pike is designed to flow into the wooden haft, leaving no grooves, collars, or spikes that could trap salt water and cause rust. Boarding pikes are mainly used defensively, to repel boarding actions. The pikes are kept in brackets around the mast, so sailors can quickly grab pikes and brace them against the gunwale to repel boarders.

Kumade

Adapted from a garden rake, the kumade consists of a wood or bamboo pole topped with a metal claw. The rake head doubles as a grappling hook. When a kumade is secured to a surface, such as a rafter or window sill, its handle can be climbed as a 5-foot length of rope.

Kumade, Collapsible

This weapon acts as a kumade, but the handle consists of bamboo sections held together by a taut rope running through the center. Releasing the rope is a standard action that provokes attacks of opportunity and causes the weapon to collapse into a bundle that fits into a backpack. Reassembling the collapsible kumade requires a full-round action that provokes attacks of opportunity.

Longspear

A longspear is about 8 feet in length.

Weapon Feature(s): brace, reach

Quarterstaff

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

Weapon Feature(s): double, kundala

Spear

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

Spear, Boar

This spear with a spiraling blade has a metal crossbar approximately halfway down its length.

Benefit: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.

Spear, Weighted

This pole has a spear head at one end and a mace head at the other. It can be wielded like a standard spear (though it isn't balanced for throwing), or it can be used as a double weapon, alternately thrusting and bashing.

Blowgun

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

Darts

Darts are missile weapons, designed to fly such that a sharp, often weighted point will strike first. They can be distinguished from javelins by fletching (i.e., feathers on the tail) and a shaft that is shorter and/or more flexible, and from arrows by the fact that they are not of the right length to use with a normal bow.

Javelin

A javelin is a thin throwing spear.

Note: Since a javelin is not designed for melee, you are treated as non-proficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon.

Sling

A sling is little more than a leather cup attached to a pair of strings.

Description: 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.

Action: 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.

Bileant Globe

A bileant globe is a large, hollow glass ball usually filled with bileants, or other suitable insects, that bursts open on contact when thrown.

Description: Normally filled with biting bileants, a bileant globe acts as a splash weapon. When it hits, the bileants 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 bileant globe, it takes 1 additional point of damage from the bileants. All creatures within the splash effect take 1 point of damage from the bileants but do not risk being nauseated.

Note: Bileants give off a sickly green glow from the poison stored in their transparent abdomen allowing a bileant globe to serve as a small light source with a 5 foot radius.

Ammunition (Sling): Bullets, Groaning

These sling bullets are honeycombed with overlapping perforations that cause them to emit an eerie moan audible within 100 feet of their flight path.

Benefit: Enemies within the audible range of a fired groaning bullet must make a DC 11 Will save or be shaken for 1d3 rounds. Enemies that succeed are immune to the effects of groaning bullets for 24 hrs.

Ammunition (Sling): Bullets

Sling bullets are shaped metal balls, designed to be used with a sling or halfling sling staff.

Benefit: Bullets come in a leather pouch that holds 10 bullets.

Ammunition (Sling): Bullet, Smoke

Benefit: Smoke bullets require only a successful touch attack to release the smoke. When they strike a target, they burst, releasing a cloud of noxious gas that requires the creature struck to attempt a DC 13 Fortitude save. If the save fails, the target is nauseated for 2 rounds.