Weapons (D&D 3.5)

This article contains Weapons and rules associated with them.
Only the weapons found in this list exists in the world of Night's Edge.
== Weapon Groups ==
Weapon Proficiencies deviate from basic 3.5 rules. Instead of Simple, Martial and Exotic, weapons are grouped together by similarity. Some very unusual weapons (mainly exotic weapons) do not belong to any weapon group and therefore are a weapon group of their own.
Any feat that requires a specific weapon to apply the feat’s benefit to (such as Improved Critical, Weapon Focus, or Weapon Specialization) can instead be applied to a weapon group.
== Weapon Tables ==
=== Simple Weapons ===
Simple weapons are weapons everyone knows how to use, that require no to little training and that are very common throughout every part of society. There are used for hunting, by militia and guards, by untrained peasants and armies, by nearly every race and people.
Simple Weapons 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
Unarmed Attacks 	 	 	 	 	 	
   Unarmed Strike 	 	1d32 	x2 	- 	 	Bludgeoning
Light Melee Weapons 	 	 	 	 	 	
   Dagger 	2 gp 	1d4 	19-20/x2	10 ft 	1 lb 	Piercing or Slashing
   Mace, light 	1 gp 	1d6 	x2 	- 	5 lb 	Bludgeoning
   Sap 	1 gp 	1d62 	x2 	- 	2 lb 	Bludgeoning
   Handaxe 	3 gp 	1d6 	x3 	- 	3 lb 	Slashing
   Hammer, light 	1 gp 	1d4 	x2 	20 ft 	2 lb 	Bludgeoning
One-Handed Melee Weapons	 	 	 	 	 	
   Club 	- 	1d6 	x2 	10 ft 	3 lb 	Bludgeoning
   Mace, heavy 	4 gp 	1d8 	x2 	- 	8 lb 	Bludgeoning
   Morningstar 	4 gp 	1d8 	x2 	- 	6 lb 	Bludgeoning or piercing
   Shortspear 	1 gp 	1d6 	x2 	20 ft 	3 lb 	Piercing
Two-Handed Melee Weapons	 	 	 	 	 	
   Longspear1 	3 gp 	1d8 	x3 	- 	8 lb 	Piercing
   Quarterstaff 	1 gp 	1d6/1d6	x2 	- 	4 lb 	Bludgeoning
   Spear 	2 gp 	1d8 	x3 	20 ft 	6 lb 	Piercing
    Greatclub 	3 gp 	1d10 	x2 	- 	8 lb 	Bludgeoning
Ranged Weapons 	 	 	 	 	 	
   Crossbow, Heavy 	10 gp	1d10 	19-20/x2	120 ft 	8 lb 	Piercing
   Crossbow, Light 	5 gp 	1d8 	19-20/x2	80 ft 	4 lb 	Piercing
      Bolts (20) 	1 gp 	- 	- 	- 	2 lb 	-
   Javelin 	1 gp 	1d6 	x2 	40 ft 	2 lb 	Piercing
1 Reach weapon
2 The Weapon deals nonlethal damage rather than lethal damage
Strike, Unarmed: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike, which may be a punch, kick, head butt, or other type of attack. Any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at her option. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.
An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat (page 102) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.
A critical hit always deals lethal damage, if the wielder wants it or not. [PH]
Dagger: The dagger is a common secondary weapon. You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill, page 81). [PH]
Mace, Heavy or Light: A mace is made of metal, even the haft, which makes it quite heavy and very hard to break. [PH]
Handaxe: Dwarves favor these axes as off-hand weapons. [PH]
Hammer, Light: This is a small sledge light enough to throw. It is favored by dwarves. [PH]
Club: A wooden club is so easy to find and fashion that it has no cost. [PH]
Morning Star: A morningstar does both piercing and bludgeoning damage, the wielder does not actually have to choose which damage type to deal. [NE]
Shortspear: A shortspear is small enough to wield one-handed. It may also be thrown. [PH]
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. [PH]
Quarterstaff: The quarterstaff is the favourite weapon of many characters, from travelers, peasants, and merchants to monks, rangers, and wizards. 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 (see Two-Weapon Fighting, page 160). You can also strike with either end singly, a fact that allows you to take full advantage of openings in your opponent’s defenses. 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. [PH]
Spear: One of the simplest weapons in existence. It 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. [PH]
Crossbow, Heavy: You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.
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 (see Table 8–10: Two-Weapon Fighting Penalties, page 160). This penalty is cumulative with the penalty for one-handed firing. [PH]
Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.
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 (see Table 8–10: Two-Weapon Fighting Penalties, page 160). This penalty is cumulative with the penalty for one-handed firing. [PH]
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 ×2). 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. [PH]
Javelin: This weapon is a light, flexible spear intended for throwing. You can use it in melee, but not well. 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. [PH]
Greatclub, sap, club.PNG|Clubs
Crossbows.PNG|Crossbows
Polearms.PNG|Shortspear and Longspear
Swords.PNG|Dagger
Axes.PNG|Various Axes
=== Swords ===
This category contains simple swords. Swords are very common and although proper usages requires some training, swords are often carried by soldiers or other kind of warriors.
