Miscellaneous Weapons (AEG)

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==Battle Axe==
Contrary to popular artwork, the most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes.
The battle axe is a footman's weapon, giving these soldiers a longer reach and a fighting chance against mounted opponents. Its long handle allows the wielder to put considerable force into his swing. Despite the shaft length, a battle axe is a one-handed weapon.
The typical dwarven battle axe is a double bladed weapon, usually with a spiked top.
Dwarves favor these weapons since the long handles compensate somewhat for the shorter dwarven stature, especially against large humanoid opponents. They are often wielded with two hands. In many dwarven cultures, the battle axe is a symbol of dwarven might.
A thrust with the spiked head of a battle axe inflicts 1d3 hit points of damage.
Dwarves are not the only race that favors the battle axe. Gnolls often are encountered with battle axes. Troglodytes use a stone version of the battle axe, with all of the disadvantages of stone weapons (i.e., prone to chipping and shattering).
==Two-handed battle axe==
Two-handed battle axes have the same statistics as the bardiche. They are called "great axes."
: "Though the battle axe is a one-handed weapon, its longer handle, which gives it good momentum, is not a good horseman's weapon, as the wielder has to put a lot of his weight into the swing, something hard to do from a saddle. It is also useless as a missile weapon. Still, its damage is respectable, and it looks nasty, especially the dwarven styles. A battle axe is good for the foot soldier or adventurer who needs to strike at a large creature or at someone on horseback.
: "Battle axes are good for their percussive and cutting effects against armor. If adventurers want to use a battle axe and still gain some measure of protection, it is wise to fight alongside a companion who is armed with a sword and shield. The companion acts as the axe-wielder's defense while the latter is busy chopping away. This is a good exercise in teamwork, which may keep both adventurers alive much longer.
: "As for dwarves, our center of gravity is low enough that we can swing a battle axe and not topple over from the momentum. It is a fine weapon for hewing the legs of a giant out from under him, and it is a weapon that lets us put all of our weight into the swing."
:: — Dagalor Goldenbeard, of the Dwarven Clan Goldenbeard
The battle axe has the distinction of being one of the oldest tools and weapons of man. The first battle axe dates back about 35,000 years, when weaponers began attaching the blade to long wooden handles. The double-bladed battle axe was born in Egypt during the Bronze Age, but the design did not gain widespread acceptance.
During the Greco-Roman times, the battle axe was seen as a barbarian weapon used by the Franks, Celts, Lombards, and Vikings.
The earliest modern battle axes were a Danish weapon of the ninth century. These weapons did not have double-bladed heads, but were still two-handed weapons. The Danes often decorated these axe heads with carvings. Some shafts reached six feet in length, which caused great structural strain on the point immediately below the axe-head.
English knights of the 14th century adopted the battle axe as a favored weapon in foot combat. Its long handle afforded a great reach, and allowed for a great amount of force to be focused in the blow.
Naval crews used battle axes as boarding weapons until the tactic of boarding parties became obsolete.
The dwarven battle axe design is based on an actual design by the Swiss, who called their version the mordaxt.
==Belaying Pin==
Not intended as an actual weapon, the belaying pin is a wooden or metal rod that is inserted in holes bored through a ship's rail. Ship's ropes are secured to these belaying pins. The pins are usually found in rows, bringing a series of ropes together to one location. The pins may be pulled out and used as a melee weapon, more often than not during boarding actions at sea when no other weapons are in reach.
The pin is a one-handed weapon. If hurled in combat, it is treated as a club.
: "When a bloke is at sea, unarmed and surrounded by degenerate pirates, a belaying pin makes a fine on-the-spot weapon, even though its primary function is to hold rope, not bash heads. No warrior in his right mind would bother to specialize in or stock up on belaying pins!"
:: — Captain Ar, of the Galleon Flameburst
==Blowgun==
Blowguns are long, hollow tubes composed of wood or metal, ranging from four to seven feet in length. They are used to fire darts, needles, and pellets. The weapons date back to primitive times, when they were used mostly for hunting.
Blowguns may have had a part in the invention of guns, since the blowgun demonstrated that one end of a tube needs to be closed off in order for the propelling force to shoot the missile in the proper direction.
Tribes still exist, especially primitive peoples in tropical jungle cultures, that use the blowgun. In most cases, these tribes are not advanced in terms of inventions, especially weapons of war. Some tribes use stands to brace their blowguns. If a stand is used, the firer gains a +1 bonus to his attack rolls.
The grippli have been known to use blowguns on rare occasions.
: "Though the blowgun has poor range, it is a quiet weapon which may be fired twice per round. Desperate adventurers who find themselves weaponless may make blowguns out of the local flora, such as reeds, if they are resourceful.
: "Blowguns can also be used as makeshift breathing tubes if adventurers are crossing or hiding in a body if water.
: "Being virtually noiseless, the blowgun is a good weapon for use in infiltrating a stronghold. Darts dipped in a sleep drug may knock out sentries quickly, and this may be an ideal arrangement for someone who wishes to avoid causing excessive bloodshed. It is certainly better suited for that sort of work than combat on the field, since the blowgun is a very fragile weapon."
:: — Cedric D'Abalone, Sage
==Blowgun Darts==
The blowgun dart is a small arrow with a wad of cotton or other plant fibers instead of fletching. This allows for a build-up of pressure from the user's wind.
