Table: Weapons
|
Simple Weapons
|
Cost
|
Dmg (S)
|
Dmg (M)
|
Critical
|
Range Increment
|
Weight1
|
Type2
|
Unarmed Attacks
|
Gauntlet
|
2 gp
|
1d2
|
1d3
|
x2
|
-
|
1 lb.
|
Bludgeoning |
Unarmed strike |
-
|
1d23
|
1d33
|
x2
|
-
|
-
|
Bludgeoning |
Light Melee Weapons
|
Dagger
|
2 gp
|
1d3
|
1d4
|
19-20/x2
|
10 ft.
|
1 lb.
|
Piercing or slashing |
Dagger, punching |
2 gp
|
1d3
|
1d4
|
x3
|
-
|
1 lb.
|
Piercing |
Gauntlet, spiked
|
5 gp
|
1d3
|
1d4
|
x2
|
-
|
1 lb.
|
Piercing |
Mace, light |
5 gp
|
1d4
|
1d6
|
x2
|
-
|
4 lb.
|
Bludgeoning |
Sickle
|
6 gp
|
1d4
|
1d6
|
x2
|
-
|
2 lb.
|
Slashing |
One-Handed Melee Weapons
|
Club |
-
|
1d4
|
1d6
|
x2
|
10 ft.
|
3 lb.
|
Bludgeoning |
Mace, heavy |
12 gp
|
1d6
|
1d8
|
x2
|
-
|
8 lb.
|
Bludgeoning |
Morningstar |
8 gp
|
1d6
|
1d8
|
x2
|
-
|
6 lb.
|
Bludgeoning and piercing |
Shortspear
|
1 gp
|
1d4
|
1d6
|
x2
|
20 ft.
|
3 lb.
|
Piercing |
Two-Handed Melee Weapons
|
Longspear
4
|
5 gp
|
1d6
|
1d8
|
x3
|
-
|
9 lb.
|
Piercing |
Quarterstaff
5
|
-
|
1d4/1d4
|
1d6/1d6
|
x2
|
-
|
4 lb.
|
Bludgeoning |
Spear
|
2 gp
|
1d6
|
1d8
|
x3
|
20 ft.
|
6 lb.
|
Piercing |
Ranged Weapons
|
Crossbow, heavy
|
50 gp
|
1d8
|
1d10
|
19-20/x2
|
120 ft.
|
8 lb.
|
Piercing |
Bolts, crossbow (10) |
1 gp
|
-
|
-
|
-
|
-
|
1 lb.
|
- |
Crossbow, light
|
35 gp
|
1d6
|
1d8
|
19-20/x2
|
80 ft.
|
4 lb.
|
Piercing |
Bolts, crossbow (10) |
1 gp
|
-
|
-
|
-
|
-
|
1 lb.
|
- |
Dart |
5 sp
|
1d3
|
1d4
|
x2
|
20 ft.
|
1/2 lb.
|
Piercing |
Javelin
|
1 gp
|
1d4
|
1d6
|
x2
|
30 ft.
|
2 lb.
|
Piercing |
Sling
|
-
|
1d3
|
1d4
|
x2
|
50 ft.
|
0 lb.
|
Bludgeoning |
Bullets, sling (10) |
1 sp
|
-
|
-
|
-
|
-
|
5 lb.
|
- |
Martial Weapons
|
Cost
|
Dmg (S)
|
Dmg (M)
|
Critical
|
Range Increment
|
Weight1
|
Type2
|
Light Melee Weapons
|
Axe, throwing |
8 gp
|
1d4
|
1d6
|
x2
|
10 ft.
|
2 lb.
|
Slashing |
Hammer, light |
1 gp
|
1d3
|
1d4
|
x2
|
20 ft.
|
2 lb.
|
Bludgeoning |
Handaxe |
6 gp
|
1d4
|
1d6
|
x3
|
-
|
3 lb.
|
Slashing |
Kukri |
8 gp
|
1d3
|
1d4
|
18-20/x2
|
-
|
2 lb.
|
Slashing |
Pick, light |
4 gp
|
1d3
|
1d4
|
x4
|
-
|
3 lb.
|
Piercing |
Sap |
1 gp
|
1d43
|
1d63
|
x2
|
-
|
2 lb.