Swords 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
Light Melee Weapons 	 	 	 	 	 	
   Sword, short 	10 gp 	1d6 	19-20/x2	- 	2 lb 	Piercing
   Sword, Short, Broadblade	75 gp 	1d6 	19-20/x2	- 	3 lb 	Piercing
One-Handed Melee Weapons 	 	 	 	 	 	
   Longsword 	15 gp 	1d8 	19-20/x2	- 	4 lb 	Slashing
Two-Handed Melee Weapons 	 	 	 	 	 	
   Greatsword 	50 gp 	2d6 	19-20/x2	- 	8 lb 	Slashing
   Zweihänder 	100 gp	3d4 	x3 	- 	10 lb 	Slashing
Sword, Short: This sword is popular as an off-hand weapon. [PH]
Longsword: This classic, straight blade is the weapon of knighthood and valor. It is a favourite weapon of many paladins. [PH]
Greatsword: Adventurers recognize the greatsword as one of the best melee weapons available. It’s reliable and powerful. [PH]
Zweihänder: The Zweihänder is a weapon made in Isenreik, famously used by Empire regiments and soldiers bearing the same name. [NE]
Sword, Short, Broadblade: Broadblade short swords have a wider blade and crossguard than normal swords. This feature makes them more difficult to wield in combat, but the design allows skilled users to defend themselves better when fighting cautiously.
If you are profi cientwith the broadblade short sword and you fight defensively or employ the total defense combat maneuver, you gain a +2 dodge bonus to AC for the rest of the round in addition to the normal AC bonus from the combat maneuver (+2 for fighting defensively or +4 for total defense). This bonus also applies if you are proficient with the weapon, have the Combat Expertise feat, and shift at least 2 points of your attack bonus to AC for the round. Because of its benefit when fighting defensively, the broadblade short sword is a popular off-hand weapon. [CA]
Swords.PNG|Shortsword, Longsword and Greatsword (alongside others)
IsenreikZweihander.jpeg|Isenreik soldier wielding a Zweihänder
Shortsword broadblade.PNG|Sword, Short, Broadblade
=== Heavy Blades ===
Heavy Blades are weapons that need to be used two handed and with a lot of force. While rather uncommon, fighters and certain regiments use heavy weapons in battle.
Heavy Arms 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
Two-Handed Melee Weapons	 	 	 	 	 	
   Greatsword 	50 gp 	2d6 	19-20/x2	- 	8 lb 	Slashing
   Sword, bastard 	35 gp 	1d10 	19-20/x2	- 	6 lb 	Slashing
   Waraxe, dwarven 	30 gp 	1d10 	x3 	- 	8 lb 	Slashing
   Greataxe 	20 gp 	1d12 	x3 	- 	12 lb 	Slashing
   Zweihänder 	100 gp	3d4 	x3 	- 	10 lb 	Slashing
   Great Warhammer 	20 gp 	2d6 	x3 	- 	10 lb 	Bludgeoning
Greatsword: Adventurers recognize the greatsword as one of the best melee weapons available. It’s reliable and powerful. [PH]
Sword, Bastard: Bastard swords are also known as hand-and-a-half swords. With proper training, a bastard sword can easily be wielded in one or two hands. [NE]
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. [PH]
Greataxe: This big, heavy axe is a favourite of barbarians and anybody else who wants the capability to deal out incredible damage. [PH]
Zweihänder: The Zweihänder is a weapon made in Isenreik, famously used by Empire regiments and soldiers bearing the same name. [NE]
Great Warhammer: This large and intimidating weapon requires two hands and large swings to be used for it's full potential. This means there must be one free square either left or right of your target. If there is not enough space, you can attempt an overhead swing, this however let's the target attempt a Reflex Save with a save DC of the attackers 1d20+Initiative modifier. [NE]
Swords.PNG|Bastard Sword and Greatsword (alongside others)
Axes.PNG|Waraxe, Dwarven and Greataxe
IsenreikZweihander.jpeg|Isenreik soldier wielding a Zweihänder
Warhammer.png|Great Warhammer
=== Polearms ===
Polearms are specialised polearms that require more understanding and training than simple, ordinary spears.
Polearms 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
Two-Handed Melee Weapons	 	 	 	 	 	
   Glaive1 	8 gp 	1d10 	x3 	- 	10 lb 	Slashing
   Guisarme1 	9 gp 	2d4 	x3 	- 	12 lb 	Slashing
   Greatspear1 	25 gp	2d6 	x3 	- 	9 lb 	Piercing
   Halberd1 	10 gp	1d10 	x3 	- 	12 lb 	Piercing or slashing
   Lance1 	10 gp	1d8 	x3 	- 	10 lb 	Piercing
   Ranseur1 	10 gp	2d4 	x3 	- 	12 lb 	Piercing or slashing
   Poleaxe, heavy1 	20 gp	2d6 	x3 	- 	15 lb 	Piercing or slashing
1 Reach weapon
Glaive: A glaive has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. [PH]
Guisarme: A guisarme has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. Because of a guisarme’s curved blade, 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. [PH]
Greatspear: This broad-bladed spear has a long, flat blade, and is too heavy to wield properly without training. [CW]
Halberd: Normally, you strike with a halberd’s axe head, but the spike on the end is useful against charging opponents. 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 the hook on the back of a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped. [PH]
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. [PH]
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). [PH]
Poleaxe, Heavy: A heavy poleaxe has reach; you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. Normally, you strike with the heavy poleaxe’s axe head, but the spike on the end is useful against charging opponents. If you use a ready action to set a heavy poleaxe against a charge, you deal double damage if you score a hit against a charging creature.
Polearms.PNG|Various Polearms
Halberd.png|Helberd
Greatspear.PNG|Greatspear
Heavy poleaxe.PNG|Poleaxe, Heavy
=== Flails ===
This category contains all kind of weapons that contains a chain and needs to be winded up in some case.
