Table: Melee Weapons
|
Weapon
|
Damage
|
Critical
|
Damage Type
|
Range Increment
|
Size
|
Weight
|
Purchase DC
|
Restriction
|
Simple Weapons
|
Club, spiked
|
1d8
|
20
|
Bludgeoning, Piercing
|
- |
Med.
|
8 lb.
|
5
|
-
|
Dagger, punching
|
1d4
|
20/x3
|
Piercing
|
- |
Tiny
|
2 lb.
|
5
|
-
|
Gauntlet
|
*
|
*
|
Bludgeoning
|
- |
*
|
2 lb.
|
5
|
-
|
Gauntlet, spiked
|
1d4
|
20
|
Piercing
|
- |
Tiny
|
2 lb.
|
6
|
-
|
Ketch-all pole* |
1d4*
|
20
|
Bludgeoning
|
- |
Large
|
8 lb.
|
11
|
-
|
Mace, heavy |
1d8
|
20
|
Bludgeoning
|
- |
Med.
|
8 lb.
|
5
|
-
|
Mace, light |
1d6
|
20
|
Bludgeoning
|
- |
Small
|
6 lb.
|
4
|
-
|
Quarterstaff*# |
1d6/1d6
|
20
|
Bludgeoning
|
- |
Large
|
4 lb.
|
3
|
-
|
Shortspear
|
1d8
|
20/x3
|
Piercing
|
20 ft. |
Large
|
5 lb.
|
5
|
-
|
Sickle
|
1d6
|
20
|
Slashing
|
- |
Small
|
3 lb.
|
3
|
-
|
Archaic Weapons
|
Battleaxe
|
1d8
|
20/x3
|
Slashing
|
- |
Med.
|
7 lb.
|
11
|
-
|
Cutlass* |
1d6
|
19-20
|
Piercing, Slashing
|
- |
Small
|
3 lb.
|
11
|
-
|
Falchion
|
2d4
|
18-20
|
Slashing
|
- |
Large
|
16 lb.
|
12
|
-
|
Flail, heavy* |
1d10
|
19-20
|
Bludgeoning
|
- |
Large
|
20 lb.
|
8
|
-
|
Flail, light* |
1d8
|
20
|
Bludgeoning
|
- |
Med.
|
5 lb.
|
7
|
-
|
Glaive+ |
1d10
|
20/x3
|
Slashing
|
- |
Large
|
15 lb.
|
9
|
-
|
Greataxe
|
1d12
|
20/x3
|
Slashing
|
- |
Large
|
20 lb.
|
12
|
-
|
Greatclub
|
1d10
|
20
|
Bludgeoning
|
- |
Large
|
10 lb.
|
6
|
-
|
Greatsword
|
2d6
|
19-20
|
Slashing
|
- |
Large
|
15 lb.
|
13
|
-
|
Guisarme*+ |
2d4
|
20/x3
|
Slashing
|
- |
Large
|
15 lb.
|
9
|
-
|
Halberd*+ |
1d10
|
20/x3
|
Piercing, Slashing
|
- |
Large
|
15 lb.
|
10
|
-
|
Lance, heavy |
1d8
|
20/x3
|
Piercing
|
- |
Med.
|
10 lb.
|
7
|
-
|
Lance, light |
1d6
|
20/x3
|
Piercing
|
- |
Small
|
5 lb.
|
6
|
-
|
Maul
|
1d10
|
20/x3
|
Bludgeoning
|
- |
Large
|
20 lb.
|
10
|
-
|
Naginata+ |
1d10
|
20/x3
|
Slashing
|
- |
Large
|
15 lb.
|
13
|
-
|
Pick
|
1d4
|
20/x4
|
Piercing
|
- |
Small
|
4 lb.
|
6
|
-
|
Pickaxe
|
1d6
|
20/x4
|
Piercing
|
- |
Med.
|
6 lb.
|
7
|
-
|
Ranseur+ |
2d4
|
20/x3
|
Piercing
|
- |
Large
|
15 lb.
