Core Exotic Weapons

Return to Home

Return to Equipment Guide

**Chain Saw (PL 5)**

   Military and police units used powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies.

• • Damage from a chainblade weapon takes place in two phases. The weapon causes the initial damage of attack on a successful hit. These wounds are torn and jagged, and open even further as the victim moves. If a victim sustains damage and makes any vigorous motion (which includes practically any combat action) within the next round, he must make a Fortitude save (TN 14). On a failed save, the ragged chainblade wounds have torn open even further and cause an additional 1d3 points of damage.

**Aiguchi (PL 2)**

   A very quick weapon, the aiguchi is a knife with no guard. It can be concealed within one’s robes very easily and is popular with geisha, assassins, and those who need to keep their blades hidden. The TN for a Spot check to detect a concealed aiguchi is equal to your initial Hide check when concealing the aiguchi, with a +4 size bonus for the aiguchi’s compact design.

**Kama (PL 2)**

   The kama is a traditional Japanese farming implement similar to a sickle used for reaping crops and also employed as a weapon. It is often included in weapon training segments of martial arts. Sometimes referred to as kai or "double kai", kama made with intentionally dull blades for kata demonstration purposes are referred to as kata kai. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.

**Nekode (PL 2)**

    A nekode is a strap or glove fitted with spikes in the palm, favored as both a weapon and a climbing tool by ninja. Your opponent cannot use a disarm action to disarm you of a nekode. An attack with a nekode is considered an armed attack.

A character using a nekode can strike with her unarmed attack adds ½ the weapon damage to the attack.

Using a pair of nekodes while climbing gives a +1 circumstance bonus on Climb checks. This bonus does not stack with the +2 bonus from using a climber's kit.

**Nunchaku (PL 2)**

    The nunchaku is a traditional Okinawan martial arts weapon consisting of two sticks connected at one end by a short chain or rope. The two sections of the weapon are commonly made out of wood, while the link is a cord or a metal chain. The nunchaku is most widely used in martial arts such as Okinawan kobudō and karate, and is used as a training weapon, since it allows the development of quicker hand movements and improves posture. Modern-day nunchaku can be made from metal, wood, plastic or fibreglass. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

**Sai (PL 2)**

    A sai’s prong-like extrusions are designed to help catch and disarm opponent’s weapons. With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

**Siangham (PL 2)**

The siangham is a special monk weapon. This designation gives a monk (see Chapter 3: Classes) wielding a siangham special options.

**Scourge (cat o’ nine tails) (PL 1)**

    This multi-tailed, 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.

**Whip (PL 1)**

    A whip deals nonlethal damage. It deals no damage to any creature with an Defense Bonus of +1 or higher or a natural Defense 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.

**Whip, Bladed (PL 1)**

    The bladed whip is a leather lash studded with glass. Unlike the whip, it deals normal damage and can damage armored foes. Although you keep it in your hand, treat it as a projectile weapon with a maximum range of 15 feet and no range penalties.

Because the bladed whip can wrap around an enemy’s leg or other limb, you can make trip attacks with it. You can drop it to avoid being tripped during your own trip attempt. You also gain a +2 bonus on your opposed attack rolls when using the bladed whip to disarm an opponent (including the roll to keep from being disarmed if your attempt fails).

**Vajra (PL 1)**

It is believed that the vajra was developed early in the Empire’s history as a symbol of the monks of Isano-Wo, the Fortune of Thunder. It is a short iron staff, 18 to 24 inches in total length, with one to three prongs or blades on each end. Many versions of the vajra evoke the image of a thunderbolt, the symbol of Osano-Wo. Smaller najra can be disguised as the elaborate hilt of a sword.

The prongs of a vajra can be used in an attempt to catch the blade of an enemy’s sword and disarm him, similar to a sai or jitte. Characters using the vajra in such a fashion receive a +2 on their opposed attack roll when attempting to disarm their opponent.

**Jitte (PL 2)**

    With a jitte, you get a +2 bonus on your opposed attack roll when attempting to disarm an enemy (including the opposed attack roll to avoid being disarmed if you fail to disarm your enemy).