Flails 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
One-Handed Melee Weapons	 	 	 	 	 	
   Flail 	8 gp 	1d8 	x2 	- 	5 lb 	Bludgeoning
Two-Handed Melee Weapons	 	 	 	 	 	
   Flail, Heavy 	15 gp	1d10 	19-20/x2	- 	10 lb 	Bludgeoning
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. [PH]
Flail light.PNG|Flail, light
Flail heavy.PNG|Flail, heavy
=== Picks ===
This group contains all kind of picks intended for battle. However, this also encompasses picks that are used as for mining.
Picks 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
Light Melee Weapons 	 	 	 	 	 	
   Warpick, light 	5 gp 	1d4 	x4 	- 	3 lb 	Piercing
One-Handed Melee Weapons	 	 	 	 	 	
   Pick 	1 gp 	1d4 	x4 	- 	6 lb 	Piercing
   Warpick, heavy 	8 gp 	1d6 	x4 	- 	6 lb 	Piercing
   Pick, dire 	30 gp	1d8 	x4 	- 	12 lb 	Piercing
Pick: Although the miner's pick is a tool first, picks have often seen employment by all kind of armed peasants, devastatingly so. [NE]
Warpick, light and heavy: A pick is designed to concentrate the force of its blow on a small area. Light Warpicks are often employed as off-hand weapons. A Warpick resembles a miner’s pick but is specifically designed for war and are therefore not fit for mining, trying to do so would simply damage the weapon. Certain dwarven regiments use Warpicks due to their connection to mining. [NE]
Pick, Dire: A dire pick resembles a heavy pick, but with a longer shaft and a more massive head. A dire pick is too large to use without special training. [CW]
Warpicks.PNG|Warpicks
Dire pick.PNG|Dire Pick
Pickaxe.jpg|Miner's Pickaxe
=== Rope Weapons ===
Rope weapons are weapons that are rope or chain like weapons that are being thrown at the enemy from a distance, often more to intimidate and weaken than wound lethally.
Chain Weapons 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
One-Handed Melee Weapons	 	 	 	 	 	
   Whip1 	1 gp 	1d32 	x2 	- 	5 lb 	Slashing
   Chain, spiked1 	25 gp	2d4 	x2 	- 	10 lb 	Piercing
   Scourge 	20 gp	1d8 	x2 	- 	2 lb 	Slashing
1 Reach weapon
2 The Weapon deals nonlethal damage rather than lethal damage
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).
Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
Because a whip can wrap around an enemy’s leg or other limb, you can make trip attacks with a it. 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 (page 102) 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. [PH]
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.
Because the chain can wrap around an enemy’s leg or other limb, 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 (page 102) 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. [PH]
Scourge: This multitailed, barbed whip is often dipped in a poison delivered via injury. You get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the attack fails) with this weapon. [CW]
Whip, Mighty: A mighty whip is made with especially heavy material that allows a strong wielder to take advantage of an above-average Strength score. The mighty whip allows you to add your Strength bonus to its non-lethal damage, up to the maximum bonus indicated.
Whip-Dagger and Whip-Dagger, Mighty: Unlike standard whips, the whip-dagger’s ability to deal damage is unhindered by armor bonuses and natural armor bonuses. Although you keep it in hand, the whip-dagger is treated as a ranged weapon with a maximum range of 15 feet and no range penalties.
Because the whip-dagger can wrap around an enemy’s leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the whip dagger to avoid being tripped.
You get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed yourself if you fail to disarm your opponent).
A mighty whip-dagger is made with especially heavy material that allows a strong user to take advantage of an above-average Strength score. The mighty whip-dagger allows you to add your Strength bonus to damage, up to the maximum bonus indicated.
Item 	Cost 	Dmg 	Crit	Range 	Weight	Type
Whip, mighty 	 	 	 	 	 	
    +1 Str bonus 	200 gp	1d22	x2 	15 ft.	3 lb 	Slashing
    +2 Str bonus 	300 gp	1d22	x2 	15 ft.	4 lb 	Slashing
    +3 Str bonus 	400 gp	1d22	x2 	15 ft.	5 lb 	Slashing
    +4 Str bonus 	500 gp	1d22	x2 	15 ft.	6 lb 	Slashing
Whip-dagger, mighty	 	 	 	 	 	
    +1 Str bonus 	225 gp	1d6 	x2 	15 ft.	4 lb 	Slashing
    +2 Str bonus 	325 gp	1d6 	x2 	15 ft.	5 lb 	Slashing
    +3 Str bonus 	425 gp	1d6 	x2 	15 ft.	6 lb 	Slashing
    +4 Str bonus 	525 gp	1d6 	x2 	15 ft.	7 lb 	Slashing
Spiked chains.PNG|Spiked Chains
Whip.PNG|Whip
ScourgeWeapon.PNG|Scourge
Whip-dagger.PNG|Whip Dagger
=== Advanced Daggers ===
Advanced Daggers are all kind of dagger like weapons that require special training.
