A character’s choice of weapon must take into account many variables, the wielder’s size and whether they desire to use a shield, the space the wielder intends to operate in, the limitations based on character class, and the type of foe they will be facing. For those intending to engage in combat, it is important to have both melee and missile capability.
A melee weapon is normally a weapon held while striking and a missile weapon is one launched through the air.
G.P. This is the cost of the weapon in gold pieces.
WT. This is the encumbrance weight of the item in lbs.
SPD. This is the weapon speed factor (used in initiative ties). Note that using a weapon with a low weapon speed against one with a high weapon speed may allow additional attacks in the case of tied initiative. Note: A Large creature using a Huge or larger manufactured weapon will have a weapon speed of the normal sized weapon (per the GM). ie. A hill giant using a huge one-handed club uses a weapon speed of 4.
LEN. This is the length of the weapon in feet. Unless specifically constructed for an individual, all polearms are at least 8-ft. long (if the length is variable) and other weapons with a listed variable length are 2 feet longer than the minimum length listed.
SPC. This is the space required to use the weapon in feet. For example, if fighting in a 10 ft. hallway, when wielding a weapon requiring more than 4 feet of space, there cannot be an adjacent figure on one side.
Damage. S/M is the damage done by the weapon to a Small or Man-sized opponent. LRG is the weapon damage against a Large sized opponent.
TYP. This indicates the damage type of the weapon: B=blunt/bludgeoning; C=chopping/cutting; P=piercing; S=slashing.
SIZ. This indicates the size of a weapon. S=Small; M=Medium; L=Large; H=Huge; C=Colossal; In general, Small sized creatures can use a small weapon in a primary hand and a Medium weapon in two hands. Small creatures cannot use Large weapons. Man-sized creatures can use a Small weapon in either hand, a Medium in a primary hand, and a Large weapon in two hands. Man-sized creatures cannot use Huge weapons. Large creatures can use a Small or Medium weapon in either hand and a Large weapon in their primary hand. They can use Huge weapons in two-hands and only very large creatures can use Colossal sized weapons. See also the note below.
Just because a creature can technically employ a weapon, does not mean it is suitable for carry. What this means is that creatures, particularly humanoids, that choose to carry a long weapon relative to their size, could suffer the effects of gear bulk (and associated encumbrance penalties). So while a dwarf is technically a Man-sized creature, they are only about 4-ft. tall and have limitations due to their size (see the Stout attribute). Similarly, humans or elves carrying long items will be affected (as per Gear Bulk rules) as are Small-sized humanoids.
All of the weapons listed on the chart other than a fist are considered manufactured weapons. i.e. Made as a tool or weapon meant to be wielded by a humanoid-shaped creature. In order to use a weapon effectively, you must be trained in it's use, this is called weapon proficiency. If you use a weapon without training, you will suffer a non-proficiency penalty to your attack rolls and some combat maneuvers or special attacks will be unavailable to you. While the listed weapons are made for humanoid creatures from 3-ft. to 7-ft., larger creatures of generally humanoid shape can be trained to use them also and (being large and/or strong) may have combat adjustments when employing them. Of course, there is an upper limit to the size of a creature that can effectively use a weapon made for Man-sized wielders (and these must use weapons made specifically for them; this per the GM, but the creature's description will offer a clue).
Natural Weapons. Natural weapons include bodily weapons such as tusks, claws, and biting attacks or, for humanoids, fists or hands. Unless a creature is very large and/or slow, these weapons have a weapon speed of 1 and ignore armor defense. The exception is a Man-sized humanoid's fist for those humanoids that do not otherwise have a natural weapon attack with that limb.
Improvised Weapons. Many hard/strong objects can be used as improvised weapons giving a wielder a non-proficiency penalty to attack rolls (weapon speed and damage will be determined by the GM; 2/1d3, 3/1d4, 5/1d6, etc.).
Missile Weapons. Missile weapons that use ammunition require two hands to use regardless of size. If using a thrown missile weapon with a fire rate of over 1/1, you must have two hands free or you can only take a single attack.
Two-weapon Fighting and Thrown Weapons. You can throw a weapon smaller than your size with your off-hand. This attack roll suffers the penalty for an off-hand attack. If you are in melee, you can strike with your primary hand and throw a weapon with your off-hand but both attacks suffer any penalties for two-weapon fighting. In any case, because you do not have both hands free, only one weapon can be thrown. The fire rate of a weapon takes into account the activity necessary for an accurate throw so (without some type of special ability or special quality), only one hand axe or spear can be thrown per round regardless of creature size.
