Basic Weapons

## Weapon Abilities

=== **Stun**
Resilient **===**
Weapon is strong vs. corrosive attacks on it, +10 on Weapon Fort save

criticals that damage increase by +2d8 [note the damage is straight force dial burst would
be stacked on this]

### **Greater Cleave**

Upon a successful cleave, the player can keep making cleave attempts
on targets until they fail to defeat a target
Returning

Thrown weapons return to the user in the next round from when they are
thrown

### **Speed**

Weapon boosts users speed by 30 ft, +2 on reflex rolls and grants an extra attack

## **Level 4 (requires +4 weapon minimum)**

### **Knock back**

Weapon attacks cause the target to make Fort save (10 +1/2 player level) vs.
begin pushed back 10 ft

### **Vicious**

Weapon does +2d6 to target and 1d6 to user on successful strikes, damage to
user is not multiplied on a critical hit but is on the target.

### **Chakra Storing**

Weapon can hold a Ninja or Martial Artist technique, to be released at will
by the user by infusing it with the chakra at any point in the past, once used it needs to be
recharged to use again

## **Level 5 (requires +5 weapon minimum)**

### **Energy Aura**

Weapon is infused with elemental properties, the damage is elemental based
instead of the set Bashing, Piercing or slashing also adds +1d6 (not including dials)

### **Force**

Weapon release a powerful force of will doing +1d6 Force damage per user Will
Bonus Score

### **Phantom strike**

Weapon can launch a ranged touch strike of force at a distance of 60
doing the same effect and damage as if the weapon is hitting the target normally

### **Storm**

a thrown or shoot weapon with this multiples the number of attacks to an area
doing x3 damage to a group in a 30ft area within the weapons range

### **Vorpal**

Weapon on a successful critical severs the body of the target (GM rolls body
part) depending on circumstances this could instantly kill the target with the blow.

### **Cursed Seals**

Weapons in time can develop curses, either through its use or through dark rituals or
ingredients. Curses have no limit and while players that use the skill Knowledge Occult
could come up with ways to craft cursed weapons, its more often a player will find a
cursed weapon in time. Once in their possession, a player cannot get rid of a cursed
weapon without passing it off to another (unless otherwise stated) Weapon curses are as
follows.

### **Clumsy**

Player has a high chance of dropping the weapon (on rolls of 1 – 3 of the to hit)
a player will drop, or toss their weapon aside
Klutz- Players with this weapon are prone to fail at reflex rolls -5 to reflex
Sick – Players with this weapon are prone to disease poisons and other weaknesses that
come from a lower Fortitude – 5 to fortitude.

### **Weak**

Players with this weapon are physically weaker (rate determined by GM) to
subtract from their strength score

### **Blind Sighted**

Players with this weapon have an issue determining distances for things near
and far. – 4 on ranged attacks, -5 Notice

### **Blood seeker**

Weapon seeks battle and when used will cause the player to attack the nearest
target until the target or they are defeated

### **Otaku**

Weapon causes the player to become obsessed with something (often collecting
items) the player will have a -5 to all Social rolls as they want to talk about nothing but
the task they are obsessed with.

### **Deceiver**

Weapon talks only to the player, they may tell lies and they may tell truths but
they will always try to work to separate the user from the rest of the world in the end.

### **Stupid**

Weapon weakens the players Will -5 to will

### **Gaudy**

Weapon look is horrible and causes the player to be pointed and laughed at -10
to social rolls

### **Blood Drinker**

Weapon requires an amount of Hp from the user to do damage.

### **Chakra Drinker**

Weapon requires an amount of chakra from the user to do damage

### **Cupid’s Curse**

Weapon causes the user to make a save vs. being charmed by target they are
attacking
Sync Damage – Weapon user must make a Will save (GM determines feels the damage
they deal

### **Sticky**

Weapon is permanently stuck to player’s hand until a will save (GM determines
DC) is made

### **Reverb**

Weapon does a small amount of damage back (1d6) to the user upon doing damage
to others
Heavy – Weapon weights at least 2 times as much as it normally would
Ugly

### **Stick**

Weapon causes the players Charisma a hit

 Information about Basic Weapons

Blowgun: The blowgun is a long tube through which
you fire needles. A needle can deliver poison of either the
injury or contact type.

Blowgun, Greater: The greater blowgun fires blowgun darts(slightly smaller than thrown darts) and can also deliver poisons.

Butterfly Sword: A ninja using a butterfly sword fights with her unarmed base attack bonus, including her more favorable number of attacks per round, along with other applicable modifiers.

Chain: Also called the manriki-gusari, this is a simple chain with weighted ends . It can be whirled quickly, striking with hard blows from the weights. One end can also be swung out to entangle an opponent. The chain can be used either as a double weapon or as a reach weapon. You can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, you can only strike at an adjacent opponent. If you use the chain as a reach weapon, you can strike opponents 10 feet away with it. In addition, unlike other weapons with reach, you can use it against an adjacent foe. In this case, you can only use one end of the chain effectively ; you cannot use it as a double weapon. Because the chain 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 chain to avoid being tripped. When using a chain, you get a +2 bonus on your opposedattack roll when attempting to disarm anopponent (including the roll to avoid being disarmed if you fail to disarm your opponent). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a chain.