Advanced Daggers 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
One-Handed Melee Weapons	 	 	 	 	 	
   Dagger, barbed 	35 gp	1d4 	19-20/x2	- 	1 lb 	Piercing
   Triple Dagger 	10 gp	1d4 	19-20/x2	- 	1 lb 	Piercing
   Claw Bracer 	30 gp	1d4 	19-20/x2	- 	1 lb 	Piercing
   Sword, Butterfly 	10 gp	1d6 	19-20/x2	- 	2 lb 	Slashing
Dagger, Barbed: Barbed daggers, as their name implies, look like normal daggers with long barbs covering the blade. The design makes the weapon more difficult to wield properly than a normal dagger, but it allows those skilled in the weapon’s use to deal more damage with a well-placed attack. If you have 5 or more ranks in Sleight of Hand and use a barbed dagger, you gain a +2 bonus on damage rolls on any successful sneak attack made with the weapon as it twists in the wound. This bonus also applies (and is therefore doubled) on successful critical hits with the weapon. [CA]
Triple Dagger: This weapon is used in the off hand as a means to disarm an opponent—you hold it as you would a shield, not another weapon, and so do not take penalties for fighting with two weapons. When using a triple dagger, you get a +3 circumstance bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if you fail to disarm your opponent). The triple dagger could also be used as a normal dagger, if desired, but if used in the off hand, all normal penalties for fighting with two weapons apply.
Claw Bracer: A claw bracer is a metal armband with three steel claws projecting from the top, extending about 4 inches beyond the tip of the wearer’s extended fingers. The wearer can cast spells normally while wearing the bracer and cannot be disarmed. Many claw bracers are enhanced as magic weapons.
Sword, Butterfly: The blade of a butterfly sword is roughly as long as a human forearm, which allows for easy concealment inside loose sleeves or boots providing a +2 Sleight of Hand check to conceil it, and allows greater maneuverability when spinning and rotating during close-quarters fighting. Butterfly swords are usually wielded in pairs. A pair of swords will often be carried side by side within the same scabbard, so as to give the appearance of a single weapon.
The butterfly sword has a small crossguard to protect the hands of the wielder, which can also be used to block or hook an opponent's weapon, giving a +2 to Disarm cheks. The crossguard is enlarged to also offer a second handhold, held in this position the swords can be manipulated in a manner akin to brass knuckles when non-lethal application of the weapon is desired.
Barbed dagger2.png|Barbed Dagger
Tripledagger.jpg|Triple Dagger
Butterfly sword.PNG|Butterfly Sword
Claw Bracers.PNG|Claw Bracers
=== Bows ===
Bows are weapons that uses elasticity to propel arrows.
Bows 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
Ranged Weapons 	 	 	 	 	 	
   Shortbow 	30 gp 	1d6 	x3 	60 ft 	2 lb 	Piercing
   Shortbow, composite	75 gp 	1d6 	x3 	70 ft 	2 lb 	Piercing
   Longbow 	75 gp 	1d8 	x3 	100 ft 	3 lb 	Piercing
   Longbow, composite 	100 gp	1d8 	x3 	110 ft 	3 lb 	Piercing
      Arrows (20) 	1 gp 	- 	- 	- 	3 lb 	-
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 ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow has a 50% chance of being destroyed or lost. [PH]
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. [PH]
Shortbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bowshaped even when unstrung. 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 instance, a composite shortbow (+1 Str bonus) costs 150 gp, while a composite shortbow (+4 Str bonus) costs 375 gp. [PH]
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. [PH]
Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bowshaped even when unstrung. 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 (representing an especially heavy pull) 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 instance, a composite longbow (+1 Str bonus) costs 200 gp, while a composite longbow (+4 Str bonus) costs 500 gp. [PH]
bows.PNG|Bows
=== Advanced Crossbows ===
This section covers uncommon and special kinds of crossbows.
Advanced Crossbows 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
Ranged Weapons 	 	 	 	 	 	
   Crossbow, hand 	100 gp	1d4 	19-20/x2	30 ft 	2 lb 	Piercing
   Crossbow, dual bow 	300 gp	1d8/1d8	x2 	80 ft 	8 lb 	Piercing
   Crossbow, repeating light	250 gp	1d8 	19-20/x2	80 ft 	6 lb 	Piercing
   Crossbow, repeating heavy	400 gp	1d10 	x3 	120 ft 	12 lb 	Piercing
   Crossbow, aquatic 	250 gp	1d8 	19-20/x2	40 ft 	4 lb 	Piercing
      Bolts (20) 	1 gp 	- 	- 	- 	1 lb 	-
Crossbow, Hand: This exotic weapon is common among rogues and others who favor stealth over power. You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.
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 (see Table 8–10: Two-Weapon Fighting Penalties, page 160). [PH]
Crossbow, dual bow: WIP [NE]
Crossbow, Repeating: The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.
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. [PH]
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 ×2). 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. [PH]
Crossbow, Aquatic: This special version of a light crossbow is strung especially tautly with thicker wire and reinforced so as not to snap under the increased tension. The aquatic crossbow is not subject to the normal –2 penalty on ranged attack rolls for every five feet of distance (see Ranged Attacks Underwater, page 93 of the Dungeon Master’s Guide), and uses its normal range increment of 40 feet both in and out of the water. [Sto]
Crossbow repeater.PNG|Repeater Crossbows
=== Curved Blades ===
Curved Blades are related to swords, yet their blades are curved and therefore require special training. This section also covers other kind of weapons related to swords that require special training.