|
Bludgeoning |
Shield, light |
special
|
1d2
|
1d3
|
x2
|
-
|
special
|
Bludgeoning |
Spiked armor
|
special
|
1d4
|
1d6
|
x2
|
-
|
special
|
Piercing |
Spiked shield, light |
special
|
1d3
|
1d4
|
x2
|
-
|
special
|
Piercing |
Sword, short |
10 gp
|
1d4
|
1d6
|
19-20/x2
|
-
|
2 lb.
|
Piercing |
One-Handed Melee Weapons
|
Battleaxe |
10 gp
|
1d6
|
1d8
|
x3
|
-
|
6 lb.
|
Slashing |
Flail |
8 gp
|
1d6
|
1d8
|
x2
|
-
|
5 lb.
|
Bludgeoning |
Longsword |
15 gp
|
1d6
|
1d8
|
19-20/x2
|
-
|
4 lb.
|
Slashing |
Pick, heavy |
8 gp
|
1d4
|
1d6
|
x4
|
-
|
6 lb.
|
Piercing |
Rapier
|
20 gp
|
1d4
|
1d6
|
18-20/x2
|
-
|
2 lb.
|
Piercing |
Scimitar |
15 gp
|
1d4
|
1d6
|
18-20/x2
|
-
|
4 lb.
|
Slashing |
Shield, heavy |
special
|
1d3
|
1d4
|
x2
|
-
|
special
|
Bludgeoning |
Spiked shield, heavy |
special
|
1d4
|
1d6
|
x2
|
-
|
special
|
Piercing |
Trident
|
15 gp
|
1d6
|
1d8
|
x2
|
10 ft.
|
4 lb.
|
Piercing |
Warhammer |
12 gp
|
1d6
|
1d8
|
x3
|
-
|
5 lb.
|
Bludgeoning |
Two-Handed Melee Weapons
|
Falchion |
75 gp
|
1d6
|
2d4
|
18-20/x2
|
-
|
8 lb.
|
Slashing |
Glaive
4
|
8 gp
|
1d8
|
1d10
|
x3
|
-
|
10 lb.
|
Slashing |
Greataxe |
20 gp
|
1d10
|
1d12
|
x3
|
-
|
12 lb.
|
Slashing |
Greatclub |
5 gp
|
1d8
|
1d10
|
x2
|
-
|
8 lb.
|
Bludgeoning |
Flail, heavy |
15 gp
|
1d8
|
1d10
|
19-20/x2
|
-
|
10 lb.
|
Bludgeoning |
Greatsword |
50 gp
|
1d10
|
2d6
|
19-20/x2
|
-
|
8 lb.
|
Slashing |
Guisarme
4
|
9 gp
|
1d6
|
2d4
|
x3
|
-
|
12 lb.
|
Slashing |
Halberd
|
10 gp
|
1d8
|
1d10
|
x3
|
-
|
12 lb.
|
Piercing or slashing |
Lance
4
|
10 gp
|
1d6
|
1d8
|
x3
|
-
|
10 lb.
|
Piercing |
Ranseur
4
|
10 gp
|
1d6
|
2d4
|
x3
|
-
|
12 lb.
|
Piercing |
Scythe
|
18 gp
|
1d6
|
2d4
|
x4
|
-
|
10 lb.
|
Piercing or slashing |
Ranged Weapons
|
Longbow
|
75 gp
|
1d6
|
1d8
|
x3
|
100 ft.
|
3 lb.
|
Piercing |
Arrows (20) |
1 gp
|
-
|
-
|
-
|
-
|
3 lb.
|
- |
Longbow, composite
|
100 gp
|
1d6
|
1d8
|
x3
|
110 ft.
|
3 lb.
|
Piercing |
Arrows (20) |
1 gp
|
-
|
-
|
-
|
-
|
3 lb.
|
- |
Shortbow
|
30 gp
|
1d4
|
1d6
|
x3
|
60 ft.
|
2 lb.
|
Piercing |
Arrows (20) |
1 gp
|
-
|
-
|
-
|
-
|
3 lb.
|
- |
Shortbow, composite
|
75 gp
|
1d4
|
1d6
|
x3
|
70 ft.
|
2 lb.
|
Piercing |
Arrows (20) |
1 gp
|
-
|
-
|
-
|
-
|
3 lb.
|
- |
Exotic Weapons
|
Cost
|
Dmg (S)
|
Dmg (M)
|
Critical
|
Range Increment
|
Weight1
|
Type2
|
Light Melee Weapons
|
Kama
|
2 gp
|
1d4
|
1d6
|
x2
|
-
|
2 lb.