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

Chijiriki: The chijiriki is a double weapon, allowing you to strike with the spear end or whip out the chain end to entangle your opponent. You can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. Because the chain end of the chijiriki 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 chain to avoid being tripped.

Darts, Blowgun: These darts are somewhat smaller than throwing darts and can carry poison.

Fukimi-Bari (mouth darts) : These slim, almost needlelike metal darts are concealed in the mouth and then spit at the target . Their effective range is extremely short, and they do little damage, but they are highly useful when taking an opponent by surprise . You can fire up to three mouth darts per attack (all at the same target). Do not apply your Strength modifier to damage with mouth darts. They are too small to carry the extra force that a strong character usually imparts to a thrown weapon. The cost and weight are for a single mouth dart.

Jitte: 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) . A monk using a jitte can strike with her unarmed base attack
bonus, including her more favorable number of attacks per round, along with other applicable modifiers.

Katana: The katana is a masterwork bastard sword that grants a +1 bonus on your attack rolls. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack . Like a bastard sword, the katana can only be used in one hand by a character with the Exotic Weapon Proficiency (katana) feat .

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

Kawanaga: A kawanaga is a length of light chain with a weight at one end and a sharp-bladed grappling hook on the other. It can be whirled quickly, striking with hard blows from either end. One end can also be swung out to entangle an opponent. The kawanaga can be used either as a double weapon or as a reach weapon. You can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, you can only strike at an adjacent opponent. If you use the kawanaga as a reach weapon, you can strike opponents 10 feet away with it . In addition, unlike other weapons with reach, you can use it against an adjacent foe. In this case, you can only use one end of the kawanaga effectively; you cannot use it as a double weapon. Because the kawanaga 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 chain to avoid being tripped. When using a kawanaga, you get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a kawanaga. Kawanaga also serves as a climbing tool. It is the equivalent of 10 feet of rope with a grappling hook attached.

Kusari-gama: A kusari-gama is a length of chain with a kama at one end. It can be used either as a double weapon or as a reach weapon. You can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, you cannly strike at an adjacent opponent. If you use the kusari-gama as a reach weapon, you can strike opponents 10 feet away with it . In addition, unlike other weapons with reach, you can use it against an adjacent foe. In this case, you can only use one end of the kusari-gama effectively; you cannot use it as a double weapon. You can choose which end of the kusari-gama to use. The kama end deals 1d6 points of damage and is a slashing weapon; the chain end deals 1d4 points of damage and is a bludgeoning weapon. You can make trip attacks with a kusari-gama. If you are tripped during your own trip attempt, you can drop the kusari gama to avoid being tripped. When using a kusari-gama, you get a +2 bonus on your opposed attack roll when attempting to disarm an opponent(including the roll to avoid being disarmed if you fail to disarm your opponent).You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a kusari-gama.

Lajatang or Korobokuru Lajatang: A lajatang 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 as if you are using a one handed weapon and a light weapon. A creature using a double weapon in one hand, such as a Large creature using a lajatang, can't use it as a double weapon.

Nagamaki: The nagamaki is a polearm similar to the naginata, but somewhat shorter.

Naginata : Anaginata has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.

Needles, Blowgun: These 2-inch-long iron needles are sold in small wooden cases of 20 . A full case is so light that its weight is negligible . The tips of the needles are often coated with poison.

Nekode: Anekode 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 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. The bagh nakh ("tiger's claws") is a similar weapon to the nekode, wielded more like brass knuckles . Its statistics are the same, but it does not give a bonus on Climb checks.

Ninja-to: The ninja-to-a short, straight sword similar to a wakizashi-is the standard sword of the ninja. True to a ninja's methods, the scabbard of the ninja-to is a multipurpose tool. It is open at both ends, allowing it to be used as a blowpipe for powders or poisons or as a breathing tube or for [Technique|bubbles] . It is also stiff and strong, allowing it to be used as the rung of a ladder or even as a weapon (use the statistics for a club).

Sai: A sai's pronglike extrusions are designed to help catch and disarm opponents' weapons. If you attempt to disarm your opponent using a sai, you gain a +4bonus on the opposed attack roll required . (You don't gain any bonus if someone tries to disarm your sai.)

Sang kauw: A sang kauw 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 as if you are using a one-handed weapon and a light weapon. . The buckler in the middle of the sang kauw gives you a +1 shield bonus to your Armor Class if you attack with only one end of the sang kauw in a round.

Sasumata: The sasumata is a pole arm designed to capture opponents with a minimum of harm. In addition to the normal options available to a grappler, the wielder of a sasumata can attempt to pull his target to the ground (the equivalent ofa trip attack, though no attack roll is necessary) . The sasumata has reach and cannot be used against adjacent opponents.