Curved Blades 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
Light Weapons 	 	 	 	 	 	
   Cutlass 	15 gp	1d6 	19-20/x2	- 	3 lb 	Slashing
One-Handed Melee Weapons	 	 	 	 	 	
   Rapier 	20 gp	1d6 	18-20/x2	- 	2 lb 	Piercing
   Rapier, quickblade 	75 gp	1d6 	18-20/x2	- 	3 lb 	Piercing
   Scimitar 	15 gp	1d6 	18-20/x2	- 	4 lb 	Slashing
Two-Handed Melee Weapons	 	 	 	 	 	
   Falchion 	75 gp	2d4 	18-20/x2	- 	8 lb 	Slashing
Cutlass: A light slashing weapon especially favored by pirates and other nautical raiders, the cutlass is a heavy blade about 2 feet long with a curved edge. It is easy to wield in close quarters and can deal vicious gashes to an opponent. Its heavy basket hilt gives the wielder a +2 circumstance bonus on any checks to resist being disarmed. [Sto]
Rapier: You can use the Weapon Finesse feat page 102) 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. [PH]
Scimitar: The curve on this blade gives it the effect of a keener edge. [PH]
Falchion: This sword, which is essentially a two-handed scimitar, has a curve that gives it the effect of a keener edge. [PH]
Rapier, Quickblade: Quickblade rapiers are longer and thinner than normal rapiers, with specially tapered blades and carefully balanced pommels. The design makes the weapon more difficult to wield properly than a normal rapier, but it allows those skilled in the weapon’s use to disarm opponents more easily and to feint more effectively in combat. Most quickblade rapiers are at least masterwork in quality.
If you are proficient with the quickblade rapier, you gain 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 also gain a +2 circumstance bonus on Bluff checks made to feint in combat.
You can use the Weapon Finesse feat (see page 102 of the Player’s Handbook) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a quickblade rapier sized for you. You can’t use a quickblade rapier in two hands to apply 1-1/2 times your Strength modifier to damage. [CA]
Curvedblades.PNG|Various curved blades
Cutlass.jpg|Cutlass
Rapier quickblade.PNG|Rapier, Quickblade
=== Waraxes ===
This category contains all kind of axes made exclusively for war.
Waraxes 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
One-Handed Melee Weapons	 	 	 	 	 	
   Battleaxe 	10 gp	1d8 	x3 	- 	6 lb 	Slashing
Two-Handed Melee Weapons	 	 	 	 	 	
   Greataxe 	20 gp	1d12 	x3 	- 	12 lb 	Slashing
Ranged Weapons 	 	 	 	 	 	
   Axe, throwing 	8 gp 	1d6 	x2 	10 ft 	2 lb 	Slashing
Battleaxe: The battleaxe is the most common melee weapon among dwarves. [PH]
Greataxe: This big, heavy axe is a favourite of barbarians and anybody else who wants the capability to deal out incredible damage. [PH]
Axe, Throwing: A throwing axe is lighter than a handaxe and balanced for throwing. Halfling fighters often use throwing axes for both melee and ranged attacks. [PH]
Axes.PNG|Various Axes
=== Warhammers ===
This section contains the grim darkness of the far future and only war.
Warhammers 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
One-Handed Melee Weapons	 	 	 	 	 	
   Warhammer 	12 gp	1d8 	x3 	- 	5 lb 	Bludgeoning
   Warmace 	25 gp	1d10 	x2 	- 	10 lb 	Bludgeoning
Two-Handed Melee Weapons	 	 	 	 	 	
   Great Warhammer 	20 gp	2d8 	x3 	- 	15 lb 	Bludgeoning
Warhammer: This weapon, favoured by dwarves, is a one-handed sledge or maul with a large, heavy head. [PH]
Great Warhammer: This large and intimidating weapon requires two hands and large swings to be used for it's full potential. This means there must be one free square either left or right of your target. If there is not enough space, you can attempt an overhead swing, this however let's the target attempt a Reflex Save with a save DC of the attackers 1d20+Initiative modifier. The wielder of a great Warhammer takes a -1 penalty to Armour Class due it's heavy weight and the difficulty of swinging it. [NE]
Warmace: Anyone wielding a warmace takes a –1 penalty to Armour Class because the weight of the weapon makes it difficult to recover quickly from swinging it. A warmace is too large to use in one hand without special training (the appropriate Exotic Weapon Profi ciency feat). [CW]
