Weapons

**WEAPONS**

The weapons covered here are grouped into three categories based on their general utility: ranged weapons, explosives and splash weapons, and melee weapons.

**Weapon Types**

There are a multitude of weapon types, and each sort of weapon requires a different amount of skill or finesse to wield.

*Simple Weapons*

Weapons that nearly anyone can utilize in battle. As the name implies, these weapons are simple to use. Most classes gain proficiency with all weapons of this type.

*Archaic Weapons*

Weapons that have been around through the ages. Not modern by any means, these weapons are a bit more rare to be seen on the battlefield, but in the right hands they can still be deadly. You must possess the Archaic Weapons proficiency feat to properly wield these weapons.

*Personal Firearms*

These are firearms that are typically utilized by people for personal protection, or a police force. To utilize these weapons you must possess the Personal Firearms proficiency feat.

*Longarms*

These firearms are used for hunting, during wartime, or for police forces in times of great danger. To utilize these weapons, you must possess the Personal Firearms Proficiency feat.

*Exotic Weapons*

These firearms are very specific and obscure weapons that you must possess the Exotic weapon proficiency feat for each one you wish to use. This includes all of the weapons in the Heavy weapons category.

**Ranged Weapons**

Ranged weapons fall into three general groups: handguns, longarms, and other ranged weapons such as crossbows.

When using a ranged weapon, the wielder applies his or her Dexterity modifier to the attack and damage roll.

Handguns and longarms are personal firearms. A personal firearm is any firearm designed to be carried and used by a single person.

**Ranged Weapons Table**

Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.

**Damage**: The damage the weapon deals on a successful hit.

**Critical**: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).

**Damage Type**: Ranged weapon damage is classified according to type: ballistic (all firearms), energy (of a specific type), piercing (some simple ranged weapons), or slashing (a whip). Some creatures or characters may be resistant or immune to some forms of damage.

**Range**: Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Ranged weapons have a maximum range of ten range increments, except for thrown weapons, which have a maximum range of five range increments.

**Magazine**: The weapon’s magazine capacity and type are given in this column. The amount of ammunition a weapon carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. Weapons with a dash in this column have no magazines; they are generally thrown weapons, or weapons (such as bows) that are loaded as part of the firing process.

**Size**: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.

A Medium-size or smaller weapon can be used one-handed or two-handed.

A Large weapon requires two hands.

A Huge weapon requires two hands and sometimes requires a bipod or other mount. Without a bipod or mount a creature takes a -4 penalty to their attacks or weapon’s saving throw DC with said weapon unless they take the brace action first.

A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in your off hand.

**Weight**: This column gives the weapon’s weight when fully loaded.

**Purchase DC**: This is the purchase DC for a Wealth check to acquire the weapon. This number reflects the base price and doesn’t include any modifier for purchasing the weapon on the black market.

**Number of Augments:** The total number of augment slots the item has for mastercrafting it.

**Restriction**: The restriction rating for the weapon, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the weapon on the black market.

**Reloading Firearms**

Reloading a weapon is a standard action unless otherwise indicated. Certain abilities or feats may allow you to reload your weapon more swiftly.

**Weapon properties**

The following are properties listed amongst the weapons on the table.

**Autoloader:** An autoloader weapon can be reloaded as a swift action. If using a feat that allows a weapon to be reloaded more swiftly, it reloads as a free action.

**Automatic:** An automatic weapon can utilize feats that apply to automatic weapons. In addition, as a full attack action with an automatic weapon you gain an additional attack at your highest base attack bonus, however all attacks take a -4 penalty.

**Single Shot:** A single shot weapon can only be fired once in a round. Feats such as Rapid Reload, or a feat that allows you to reload the weapon more swiftly allow this weapon to be fired one additional time in a round, so long as you have the proper number of attacks.

**Tiny:** A tiny weapon can be concealed more easily. A tiny weapon is treated as tiny for the purpose of being concealed.

**Revolver:** A Revolver must be reloaded as a full round action. If you possess a feat such as rapid reload it can be reloaded as a standard action. If using certain items, the reload time of this weapon can be shortened even more.

