Weapons | List of Simple Weapons | List of Exotic Weapons | List of Firearms |
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Table: Martial Weapons
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special |
Light Melee Weapons | ||||||||
Butterfly sword (2) | 20 gp | 1d3 | 1d4 | 19/20/x2 | - | 1 lb. | S | Monk |
Dogslicer | 8 gp | 1d4 | 1d6 | 19-20/x2 | - | 1 lb. | S | Fragile |
Gladius | 15 gp | 1d4 | 1d6 | 19-20/x2 | - | 3 lbs. | P or S | Performance |
Handaxe | 6 gp | 1d4 | 1d6 | x3 | - | 3 lbs. | S | - |
Iron brush | 2 gp | 1d2 | 1d3 | x2 | 10 ft. | - | P | - |
Jutte | 8 gp | 1d4 | 1d6 | x2 | - | 1 lb. | B | Disarm, monk |
Kerambit | 2 gp | 1d2 | 1d3 | x3 | - | - | S | - |
Kukri | 8 gp | 1d3 | 1d4 | 18–20/×2 | - | 2 lbs. | S | - |
Light hammer | 1 gp | 1d3 | 1d4 | x2 | 20 ft. | 2 lbs. | B | - |
Light pick | 4 gp | 1d3 | 1d4 | x4 | - | 3 lbs. | P | - |
Light shield | special | 1d2 | 1d3 | x2 | - | special | B | - |
Lungchuan tamo | 5 gp | 1d3 | 1d4 | x2 | 10 ft. | 1 lb. | P or S | Monk |
Sap | 1 gp | 1d4 | 1d6 | x2 | - | 2 lbs. | B | Nonlethal |
Shang gou | 6 gp | 1d3 | 1d4 | x2 | - | 1 lb. | S | Disarm or trip, monk |
Shortsword | 10 gp | 1d4 | 1d6 | 19–20/x2 | - | 2 lbs. | P | - |
Spiked armor | special | 1d4 | 1d6 | x2 | - | special | P | - |
Spiked light shield | special | 1d3 | 1d4 | x2 | - | special | P | - |
Starknife | 24 gp | 1d3 | 1d4 | x3 | 20 ft. | 3 lbs. | P | - |
Throwing axe | 8 gp | 1d4 | 1d6 | x2 | 10 ft. | 2 lbs. | S | - |
Tonfa | 1 gp | 1d4 | 1d6 | x2 | - | 1 lb. | B | Blocking, monk |
Wushu dart | 2 sp | 1d2 | 1d3 | x2 | 10 ft. | - | P | Monk |
One-Handed Melee Weapons | ||||||||
Battleaxe | 10 gp | 1d6 | 1d8 | x3 | - | 6 lbs. | S | - |
Double chicken saber | 12 gp | 1d4 | 1d6 | 19-20/x2 | - | 3 lbs. | S | Disarm, monk |
Heavy pick | 8 gp | 1d4 | 1d6 | x4 | - | 6 lbs. | P | - |
Heavy shield | 7 gp/20 gp | 1d3 | 1d4 | x2 | - | special | B | - |
Klar | 12gp | 1d4 | 1d6 | x2 | - | 6 lbs. | S | See text |
Light flail | 8 gp | 1d6 | 1d8 | x2 | - | 5 lbs. | B | Disarm, trip |
Longsword | 15 gp | 1d6 | 1d8 | 19–20/x2 | - | 4 lbs. | S | - |
Nine-ring broadsword | 15 gp | 1d6 | 1d8 | 19–20/x2 | - | 4 lbs. | S | Monk |
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 | Performance |
Sibat | 2 gp | 1d4 | 1d6 | x3 | 10 ft. | 2 lbs. | P or S | Grapple |
Spiked heavy shield | 57 gp/70 gp | 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 | Fragile |
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 | - |
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 |
Heavy flail | 15 gp | 1d8 | 1d10 | 19–20/x2 | - | 10 lbs. | B | disarm, trip |
Hooked lance | 3 gp | 1d6 | 1d8 | x4 | - | 10 lbs. | P | Reach, trip |
Horsechopper | 10 gp | 1d8 | 1d10 | x3 | - | 12 lbs. | P or S | Reach, 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 |