warhammer weapon.PNG|Warhammer
Warhammer.png|Great Warhammer
Warmace.PNG|Warmace
=== Throwing Weapons ===
This category contains weapons that are meant for throwing
Throwing Weapons 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
Ranged Weapons 	 	 	 	 	 	
   Dart 	5 sp 	1d4 	x2 	20 ft 	1/2 lb	Piercing
   Bolas 	5 gp 	1d41 	x2 	10 ft 	2 lb 	Bludgeoning
   Bolas, barbed 	10 gp	1d4 	x2 	10 ft 	3 lb 	Piercing
   Axe, throwing 	8 gp 	1d6 	x2 	10 ft 	2 lb 	Slashing
   Sling 	- 	1d4 	x2 	50 ft 	0 lb 	Bludgeoning
      Sling bullets (20)	1 sp 	- 	- 	- 	5 lb 	-
   Skiprock 	3 gp 	1d6 	x2 	15 ft 	1/4 lb	Bludgeoning
1 The weapon deals nonlethal damage rather than lethal damage.
Dart: A dart is the size of a large arrow and has a weighted head. Essentially, it is a small javelin. [PH]
Bolas: A set of bolas consists of two or three heavy wooden spheres connected by lengths of cord. Because the bolas can wrap around an enemy’s leg or other limb, 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. [PH]
Bolas, Barbed: This weapon is similar to a normal set of bolas, except that its weighted balls are studded with hooked barbs and thus deal lethal (not nonlethal) damage. Because the barbed bolas can wrap around an enemy’s leg or other limb, 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 barbed bolas. [CW]
Axe, Throwing: A throwing axe is lighter than a handaxe and balanced for throwing. Halfling fighters often use throwing axes for both melee and ranged attacks. [PH]
Sling: A sling hurls lead bullets. It doesn’t shoot as far as a crossbow, nor is it as powerful as a bow, but it’s cheap and easy to improvise from common materials. Druids and halflings favour slings. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you (for instance, 1d3 instead of 1d4, or 1d2 instead of 1d3) and you take a –1 penalty on attack rolls. [PH]
Bullets, Sling: Bullets are lead spheres, much heavier than stones of the same size. They come in a leather pouch that holds 10 bullets. A bullet has a 50% chance of being destroyed or lost. [PH]
Skiprock: These polished, perfectly weighted stones are prized by halflings, for if thrown well enough, they ricochet off one target to strike a second. If the skiprock hits its target, it ricochets toward another target of the thrower’s choice adjacent to the original target (within 5 feet). The thrower immediately makes a second attack roll for the skiprock against the new target, with an attack bonus equal to the first roll –2. Skiprocks can be used as sling bullets.
Bolas.jpg|Bolas
Barbed bolas.PNG|Barbed Bolas
Sling.PNG|Sling
Polearms.PNG|Dart (at top, compared to polearms)
Axes.PNG|Throwing Axes (compared to other axes)
=== Hooked Blades ===
This category consists of bladed weapons with a strong curve along their length and the cutting edge being only on the concave side.
Hooked Blades 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
One-Handed Melee Weapons	 	 	 	 	 	
   Sickle 	6 gp 	1d6 	x2 	- 	2 lb 	Slashing
Two-Handed Melee Weapons	 	 	 	 	 	
   Scythe 	18 gp	2d4 	x4 	- 	10 lb 	Piercing or slashing
Sickle: This weapon is like a farmer’s sickle, but it is strengthened for use as a weapon. It is favored by druids and by anyone who wants a weapon that might be overlooked by guards.
Because of a sickle’s shape, you can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped. [PH]
Scythe: While it resembles the standard farm implement of the same name, this scythe is balanced and strengthened for war. The design of the scythe focuses tremendous force on the sharp point, as well as allowing devastating slashes with the blade edge.
Because of a scythe’s shape, you can use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped. [PH]
Hookedbladessctyhe2.jpg|Scythe
Hookedbladessctyhe.PNG|Scythe
Hookedbladessickle.PNG|Sickle
=== Predator ===
This category and associated fighting style is often called "The Predator", and mainly involves capturing, not killing a target. It's as uncommon as it is old, yet some specialised city-guards master it to capture criminals instead of outright killing them.
Predator 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
One-Handed Melee Weapons	 	 	 	 	 	
   Trident 	15 gp	1d8 	x2 	10 ft. 	4 lb 	Piercing
Two-Handed Melee Weapons	 	 	 	 	 	
   Mancatcher1 	20 gp	1d42 	x2 	- 	8 lb 	Bludgeoning
Ranged Weapons 	 	 	 	 	 	
   Net 	20 gp	- 	- 	- 	1 lb 	-
1 Reach weapon.
2 The weapon deals nonlethal damage rather than lethal damage.
Trident: This three-tined piercing weapon can be thrown just as a shortspear or spear can be, but its range increment is shorter because it’s not as aerodynamic as those other weapons. 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. [PH]
Mancatcher: City guards and others who prefer to capture their opponents unharmed use the mancatcher. A wielder who hits a target of its size or one size category smaller than it with a mancatcher can immediately attempt to grapple (as a free action) without provoking an attack of opportunity. Any grapple check you make using a mancatcher includes the mancatcher’s enhancement bonus (if any) and any other bonuses you might have on attack rolls with the weapon (such as from the Weapon Focus feat). If you grapple a target with a mancatcher, you are considered grappling, but unless your target can reach you, he can’t attempt to attack you, damage you, or pin you. You can escape the grapple automatically by releasing the target as a standard action.
In addition to the normal options available to a grappler, the wielder of a mancatcher can attempt to force his target to the ground (the equivalent of a trip attack, though no attack roll is necessary). The mancatcher is a reach weapon and cannot be used against adjacent opponents. [CW]
Net: A fighting net has small barbs in the weave and a trailing rope to control netted opponents. You use it 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.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. For instance, a Small character wielding a net can entangle Tiny, Small, or Medium creatures.
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. [PH]
Predator.PNG|Net and Trident
Mancatcher.PNG|Mancatcher
=== Exotic Weapons ===
This category contains all weapons that do not belong to any other category. Technically, they all consist of weapon groups of their own.
Exotic Weapons 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
Two-Handed Melee Weapons	 	 	 	 	 	
   Axe, orc double 	60 gp 	1d8/1d8	x3 	- 	15 lb 	Slashing
   Flail, dire 	90 gp 	1d8/1d8	x2 	- 	10 lb 	Bludgeoning
   Sword, two-bladed 	100 gp	1d8/1d8	19-20/x2	- 	10 lb 	Slashing
   Urgrosh, dwarven 	50 gp 	1d8/1d6	x3 	- 	12 lb 	Slashing or piercing
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 (see Two-Weapon Fighting, page 160). As its name suggests, it is often found in the hands of powerful orc fighters. 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. [PH]
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 (see Two-Weapon Fighting, page 160). 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. [PH]
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 (see Two-Weapon Fighting, page 160). 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. [PH]
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 (see Two-Weapon Fighting, page 160). 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.