**Katana (PL 2)**

    The katana is the first three traditional weapons that make up the Japanese samurai daisho. The katana is traditionally a two-handed weapon (archaic weapon proficiency needed), however it is lightweight enough it can be wielded one-handed an exotic weapon (exotic weapon proficiency needed).

**Oh-katana (PL 2)**

    The oh-katana is larger form of the katana often used as a Calvary sword for use from horse back. This sword like the katana can be used one-handed no were when doing so you can only apply 1/2 strength modifier to attack and damage, and suffers a -2 to all attacks (monkey grip feat negates these penalties).

**Tetsubo (PL 2)**

    A large studded metal club.

**Chakram (PL 1)**

    The chakram is a throwing disk or quoit about 1 foot in diameter, with a sharpened outer rim.

**Pistol-Axe (PL 3)**

    This unusual weapon combines a wheel lock or flintlock belt pistol with an axe blade attached to the stock. After firing, the wielder grips the barrel of the pistol and can swing a functional hand axe, allowing the weapon to remain useful after the first shot is fired. A pistol-axe weighs 1 pound more than an ordinary pistol of the same type, and has a purchase TN 1 higher.

**Pistol-Mace (PL 3)**

Like the pistol-axe, this weapon combines a pistol with a heavy metal ball mounted on the stock. A pistol-mace weighs 2 pounds more than an ordinary pistol of the same type, and has a purchase TN 1 higher.

**Panther Claw (PL 1)**

The panther claw looks much like a punch dagger with two extra blades. The weapon retains the punch dagger’s deadly force, and the extra blades are useful for disarming opponents. Wielders proficient with the panther claw gain a +4 circumstance bonus when making disarm attempts with it.

**Tiger Claws (PL 1)**

    Also known as “bagh nakh,” this is a strap or glove fitted with spikes in the palm and wielded like brass knuckles. Your opponent cannot use a disarm action to disarm you of tiger claws. An attack with tiger claws is considered an armed attack.

A monk using tiger claws can strike with her unarmed base attack bonus, including her more favorable number of attacks per round, along with other applicable modifiers. The cost and weight are for a single tiger claw.

A slightly different version, the nekode, is both a weapon and a climbing tool. Using a pair of nekodes while climbing grants a +1 circumstance bonus on Climb checks. This bonus does not stack with the +2 bonus from using a climber’s kit, because they’re essentially the same circumstance.

**Claw Bracer (PL 1)**

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.

**Sappara (PL 1)**

    This ancient sword is a smaller version of the khopesh. You can use a sapara to make trip attacks with its hook-like blade. If you are tripped during your own trip attempt, you can drop the sapara to avoid being tripped.

**Triple Dagger (PL 1)**

This weapon is used in the offhand 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.

**Ward Cestus (PL 1)**

    This is a stout leather gauntlet with a well-forged metal weight sewn into it over the knuckles. A strike with a ward cestus is considered an unarmed attack. If you take a Total Defense action, you gain an additional +1 bonus to your Defense Class, representing blows you block with the back of your protected hand. Your opponent cannot disarm you of a ward cestus. The cost and weight are for a single ward cestus.

**Khopesh (PL 1)**

    You can use the hooked blade of a khopesh to make trip attacks. If you are tripped during your own trip attempt, you can drop the khopesh to avoid being tripped.

**Chain-and-Dagger (PL 2)**

    When wielding the chain-and-dagger, you gain 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 foe). You can also use this weapon to make trip attacks, gaining a +2 bonus on your trip attempt. If you are tripped during your own trip attempt, you can opt to drop the chain-and-dagger instead of being tripped.

**Great Scimitar (PL 2)**

    A great scimitar is too large to use in one hand without special training (the appropriate Exotic Weapon Proficiency feat). You can use a great scimitar two-handed as a martial weapon. Great scimitars are most often the personal weapons of heroes, crafted as masterwork weapons and inscribed with the hero’s deeds and the weapon’s name on the blade. Such names commemorate a great event in the hero’s life, such as “The Blade of the Hundred-Day Sandstorm.”

**Kau Sin Ke (PL 2)**

    Also called a whipping chain, this weapon is a length of four to six short iron bars connected by links of chain.