Mattock | 12 gp | 1d6 | 2d4 | x4 | - | 12 lbs. | P | Fragile |
Monk's spade | 20 gp | 1d4/1d4 | 1d6/1d6 | x2 | - | 12 lbs. | B or P or S | Double, monk |
Naginata | 35 gp | 1d6 | 1d8 | x4 | - | 9 lbs. | S | Reach |
Nodachi | 60 gp | 1d8 | 1d10 | 18-20/x2 | - | 8 lbs. | S or P | Brace |
Ogre hook | 24 gp | 1d8 | 1d10 | x3 | - | 10 lbs. | P | Trip |
Ranseur | 10 gp | 1d6 | 2d4 | x3 | - | 12 lbs. | P | Disarm, reach |
Rhomphaia | 15 gp | 1d6 | 2d4 | x3 | - | 10 lbs. | P or S | Brace, fragile, reach |
Sansetsukom | 8 gp | 1d8 | 1d10 | 19-20/x2 | - | 3 lbs. | B | Blocking, disarm, monk |
Scythe | 18 gp | 1d6 | 2d4 | x4 | - | 10 lbs. | P or S | Trip |
Tepoztopilli | 8 gp | 1d8 | 1d10 | 19-20/x2 | - | 8 lbs. | P or S | Fragile, reach |
Tiger fork | 5 gp | 1d6 | 1d8 | x2 | - | 8 lbs. | P | Brace, monk |
Tri-point double-edged sword | 12 gp | 1d8 | 1d10 | x3 | - | 14 lbs. | P | Reach |
Ranged Weapons | ||||||||
Amentum | - | 1d4 | 1d6 | x2 | 50 ft. | 1 lb. | P | Performance |
Atlatl | 2 gp | 1d4 | 1d6 | x2 | 50 ft. | 2 lbs. | P | - |
Chakram | 1 gp | 1d6 | 1d8 | x2 | 30 ft. | 1 lb. | S | - |
Composite longbow | 100 gp | 1d6 | 1d8 | x3 | 110 ft. | 3 lbs. | P | - |
Composite shortbow | 75 gp | 1d4 | 1d6 | x3 | 70 ft. | 2 lbs. | P | - |
Hunga munga | 4 gp | 1d4 | 1d6 | x2 | 15 ft. | 3 lbs. | P | - |
Longbow | 75 gp | 1d6 | 1d8 | x3 | 100 ft. | 3 lbs. | P | - |
Pilum | 5 gp | 1d6 | 1d8 | x2 | 20 ft. | 4 lbs. | P | See text |
Poisoned sand tube | 1 gp | Special | Special | - | - | 1 lb. | - | See text |
Shortbow | 30 gp | 1d4 | 1d6 | x3 | 60 ft. | 2 lbs. | P | - |
Tube arrow shooter | 3 gp | 1d3 | 1d4 | x2 | 40 ft. | 1/2 lb. | P | - |
Ammunition | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type | Special |
Arrows (20) | 1 gp | - | - | - | - | 3 lbs. | - | - |
Atlatl dart | 1 gp | - | - | - | -. | 2 lbs. | - | - |
Bamboo shaft arrows (10) | 1 gp | - | - | - | - | 1/2 lb. | - | - |
Blunt arrows (20) | 2 gp | - | - | - | - | 3 lbs. | - | - |
Flight arrows (20) | 2 gp | - | - | - | - | 3 lbs. | - | - |
Smoke arrow | 10 gp | - | - | - | - | - | - | - |
Whistling arrows (20) | 2 gp | - | - | - | -. | 3 lbs. | - | - |
Weapon Descriptions
Amentum: An amentum is a long leather thong that attaches to a standard javelin. Before throwing, the amentum is wound about the javelin's shaft. You then throw the javelin while gripping the amentum, imparting spin on the weapon and greatly improving its range. Attaching an amentum to a javelin is a move action, and winding it is a full-round action. Javelins can be stored with amenta already wound about them. A javelin wound with an amentum is considered a martial weapon.
Arrows (20): 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.