The fibers make a better seal in the tube, allowing more force to gather behind it. A blowgun dart is not the same as a regular dart, and the latter cannot be shot out of a blowgun.
==Needles==
Needles are sometimes used to deliver a poison, often a paralytic poison such as curare. Needles do less damage than other blowgun missiles, but this is not a
disadvantage, since their function is to carry the poison to the target, not to cause damage.
==Blowgun Pellets==
Most blowgun pellets are of hardened clay, and are used for hunting.
A solid hit from a pellet can stun a small bird.
==Bola==
The bola is a missile of prehistoric origins. Currently, it is still used by arctic tribes and by savages who dwell on temperate plains. The main function of the bola is to provide a hunter with a good missile weapon that will catch the prey off guard and entangle it so as to make escape impossible.
The bola is basically a leather strap or straps with weights fastened to the ends, although there are many variations to the design. Arctic bolas are generally used for hunting birds. The bola may have four, six, or ten weights made of walrus ivory or bone. The weights are egg-shaped, spherical, or carved into the likeness of animals. All of the straps or cords join together to make a sort of handle. The thrower grasps the handle, jerks back the strand to straighten them, whirls the bolas over his head, and releases them. Each bola strand is about 28 inches long and each weight is about two inches in diameter.
==Two-ball bolas==
Two-ball bolas are called somais; triple-ball bolas are achicos.
Temperate plains bolas are usually twice as large and consist of a single leather thong with a leather-covered stone at each end. Often a second cord is fastened in the center of the first cord, with a small weight attached at the end. This weight is held by the thrower. This version of the bola can bring down a man-sized target. When a bola hits, the victim is held fast and must take a round to make a Strength check in order to get free. Failure means the bolas are still holding fast.
If an attacker makes a Called Shot to the target's legs and succeeds, the bolas wrap themselves tightly around the victim's legs and prevent further movement. The target must make a Dexterity check in order not to fall down, incurring a -3 penalty if the victim was moving when the bolas hit.
If the attacker succeeds in a Called Shot to the victim's arms, the bolas wrap themselves tightly around the torso, preventing the victim from using a weapon or employing the protection of his shield until he frees himself. Strength checks are made at -2 penalty due to lack of leverage.
A successful Called Shot to the victim's head wraps the bolas around his neck, strangling him (unless the character is wearing a great helm or closed-face helm). The bolas cause normal damage on the round in which they hit, then an additional 1d3 hit points of strangulation damage every round the bolas are still in place.
: "This is a good weapon to trip someone up, in case ya wanna take an opponent alive. But ya gotta make sure ya got enough room to give the bola a good swing. Bolas only work outside or in huge rooms. They work good if yer on horseback."
:: — Barkhan, Bounty Hunter
==Caltrop==
A caltrop is a metal ball bristling with metal spikes or prongs. When a caltrop is left on the ground, there is always at least one spike standing more or less upright, ready to pierce the foot of the unwary.
In order to be effective, at least 10 caltrops must be dropped in an area of 25 square feet (a 5'x5' square). Each character entering the area must make a saving throw vs. paralyzation. Failure means that the pursuer has stepped on a caltrop, suffering 1d4 hit points of damage. The character will be able to move at only one-half his normal rate until the caltrop is dislodged from his foot. The victim must also make a second saving throw vs. paralyzation, with failure indicating that the character is lame for 24 hours (unless magically healed), and can move at only one-third his normal movement rate. In any case, the victim must spend one round removing the caltrop from his foot.
If half the number of caltrops are dropped in an area (five in a 25 square foot area), the first save is made with a +4 bonus. For every five extra caltrops over the required 10 dropped in a 25 square foot area, the saving throw is made at a -2, up to a maximum penalty of -6. A new saving throw must be made for each five-foot section entered in which caltrops have been dropped.
Characters moving at less than one-third their normal movement rate through an area of caltrops need not make a saving throw. They are moving slowly enough to avoid the caltrops (although they must be able to see the terrain in order to do so).
==Cestus==
The cestus is a leather glove that has spikes and razor edges on the back and across the knuckles. Other forms of cesti are loaded with lead or other heavy filler in order to give a punch more force. The weapon is mainly used as a gladiator weapon in the arenas of sport.
The damage caused by the cestus (1d4 vs. small and medium creatures; 1d3 to large) replaces the damage caused by a punch. Although this may seem to be a disadvantage, remember that punching damage is temporary while damage from the cestus is permanent until healed. There is no proficiency in the cestus, though a warrior can spend a proficiency slot and specialize in it.
: "A cestus isn't a true weapon of battle. It's just a cruel way to add damage to a fighter's punch. A cestus is a good weapon only if you like to punch opponents.
: "But since most combatants inside and outside the arena have missile weapons, spells, long melee weapons such as spears, polearms, and swords, or benefits due to size, a fighter using a cestus may find himself badly chewed up, if not dead, before closing in enough to use the weapon. And using a cestus in tavern brawls will probably accomplish little more than calling the city guard's wrath on the owner of the cestus.
: "The cestus is just a dramatic device meant to draw blood and make a contest look more terrible. Few monsters will care about the drama produced by a cestus if the glove is used in real combat."
:: — Tisha, Swordswoman Extraordinary
==Club==
Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use.
The club is the ancestor of the mace, since warriors eventually fitted their clubs with spikes and metal heads in order to increase their deadliness.