**Scatter:**  A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. Cannons with the scatter weapon quality only fire grapeshot, unless their descriptions state otherwise. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the *blur*, *invisibility*, or *mirror image* spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls made misfire. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius

**Double Barrel:** This weapon can be shot either one barrel at a time, or both together as one attack. A double shot that fires bullets is inaccurate, and takes a –4 penalty on both attacks. A double shot that fires bullets targets only a single creature and increases the damage of each barrel to 2d8 points for a total of 4d8 points.

**Penetrating:** This weapon pierces through armor. As such it always ignores 5 Damage Reduction, and 10 hardness when dealing damage.

**Explosion:** This weapon deals damage in a 15 foot burst. Creatures in the area must make a reflex saving throw DC:10+1/2 BAB+ Dexterity modifier+ Mastercraft modifier to take 1/2 damage. The damage dealt is located in the description. Creatures that fail this saving throw take full damage, knocked prone, and they are also deafened for 1 round.

**Burning:** A Burning weapon deals damage in a 20 foot cone. Creatures in the area must make a reflex saving throw DC:10+1/2 BAB+ Dexterity modifier+ Mastercraft modifier to take 1/2 damage. The damage dealt is located in the description. Creatures that fail this saving throw take full damage, and they are set on fire. Creatures set on fire take 1/2 of the burning damage again every round until the fire is out. The fire can be put out by taking a full round action to stop, drop and roll.

**Two Handed:** The two handed weapon ability is applied to weapons that would normally be able to be used one handed, however the weapon is too large to be used as a one handed weapon. Attempting to still use it one handed imparts a -6 penalty to attack rolls.

**Blinding:** The target must make a Fortitude saving throw (DC:10+1/2 BAB+ Dexterity modifier) or be blinded for 1d4 rounds.

**Stunning:** The target must make a Fortitude saving throw (DC:10+1/2 BAB+ Dexterity modifier) or be stunned for 1d6 rounds.

**Spreading:** A spreading weapon is usually something like a Molotov cocktail that burns in a radius. In the round after the damage is dealt, half of the damage is dealt again and the area spreads by 5 feet in all directions. Creatures entering the area must make the save of the weapon (DC:10+1/2 BAB+ Dexterity modifier) or be damaged, a successful saving throw halves the damage. This continues for 3 rounds+ 1 additional round for every point in it's master craft bonus if any.

**Splash:** This weapon deals the damage listed. If it lands a critical hit it deals critical damage as normal. Creatures within the splash/blast radius of the item get a reflex saving throw (DC:10+1/2 BAB+ Dexterity modifier) for 1/2 of the damage dealt. A successful saving throw halves the damage.

**Martial Arts:** Martial Arts weapons can be used on any attack that requires an unarmed strike.

**Finesse:** Finesse weapons can be used with the Weapon Finesse feat.

**Entangling:** Entangling weapons work as trip weapons, however they are usually used at a range and require a dexterity check DC: 12 to free yourself from them as a standard action. When caught by an entangling weapon, only your movement is hindered and you can still make melee or ranged attacks.

**Archaic Firearm:** Weapons with this quality are not necessarily firearms but still count as firearms for abilities that apply only to firearms or for weapon augments.

**Proximity:** Weapons with this quality don’t actually require an attack roll but instead immediately go off after being set (As a standard action) if they detect movement from a creature within the area. Creatures must make a stealth check against the object’s save DC to sneak past it without setting it off.

**Other Weapons**

Other weapons from the base pathfinder game can be utilized within this system. Simple weapons are considered simple still and Exotic weapons are still considered to be exotic weapons as well. Martial weapons will most likely be archaic weapons, though a GM will get the final say for a particular weapon and whether or not it is available.

**Table: Ranged Weapons**

**Handguns**

A handgun is a personal firearm that can be used one-handed without penalty. This includes all pistols and some submachine guns and shotguns. All handguns require the Personal Firearms Proficiency feat. Using a handgun without this feat imposes a –4 penalty on attack rolls.