Atlatl: This Stone Age weapon is a thin piece of wood or antler used as a lever to hurl a specially fitted dart. An atlatl gives much greater range to a dart, but must be loaded like a projectile weapon. Your Strength modifier applies to damage rolls when you use an atlatl, just as it does for thrown weapons. You can fire—but not load—an atlatl with one hand. Loading an atlatl is a move action that requires two hands and provokes attacks of opportunity. The Rapid Reload feat can be taken for atlatls, allowing you to load a dart as a free action.
Atlatl Dart: An atlatl dart is the equivalent of a javelin except it has fletching. If thrown without an atlatl, treat it as a javelin.
Bamboo Shaft Arrow (10): These foot-long arrows are used as ammunition for arrow tubes. As an improvised melee weapon, they deal damage equivalent to that of a spiked gauntlet. They come in a bamboo tube that holds 10 shafts.
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 made against a bardiche.
Battleaxe: The handle of this axe is long enough that you can wield it one-handed or two-handed. The head may have one blade or two, with blade shapes ranging from half-moons to squared edges like narrower versions of woodcutting axes. The wooden haft may be protected and strengthened with metal bands called langets.
Bec de Corbin: The bec de corbin is a polearm very similar to the lucerne hammer, but the hammer head is slightly blunter and the spike is stouter and more hooked. You primarily attack with the spike. You gain a +2 bonus on combat maneuver checks 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.
Blunt Arrows (20): These arrows have rounded wooden tips that deal bludgeoning damage rather than piercing. 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).
Butterfly Sword (2): These short matching swords come in pairs, cleverly nested together to appear as a single blade. Both weapons can be drawn at the same time, and they can be separated as a free action and wielded in both hands to make wickedly effective chops and slashes. Their thin, broad blades extend just 1 foot in length. A butterfly sword has a hardwood grip covered with braided cord, and a metal D-shaped guard to protect the wielder's hand. The listed price is for a pair of butterfly swords. Masterwork butterfly swords cost 320 gp for the pair. If you add magical enhancement bonuses or properties to a butterfly sword, treat each sword in the pair as a separate weapon (for example, adding a +1 magical enhancement bonus to a pair of masterwork butterfly swords costs 4,000 gp).
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 succeed at 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.
Composite Longbow: 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 it with proficiency). If your Strength modifier 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 modifier on damage rolls, 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 negative modifier due to low Strength, apply it to damage rolls when you use a composite longbow. A composite longbow fires arrows.
For the purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.
Composite Shortbow: 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 modifier 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 modifier on damage rolls, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost. you have a negative modifier due to low Strength, apply it to damage rolls when you use a composite shortbow. A composite shortbow fires arrows.
For the purposes of Weapon Proficiency, Weapon Focus, and similar feats, a composite shortbow is treated as if it were a shortbow.
Dogslicer: This short, curved blade was created by goblins, who often drill numerous holes into it in an attempt to reduce its weight. Most dogslicers are sized for Small creatures.
Double Chicken Saber: The tip of this 3-foot-long, straight-bladed sword is bent into two staggered, opposing sharpened spurs that can be used to pull weapons from an opponent's hands.
Earth Breaker: The crude metal of this massive hammer's head ends in multiple blunt spikes that help concentrate the force of a powerful swing down into a smaller, more focused area, allowing it to smash through armor with greater ease. Due to the tremendous size and weight of its head, an earth breaker is poorly balanced, and requires two hands to properly lift and control.
**Falchion: **: This sword has one curved, sharp edge like a scimitar, with the back edge unsharpened and either flat or slightly curved. Its weight is greater toward the end, making it better for chopping rather than stabbing.
Flight Arrows (20): These arrows have light shafts and special fletching to give them greater range. A flight arrow's range increment is 20 feet greater with longbows and 10 feet greater with shortbows. They deal damage as if one size category smaller.
Gladius: The gladius is the favorite sword of gladiators, with a heavier blade than the standard shortsword. Feats and abilities that affect shortswords apply to the gladius.
Glaive: A glaive is composed of a simple blade mounted on 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 her Ride check to stay mounted.