As centuries passed, cultures began embracing civilization and advanced technology. They looked down on the club as a primitive tool and a barbarian weapon. Peasants often arm themselves with clubs, sometimes adapting them by adding iron spikes, resulting in the morningstar.
Centaurs are often seen wielding clubs, since sylvan settings have ample wood for fashioning such weapons. Ogres also use clubs, since the weapon does not require brains to use or make.
: "Despite the lowly status of the club, it is a useful proficiency. A stout tree branch, a wooden chair leg, or a metal rod all may be considered clubs, and all can be found most anywhere. When an adventurer is without a weapon, knowing how to wield a common stick may save his life.
: "Clubs are common among adventurers. City guards who do not intend to shed blood use clubs in law enforcement, thieves who wish merely to steal a purse carry them, and humble peasants or street urchins who cannot afford a sword may wield a stout piece of wood. If anyone anticipates a life filled with tavern brawls, proficiency with the club is a must.
: "Druids favor clubs, since they can cast shillelagh spells on the wood. Carrying a weapon made of wood, an organic, natural material, is preferable to using iron, since many self-respecting druids will use metal weapons only as a last resort."
:: — Archdruid Heather Rose
The versatility of the club is shown in the Bayeux Tapestry, which depicts squads of Saxons wielding clubs as both melee weapons and missile weapons. Some cultures decorate their clubs or even carve the club heads into representations of the creatures they expect to hunt.
==Dagger==
The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger.
The dagger is one of man's oldest weapons. The first daggers were most likely hand- held spearheads used by cavemen, made of bone or stone. Bone daggers are made from the bones of large animals such as reindeer and bison, with one end sharpened and the handle carved to resemble the animal from which the bones came. Such daggers are relatively fragile, and stone replaced bone when early man discovered how to work with stone.
Stone daggers are more difficult to make due to the composition of stone. Most stone daggers are made of flint, a hard stone that can be worked easily. The flint is chipped until the proper shape is achieved, usually that of a broad leaf, then it is sometimes lashed to a wooden handle. This sort of stone dagger has a major weak point: the place where the blade is attached to the handle. Primitive tribes know that the best stone dagger is made from a single piece of stone with the dagger's handle consisting of a straight section of stone. The handle is then wrapped in hide for a good grip. The average stone dagger measures 12 inches long.
When man began working with copper and bronze, the technique of making a dagger's handle and blade from a single piece of material remained. Blade lengths increased up to 24 inches long, and when the length exceeded this, a new weapon, the short sword, was born.
Some weaponsmiths have turned dagger making into an art form, decorating the handles, crossguards, and even the blades, with beautiful carvings. Some daggers are decorated with carved scenes derived from a culture's mythology.
With the advent of swords, the dagger was relegated to the role of back-up weapon. In fact, the average Roman soldier did not carry a dagger, but his Teutonic barbarian enemy used them. As the barbarian's influence swept over Europe, the dagger was given new life.
Daggers with steel blades became necessary in order to penetrate armor. Although knights carried daggers, they were considered a weapon of last resort.
The modern handshake derives from a habit used by bodyguards. They would take the hand of anyone visiting the king and shake his arm, hoping to dislodge any dagger concealed in the visitor's sleeve.
==Dagger, Dirk==
A dirk has qualities of both the dagger and the knife. While useful as a weapon, it was designed for a variety of uses. It is a version of the ballock knife (or "kidney dagger").
The dirk has two round, symmetrical globes at the base of the handle, where the handle meets the blade. The grip itself emerges from between the globes and is flared at the top. The blade is often made from a large shard of a sword blade. The dirk is a single-edged, grooved weapon with a back edge near the point. It usually features a decorative notch at the base.
Most dirks have a special scabbard that has two small pockets in the front, one for a knife and one for a fork, used by warriors in the field as an early mess kit.
The dirk is a Scottish weapon, carried by Highlanders, making its appearance in the late 17th century. The grip is usually leather, ivy root, or ivory. In the 18th century, the dirk was sometimes mounted in silver or gold. Though normally considered a civilian weapon, the dirk was produced as a military blade when Scottish men were incorporated into Britain's regular army.
: "A dagger is great because it's easy to conceal, it's good in close-fighting or as a backup weapon, and its shape allows it to be hurled. It has only a few problems—it's a short weapon, with neither the reach nor the damage potential of a sword.
: "A dagger makes a handy tool as well. Soldiers and adventurers use their daggers as eating utensils. Owning a sharp blade that is easily carried makes life easier (just try drawing a long sword to cut some bread or a piece of rope!).
: "My favorite advantage of a dagger is that when you rely on stealth, you can use a dagger to dispatch a foe and draw less attention than resorting to a sword, in which case you might as well yell out your intentions. This is one reason why those of us who attack our enemies indirectly savor the dagger and usually carry at least two."
:: — Jasmine, Halfling Thief
==Dagger, Parrying==
This specialized type of dagger is used in conjunction with a sword. It is used to catch or break an opponent's sword. Some versions of this dagger are equipped with spring blades that split into three blades at the push of a button. When such a dagger is employed in this fashion, it cannot be thrown successfully.
Most parrying daggers have long, straight or curved quillons, and a tough side ring that extends perpendicular to the blade in order to protect the user's fingers.