|
9
|
-
|
Saber* |
1d8
|
19-20
|
Slashing, Piercing
|
- |
Med.
|
4 lb.
|
11
|
-
|
Scimitar
|
1d6
|
18-20
|
Slashing
|
- |
Med.
|
4 lb.
|
12
|
-
|
Scythe
|
2d4
|
20/x4
|
Piercing, Slashing
|
- |
Large
|
12 lb.
|
7
|
-
|
Sword, short
|
1d6
|
19-20
|
Piercing
|
- |
Small
|
3 lb.
|
10
|
-
|
Trident
|
1d8
|
20
|
Piercing
|
10 ft. |
Med.
|
5 lb.
|
7
|
-
|
Wakizashi
|
1d6
|
19-20
|
Slashing
|
- |
Small
|
3 lb.
|
11
|
-
|
Warhammer
|
1d8
|
20/x3
|
Bludgeoning
|
- |
Med.
|
8 lb.
|
9
|
-
|
Exotic Melee Weapons
|
Axe, orc double*# |
1d8/1d8
|
20/x3
|
Slashing
|
- |
Large |
25 lb. |
15
|
-
|
Flail, dire*# |
1d8/1d8
|
20
|
Bludgeoning
|
- |
Large |
20 lb. |
15
|
-
|
Hammer, gnome hooked*# |
1d6/1d4
|
x3/x4*
|
Bludgeoning, Piercing
|
- |
Med. |
6 lb. |
15
|
-
|
Khopesh* |
1d8
|
19-20
|
Slashing
|
- |
Med. |
12 lb. |
11
|
-
|
Nekode* |
1d4
|
20
|
Piercing
|
- |
Tiny |
2 lb. |
8
|
-
|
Ninja-to* |
1d6
|
19-20
|
Slashing
|
- |
Small |
3 lb. |
10
|
-
|
Scourge* |
1d8
|
20
|
Slashing
|
- |
Med. |
2 lb. |
6
|
-
|
Shikomi-zue
|
1d8
|
20/x3
|
Piercing
|
- |
Large |
5 lb. |
12
|
-
|
Sword, bastard* |
1d10
|
19-20
|
Slashing
|
- |
Med. |
10 lb. |
15
|
-
|
Sword, two-bladed*# |
1d8/1d8
|
19-20
|
Slashing
|
- |
Large |
15 lb. |
16
|
-
|
Urgosh, dwarven*# |
1d8/1d6
|
20/x3
|
Slashing, Piercing
|
- |
Large |
15 lb. |
15
|
-
|
Waraxe, dwarven* |
1d10
|
20/x3
|
Slashing
|
- |
Med. |
15 lb. |
15
|
-
|
War fan* |
1d6
|
20/x3
|
Slashing
|
- |
Small |
3 lb. |
12
|
-
|
*See the description of this weapon for special rules. +Reach weapon. #Double weapon. |
An
orc double axe is a double weapon. You can fight with it as if fighting with two
weapons, but if you do, you incur all the normal attack penalties associated with fighting with two
weapons, as if you were wielding a one-handed weapon and a light weapon A creature using a double weapon in one hand, such as an
ogre using an
orc double axe, can't use it as a double weapon.
The
battleaxe has a large metal head and is popular with cultists and others who like to leave big, bloody wounds.
Also called a morningstar, this simple
weapon combines the impact of a club with the piercing force of spikes.
The
cutlass is a short, heavy, slightly curved blade useful for both stabbing and slashing. Its heavy basket hilt gives the wielder a +2 equipment bonus on any checks to resist being disarmed.
Also called a katar, the punching dagger puts the full force of the wielder's punch behind it, making it capable of deadly strikes.
This sword, which is essentially a two-handed
scimitar, has a curve that gives it a keener edge.
A dire flail is a double weapon. You can fight with it as if fighting with two
weapons, but if you do, you incur all the normal attack penalties associated with fighting with two
weapons, as if you were using a one-handed weapon and a light weapon. A creature using a double weapon in one hand can't use it as a double weapon.