Greataxe: This two-handed battle axe is heavy enough that you can't wield it with one hand. The head may have one blade or two, and may be "bearded" (meaning hooked or trailing at the bottom) to increase cleaving power and help pull down enemy shields. The haft is usually 3 to 4 feet long.
Greatclub: This larger, bulkier version of the common club is heavy enough that you can't wield it with one hand. It may be ornate and carved, reinforced with metal, or a simple branch from a tree. Like simple clubs, greatclubs have many names, such as cudgels, bludgeons, shillelaghs, and more.
Greatsword: This immense two-handed sword is about 5 feet in length. A greatsword may have a dulled lower blade that can be gripped.
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, axelike head mounted near the tip.
Handaxe: This one-handed axe is short (roughly 1 foot long) and designed for use with one hand. Unlike throwing axes, it is not well balanced for a graceful tumbling motion, and is instead heavier at its head. Tomahawks, war hatchets, and other such names usually refer to hand axes.
Heavy Flail: Similar to a light flail, a heavy flail has a larger metal ball and a longer handle.
Heavy Pick: This variant of the light pick has a longer handle and can be used with one or two hands. It is a common, inexpensive weapon for mounted soldiers since it can be used effectively from horseback.
Heavy Shield: You can bash with a heavy shield instead of using it for defense. The shield entries for heavy shields appear on page 11.
Hooked Lance: This slender, 10-foot-long polearm has an added hook protruding from the head that is used to snag the clothing and armor of opponents. A hooked lance, unlike a lance, can't be wielded in one hand while mounted and doesn't deal extra damage if used while mounted.
Horsechopper: Crafted by goblins for battling horses, this weapon is essentially a long-handled halberd with an enlarged hook on the blade. Most horsechoppers are sized for Small creatures.
Hunga Munga: Also called a mambele, danisco, goleyo, njiga, or any of many lesser-known names, this three-bladed dagger is intended for throwing but can be used as a melee weapon. Though the basic three-blade design is most common, hunga mungas can take a wide variety of forms.
Iron Brush: This is an iron-handled version of a scholar's brush with a sharpened handle. Though it does little damage, it is easily concealed (you gain a +2 bonus on Sleight of Hand checks made to conceal an iron brush on your body) and can be thrown short distances, or used to jab at key nerve clusters and acupuncture points to surprisingly devastating effect.
Jutte: This batonlike weapon is fitted with a metal hook that can be used to block and pin an opponent's weapon. Some variations are tipped with a sharpened metal spike or blade.
Kerambit: This small, curved pull dagger has a metal loop at the base of its handle, allowing it to be secured with a pinky or worn on a string tied in the hair. While relatively small, the curved blade can create brutal wounds. Easily concealed (you gain a +2 bonus on Sleight of Hand checks made to conceal a kerambit on your body), it is a favorite weapon of ninja and assassins.
Klar: The traditional form of this tribal weapon is a short metal blade bound to the skull of a large horned lizard, but a skilled smith can craft one entirely out of metal. A traditional klar counts as a light wooden shield with armor spikes; a metal klar counts as a light steel shield with armor spikes.
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.
Light Flail: A light flail consists of a weighted striking end connected to a handle by a sturdy chain. Though often imagined as a ball, sometimes spiked like the head of a morningstar, the head of a light flail can actually take many different shapes, such as short bars. Military flails are sturdier evolutions of agricultural flails, which are used for threshing—beating stacks of grains to separate the useful grains from their husks.
Light Hammer: A lighter version of a warhammer, this weapon usually has a sleek metal head with one striking surface.
Light Pick: This weapon, adapted from the pickaxe tool, has a head with a slightly curved, armor-piercing spike and a hammerlike counterweight.
Light Shield: You can bash with a light shield instead of using it for defense. The shield entries for light shields appear on page 12.
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 can't be used while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. You can apply your Strength modifier to damage rolls when you use a composite longbow, but not a regular longbow. A longbow fires arrows.
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. The long haft allows the wielder to put amazing force behind the head of this weapon. You gain a +2 bonus on combat maneuver checks to sunder medium or heavy armor with a lucerne hammer.