Shikomi-zue: This ninja weapon appears to be a stout bamboo or wooden staff, but a quick twist or press of a button causes a spear head to spring from one end. Without the blade, the shikomi-zue deals the same damage as a quarterstaff (1d6, x2 critical), and can even be used as a double weapon, like a quarterstaff. With the blade out.

Sodegarami: The sodegarami, or sleeve-tangler, is a highly specialized weapon, used to catch and entangle an opponent without causing great harm. It is normally used to hook and catch the clothing of an opponent . When you use a sodegarami in this way, you make a grapple attack, without provoking an attack of opportunity. You make a melee touch attack with the weapon to "grab" the target's clothing . This attack does not work against a character in heavy armor, or against most monsters that do not wear clothing. If the touch attack is successful, you make an opposed grapple check, using the size modifier for the sodegarami (+4 for a Large weapon) instead of your own size . If you win the opposed check, you have a hold on the target, but you do not deal any damage. If you lose, you fail to start the grapple. To maintain the grapple, you do not need to move into your opponent's space. The sodegarami holds your opponent 10 feet away from you. While you maintain the grapple, you do not have the option to damage or pin your opponent . Your opponent can try to escape or wriggle free, attack with a light weapon, or cast a Jutsu with no somatic components and a casting time of 1 action . A sodegarami can also be used as a normal weapon, dealing the damage shown on Table below but not entangling the opponent. A sodegarami has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.

Tail Spikes, Ratling: A nezumi or vanara character whohas proficiency with tail spikes can use them to make one extra attack in a round at her highest base attack, in addition to all attacks with a hand-held weapon (or a ratling's natural weapons). The tail spike attack and each other attack made that round suffer a -2 penalty apiece

Three-Section Staff: Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal lengths, joined at the ends by chain, leather, or rope . The three-section staff requires two hands to use.

Tonfa:

Wakizashi: The wakizashi is a masterwork short sword, granting a +1 bonus on your attack rolls. Amasterwork weapons bonus to attack does not stack with an enhancement bonus to attack.

War Fan: This weapon appears to the untrained eye as nothing more than a beautifully crafted lady's fan. In fact, the vanes of the fan are crafted from steel and The tips are needle-sharp. When the fan is first brought into melee, the wielder may attempt a Bluff check against an opponent's Sense Motive check. If the wielder wins the contest, he adds a +4 bonus to the attack roll for his first round's attacks .

## STATS

### Table: Weapons

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 that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

Axe, Double

An 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.

Bolas

You can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas.

Bolts

A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×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.

Bullets, Sling

Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

Chain, Spiked

A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.

You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.

When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn’t a light weapon for you.

Crossbow, Hand

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.

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. This penalty is cumulative with the penalty for one-handed firing.

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. This penalty is cumulative with the penalty for one-handed firing.

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.

Dagger

You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill).

Flail, Dire

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

When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).

You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.

Flail or Heavy Flail

With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.

Gauntlet

This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.

Gauntlet, Spiked

Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.

Glaive

A glaive has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Guisarme

A guisarme has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.

Halberd

If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.

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

Javelin

Since it is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.

Kama

The kama is a special monk weapon. This designation gives a monk wielding a kama special options.

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

Lance

A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

While mounted, you can wield a lance with one hand.

Longbow

You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.

Longbow, Composite

You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost.

For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.

Longspear

A longspear has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use aready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character.

Net

A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.

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.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Nunchaku

The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

Quarterstaff

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

The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options.

Ranseur

A ranseur has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Rapier

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon for you. You can’t wield a rapier in two hands in order to apply 1½ times your Strength bonus to damage.

Scythe

A scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.

Shield, Heavy or Light

You can bash with a shield instead of using it for defense. See Armor for details.

Shortbow

You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.

Shortbow, Composite

You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost.

For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.

Shortspear

A shortspear is small enough to wield one-handed. It may also be thrown.

Shuriken

A shuriken is a special monk weapon. This designation gives a monk 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.

Siangham

The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options.

Senbon

Are impromptu ninja weapons formly used for acupuncture. For this reason, senbon deals nonlethal damage. A character can take a -4 penalty on any attack roll to inflict lethal damage with a senbon.

Sickle

A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.

Sling

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 and you take a -1 penalty on attack rolls.

Spear

A spear can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.

Spiked Armor

You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor for details.

Spiked Shield, Heavy or Light

You can bash with a spiked shield instead of using it for defense. See Armor for details.

Unarmed Strike

A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or 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 to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.

Sword, Bastard

A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.

Sword, Two-Bladed

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

Trident

This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.

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 bonusof +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.

You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.

When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon for you.

## Throwing weapons

Only light melee weapons can be used as throwing weapons; when throwing a weapon the damage applied is still equal to the damage it would do normally, without strength added. Weapons range is only effected by its base range, not by strength modifiers. You can throw up to your characters amount of BAB's as the amount of weapons thrown.The amount of weapons to be thrown each round are limited to not only the amount own/carried, but to as many bonus BAB's your Classification has. The BABs bonus is the base damage for the weapon thrown each hit. For example 3/6/9 if 2 Weapons hit, the damage is 3 and 6 base damage then the weapons modifiers added on top of it.