Weapons

Weapons are grouped into several catalogs based upon the
weapon type. For example, all axes are categorized together. They are further
categorizes based upon their usefulness in close combat (melee), or at a
distance (ranged). Then there is the final category which tells you that
secondary discipline uses for a particular weapon, whether it can be used
one-handed or two-handed, thrown, or requires marksmanship to aim.

**Reach Weapons:**
Glaives, guisarmes, lances, longspears, ranseurs, spiked chains, and whips are
reach weapons. A reach weapon is a melee weapon that allows its wielder to
strike at targets that aren’t adjacent to him or her. Most reach double the
wielder’s natural reach, meaning that a typical Small or Medium wielder of such
a weapon can attack a creature 10 feet away, but not a creature in an adjacent
square. A typical Large character wielding a reach weapon of the appropriate
size can attack a creature 15 or 20 feet away, but not adjacent creatures or
creatures up to 10 feet away.

**Double Weapons:**
Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes,
quarterstaffs, and two-bladed swords are double weapons. A character can fight
with both ends of a double weapon as if fighting with two weapons, but he or
she incurs all the normal attack penalties associated with two-weapon combat,
just as though the character were wielding a one-handed weapon and a light
weapon.

The character can also choose to use a double weapon two
handed, attacking with only one end of it. A creature wielding a double weapon
in one hand can’t use it as a double weapon—only one end of the weapon can be
used in any given round.

**Thrown Weapons:**
Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light
hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies
his or her Strength modifier to damage dealt by thrown weapons (except for
splash weapons). It is possible to throw a weapon that isn’t designed to be
thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range
Increment column on Table: Weapons), but a character who does so takes a –4
penalty on the attack roll. Throwing a light or one-handed weapon is a standard
action, while throwing a two-handed weapon is a full-round action. Regardless
of the type of weapon, such an attack scores a threat only on a natural roll of
20 and deals double damage on a critical hit. Such a weapon has a range
increment of 10 feet.

**Projectile Weapons:**
Light crossbows, slings, heavy crossbows, shortbows, composite shortbows,
longbows, composite longbows, hand crossbows, and repeating crossbows are
projectile weapons. Most projectile weapons require two hands to use (see specific
weapon descriptions). A character gets no Strength bonus on damage rolls with a
projectile weapon unless it’s a specially built composite shortbow, specially
built composite longbow, or sling. If the character has a penalty for low
Strength, apply it to damage rolls when he or she uses a bow or a sling.

**Ammunition:**
Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or
sling bullets (for slings). When using a bow, a character can draw ammunition
as a free action; crossbows and slings require an action for reloading.
Generally speaking, ammunition that hits its target is destroyed or rendered
useless, while normal ammunition that misses has a 50% chance of being
destroyed or lost.

### One-Handed and Two-Handed Melee Weapons

This designation is a measure of how much effort it takes to
wield a weapon in combat. It indicates whether a melee weapon, when wielded by
a character of the weapon’s size category, is considered a light weapon, a
one-handed weapon, or a two-handed weapon.

**One-Handed:** A
one-handed weapon can be used in either the primary hand or the off hand. Add
the wielder’s Strength bonus to damage rolls for melee attacks with a
one-handed weapon if it’s used in the primary hand, or 1/2 his or her Strength
bonus if it’s used in the off hand. If a one-handed weapon is wielded with two
hands during melee combat, add 1-1/2 times the character’s Strength bonus to
damage rolls.

**Two-Handed:** Two
hands are required to use a two-handed melee weapon effectively. Apply 1-1/2
times the character’s Strength bonus to damage rolls for melee attacks with
such a weapon.

### Weapon Size

Every weapon has a size category. This designation indicates
the size of the creature for which the weapon was designed.

A weapon’s size category isn’t the same as its size as an
object. Instead, a weapon’s size category is keyed to the size of the intended
wielder. In general, a light weapon is an object two size categories smaller
than the wielder, a one-handed weapon is an object one size category smaller
than the wielder, and a two-handed weapon is an object of the same size
category as the wielder.

**Inappropriately Sized**
Weapons: **A creature can’t make optimum use of a weapon that isn’t properly**
sized for it. A cumulative –2 penalty applies on attack rolls for each size
category of difference between the size of its intended wielder and the size of
its actual wielder. If the creature isn’t proficient with the weapon a –4
nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon
(whether the weapon is designated as a light, one-handed, or two-handed weapon
for a particular wielder) is altered by one step for each size category of
difference between the wielder’s size and the size of the creature for which
the weapon was designed. If a weapon’s designation would be changed to
something other than light, one-handed, or two-handed by this alteration, the
creature can’t wield the weapon at all.

### Improvised Weapons

Sometimes objects not crafted to be weapons nonetheless see
use in combat. Because such objects are not designed for this use, any creature
that uses one in combat is considered to be nonproficient with it and takes a
–4 penalty on attack rolls made with that object. To determine the size
category and appropriate damage for an improvised weapon, compare its relative
size and damage potential to the weapon list to find a reasonable match. An
improvised weapon scores a threat on a natural roll of 20 and deals double
damage on a critical hit. An improvised thrown weapon has a range increment of
10 feet.