Unlike the main-gauche, the parrying dagger is made for a specific purpose, to deflect or break an opponent's weapon. The main-gauche, while also good for parrying, is less of a weapon-breaker.
==Dart==
The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher.
Darts are known to exist among advanced caveman tribes. These darts are usually small, wooden shafts fitted with a head of bone or stone.
In modern cultures, darts have leaf or arrow-shaped heads and stabilizers on the shaft's butt end, much like miniature arrows.
Many cultures use darts for sport, hunting, and warfare on land and sea. Lizard men use barbed darts.
: "Darts are small, easy to hide, and have a good rate of fire. Range is slightly better than a dagger, but darts cause less damage. Darts may be smeared with various toxins to make them more effective. It makes sense to fire darts at their maximum rate (three per round), which not only gives the thrower three chances of hitting, but also offsets the low damage potential by offering the possibility of multiple hits.
: "A dart is a good weapon to throw at a spellcaster. As long as one dart hits a spellcaster, the latter's spell is ruined, regardless of the damage caused. Of course, this is why many spellcasters carry darts. Most are nimble enough to use them effectively, and if they are unable to cast a spell but see an enemy spellcaster about to cast, a dart can ruin the spell. It helps to be a sharp-eyed, quick-thinking, nimble, handsome fellow such as myself."
:: — Malraz Alizar the Magnificent, Illusionist Without Peer
==Gaff/Hook==
The gaff or hook is actually a tool used to hook and land fish. It is commonly found where fishing boats are encountered, and the hooks are in plentiful supply, affording the disarmed adventurer a weapon of last resort.
The gaff consists of a metal hook with a wooden or metal crossbar at the base. A one- handed tool, the hook protrudes from between the middle and ring fingers.
Some sailors who have lost a hand have a cup with a gaff hook attached to the stump, guaranteeing that they are never without a weapon.
: "Ya don't often see adventurers whacking away with gaffs. To them, it's only a tool. But more often than not, dock workers, press gangs, pirates, and sailors have a pretty good swing with those hooks."
:: — Rych the Seeker, Harbormaster
==Hand or Throwing Axe==
The hand axe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on top.
This weapon is often used by barbarian tribes. Some hand axes are carried on the saddles of knights and horsemen, who respect this weapon after seeing barbarians wield the axes effectively.
Despite this acceptance by civilized folk, the throwing axe is often relegated to backup weapon status since the creation of the battleaxe, whose longer handle gives the wielder greater force in his swing. The maximum length of the hand axe's handle is about 18 inches, not very great, though better than a dagger's reach in hand-to-hand combat. The throwing axe's last advantage, its ability to be hurled, was eclipsed with the advent of better bows such as the long bow.
Short races such as gnomes make good use of hand axes. The gnomes' traditional enemies, the kobolds, also use hand axes. The weapon's size is small enough to be wielded properly, and it can be hurled as a last resort. Dwarves, of course, are far more interested in the heavier battleaxe.
: "The throwing axe is a good backup weapon for an adventurer. It can be used in melee combat or as a missile weapon, although with mediocre range. The weapon is also useful as a general tool, especially to outdoor types such as rangers, who often need a good tool to hack away at undergrowth in order to blaze a trail."
:: — Dalraun Ironedge, Ranger
==Harpoon==
The harpoon is a hunting weapon, which, in times of duress, may be used for defense.
Its development by primeval man was for hunting marine mammals and large fish.
The first harpoons were merely pointed sticks. Later, these became sticks with a sharp head of horn or bone. The heads often had hooks cut into them for increased damage and to hold the harpoon fast in the beast's flesh. The head was then fitted or attached to the end of the shaft, secured by animal sinews.
Metal harpoon heads evolved later, most with pointed or barbed heads. These heads are usually detachable from the shaft, but are connected to the thrower by a cord attached between the point and the barb.
When a hunter throws the harpoon and hits an animal, he follows the victim as best he can, playing out as much rope as needed until the beast tires and dies.
Some creatures may be of sufficient intelligence to try to free themselves from the harpoon. If the target has Intelligence of 2 or greater and some means of dislodging the hook or breaking the line, it is allowed a saving throw vs. poison. Success means the victim is freed. Failure means the harpoon is still attached, the victim takes another hit point of damage, and is drawn 10' closer to the harpoon's wielder. The victim is pulled toward the wielder only if a concentrated attempt is made and the victim is of a size and weight that makes this possible (e.g., a harpooned whale cannot be hauled in by a fighter with 13 Strength).
Certain primitive jungle tribes traditionally use harpoons to hunt wild boar. Kuo-toa, the aquatic subterranean fish-men, favor the harpoon with as many nasty barbs on the weapon as possible.
Harpoons may be used one- or two-handed, and there is no change in speed factor for using it one way or the other. This is a definite advantage. On the other hand, the harpoon has a poor throwing range, and damage potential is less when it is used one-handed, much like a bastard sword. The harpoon is a common weapon in coastal areas, but its primary function is not as a weapon against an intelligent opponent.
Adventurers on ships may experiment with fitting harpoons onto ballista launchers, if the DM permits. This may be especially handy if the PCs are hunting some sea creature that they must haul back to port.
==Javelin==
Javelins are classified as light spears, suitable for melee or missile combat, usable either on horseback or on foot. The weapon has been around since man's earliest days. The javelin head is not very large, and is usually leaf-or lancet-shaped. Javelin heads may have barbs.