Fire Rate. This is the number of attacks per round available to the wielder when using the missile weapon (1/1 equals one attack per round; 2/1 equals two attacks per round). All attacks are considered one attack routine. A heavy crossbow requires a full round to load and can only be fired once every two rounds (but does not otherwise cause a delay initiative during the round it can be fired). See also the Loading attribute below.
Missile Weapons and Multi-attack. Multi-attack does not grant bonus iterative attacks when using missile weapons. However, if a missile weapon has a fire rate over 1/1 (i.e. over 1 per round), the weapon can be used as a multi-attack. This grants the initiative benefit as well as the ability to attack separate foes. Additionally, each iterative attack can be used to attack with a single thrown weapon (if the primary attack is not a missile attack). E.g. A fighter with multi-attack can (+1/2) strike with a long sword before group initiative and then, at the end of the round, throw a javelin assuming they have a free hand. If your primary hand is occupied, you must use your secondary hand and this comes with penalties for two-weapon fighting (for the secondary hand attack only if used as an iterative attack; see Primary hand weapons vs. Secondary hand weapons).
Range (in Feet). This represents different range categories measured in feet from the weapon to the target. The numbers represent the maximum range in feet for that category (Short range begins at 0 feet). Sh=Short range—No penalty to the attack roll; Md=Medium range—A -2 penalty to the attack roll; Lg=Long range—A -5 penalty to the attack roll; Weapons cannot hit targets beyond the long range number indicated. See also the Arcing attribute below.
Armor Defense AC Adjustment. This is an adjustment to Armor Class of the target of the attack when using a manufactured weapon. This accounts for the armor’s ability to protect against certain weapons and the ability for certain weapons to bypass the protections afforded by certain armor types. As with all armor class adjustments, positive numbers actually lower the AC and negative numbers increase (worsen) the AC. See also Armor Defense vs. Weapon in the Armor section.
Arcing. In open areas without obstructions overhead, this weapon can operate at double maximum range as if long range (extend long range to double maximum range). If a “x3” is indicated, the weapon can operate out to triple maximum range.
Brace. This weapon does double damage to charging opponents if used as part of a Set for Charge attack and the weapon is longer than that of the charger. A weapon noted with an (L) will only do double damage to Large sized charging opponents.
Control. See Entangling Weapons below.
Disarm. When wielded by a fighter, ranger, or paladin, this weapon can be used to make a disarm attack. See Disarm.
Dismount. If used against a target who is mounted and charging, a successful hit that causes damage will also require the target to make a Dexterity save vs. Breath or be dismounted. See Mounted Combat.
Entangle. See Entangling Weapons below.
Exacting. Longbows require extra training and a minimum of a 12 in Strength and Dexterity to use with proficiency. If taking a proficiency in longbow (of any kind) after 1st level, two proficiency slots are required. The first will halve the non-proficiency penalty and the second will grant full proficiency.
Knock-out. Each successful strike of a weapon with the knock-out quality during a round has a 2% cumulative chance per blow doing damage of knocking a victim unconscious. All such attacks must do damage and all must strike in the same round for a cumulative effect.
Loading. If the weapon is not loaded with ammunition at the beginning of the round, the wielder can load the weapon as a delaying activity before firing the weapon during LOW initiative. This also means that loading weapons cannot be fired at charging opponents if they are being loaded during the round. Loading a heavy crossbow is a complex activity (offering no attack during the round spend loading). While loading a weapon, you are immobile (during HIGH initiative or, for heavy crossbows, the entire round).
Mounted Charge. When employed while charging from a mount, this weapon will do double damage on a successful attack. See also, Mounted Combat.
Off-hand. This weapon may be wielded by a Small creature in either their primary or secondary hand.
Polearm. The weapon falls into the pole arm weapon classification. Monks can select any of these weapons as a weapon proficiency (but each selected requires a separate weapon proficiency slot to be used).
Precise. Crossbows (of any kind) grant the following benefits to those proficient in using them. If carrying/holding a loaded crossbow "at the ready", the wielder will Go First in intitiative. Crossbows do double damage at short range. Crossbows can be fired while the wielder is prone without penalty (but light or heavy crossbows require the wielder to be at least kneeling or standing to load).
Primitive. A primitive weapon will break (be destroyed) on an attack roll of a natural 1 (no save).
Pummeling. See Pummel.
Shield. This item is usable as a shield (see Armor) or a weapon. If used as a weapon, the shield cannot be used afterward during the round for protection. Thus, the wielder can choose to employ the shield as a weapon based on the result of Initiative (using a shield in melee does not require any special declaration). When used as a secondary weapon, the wielder suffers an additional -2 penalty to the attack roll in addition to the standard penalties for two-weapon fighting.