**Nage-yuri (PL 2)**

The nage-yuri is a short spear or javelin intended for throwing. It can also be wielded in melee combat, but its shorter length (usually 3 feet) means that it does not have the reach of a longer polearm.

**Pick, Dire (PL 2)**

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 in one hand without special training (the appropriate Exotic Weapon Proficiency feat). A character can use a dire pick two-handed as a martial weapon.

**Whip, Mighty (PL 1)**

A character who takes the Exotic Weapon Proficiency (whip) feat is also proficient in the mighty whip. 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 subdual damage, up to the maximum bonus indicated.

+2 to Purchase TN per point of Strength modifier (max +4 STR bonus).

**Whip, Mighty Bladed (PL 1)**

A character who takes the Exotic Weapon Proficiency (bladed whip) feat is also proficient in the mighty bladed whip. A mighty bladed 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 subdual damage, up to the maximum bonus indicated.

+4 to Purchase TN per point of Strength modifier (max +4 STR bonus).

**Caber (PL 2)**

A caber is a heavy pole that you can throw at one or more targets grouped closely together. To throw a caber, you must target a 10-foot square area and hit TN 15. Success means that everyone in the target area must make a Reflex save (TN= your attack roll) or move 5 feet backward. If a creature or object in the target area is incapable of movement, it takes 2d6 points of damage. The caber is normally used for breaking up military formations.

**Duom (PL 1)**

The duom is a longspear with a standard spearhead, as well as two blades curved so that they point backward along the shaft. The weapon has reach, allowing you to strike opponents 10 feet away with it. Those proficient with the duom can also attack adjacent foes with the reversed heads using a practiced “reverse thrust.” Apply a –2 penalty on the attack roll if you use the duom to attack a second, adjacent opponent in the same round you attacked the first opponent.

**Khopesh, Double (PL 2)**

A double khopesh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a double khopesh in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. A double khopesh can be used to make trip attacks like a normal khopesh.

**Sword, Two-Bladed (PL 2)**

    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.

**Throwing Iron (PL 1)**

These weapons have complex blades with two or more edged or pointed protrusions. Unlike most hurled weapons, throwing irons are as often thrown along a horizontal plane as along a vertical one.

**Atlatl, Atlatl spear (PL 0)**

    An atlatl is a cross between a thrown weapon and a projectile weapon. It uses a flat, thin board made of wood or antler, ranging from 1 to 3 feet long. One end is held in the hand while the butt of a light spear, 2 to 3 feet long, is placed in a groove at the other end. At the end of the groove is a raised spur or pin to hold the bottom of the spear in place. You hold the loaded spear and handle end of the atlatl in the same hand. With a sidearm or overhead throw, you propel the spear with a force far greater than that of a hand-thrown spear. An atlatl often has a carved stone weight attached to the board’s underside, and many feature a thong of hide or cord to attach to the hand.

**Bolas (PL 0)**

    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.

**Bolas, Barbed (PL 0)**

The weapon is similar to a normal set of bolas except its weighted balls are studded with hooked barbs and thus deal lethal damage. Because the barbed bolas can wrap around an enemy’s legs or other limbs you can use this weapon to make a ranged trip attack against an opponent. You cannot be tripped during your own trip attempt using a set of barbed bolas. Otherwise, barbed bolas act as if they were regular bolas.

**Boomerang (PL 0)**

    The boomerang is a curved throwing stick that returns to its thrower if it misses its target. To catch a returning boomerang the thrower must make an attack roll as if he were throwing the boomerang DC 10. Failure indicates that the boomerang lands in a randomly determined square adjacent to the throw if they are proficient or 1d4 squares away in a random direction if they are not proficient.

**Net (PL 1)**

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 TN 15 Concentration check or be unable to cast the spell.

An entangled creature can escape with a TN 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a TN 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 non-proficient one to do so.

**Gauntlet, Bladed (PL 2)**

Unlike with a standard gauntlet, an attack with a bladed gauntlet is not considered an unarmed attack. The bladed gauntlet has two blades that extend from the back of the wrist following the line of the forearm. The cost and weight are for a single gauntlet.

**Axe, Orc Double (PL 2)**

    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.

**Chain, Spiked (PL 2)**

    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.

**Urgrosh, Dwarven (PL 2)**

    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.