As a weapon of war, the javelin has low popularity, though it is often used for hunting purposes. Javelins are also used as a ceremonial weapon of bodyguards in civilized nations. Halberdier yeomen are often assigned javelins.
Javelin throwing is a common contest of the games of sport of ancient civilizations.
Javelins may be used either one- or two-handed, and like the harpoon, there is no difference in speed factor between the two styles. The javelin has a respectable throwing range, certainly better than that of a spear, with damage potential comparable to the spear. Like the harpoon, the javelin gives the adventurer the advantage of a weapon that may be used effectively either as a melee weapon or as a missile weapon.
Many drow carry javelins, often coating the weapons with the same poison they use on crossbow bolts. Kobolds also use javelins, as any weapon which inflicts damage from a long distance is embraced by that cowardly race. Advanced races of lizard men are also javelin users.
==Knife==
A knife consists of a single-edged, pointed blade with a handle mounted asymmetrically. It is an early weapon, used even by primitive tribes. In these cultures, a knife is little more than a flint blade with one or two cutting edges.
Bone knives are little more than a sharpened piece of bone, often decorated in the same way as daggers. Like other bone weapons, bone knives are apt to shatter.
True knives appeared when man began using alloys such as bronze. A knife was cast from a single piece of bronze, with a single straight edge or slightly curved blade. The curvature is often accentuated near the point.
When man began using iron, knife handles went through a change. The malleability of iron made it easy to create and keep a sharp edge, while also enabling the maker to extend the blade into a flat tang, which was then covered with sidepieces of wood, bone, or horn. This made the handles easier to decorate. In primitive civilizations, knives are used as an all-purpose tool, on the hunting grounds, and as a tool of sacrifice.
Different forms of knives may be found among the different peoples who depend heavily on this useful tool. Small knives are made for domestic uses, longer knives for hunting and war.
Small knives exhibit their own evolution, resulting in the common man's small knife with a four-inch blade and a plain handle of bone or horn. The more influential citizen may have a knife with a handle of rock crystal or other stone, enclosed in a precious metal. Despite the great value of these knives, they are not as effective in combat as the larger knives (-1 to attack and damage rolls).
Non-domestic knives, or outdoor knives, have stronger blades and sharper points. They are carried in their own sheaths, or in the scabbard of a larger weapon, such as a sword, creating a specialized set.
In some areas, knife makers are prohibited from selling knives with leaf-shaped blades.
Such decrees are an effort to prevent such knives from being carried casually. The leaf shape causes a large, gaping wound that bleeds heavily.
: "Though it seems as if a dagger and a knife are very much alike, there are important differences. A knife is lighter than a dagger. Its shape does not allow it to be thrown as easily, which explains why the lighter knife has the same throwing range as a dagger. The knife causes only slightly less damage than the dagger. Both weapons have the same rate of fire. The dagger is less a tool and more a weapon, while it can be argued that the reverse applies to the knife.
: "An adventurer of high station way wish to have a knife and a sword of similar design, both housed in one scabbard. Such a thing is certainly considered a status symbol (definitely a mixed blessing).
: "A big advantage of knives is that they are found everywhere. Cooks, trappers, and hunters are but three occupations that justify carrying a knife."
:: — Peripim Furfoot, Halfling Adventurer and Professional Cook
Knife handles historically exhibited wide variations in materials and workmanship.
Cast silver knife handles were popular in the 16th century, inlaid mother-of-pearl was in vogue in the 17th century, porcelain handles were popular in the 18th century, and carved ivory and bone with fine silver plate was the trend in the 19th century.
Nations or cultural groups created knives that suited their particular styles or customs.
A common knife in southern Europe, for instance, had a blade that folded toward the handle, with the cutting edge housed in a special groove. In Spain, these were called the Navaja, and in Italy the Serramancio. We know them today as clasp knives or jackknives.
By far the most famous knife of the past two centuries was a heavy, single-edged, sharply pointed blade with a small handle with wooden sidepieces. The knife was designed for melee combat. This knife was much in use in the American West, and was named for its creator: Colonel James Bowie.
==Lasso==
A lasso is a length of rope with a loop at one end, tied with a knot that enables the loop to be tightened. The wielder twirls the lasso and throws the loop at the intended target. If it hits, the lasso has encircled the target, enabling the attacker to dismount the victim, make him fall, pin him, strangle him, etc. The wielder must specify exactly what he wants the lasso to accomplish before making his attack roll.
A successful hit does not cause damage to the target, but incidental damage can occur from the results of certain actions performed with the lasso, such as making someone fall or strangling a victim.
The many tricks which can be performed with a lasso are outlined in the Equipment Chapter of The Complete Fighter's Handbook.
A lasso may be severed by 2 hit points of cutting damage. A victim's Strength can break a lasso, using the character's Bend Bars/Lift Gates roll. Only one attempt can be made on any one lasso.
Lassos are also called lariats. Characters can take lasso as a weapon proficiency, but they should remember that the Rope Use nonweapon proficiency gives a +2 bonus to hit with a lasso.
: "Lasso? What sort of heroic weapon is a lasso? What is a warrior going to do, tie up his victim and make him die of embarrassment? Bah! If a warrior is so keen on using a length of hemp rope, let him learn Rope Use. That way, not only is there a better chance at hitting a victim with a lasso than if he were proficient with the lasso as a weapon, but the adventurer will also pick up many more tricks, rather than wasting time trying to become expert at throwing silly loops of rope! Lassos, indeed!"