Lungchuan Tamo: What seems to be an ordinary baton sheaths a pair of matching slender-bladed daggers—perfectly balanced throwing blades.
Mattock: A mattock resembles a two-handed pick, but with a chisel-like blade instead of a point.
Monk's Spade: This polearm is a double weapon. One side is fitted with a broad, shovel-like sharpened blade, while the opposite side is fitted with a crescent blade that juts out like a pair of bull's horns. The monk's spade does many types of damage. The type of damage it deals depends on how it is wielded, with the spade side able to bludgeon and slash and the crescent side able to slash and pierce.
Naginata: The naginata consists of a 6-foot staff affixed to a 2-foot-long, slightly curved, swordlike blade. The shaft is designed to keep the wielder out of reach from swords and shorter weapons.
Nine-Ring Broadsword: This broad-bladed weapon has nine heavy rings threaded through its spine, providing additional weight to add to the force of its impressive chopping power.
Nodachi: This very long, two-handed weapon has a slender but wickedly sharp 4-foot-long blade at one end. It is predominantly used by ground troops to attack mounted warriors, and can be used to hack riders from their mounts or set to receive a charge.
Ogre Hook: This large crook of sharpened metal makes it easy to trip and catch fleeing opponents. Invented by ogres, most ogre hooks are Large and crudely fashioned—often from metal torn from previous victims' weapons and armor. Despite their poor workmanship, the rarity and peril involved in getting ogre hooks make such items quite valuable.
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-bearing 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.
Poisoned Sand Tube: Resembling a slim scroll case made of bamboo or metal, this tube is filled with fine sand that is soaked or coated with inhaled or contact poison. When loaded with 3 doses of these types of poison, you can blow into the tube to disperse the poisoned sand into your enemies' faces in a 15-foot cone. Each creature in the cone is affected as if afflicted with 1 dose of the poison. Even when loaded with unpoisoned sand, the tube lets loose a powerful irritant, and an opponent struck must succeed at a DC 12 Fortitude saving throw or be dazzled for 1 round. Once expended, the tube must be repacked before it can be used again. Repacking a tube requires a full-round action, or a standard action if you have the Rapid Reload feat.
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 modifier to its damage.
Rhomphaia: This Bronze Age weapon is an early polearm consisting of a long, single-edged blade attached to a sturdy staff, sometimes slightly curved. It serves as both a cutting and a thrusting weapon.
Sansetsukon: Also called a three-section staff, this weapon is divided into three 2-foot-long segments chained together, allowing the wielder greater flexibility than a normal staff and allowing the weapon to be swung rapidly to create a defensive block, wrap and catch weapons, or harness momentum via a whipping motion for powerful strikes.
Sap: This weapon consists of a soft wrapping around a hard, dense core, typically a leather sheath around a lead rod. The head is wider than the handle and designed to spread out the force of the blow, making it less likely to draw blood or break bones.
Scimitar: This curved sword is shorter than a longsword and longer than a shortsword. Only the outer edge is sharp, and the back is flat, giving the blade a triangular cross-section.
Scizore: The scizore is a hardened tube that fits over the forearm, ending in a semicircular blade used for devastating bladed punch attacks. The scizore grants 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 it. While wearing a scizore, you cannot use that hand for anything else. A scizore provides a +10 bonus to your CMD against being disarmed of your scizore. Donning a scizore is a full-round action.
Scythe: This weapon consists of a long wooden shaft with protruding handles and a sharp curved blade set at a right angle. Derived from a farm tool used to mow down crops, a scythe requires two hands to use, and is unwieldy but capable of inflicting grievous wounds. Its connotations as a symbol of death due to its association with reaping also make the scythe a particularly intimidating weapon.
Shang Gou: Forged in pairs, these solid metal blades end in curved hooks, while the hand guards are hammered into outward-facing spiked crescents. Both the crescent and the tip of the hilt are sharpened for combat. They can be wielded as single weapons or with two-weapon fighting styles. These weapons gain the disarm special feature when they are used individually. A pair of shang gou can also be formed into a single one-handed weapon to gain the trip special feature.
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, but not a regular shortbow. A shortbow fires arrows.