|
Slashing |
Nunchaku
|
2 gp
|
1d4
|
1d6
|
x2
|
-
|
2 lb.
|
Bludgeoning |
Sai
|
1 gp
|
1d3
|
1d4
|
x2
|
10 ft.
|
1 lb.
|
Bludgeoning |
Siangham
|
3 gp
|
1d4
|
1d6
|
x2
|
-
|
1 lb.
|
Piercing |
One-Handed Melee Weapons
|
Sword, bastard
|
35 gp
|
1d8
|
1d10
|
19-20/x2
|
-
|
6 lb.
|
Slashing |
Waraxe, dwarven
|
30 gp
|
1d8
|
1d10
|
x3
|
-
|
8 lb.
|
Slashing |
Whip
4
|
1 gp
|
1d23
|
1d33
|
x2
|
|
2 lb.
|
Slashing |
Two-Handed Melee Weapons
|
Axe, orc double
5
|
60 gp
|
1d6/1d6
|
1d8/1d8
|
x3
|
-
|
15 lb.
|
Slashing |
Chain, spiked
4
|
25 gp
|
1d6
|
2d4
|
x2
|
-
|
10 lb.
|
Piercing |
Flail, dire
5
|
90 gp
|
1d6/1d6
|
1d8/1d8
|
x2
|
-
|
10 lb.
|
Bludgeoning |
Hammer, |
20 gp
|
1d6/1d4
|
1d8/1d6
|
x3/x4
|
-
|
6 lb.
|
Bludgeoning and piercing |
Sword, two-bladed
5
|
100 gp
|
1d6/1d6
|
1d8/1d8
|
19-20/x2
|
-
|
10 lb.
|
Slashing |
Urgrosh, dwarven
5
|
50 gp
|
1d6/1d4
|
1d8/1d6
|
x3
|
-
|
12 lb.
|
Slashing or piercing |
Ranged Weapons
|
Bolas
|
5 gp
|
1d33
|
1d43
|
x2
|
10 ft.
|
2 lb.
|
Bludgeoning |
Crossbow, hand
|
100 gp
|
1d3
|
1d4
|
19-20/x2
|
30 ft.
|
2 lb.
|
Piercing |
Bolts (10) |
1 gp
|
-
|
-
|
-
|
-
|
1 lb.
|
- |
Crossbow, repeating heavy |
400 gp
|
1d8
|
1d10
|
19-20/x2
|
120 ft.
|
12 lb.
|
Piercing |
Bolts (5) |
1 gp
|
-
|
-
|
-
|
1 lb.
|
-
|
|
Crossbow, |
250 gp
|
1d6
|
1d8
|
19-20/x2
|
80 ft.
|
6 lb.
|
Piercing |
Bolts (5) |
1 gp
|
-
|
-
|
-
|
1 lb.
|
-
|
|
Net
|
20 gp
|
-
|
-
|
10 ft.
|
6 lb.
|
-
|
|
Shuriken (5) |
1 gp
|
1
|
1d2
|
x2
|
10 ft.
|
1/2 lb.
|
Piercing |
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. |
2 When two types are given, the weapon is both types if the entry specifies "and," or either type (player's choice at time of attack) if the entry specifies "or." |
3 The weapon deals nonlethal damage rather than lethal damage. |
4 Reach weapon. |
5 Double weapon. |
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 x2).
Arrows come in a leather quiver that holds 20
arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Axe, Orc Double: 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, just as if you were using a one-handed weapon and a
light weapon.
A creature wielding an orc double axe in one hand can't use it as a double weapon-only one end of the weapon can be used in any given round.
Bolas: 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 set of
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 x2).
Bolts come in a wooden case that holds 10
bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Bullets, Sling: Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Chain, Spiked: A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
You can make
trip attacks with the chain. If you are tripped during your own
trip attempt, you can drop the chain to avoid being tripped.
When using a spiked chain, you get a +2 bonus on opposed
attack rolls made to
disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
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 for you.
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.
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.
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 one-handed firing.
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.
Flail, Dire: 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, just as if you were using a one-handed weapon and a
light weapon. A creature wielding a dire flail in one hand can't use it as a double weapon- only one end of the weapon can be used in any given round.
When using a dire flail, you get a +2 bonus on opposed
attack rolls made to
disarm an enemy (including the opposed
attack roll to avoid being disarmed if such an attempt fails).
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.
Flail or Heavy Flail: With a flail, you get a +2 bonus on opposed
attack rolls made to
disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
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.