:: — Kedar the Dark, Warrior Lord of Adauntlynn
==Main-Gauche==
The main-gauche (French for "left hand") is a large dagger with a basket hilt. Since most swordsmen use their right hand to wield a sword, this dagger is meant for the left hand, wielded as a defensive weapon when a warrior is using the two-handed fighting technique. The main-gauche is also called a "left-hand dagger."
The heavy basket of the main-gauche is the equivalent of an iron gauntlet for the purposes of hand-to-hand combat.
Fighters proficient with main-gauche gain a +1 bonus to hit with Disarm and Parry maneuvers. More information on fighting styles and maneuvers can be found in The Complete Fighter's Handbook in the Combat chapter.
: "A main-gauche causes the same damage as a normal dagger, but the former is designed especially for defense. It's important not to confuse the main-gauche with the parrying dagger. The latter has a different design, including longer quillons and sometimes a triple blade. A parrying dagger also has a greater likelihood of breaking an opponent's weapon. A main-gauche offers better protection to the user's hand. In any case, it is quite a sight to see a warrior using a sword in one hand and a main-gauche in the other."
:: —Mendrill Halfelven, Bard
==Mancatcher==
A mancatcher is a polearm with a special function: to capture an opponent without killing him. The weapon consists of a long pole with a set of spring-loaded, sharpened jaws at one end. The victim is caught between the jaws, which then snap shut.
The target, regardless of armor and other defensive devices (magical or otherwise), is treated as AC 10, though appropriate Dexterity bonuses are allowed. If a hit is scored, the opponent is caught, losing shield and Dexterity bonuses. In addition, the victim can be pushed and pulled around at the whim of the mancatcher's wielder.
While caught in the mancatcher, the victim suffers 1d2 hit points of damage per round.
There is a 25% chance that the trapped character will fall to the ground.
The victim may attempt to escape the grip of a mancatcher by making a successful bend bars/lift gates roll, but he suffers an extra 1d2 points of damage while breaking away.
: "Mancatchers are good for pulling horsemen off their mounts and pinning them to the ground, but the weapon is only good on man-sized opponents. Smaller creatures like goblins and kobolds can just slip on through, and the larger creatures don't have the right frame, though why anyone would want to capture any of these disgusting things alive is beyond me.
: "Mancatchers are used often by that foul, subterranean race of fish-men, the kuo-toa. Some adventurers who may have suffered the depredations of the kuo-toa and who see a character wielding a mancatcher may get a bit upset. Often, it's best to steer clear of weapons that remind certain people of certain races, unless of course, someone is really good with the weapon in question!"
:: — Troxel the Unpredictable
==Net==
The net is a tool that has been used as a weapon since the days when emerging civilizations held gladiatorial arena combat. This version of the net is an eight- to twelve- foot diameter circular net with weights around the edges and a trailing rope used to guide the net and pull it away. It is usually folded in such a way that it twirls open when thrown. It is tossed with one hand, with the attacker holding onto the guide rope with the other hand.
A successful hit with this weapon means that the victim is netted and must try to break free by making a Strength check once per round until successful. The netted victim cannot make any sort of attack until the net has been shaken off.
On the round after the victim is netted, the attacker has several options for his next action, including using another weapon to strike the entangled victim. The victim loses his Dexterity and shield bonuses to armor class until he is freed.
The attacker may improve his grip on the victim by looping the trailing rope around the netted character. This requires a normal attack roll for success, and the victim loses 4 points of effective Strength (for determining success of freeing oneself from the net) per successful round of attack. If the victim's Strength is reduced to zero, he is hopelessly tangled and cannot escape unless helped by someone outside the net.
If a warrior throws a net and misses, it is open and unfolded. It may still be thrown, but it is no longer folded correctly and is consequently an unwieldy weapon. Attackers suffer a -3 penalty to hit when throwing an unfolded net.
A properly folded net allows the attacker to perform Disarm, Parry, and Pin maneuvers. Such attacks are at a -3 to hit if the net is unfolded.
Certain underwater races, such as nixies and sahuagin, use nets not only for fishing, but also as a combat weapon, usually when they wish to take a victim alive.
: "This weapon is rather unusual, but it can be quite effective. Imagine, a weapon which, if it hits, will immobilize an opponent in just one round. Of course, such a weapon is not very effective on larger than man-sized or exceptionally strong creatures (such as an ogre), though it may buy a wounded adventurer some time, since a successful hit means that the victim must abandon plans for attacking and concentrate instead on getting out of the net.
: "Characters who can set snares and traps ought to consider the net when making their little traps. It could come in handy for defense or in a hasty retreat."
:: — Bramm Po, Illusionist
==Quarterstaff==
The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands.
: "Such a simple weapon, yet so popular. Any class of adventurer, be he an armored warrior, spell thrower, cutpurse, or man of faith, can use a quarterstaff. The staff is also a fine practice weapon, especially in place of other two-handed weapons such as two- hand swords or polearms. The staff is held in the middle with the left hand, while the right hand holds on at one-quarter of the whole staff's length from the end.