Snag. See Entangling Weapons below.
Special. Hand crossbows represent technology (flexible metals, light metals, superior weapon smithing) not normally available in normal campaign areas (similar to elven chain mail). Work with the GM to obtain or commission. Cost assumes there is any availability at all. Typical crafting time by a master artisan new to the weapon is 1d3 months of trial and error. Bolts are hollow but precisely weighted. Proficiency in crossbows does not extend to hand crossbows (a separate weapon proficiency slot is required).
Trip. A weapon with the trip attribute will cause a creature to make a Dexterity save vs. Petrify or become prone on an attack roll of natural 18 or higher (as long as the attack roll is a successful strike that does damage).
Versatile. A bastard sword can be wielded in one-hand or two-hands by an individual of at least man-sized that is proficient in the weapon. If used in one-hand, treat the bastard sword as a long sword for—speed factor, space, damage, type, size, and armor defense vs. weapon adjustments. If used two-handed, use the statistics for the bastard sword as shown. A bastard sword cannot be used to disarm in either grip type. A lance can be used as a spear if the wielder is unmounted (see Lances).
Lances. A light lance wielded on foot will function as a medium spear (10-ft.), a medium lance as a long spear, and heavy lance as an awl pike. A weapon proficiency for lance must be possessed by the wielder or the standard penalties apply. Because of the balance and size, a lance must be wielded in two hands by a Man-sized creature if used on foot unless setting for a charge.
A humanoid-shaped creature can use its hands or even claws to deliver a non-lethal attack aimed at rendering the target unconscious. Likewise, a weapon's pommel can be used to achieve the same result. Unless the weapon proficiency, pummeling, is possessed, the attack will suffer weapon proficiency penalties for this attack. A bare hand or one covered in a leather gauntlet is considered a fist (per the melee weapon table; Very large and tough creatures will ignore armor defense, per the GM). Anyone wearing metal or plated armor will use the gauntlet as a weapon. Otherwise, the attack can choose to use the pommel of a melee weapon usable in one hand to execute the attack. In this case, the weapon is treated as an improvised weapon and strikes as a club. Magical armor or weapons do not count as magical when used to pummel (unless specifically designed to do this). Creatures with two limbs can use both limbs to pummel as per two-weapon fighting rules.
A fist cannot deal lethal damage unless the attacker has a special ability.
When attacking, the attacker will announce to the GM their intent to strike using non-lethal force and execute the attack with the appropriate adjustments. The amount of damage done is 75% non-lethal damage and 25% lethal damage. Damage is as per the melee weapon table with Large creatures using a larger damage die (1d4, 1d8, 1d10, etc., per the GM based on size).
Damage Resistance. A fist used as a non-lethal attack cannot bypass damage resistance of any type.
An attack roll of Natural 20 will indicate the attack struck the target's head (if it has one). If the target is wearing a helmet, it is granted a save vs. Poison or it will become unconscious for 1 round (save negates). If the target's head in unprotected, there is no save.
While a cestus is included as part of the weapon proficiency, it cannot be used to pummel or cause non-lethal damage.
Garrote. Whether a rope, cord, leather strip, rolled cloth, bow string, wire, or chain, any 2-ft. length of supple material will allow one to suffocate a helpless humanoid-shaped creature. A garrote can be used to slay a helpless creature in melee range using a complex activity if not in combat. Using a garrote does not require a weapon proficiency.
Using a garrote against a helpless creature in combat is a complex activity that does 4 points of damage per round plus Strength adjustment. The wielder is considered to be immobile. In addition to the damage, the creature must hold its breath before beginning to suffocate. Unconscious creatures cannot hold their breath.
Attempting to use a garrote against a target that is not surprised is considered a grapple attack. If the grapple is successful and results in a Neck strangle-hold (or Gouge/Head strike), the damage is 1d4 + Str adjustment per round and follows the rules for grappling as per a Neck strangle-hold. Any other hold result means the garrote attack failed, no damage to the target, and no hold was made.
Using a garrote against a target with the surprised condition is possible only if:
The target is within melee range when surprised or movement during surprise is totally silent. If movement is required, there must be enough surprise segments to support the movement and the attack. You cannot attack with a garrote at the end of a charge.
The wielder can attack the target from behind and the target is not aware of threats in the area.
Assuming the attack versus a surprised target is possible, the wielder must hit the target with the garrote as a melee attack and then roll a grapple attack and grapple result. Any hold of Head or better indicates the garrote has established a Neck strangle-hold. Ongoing damage is as per above. The wielder can be targeted with an attack by the target (using grappling rules, if using a weapon, with an additional -2 penalty for the wielder being behind the target) or the target can attempt to break free or the target can make a major Strength check to break/cut the garrote (a small slashing weapon grants a bonus of 15%). The target cannot grapple the wielder behind it.