**Waraxe, Dwarven (PL 2)**

    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.

**Shuriken (PL 2)**

    A shuriken is a special monk weapon. This designation gives a monk (see Chapter 3: Classes) wielding shuriken special options. A shuriken can’t be used as a melee weapon.

Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.

**Injection Glove (PL 6)**

Injection gloves were originally designed for medical use, but they have been heavily altered to serve in combat as well. A flat cartridge containing an injectable substance (such as a medicinal or poison) is inserted into a slot in the pointer finger of the glove, where it connects with a retractable needle. When the pointer finger encounters resistance, the needle pops out and injects its contents. The needle is reset by pressing it against a hard surface (which can be done as part of reloading it).

• • *Special* Needle Attacks are counted as dealing 6 points of damage for purposes of overcoming damage reduction. If the attack would deal actual damage the target is successfully injected with the drug or poison and must deal with its effects.

**Plasma Sword (PL 7)**

A plasma generator is seated within this sword’s hilt. A plasma-resistant ceramic housing focuses the beam with the assistance of a localized force field along a magnetized blunted blade in thick wire-like lines. When the sword is unpowered, the plasma beam disappears. Unpowered plasma swords can be used as a bludgeoning weapons.

**Plasma War Sword (PL 7)**

The Plasma War Sword is a much larger two-handed variant of the plasma sword. A plasma generator is seated within this sword’s hilt. A plasma-resistant ceramic housing focuses the beam with the assistance of a localized force field along a magnetized blunted blade in thick wire-like lines. When the sword is unpowered, the plasma beam disappears. Unpowered plasma swords can be used as a bludgeoning weapons.

**Elven Courtblade Sword (PL 3)**

    These exotic swords seem impossibly long and thin, tapering to a needlelike point. One edge of the blade is sharpened along its entire length, and the opposite edge is sharpened only for the final quarter near the tip. A courtblade has a basket-shaped hilt (usually made to resemble leaves and vines), a long grip, and a heavy pommel. The weapon is intended for thrusting attacks, but the wielder can slash with it as well.

A character with the Exotic Weapon Proficiency (elven courtblade) feat finds the weapon well suited for quick feints and thrusts. A character can use an elven courtblade in conjunction with the Weapon Finesse feat, applying her Dexterity bonus (if any) to melee attacks she makes with the weapon, though it remains a two-handed weapon and not a light weapon.

Characters proficient with the elven courtblade may treat it as a greatsword for the purpose of any of the following feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization.

**Elven Thinblade Sword (PL 3)**

    This rapierlike exotic weapon is the size of a longsword but much lighter. like the lightblade, it is favored by dexterous elf fighters and rogues.

A character can use the Weapon Finesse feat to apply his Dexterity modifier instead of his Strength modifier to attack rolls with an elven thinblade.

Characters proficient with the elven thinblade may treat it as a rapier or a longsword for the purpose of any of the following feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization.

**Elven Lightblade Sword (PL 3)**

    This rapierlike exotic weapon is the size of a short sword but weighs only as much as a dagger. Dexterous elf fighters and rogues favor it. Its thin, flexible blade slips easily into the seams of armor or between the ribs of a foe. Some elf nobles carry a lightblade - often decorated with intricate filigree and tiny gemstones - as a sign of their station, even if they aren't proficient in its use.

Characters proficient with the elven lightblade may treat it as a rapier or a short sword for the purpose of any of the following feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization.

**Orc Warcleaver (PL 4)**

    One of the traditional weapons of the Orc Warriors. The heavy blade resembles a meat cleaver stretched out to the proportions of a two-handed sword. The massive blade requires uncommon strength to wield, however the strength needed to use it only adds to the devastating power of being hit by it.

• • **Special:** Minimum Str 14 requirement to wield an Orc Warcleaver. Characters without Str 14 or higher suffer a -4 penalty to attacks made with it.

**Elven Double Bow (PL 4)**

    A double-stringed longbow that can be used as a normal longbow by someone proficient with that weapon. A character with Exotic Weapon Proficiency (Elven Double-Bow) can use it to fire two arrows at once. The attack is a double shot at one target, using only one -2 attack roll. When making a critical hit, only the first arrow does critical and Sneak Attack damage.