: "Quarterstaves are popular among the kenku, the mysterious, Oriental, birdlike humanoids. This blunt weapon is usually used to knock out an opponent as opposed to killing him.
: "Wizards may decorate their staves, even cast spells on them in order to make the weapons look magical. It may fool someone into thinking that a simple wooden staff is in fact a staff of the magi."
:: — Albertus, Battle Mage
==Sap==
Alternatively called a blackjack, the sap is a small leather bag filled with sand, lead shot, coins, or other weighted materials. It is used to quietly knock out a victim by administering a blow to the head or back of the neck. Thus, the sap has no effect on helmeted targets. If the sap strikes any other part of the body, the damage is halved and there is no other effect.
Of the damage caused by the sap attack, 25% is actual physical damage, and the other 75% is temporary damage that wears off in 1d6 turns.
In order to effectively use the sap, the attacking character makes a Called Shot at -8 to hit. If a hit is scored, damage is determined normally. The attacker then has a 5% chance per hit point of damage to knock out the victim, up to a maximum of 40%. This maneuver works only against targets that are man-sized or smaller.
When a sapping maneuver is performed on a sleeping or magically held victim, the maneuver automatically hits, but the chance of knockout increases to 10% per hit point of damage, to a maximum of 80%.
: "A sap is more suited to an urban environment than to the great outdoors or dungeon crawl. It is a weapon favored by thieves looking to cosh someone on the head and take his purse. If a party of adventurers is infiltrating a stronghold in order to capture someone, however, a sap may come in handy."
:: — Kyrian Darkstar, the Infiltrator
==Scourge==
The scourge is a short whip with several leather tails or thongs. Each thong has metal barbs, broken glass, or any other sharp fragments attached along its length. A similar device, the cat-o-nine-tails, is a nine-tailed whip with knots tied in each thong.
The scourge is not so much a weapon as it is a means of inflicting great pain. Still, it causes damage and can be used as a weapon.
The only creatures known to wield scourges with any sort of consistency are the Balor Tanar'ri, chaotic evil denizens of the Abyss. This should give the idea of the type of creature who wields such an instrument.
: "A scourge? Why would any self-respecting adventurer want one? Those dreaded things are most associated with torture, not combat. No one raises an eye when an adventurer walks into town with a sword; a man has to protect himself, and, times being what they are, no one will begrudge an adventurer's right to carry a sword. But carrying a scourge will probably mark someone as a follower of some cruel, torturing deity, or at the very least, as an evil person. Any adventurer with a shred of decency will avoid the scourge and get something that will put an enemy out of its misery, not prolong it!"
:: —Strang of Tempus
: "How odd. Personally, I find the scourge to be of great value in temple worship. It is also a great motivator."
:: — Leeahn, Priestess of Loviatar, Mistress of Pain
The scourge is truly a monument to man's ability to cause suffering. When a scourge hits a victim, the thongs curl around the trunk and limbs, with the barbs digging into the flesh. The torturer then pulls the scourge away, ripping even more of the victim's skin. In ancient Rome, certain soldiers were trained with the scourge to cause the maximum amount of pain without killing the victim. Roman citizens were exempt from scourging, while subject peoples were not.
==Sickle==
The sickle is a farming implement consisting of a crescent-shaped blade mounted on a short handle. It is used in combat primarily by peasants or adventurers who have no weapon and are forced to make do with whatever they can find. Most farms have sickles, which are used for cutting weeds, grass, and grains.
Druids favor the sickle due to its strong association with agriculture. Golden sickles are used to harvest mistletoe as components for druid spells.
As a weapon, the sickle is as effective as a dagger, but is slower overall.
==Sling==
Slings have existed since the beginning of recorded history. The basic sling consists of a leather or fabric strap with a pouch for holding the missile. The weapon is held by both ends of the strap and twirled around the wielder's head. When top speed is attained, the missile is launched by releasing one of the strap's ends.
The sling is a cheap weapon and is easy to make. Thus, it is common among peasants, especially since it makes a good hunting weapon.
The sling's missile is either a smooth, rounded stone or a ball of lead. While stones are easier to find (most shallow streams have an abundance of smooth stones), the lead bullet causes more damage and flies farther than the stone.
A sling's projectile is capable of producing severe bruising or even broken bones against a man or his mount. Against armor, however, the sling loses most of its effectiveness.
Halflings are known to be quite good at using the sling, and it is a common weapon among members of that race.
: "Slings are a fine missile weapon for thieves, since the weapon is easily concealed and quiet. Actually, it is not a bad proficiency for anyone to pick up, since making a sling and finding ammunition is easy. The sling's missiles have a good range. If using a sling out- of-doors, one never lacks for ammunition, though lead bullets fly farther and cause more damage."
:: — Ariane, Professional Cutpurse
Slings were heavily used by the peoples living around the Mediterranean basin. The Romans did not assign slings to their soldiers, but allowed their auxiliary troops to use them. The sling was used during the Middle Ages, and slingers are depicted on the Bayeux Tapestry, not as soldiers, but as hunters.
==Staff-Sling==
Also called the fustibalus, the staff-sling consists of a wooden rod, three to four feet in length, with a sling attached to one end. The rod is used to increase the range that a heavy object can be thrown by enabling the slinger to twirl the sling harder. It is not meant to
increase the distance of the average sling bullet. In fact, it has poorer range for stones or bullets.