With a dire flail, you gain a +2 bonus on your opposed
attack roll when attempting to disarm an enemy (including the opposed
attack roll to avoid being disarmed if you fail to disarm your enemy).
You can also use this
weapon to make
trip attacks. If you are tripped during your own
trip attempt, you can drop the dire flail to avoid being tripped.
With a flail, you gain a +2 bonus on your opposed
attack roll when attempting to disarm an enemy (including the roll to avoid being disarmed if you fail to disarm your enemy). You can also use this
weapon to make
trip attacks. If you are tripped during your own
trip attempt, you can drop the flail to avoid being tripped.
These metal gloves protect your hands and let you deal lethal
damage with unarmed strikes rather than
nonlethal damage. A strike with a
gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single
gauntlet. Medium and heavy archaic armors (except breastplates) come with gauntlets.
Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single
gauntlet. An attack with a spiked
gauntlet is considered an armed attack that deals lethal
damage.
A
glaive has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.
This big, heavy axe is a favorite of large Shadow creatures or anybody else who wants the capability to deal out incredible
damage.
A
greatclub is a two-handed version of a regular club.
This huge sword, including the Scottish claymore, can deal tremendous
damage in the right hands.
A
guisarme has reach. You can strike opponents 10 feet away with it, but you can't use it against adjacent foes. Because of the
guisarme's curved blade, you can also use it to make
trip attacks. If you are tripped during your own
trip attack, you can drop the
guisarme to avoid being tripped.
Halberds are extremely rare outside of ceremonial functions or museums, although some Shadow creatures wield them. Normally, you strike with the
halberd's axe head, but the spike on the end is useful against charging opponents. Because of the hook on the back of the
halberd, you can use it to make
trip attacks. If you are tripped during your own
trip attempt, you can drop the
halberd to avoid being tripped.
A
gnome hooked hammer is a double weapon. You can fight with it as if fighting with two
weapons, but if you do, you incur all the normal attack penalties associated with fighting with two
weapons, as if you were using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as a human using a
gnome hooked hammer, can't use it as a double weapon. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of
damage (x3 crit). Its hook is a piercing weapon that deals 1d4 points of
damage (x4 crit). You can use either head as the primary weapon head. The other head is the off-hand weapon.
A
ketch-all pole is designed to capture opponents with a minimum of harm. A wielder who hits an opponent with a ketchall pole can immediately initiate a
grapple (as a free action) without provoking an
attack of opportunity. In addition to the normal options available to a grappler, the wielder of a ketchall pole can attempt to pull his target to the ground (the equivalent of a
trip attack, though no
attack roll is necessary).
The
ketch-all pole has reach and cannot be used against adjacent opponents. A
ketch-all pole can only be used against opponents within one size category of the wielder.
This bizarre sword is popular with cultists of Egyptian gods. The
khopesh looks like a normal longsword whose blade suddenly turns
sickle-shaped about a foot from the hilt. It is heavy and awkward to use without a lot of training. You can use the
khopesh to make
trip attacks due to its hooklike blade.
A lance deals double
damage when used from the back of a charging mount or
vehicle (like a motorcycle or bicycle). A heavy lance has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. Light lances are primarily for Small riders.
Bigger than a sledgehammer, the
maul is a two-handed
warhammer of enormous size. Ogres and other brutes favor it.
A
naginata is a finely crafted Japanese polearm. A
naginata has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.
A
nekode is a strap or glove fitted with spikes in the palm, favored as both a
weapon and a climbing
tool by ninja. Your opponent cannot use a disarm action to disarm you of a
nekode. An attack with a
nekode is considered an armed attack. Using a pair of nekodes while climbing gives a +1 equipment bonus on Climb checks. This bonus does not stack with the +2 bonus provided by a climber's kit. The bagh nakh ("tiger's claws") is similar to the
nekode, but wielded more like brass knuckles. Its statistics are the same, but it does not give a bonus on Climb checks.