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.
Gauntlet, Spiked: 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.
Glaive: A
glaive has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.
Guisarme: A
guisarme has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.
You can also use it to make
trip attacks. If you are tripped during your own
trip attempt, you can drop the
guisarme to avoid being tripped.
Halberd: If you use a
ready action to set a
halberd against a
charge, you deal double
damage on a successful hit against a charging character.
You can use a
halberd to make
trip attacks. If you are tripped during your own
trip attempt, you can drop the
halberd to avoid being tripped.
Hammer, Gnome Hooked: 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, just as if you were using a one-handed weapon and a
light weapon. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of
damage (crit x3). Its hook is a piercing weapon that deals 1d4 points of
damage (crit x4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a
gnome hooked hammer in one hand can't use it as a double weapon-only one end of the weapon can be used in any given round.
You can use a
gnome hooked hammer to make
trip attacks. If you are tripped during your own
trip attempt, you can drop the
gnome hooked hammer to avoid being tripped.
Gnomes treat gnome hooked hammers as martial weapons.
Javelin: 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: The
kama is a special
monk weapon. This designation gives a
monk wielding a
kama special options.
You can use a
kama to make
trip attacks. If you are tripped during your own
trip attempt, you can drop the
kama to avoid being tripped.
Lance: A
lance deals double
damage when used from the back of a charging
mount. It has reach, so you can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.
While mounted, you can wield a
lance with one hand.
Longbow: You need at least 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 bonus for high Strength, you can apply it to
damage rolls when you use a composite
longbow (see below) but not 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.
For purposes of weapon proficiency and similar feats, a composite
longbow is treated as if it were a
longbow.
Longspear: A
longspear has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. If you use a
ready action to set a
longspear against a
charge, you deal double
damage on a successful hit against a charging character.
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 DC 15
Concentration check or be unable to cast the spell.
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: The
nunchaku is a special
monk weapon. This designation gives a
monk wielding a
nunchaku special options. With a
nunchaku, you get a +2 bonus on opposed
attack rolls made to
disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Quarterstaff: 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, just as if you were using a one-handed weapon and a
light weapon. A creature wielding a
quarterstaff in one hand can't use it as a double weapon-only one end of the weapon can be used in any given round.
Ranseur: A
ranseur 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 opposed
attack rolls made to
disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
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 for you. You can't wield a
rapier in two hands in order to apply 1-1/2 times your Strength bonus to
damage.
Sai: With a
sai, you get a +4 bonus on opposed
attack rolls made to
disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
The
sai is a special
monk weapon. This designation gives a
monk wielding a
sai special options.
Scythe: A
scythe can be used to make
trip attacks. If you are tripped during your own
trip attempt, you can drop the
scythe to avoid being tripped.
Shield, Heavy or Light: You can bash with a
shield instead of using it for defense. See Armor for details.
Shortbow: You need at least 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.
For purposes of weapon proficiency and similar feats, a composite
shortbow is treated as if it were a
shortbow.
Shortspear: A
shortspear is small enough to wield one-handed. It may also be thrown.
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.
Sickle: A
sickle can be used to make
trip attacks. If you are tripped during your own
trip attempt, you can drop the
sickle to avoid being tripped.
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.
Spear: A
spear can be thrown. If you use a
ready action to set a
spear against a
charge, you deal double
damage on a successful hit against a charging character.
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.
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.
Sword, Bastard: A bastard sword is 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, Two-Bladed: 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, just as if you were using a one-handed weapon and a
light weapon. A creature wielding a two-bladed sword in one hand can't use it as a double weapon-only one end of the weapon can be used in any given round.
Trident: This weapon can be thrown. If you use a
ready action to set a
trident against a
charge, you deal double
damage on a successful hit against a charging character.
Urgrosh, Dwarven: 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, just as if you were using a one-handed weapon and a
light 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. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can't use it as a double weapon-only one end of the weapon can be used in any given round.
If you use a
ready action to set an urgrosh against a
charge, you deal double
damage if you score a hit against a charging character. 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 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. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.
Whip: A
whip deals
nonlethal damage. It 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).
You can make
trip attacks with a
whip. If you are tripped during your own
trip attempt, you can drop the
whip to avoid being tripped.
When using a
whip, you get a +2 bonus on opposed
attack rolls made to
disarm an opponent (including the roll to keep from being disarmed if the attack fails).
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 for you.
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