An optional form of ammunition is the stinkpot, a clay vessel filled with burning sulfur or quicklime. This is considered a grenade-like weapon and is subject to the combat rules found in Chapter Nine of The Player's Handbook. For range, the stinkpot has a short range of 20 feet, medium range of 40 feet, and long range of 60 feet.
When the stinkpot breaks, everyone in a 20-foot diameter circle who does not leave the area within one round must save vs. poison or be unable to attack or move at greater than half their movement rate. Those who save successfully attack at a -2 penalty due to nausea and watering eyes. The effects last as long as the subject remains in the area and for 1d4 rounds thereafter.
The stink cloud lasts for 1d3+1 rounds, then dissipates. Optionally, stinkpots in underground settings may give off clouds that last 1d6+1 rounds due to lack of open air.
Due to the trajectory that a staff-sling gives a missile, it cannot fire at short-range targets. It has less range than a sling and is a slower weapon, but the staff-sling can hurl a heavier object.
: "Anyone who gets a staff-sling in the hope of seeing his sling bullet fly into the next kingdom is in for a rude shock. The weapon is only good for hurling large loads a healthy distance. The stinkpot idea is perhaps the best way to get the most use out of the staff- sling. One thing's for sure, as much as halflings like slings, you'll rarely catch one using this thing!"
:: — Severian, Master Swordsman
==Stiletto==
Also known as a stylet, the stiletto is a short dagger with a strong, triangular or square- sectioned blade that tapers to a sharp point at the tip. The stiletto is designed for thrusting, in particular to pierce armor such as leather or mail. Therefore, the stiletto gives the wielder a +2 bonus to attacks against plate mail, ring mail, chain mail, and all forms of leather armor. Most stilettos are made completely of steel.
Most cities, except those involved in a war, prohibit the carrying of a stiletto since it is an easily concealed weapon.
Stilettos are narrow enough to be concealed in sword canes or even in the handle of a large sword, such as the long, bastard, or two-handed swords.
==War Hammer==
Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this—the war hammer is another.
The horseman's war hammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long.
Dwarves favor war hammers as a primary weapon. It is guessed that, given the dwarves' skill in using the hammer for non-combative purposes, they naturally developed the skill for using it as a weapon of war. The war hammer personifies the dwarven race: short, tough, and blunt.
Some war hammers are fitted with a spike at the top. This can be used as a thrusting weapon and causes 1d3 points of damage.
: "A war hammer is a good secondary melee weapon. It causes a little more damage than a dagger and can be thrown just as far. The weapon is terrific against skeletons, better than edged weapons. In a pinch, the war hammer can also be a tool for things like hammering in spikes. A lot of clerics who can't use edged weapons have found the hammer an acceptable alternative."
:: — Pandar Goldsmith, Dwarven Warrior
==Whip==
The whip or bull whip is a long, heavy, plaited lash usually made of leather or rawhide (untanned hide). The braided leather is thicker toward the handle, narrowing to a slender cord at the end. Some handles are wooden rods attached to the lash, while others are part of the same piece of rawhide. The whip's length varies from 15 to 25 feet. A whip is carried coiled and attached to the user's belt.
Common uses for the whip include leading herd animals and as a tool for punishment.
If a character wishes to knock a weapon out of an opponent's hand, this may be attempted with a whip using a Called Shot with intent to disarm. The attacker gets a -4 penalty on his attack roll. Further details are found in The Complete Fighter's Handbook in the Combat chapter.
A character proficient with the whip can entangle an opponent's limbs or weapon.
Before rolling the attack die, the user declares whether or not he intends to entangle. If a hit is scored, some sort of entanglement occurs. If wielded by a non-proficient user, the chance to entangle is only 5%. If wielded by someone proficient, there is a 5% chance per level that entanglement occurs (to a maximum of 95%). Percentile dice are rolled to determine the exact effect. The entanglement chances are 50% (01-50 on 1d100) for one limb, 10% (51-60) for two limbs, 20% (61-80) for the weapon arm and the weapon, and 20% (81-00) for the head.
Hobgoblins are known to carry whips, but this is probably more for keeping prisoners and slaves in line than as a combat weapon. Still, a hobgoblin wielding a whip should be presumed to be skilled at it, and able to make the special attacks with it.
: "The whip is another example of something designed for one purpose that gets used for another, much like a pitchfork, pruning hook, or harpoon. As a weapon, the whip is unimpressive if you're talking about raw damage. The whip is great for Called Shots and such, but try using a whip on a troll, and all you'll get is one slightly stung, very mad troll.
: "The same holds true for armored targets. A whip is designed for hitting bare skin. Any sort of armor, including leather and padded, will help protect the wearer from the whip's sting.
: "No, if someone is looking for a weapon that causes damage and is a good parrying tool, the whip is not it. If you enjoy fancy maneuvers and bizarre trick shots, then the whip is the right thing. The whip is better suited for the city environment, where there are more humans, demi-humans, and other such races which fear the lash, as opposed to the wilderness, where myriad monsters abound who do not shrink from a little pain.
: "A whip is a slow weapon. Someone using a whip must have at least 10 feet between himself and the enemy, since a whip will not work too well in close quarters.
: "A whip is great for a fighter who wants to disarm an opponent, snare a victim, or even wrap the whip around a beam and use it to swing over a chasm."
:: — Gorin Grimblade, Veteran Warrior