If the garrote attack is part of a backstab, the initial damage will be multiplied as normal and the victim will lose consciousness at the end of the next round which lasts for 1d4+1 rounds after the garrote is removed (otherwise the wielder can slay the victim as per above). On a successful attack, a garrote can be used to perform a paralyzing or death attack (see the Assassin class) in addition to the effects above (including the backstab effect).
Unless the GM rules otherwise, non-humanoid shaped creatures cannot be garroted.
Creatures with heavy scales or wearing plate armor or a chain coif cannot be garroted.
These weapons use a similar set of procedures to produce the weapon's effect.
Roll a normal missile weapon attack versus the target. See Entangling Weapon Attributes below for range.
If the attack hits, damage is done if any. If the attack is 5 over the number required to hit, the weapon will snag or attach/wrap the target.
The target gains an immediate Strength save vs. Petrify to dislodge or pull away from the weapon. Size bonuses (per GM) may apply.
On a missed save, the target is considered restrained and entangled.
If the target was hit with a natural 20, the target will be hindered as a limb will be wrapped (or, if the GM desires, the weapon may wrap the neck; A Dexterity save vs. Poison will avoid a neck strike, degrading the strike to hindering only; If the neck is bound, suffocation will occur once the creature can no longer hold it's breath).
(Target Option) Cut the Line. [melee] (major) If the target has a slashing weapon, the target can use a melee attack to attack the attached line (a chopping weapon works if there is a surface to use to chop against). For typical weapons of this sort, the line has an AC 4 and if struck for 4 points or more of damage, must save vs. Crushing Blow. Less damage requires a save vs. Normal Blow. A failed save means the line is cut. For bolas, or other weapons not controlled by a wielder, spending a complex action will automatically cut the line or disentangle the weapon.
(Target Option) Fight Being Pulled. [complex] If being pulled, the target can fight being pulled as a complex activity. See Pull Target below.
(Target Option) Pull Wielder. [complex] If the target is stronger and heavier than the wielder, the target can pull the wielder toward them at a rate of 30-ft. per round. The wielder can try to fight this (as per Fight Being Pulled), to reduce the pulling movement to 10-ft. per round. Otherwise, the wielder can simply let go of the weapon as a simple action (no time), if possible or cut the line. Any creature pulling another as a complex activity is considered to be immobile.
(Target Option) Other Activity. The target can perform other activities, however, in all cases, the target will be considered to be restrained and entangled.
(Wielder Option) Pull Target. [complex] If the wielder is stronger and heavier than the target, the wielder can pull the target toward them at a rate of 30-ft. per round. The target can try to fight this (as per Fight Being Pulled), to reduce the pulling movement to 10-ft. per round. Any creature pulling another as a complex activity is considered to be immobile.
Roll a contact missile attack versus the target. Range is 10/20/30. Most nets larger than 5-ft. do not need a roll to attack (i.e. traps; a larger net thrown by multiple creatures will use the creature with the worst AAC0 for the contact attack roll).
If the attack hits, the target gains an immediate Dexterity save vs. Petrify to avoid the weapon.
If the save is failed, the net envelops the target, doing damage if any.
An enveloped target cannot use missile weapons and is considered hindered and entangled. If the net has an attached line, the target is also restrained (use the rules above for Pulling). Nets larger than 5-ft. will typically cause all caught in them to be restrained.
(Target Option) Cut the Net. [complex] If the target has a small slashing weapon in hand, the target can use a complex activity to saw at the net. Retrieving a weapon while enveloped is a major action and means the activity must begin in the next round. Depending on the net's material, it will take three rounds to free a man-sized victim and two rounds to free a small victim. Other's may engage in the activity or assist to shorten the time. Larger nets will require double the time (or more). Cutting the net destroys it.
(Target Option) Remove the Net. [delaying] If a net has no way of binding the target, the net can be removed by using a delaying activity.
Each weapon requires it's own weapon proficiency and cannot be used effectively by those without proficiency.
Bola. 5 g.p.; 2-lbs.; Fire Rate 1/1; Range 10/20/30; Damage 1d3/None*; Type blunt; Size small; No AD adjustments; * Cannot affect Large creatures.
Chain. 2 g.p.; 4-lbs.; Fire Rate 1/1; Range 10/-/-*; Damage** 1d4/1d3; Type blunt; Size medium; No AD adjustments; * Can only be used in melee range; **Does no damage to those in metal or plate armor. The damage type can be changes by adding spikes or blades.