The
ninja-to-a short, straight sword similar to a
wakizashi -is the standard sword of the ninja. True to a ninja's methods, the scabbard of the
ninja-to is a multipurpose
tool. It is open at both ends, allowing it to be used as a blowpipe for powders or poisons or as a breathing tube. It is also stiff and strong, allowing it to be used as the rung of a ladder or even as a
weapon (use the statistics for a club).
A
pick is designed to concentrate its force on a small, penetrating point. It is a small, one-handed instrument that includes rock cutting picks and picks designed for
combat.
This is a heavy, two-handed
tool commonly used for mining and digging dirt. The version listed here is strengthened for martial use.
You can strike with either end of a
quarterstaff, allowing you to take full advantage of openings in your opponent's defenses. A
quarterstaff is a double weapon. You can fight with it as if fighting with two
weapons, but if you do, you incur all the normal attack penalties associated with fighting with two
weapons as if you are using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as a Large creature using a
quarterstaff, can't use it as a double weapon.
This curious-looking polearm has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.
With a
ranseur, you get a +2 bonus on your opposed
attack rolls when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).
The
saber is a long, heavy sword specialized for use in mounted
combat. You gain a +1 equipment bonus on your
attack rolls when you use a
saber while mounted (horse or a
vehicle such as a motorcycle).
A
scourge is a multitailed, barbed whip. The
scourge is often dipped in a
poison delivered via injury. With a
scourge, you get a +2 bonus on your opposed
attack roll when attempting to disarm an enemy (including the roll to avoid being disarmed if you fail to disarm your foe). You can also use this
weapon to make
trip attacks. If you are tripped during your own
trip attempt, you can drop the
scourge to avoid being tripped.
A curved sword. The curve on this blade makes the
weapon's edge effectively sharper.
The
scythe can be a powerful
weapon in the right hands. The design of the
scythe focuses tremendous force on the sharp point as well as allowing devastating slashes with the blade edge.
This ninja weapon appears to be a stout bamboo or wooden
staff, but a quick twist or press of a button causes a spearhead to spring from one end. Without the blade, the shikomizue deals the same
damage as a
quarterstaff (1d6, x2 crit), and can be used as a double weapon. With the blade out, it has the statistics shown on
Table: Melee Weapons.
A smaller spear that can be thrown.
A bastard sword is too large to use in one hand without special training, thus it is an exotic
weapon. A Medium character can use a bastard sword two-handed as a martial
weapon, or a Large creature can use it one-handed in the same way.
This sword is popular with heroes for its concealability.
A two-bladed sword is a double weapon. You can fight with it as if fighting with two
weapons, but if you do, you incur all the normal attack penalties associated with fighting with two
weapons as if you were using a one-handed weapon and a light. A creature using a double weapon in one hand can't use it as a double weapon.
This three-tined piercing
weapon can be thrown just as a
shortspear can be, but its range increment is shorter because it's not as aerodynamic. Scuba divers and aquatic Shadow creatures make use of tridents.
A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two
weapons, but if you do, you incur all the normal attack penalties associated with fighting with two
weapons as if you were using a one-handed weapon and a light. A creature using a double weapon in one hand can't use it as a double weapon.
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 head. The other is the off-hand
weapon. If you use an urgrosh against a charging character, the spear head is the part of the
weapon that does
damage. An urgrosh is also called a spear-axe.
The
wakizashi is a Japanese masterwork short sword, granting a +1 bonus on your
attack rolls. A masterwork
weapon's bonus to attack does not stack with an enhancement bonus to attack.
A samurai's
wakizashi is part of a matched pair with his katana, and-like the katana-is an important part of his honor. Its most prominent use is in the suicide ritual called seppuku.
A dwarven waraxe is 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.
This is a one-handed sledge with a large, heavy head. It includes large work hammers such as those that can be found around construction sites.
This
weapon appears to the untrained eye as nothing more than a beautifully crafted fan. In fact, the vanes of the fan are crafted from steel, and the tips are needle-sharp. When first brought into melee, the wielder may attempt a Bluff check against an opponent's Sense Motive check. If the wielder wins the contest, he adds a +4 bonus to the
attack roll for his first round's attack(s).
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