Shortsword: Short swords are some of the most common weapons found in any martial society, and thus designs are extremely varied, depending on the region and creator. Most are around 2 feet in length. Their blades can be curved or straight, single- or double-edged, and wide or narrow. Hilts may be ornate or simple, with crossguards, basket hilts, or no guard at all. Such weapons are often used on their own, but can also be paired as a matched set, or used in conjunction with a dagger or longer sword.
Sibat: This weapon is similar to a shortspear with a flexible rattan or bamboo shaft and an elaborately barbed head. The barbs can snag flesh, clothing, or armor to ensnare an enemy.
Smoke Arrow: 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.
Spiked Armor: You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See the armor spikes entry on page 10 for details. Armor spikes can't be disarmed.
Spiked Heavy Shield: Spiked shields are intimidating weapons, and can have a single protruding central spike, razored shield edges, or a whole forest of deadly protrusions. You can bash with a spiked heavy shield instead of using it for defense. A spiked heavy shield can't be disarmed. See the armor spikes entry on page 10 for details.
Spiked Light Shield: You can bash with a spiked light shield instead of using it for defense. A spiked light shield can't be disarmed. See the armor spikes entry on page 10 for details.
Starknife: From a central metal ring, four tapering metal blades extend from this weapon like points on a compass rose. By gripping the crossbar that runs through the weapon's open middle, a wielder can strike with it as a deadly melee weapon. Alternatively, by gripping it by the outer rim, a starknife's light, aerodynamic design allows it to be thrown short distances in a manner similar to a chakram.
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 as a swift action (or a free action if you have the Quick Draw feat). An observer must succeed at 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. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a sword cane sized for you, even though it isn't a light weapon. You can't wield a sword cane in two hands in order to apply 1-1/2 times your Strength modifier to damage.
Tepoztopilli: The head of this wooden Stone Age polearm is edged with jagged bits of obsidian, glass, teeth, or similar materials. The wide head serves well for both piercing and slashing attacks.
Terbutje: This Stone Age weapon, also called a macuahuitl, is made from a length of tempered wood. It has bits of shark teeth, obsidian, glass, or similar materials studded all along its length.
Throwing Axe: This one-handed axe is small and perfectly balanced for throwing, and can be used as a melee weapon. Throwing axes have a variety of alternative names, including franciscas, tomahawks, and more. The axe is normally gripped by the haft and thrown overhand, making one complete rotation in the air before biting into the target with the axe head.
Tiger Fork: This long, tridentlike weapon consists of a three-pronged metal fork set upon an 8-foot-long shaft. It is wielded much like a staff, with the wielder grasping the shaft from the center and jabbing with its forked end. A tiger fork can be set to receive a charge.
Tonfa: These L-shaped fighting batons are good for striking and blocking. The wielder holds the handle and either spins the stick or strikes with the stick covering the forearm.
Tri-point Double-edged Sword: Topping the head of this 5-foot-long shaft are three long, backward-curved blades fashioned in the appearance of a blossoming lotus. The unusually large head is designed to land heavy blows and cause multiple wounds that open away from each other.
Trident: A trident has three metal prongs at end of a 4-foot-long shaft. This weapon can be thrown.
Tube Arrow Shooter: This weapon consists of a small metal tube hidden within a sleeve; the tube holds a short, spring-loaded bamboo shaft. You gain a +2 bonus on Sleight of Hand checks made to conceal a tube arrow shooter on your body. Releasing the fastener allows the spring to force the arrow out. Once a shaft is fired, the tube must be reloaded before it can be used again. Reloading a tube is a full-round action, or a standard action if the wielder has the Rapid Reload feat.
Warhammer: This weapon consists of a wooden haft and a heavy, metal head. The head may be single (like a carpenter's hammer) or double (like a sledgehammer). The haft is long enough that you may wield it one- or two-handed. Though heavy and relatively slow to wield, warhammers are capable of delivering immense blows, crushing armor and flesh alike.
Whistling Arrow (20): 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. They are sold in quantities of 20.
Wushu Dart: This sharpened wooden spike can be used as a punching weapon, but it is also perfectly balanced for throwing.