## Weapon Qualities

Here is the format for weapon entries used on the tables below.

**Cost:** This value
is the weapon’s cost in gold pieces (g) or silver pieces (s). The cost includes
miscellaneous gear that goes with the weapon.

**Weight:** This
column gives the weight of a Medium version of the weapon. Halve this number
for Small weapons and double it for Large weapons.

This cost is the same for a Small or Medium version of the
weapon. A Large version costs twice the listed price.

**Damage:** The
Damage columns give the damage dealt by the weapon on a successful hit. The
column labeled “Dmg (S)” is for Small weapons. The column labeled “Dmg (M)” is
for Medium weapons. If two damage ranges are given then the weapon is a double
weapon. Use the second damage figure given for the double weapon’s extra
attack. Table: Tiny and Large Weapon Damage gives weapon damage values for
weapons of those sizes.

**Damage**
Type:
Weapons are classified according to the type of damage they deal: bludgeoning,
piercing, or slashing. Some monsters may be resistant or immune to attacks from
certain types of weapons. Some weapons deal damage of multiple types. If a
weapon is of two types, the damage it deals is not half one type and half
another; all of it is both types. Therefore, a creature would have to be immune
to both types of damage to ignore any of the damage from such a weapon. In
other cases, a weapon can deal either of two types of damage. In a situation
when the damage type is significant, the wielder can choose which type of
damage to deal with such a weapon.

**Critical:** The entry in this column
notes how the weapon is used with the rules for critical hits. When your
character scores a critical hit, roll the damage, then multiple the total value
of the dice by the critical modifier of the weapon then add any additional
damage.

**Range Increment**: Any attack at less than
this distance is not penalized for range. However, each full range increment
imposes a cumulative –2 penalty on the attack roll. A thrown weapon has a
maximum range of five range increments. A projectile weapon can shoot out to
ten range increments.

Secondary
Discipline(s): Many weapons can be employ in more than a single way. For
example, a hammer may be used single handed or thrown, and some swords may be
used one-handed or two-handed. This section denotes the tactics the character
may use to employ the weapon. This is what secondary discipline will also be
used depending on how the weapon is employed.

## Weapon Descriptions

**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
x2). 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
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.

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.

**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 x2). 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.

**Hammer, Hooked:** A
gnome hooked hammer 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. The hammer’s blunt head is a bludgeoning
weapon that deals 1d6 points of damage (crit x3). Its hook is a piercing weapon
that deals 1d4 points of damage (crit x4). You can use either head as the
primary weapon. The other head is the offhand weapon. A creature wielding a
gnome hooked hammer in one hand can’t use it as a double weapon—only one end of
the weapon can be used in any given round.

You can use a gnome hooked hammer to make trip attacks. If
you are tripped during your own trip attempt, you can drop the gnome hooked
hammer 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 a ready 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.

**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 1-1/2 times your Strength bonus to damage.

**Sai:** 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).

**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:** 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.

**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.

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

Strike, Unarmed: 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.

**Urgrosh, Dwarven:**
A dwarven urgrosh is a double weapon. You can fight with it as if fighting with
two weapons, but if you do, you incur all the normal attack penalties
associated with fighting with two weapons, just as if you were using a
one-handed weapon and a light weapon. 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.

Dwarves treat dwarven urgroshes as martial weapons.

**Waraxe:** 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.

**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 x2). 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,**
Orc Double:
An orc double axe is a double weapon. You can fight with it as if fighting with
two weapons, but if you do, you incur all the normal attack penalties
associated with fighting with two weapons, just as if you were using a
one-handed weapon and a light weapon.

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.

**Whip:** A whip deals nonlethal
damage. It deals no damage to any creature with an armor bonus of +1 or higher
or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon
with 15-foot reach, though you don’t threaten the area into which you can make
an attack. In addition, unlike most other weapons with reach, you can use it
against foes anywhere within your reach (including adjacent foes). Using a whip
provokes an attack of opportunity, just as if you had used a ranged weapon. 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 youA whip deals nonlethal damage. It deals no damage to
any creature with an armor bonus of +1 or higher or a natural armor bonus of +3
or higher. The whip is treated as a melee weapon with 15-foot reach, though you
don’t threaten the area into which you can make an attack. In addition, unlike
most other weapons with reach, you can use it against foes anywhere within your
reach (including adjacent foes).

## Masterwork Weapons

A masterwork weapon is a finely crafted version of a normal
weapon. Wielding it provides a +1 enhancement bonus on attack rolls. You can’t
add the masterwork quality to a weapon after it is created; it must be crafted
as a masterwork weapon (see the Craft skill). The masterwork quality adds 300
gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of
ammunition). Adding the masterwork quality to a double weapon costs twice the
normal increase (+600 gp).

Masterwork ammunition is damaged (effectively destroyed)
when used. The enhancement bonus of masterwork ammunition does not stack with
any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of
masterwork quality. The enhancement bonus granted by the masterwork quality
doesn’t stack with the enhancement bonus provided by the weapon’s magic.

Even though some types of armor and shields can be used as
weapons, you can’t create a masterwork version of such an item that confers an
enhancement bonus on attack rolls. Instead, masterwork armor and shields have
lessened armor check penalties.