An urgrosh is also called a spear-axe. Dwarves treat dwarven urgroshes as martial weapons. [PH]
Orc double axe.png|Orc double axe
Flail drie.PNG|Flail, dire
Sword double.PNG|Sword, Two-Bladed
Axes.PNG|Dwarven urgosh
=== Firearms ===
This category contains firearms. You can not start or chose Firearms as a weapon category unless the class or background says otherwise.
=== Surprised Weapons ===
Surprised Weapons are not a weapon proficiency in itself. They are part of other weapon proficiencies as described in the relevant descriptions.
Surprised Weapons 	Cost 	Dmg (M)	Critical	Range Increment	Weight	Type
Attached Weapons 	 	 	 	 	 	
   Crossbow Bayonet, knife	2 gp 	1d6 	x2 	- 	1 lb 	Piercing or Slashing
   Crossbow Bayonet, sword	4 gp 	1d8 	x3 	- 	2 lb 	Piercing
   Hand Crossbow Blade 	4 gp 	1d4 	19-20/x2	- 	1/2 lb	Piercing
   Bow blade 	4 gp 	1d4 	x3 	- 	1/2 lb	Slashing
   Bow sword 	50 gp	1d6/1d6	x2 	- 	1/2 lb	Slashing
Hidden Weapons 	 	 	 	 	 	
   Boot Blade 	4 gp 	1d4 	19-20/x2	- 	1/2 lb	Piercing or Slashing
   Elbow Blade 	4 gp 	1d4 	x3 	- 	1/2 lb	Piercing or Slashing
   Sleeve Blade 	4 gp 	1d4 	19-20/x2	- 	1/2 lb	Piercing or Slashing
   Instrument Blade 	10 gp	1d4 	19-20/x2	- 	1/2 lb	Piercing or Slashing
A bayonet does not interfere with the normal functioning of the weapon to which it is fixed, so it can remain attached indefinitely. Bayonets act in all ways like normal melee weapons, as noted in their descriptions, and can be made masterwork or magic (separately from any masterwork or magic property of the main weapon). Attaching or removing a bayonet requires a move action.
Bayonets easily fit onto light or heavy crossbows, attaching to the stock below where the bolt fires. Crossbow bayonets come in two kinds: knife and sword. A hand crossbow is too small to accept a bayonet (but see hand crossbow blade, below). [CS]
Using a bayonet requires two hands.
Crossbow Bayonet, Knife: A knife bayonet attached to a crossbow is treated as a sword.
A knife bayonet requires Simple Weapons proficiency. Attacking with a knife bayonet involves a -2 attack penalty. [NE]
Crossbow Bayonet, Sword: A sword bayonet attached to a crossbow is treated as a spear. A crossbow with an attached sword bayonet cannot be thrown as a true spear can be, though it can be set against a charge.
A sword bayonet requires Polearms proficiency. [NE]
Hand Crossbow Blade: Adding a short blade to the front of a hand crossbow allows you to defend yourself in melee combat without having to draw a different weapon.
The blade functions as a dagger and requires Simple Weapons proficiency. [CS]
Bow Blade: Some archers add blades to the grips or risers of their weapons. Bowyers can craft bows that allow such blades to be permanently affixed.
A bow blade requires Simple Weapons proficiency. [CS]
Bow Sword: Bow swords are attached to the sides of bows and work like a Two-Bladed Sword.
A bow sword requires Two-Bladed Sword proficiency. [NE]
A hidden blade is a springloaded blade attached to the inside of armor or boots or strapped to the scoundrel’s body. Activating a hidden blade requires a move action. Hidden blades can be made masterwork or magic just as normal weapons can be. Attacking with a hidden blade imposes a –2 penalty on the attack roll.
Discovering a hidden blade before it has been activated requires a DC 15 Search check.[CS]
You need Advanced Daggers proficiency to use them correctly.
Boot Blade: The most common hidden blade, a boot blade is concealed in the sole of a boot, usually under the toes. The wearer activates the blade by striking a certain part of the boot (usually the toe) against the ground, which flips the weapon it into position. Treat a boot blade as a dagger.
Elbow Blade: Hidden within bracers or the forearm piece of a suit of armor, elbow blades jut out backward and lie flat against the back of the bearer’s upper arm. Activating an elbow blade usually requires a flick or twist of the wrist. Treat an elbow blade as a punching dagger.
Sleeve Blade: Strapped to the forearm of its wearer, a sleeve blade lies hidden under a long-sleeved shirt or dress. Making a quick downward flick with the wrist triggers the mechanism, extending the blade beyond the top of the wearer’s hand. Treat a sleeve blade as a dagger.
Instrument Blade: Most stringed or wind instruments have a long, narrow section that can conceal a thin blade. Releasing a hidden catch allows the blade to spring forth. Such a blade functions as a dagger.
Any stringed instrument whose neck is designed to hide a blade includes reinforcing metal bars for added support.
Crossbow bayonets.PNG|Crossbow Bayonets
Assassin's Hidden Blade Concept Image.jpg|Hidden Sleeve Blade
=== Ammunition ===
This section covers ammunition.