Harpoon. See above.
Lasso. 1 g.p.; 3-lbs.; Fire Rate 1/1; Range 10/20/-*; Damage none; Type n/a; Size large; No AD adjustments; * has no long range.
Net. 20 g.p.; 10-lbs.; Fire Rate 1/2; Range 10/20/30; Damage* none; Type n/a; Size large; No AD adjustments; * If festooned with hooks, etc. the net will do 1d4 slashing damage to unarmored targets.
Whip. 5 g.p.; 3-lbs.; Fire Rate 1/1; Range* 10/-/-; Damage** 1d3/1d2; Type slashing; Size large; No AD adjustments; * Can only be used in melee range; ** Does no damage to those in metal or plate armor.
Cold-wrought Iron. Also known as “cold iron” weapons, these are weapons made using a special process that extracts carbon and impurities during smelting from cast iron. The resultant material is then ground and hammered into a shape resembling a weapon. Such weapons are heavy, unbalanced, quite brittle, and, unless masterfully made, can only be wielded as an improvised weapon no matter it’s shape. Such weapons are considered primitive weapons. Cold iron weapons are rare as the construction materials and process are not generally known even by master weapon-smiths. Even when available, the weapon will cost 250 g.p. over the cost of the normal weapon or 500 g.p. if created by a master.
Silver Weapons. These weapons are jacketed in a thick layer of silver. This treatment can only be applied to bludgeoning or piercing weapons. Because silver is soft, after three successful strikes, the weapon will gain the broken condition until it is repaired by a weapon-smith. Silver weapons generally cost 1 g.p. per piece of ammunition, 25 g.p. for small weapons and add 150 g.p. or 300 g.p. to the cost of medium or large weapons respectively. Silver weapons are rare and normally must be custom made. Otherwise, an object covered in silver is considered an improvised weapon.
Other Materials. Certain rare alloys or special organic material can impart additional properties per the GM. Most often, these are used in the creation of magic items.
Each class allows access to proficiency in certain weapons or weapon types. You will have a certain number of weapon proficiency slots to spend on training, at 1st level, then more at defined intervals as you advance in character levels.
Multi-class Characters. These characters use the best available non-proficiency penalty and gain proficiencies for each class. Thus, a half-orc cleric/thief starts play with four weapon proficiencies (2 chosen from the cleric list, and 2 from the thief list).
Creatures without Character Classes. A creature’s description will note available weapon proficiencies (if any). Creatures without a character class gain a -2 non-proficiency penalty.
Limitations. Creatures with a height less than 5-ft cannot use a (non-composite) long bow or any weapon over 12-ft in length. Creatures with a body weight under 100-lbs cannot employ a heavy crossbow, two-handed sword, or any polearm with an encumbrance over 20-lbs.
Similar Weapons and Proficiency. Most weapon proficiencies are limited to the individual weapon type (e.g. battle axe). However, in some cases, the proficiency will allow the use of more than one type as the weapons are very similar:
Bows. A proficiency in bow (long or short) will allow the use of a composite bow of the same type (long or short).
Club. A proficiency in club will allow the use of club and heavy club.
Flail. A proficiency in flail will allow the use of light and heavy flails.
Hammer. A proficiency in hammer will allow the use of war hammers and mauls.
Lance. A proficiency in lance will allow the use of all lances. A light lance wielded on foot will function as a medium spear, a medium lance as a long spear, and heavy lance as an awl pike. A weapon proficiency must be possessed by the wielder for spear/pike or the standard penalties apply.
Mace. A proficiency in mace will allow the use of light and heavy maces.
Pick. A proficiency in pick will allow the use of light and heavy picks as well as a pick axe.
Spear. A proficiency in spear will allow the use of short, medium, and long spears as well as an awl pike.
Thrown Weapons. If a weapon is on both the melee and missile list, this indicates the weapon may be thrown. The weapon proficiency covers both modes of attack.
Additional Weapon Proficiency Types. In addition to the weapons listed, fighter or fighter-sub-class characters may select from the following additional weapon proficiencies:
Pummeling. A character is proficient in using his or her fists to strike at a foe. This proficiency includes the use of gauntlets and cestus. See also Pummel.
Shield. A character is proficient in using his or her shield (small shield or buckler only) as a weapon. This proficiency includes the use of buckler spikes.
Siege-Weapons. A fighter (only; not available to sub-classes) can take a weapon proficiency in the different types of siege weapons, ballista, catapult, etc. Only one type may be chosen (although the proficiency covers the use of all weapons of that type. e.g. light catapult, normal catapult, etc.).