Ammunition 	Cost 	Dmg (M) 	Critical	Range Increment	Weight	Type
Ranged Weapons 	 	 	 	 	 	
    Arrow, Alchemist’s	75 gp	as weapon	x2 	as weapon 	1/5 lb	-
    Arrow, blunt 	5 gp 	1d6/1d81 	x2 	as weapon 	1/5 lb	Bludgeoning
    Arrow, flight 	8 gp 	as weapon	x2 	Special 	1/5 lb	Pierce
    Arrow, signal 	5 gp 	as weapon	x2 	as weapon 	1/5 lb	Pierce
    Arrow, thundering 	2 gp 	- 	- 	as weapon 	1/3 lb	-
    Bolt, tumbling 	5gp 	as weapon	x2 	as weapon 	1/5 lb	-
    Bolt, Alchemist’s 	75 gp	as weapon	x2 	as weapon 	1/5 lb	-
    Bolt, blunt 	5 gp 	1d6/1d81 	x2 	as weapon 	1/5 lb	Bludgeoning
    Bolt, thundering 	2 gp 	- 	- 	as weapon 	1/3 lb	-
1 The Weapon deals nonlethal damage rather than lethal damage
Arrow and Bolt, Alchemist’s: Each of these projectiles carries a deadly load of alchemist’s fire in its hollow shaft. When it strikes a target, the arrow’s shaft shatters, releasing the alchemist’s fire directly onto the target. One round after impact, the alchemist’s fire ignites, dealing 1d4 points of damage. The target can use a full-round action to attempt to extinguish the flames before taking this damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground earns the target a +2 bonus on the save. Submerging (such as by leaping into a lake) or magically extinguishing the flames automatically kills the flames.
Arrow and Bolt, Blunt: These arrows have wooden tips specially crafted to deal non-lethal damage instead of normal damage.
Arrow, Flight: The light shaft and special design of this masterwork arrow increases a bow’s range increment by 25 feet.
Arrow, Signal: This arrow is specially designed to emulate a bird’s call when fired. Elven fletchers craft the arrows to make calls that will be recognized as signals by the elves of the community. For example, a hawk’s cry might signal an attack, and an owl’s screech might signal a stealthy advance. A successful Knowledge (Nature) check (DC 20) determines whether the sound comes from a bird or another source. The intricate carving on the arrow shafts makes them clumsy in flight, imposing a –2 circumstance penalty on attack rolls.
Arrow and Bolt, Thunder: Thunder arrows are tipped with thunderstones (see Chapter 7 of the Player ’s Handbook). A hit from a thunder arrow deals no damage but triggers the thunderstone’s sonic attack. Thunder arrows that miss should be treated as attacks with a grenadelike weapon (see Chapter 8 of the Player’s Handbook).
Bolt, Tumbling: A tumbling bolt resembles a standard crossbow bolt except for a few minuscule holes and vents along the shaft. A channel allows air to pass through the bolt, which causes the bolt to tumble when fired. The bolt deals +2 damage but only has one-half its normal range increment due to the way the projectile moves through the air.
-
=== Armour ===
This section covers all kind of weapons that are part of an armour. They do only require proficiency in the armour.
Armour 	Cost 	Dmg (M)	Critical	Range Increment	Weight 	Type
Unarmed Attacks 	 	 	 	 	 	
   Gauntlet 	2 gp 	1d3 	x2 	- 	1 lb 	Bludgeoning
Light Melee Weapons 	 	 	 	 	 	
   Gauntlet, spiked 	5 gp 	1d4 	x2 	- 	1 lb 	Piercing
   Shield, light 	special	1d3 	x2 	- 	Special	Bludgeoning
   Spiked armour 	special	1d6 	x2 	- 	Special	Piercing
   Spiked shield, light 	special	1d4 	x2 	- 	Special	Piercing
One-Handed Melee Weapons	 	 	 	 	 	
   Shield, heavy 	special	1d4 	x2 	- 	Special	Bludgeoning
   Spiked shield, heavy 	special	1d6 	x2 	- 	Special	Piercing
Gauntlet: This metal glove protects your hands and 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. [PH]
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. [PH]
Shield, Heavy or Light: You can bash with a shield instead of using it for defense. See Armor, later in this chapter. [PH]
Spiked Armor: You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor, later in this chapter. [PH]
Spiked Shield, Heavy or Light: You can bash with a spiked shield instead of using it for defense. See Armor, later in this chapter. [PH]
Gauntlets.png|Gauntlets
== Starting Group Proficiencies ==
The following table shows which classes start with which weapon groups. (Don't forget certain races start with certain group proficiencies, too)
Class 	Weapon Group Proficiencies at 1st Level
Barbarian 	Simple Weapons, plus any other three
Bard 	Simple Weapons, plus any other two
Cleric 	Simple Weapons, plus their deities weapons
Druid 	Simple Weapons, plus either bows, hooked blades or throwing weapons
Fighter 	Simple Weapons, plus any other five
Paladin 	Simple Weapons, plus their order's weapons, plus their deities weapons, plus any other one
Ranger 	Simple Weapons, plus any other three
Rogue 	Simple Weapons, plus any other two, plus Advanced Daggers
Sorcerer 	Simple Weapons, plus any other one
Wizard 	Simple Weapons, plus hooked blades
Knight 	Simple Weapons, plus any other three
Scout 	Simple Weapons, plus any other three
Swashbuckler	Simple Weapons, plus any other two
Gunner 	Simple Weapons, plus Firearms, plus any other one
Category:D&D 3.5
Category:D&D 3.5 Rules
Category:D&D 3.5 New Players
Category:D&D 3.5 Homebrewn
Category:D&D 3.5 Equipment