Handguns come with one full magazine.

**9 MM Auto Loader Pistol**: The standard service pistol of the United States military and many American law enforcement agencies.

**10 MM Auto Loader Pistol**: Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.

**.45 Autoloader Pistol**: This .45 semiautomatic pistol was used by the United States military for decades until it was recently replaced by the Beretta 92F. Manufactured at three locations in the United States alone, the M1911 can be found all over the world, and is still in use in several other military forces.

**Derringer**: This pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the other and is barely 5 inches long, making it easy to conceal.

**Glock**: The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel.

**Desert Eagle**: Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders. The version on Table: Ranged Weapons fires the massive .50 Action Express round. The Desert Eagle also comes in .357 Magnum and .44 Magnum models.

**Machine Pistol**: This close relative of the Beretta 92F looks like a large autoloader but can fire on automatic. It sports a fold-down grip in front of the trigger guard, an extendable steel shoulder stock that is attached to the butt of the pistol, and an extended magazine.

This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

**Python**: The Python has a well-deserved reputation for accuracy. Due to its high quality of manufacture, the Colt Python is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

**Magnum Revolver:** .44 Magnum revolver fires one of the most powerful pistol cartridges in the world. The M29 is known for its deafening sound, bright muzzle flash, and powerful recoil.

**Operator:** This .45 semiautomatic pistol was used by the United States military for decades until it was recently replaced by the Beretta 92F. Manufactured at three locations in the United States alone, the M1911 can be found all over the world, and is still in use in several other military forces.

**TEC-9**: The Intratec TEC-9 is an inexpensive machine pistol popular with criminals because it can be modified (Repair check DC 15) to fire on automatic. The pistol only works on semiautomatic fire or, if modified, only on automatic. Once modified to fire on automatic, the TEC-9 cannot be changed back to semiautomatic.

**S&W .500:** A five-shot, single action/double-action large caliber revolver produced by Smith & Wesson, firing the .500 S&W Magnum cartridge, a .50 caliber bullet.It is built on S&W's largest frame, the X-Frame, which was developed because none of S&W's existing double-action frame designs could handle the muzzle energy and pressures generated by the .500 S&W cartridge. It is the most powerful production revolver in the world today, and it is being marketed as being "the world's most powerful handgun" by the manufacturer.

**Longarms**

Longarms are personal firearms that require two hands to be fired without penalty. This group includes hunting and sniping rifles, assault rifles, shotguns, and most submachine guns.

The basic longarm is the rifle, a group that includes both hunting rifles and sniper rifles. Most rifles are autoloaders, and they function internally in a manner very similar to autoloader pistols. Some models are operated manually, however, with the user having to work a bolt or lever between each shot. Assault rifles are rifles designed for military use and feature automatic as well as semiautomatic fire.

Shotguns are large-bore weapons that primarily fire shells full of small projectiles. They tend to be powerful, but only at short range. Reduce shotgun damage by 1 point for every range increment of the attack.

Submachine guns are relatively compact longarms that generally fire pistol ammunition. They can fire on automatic.

All longarms are covered by the Personal Firearms Proficiency feat.

Longarms are not well suited to close combat. A character takes a –4 penalty on the attack roll when firing at an adjacent target.

**AK-47**: This assault rifle of the old Soviet Union is one of the most popular firearms in the world, having found common use in scores of bush wars and insurrections—on all sides of such conflicts. The AKM is a slightly more modern version of the AK-47, but functions essentially the same.

**12 Gauge Automatic Shotgun**: The Benelli 121 M1 semiautomatic shotgun is reliable, simple, and sturdy, with one of the fastest shotgun actions in the world. Many military and law enforcement agencies use this or similar weapons.

**Shotgun**: The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.

**Anti-Material Sniper:** Anti-materiel rifles are similar in form and appearance to modern sniper rifles and can often serve in that role, though they are usually chambered for cartridges more powerful than are normally required for killing a human and can operate at a greater range. In general, anti-materiel rifles are chambered for 12.7×99mm NATO (.50 BMG), 12.7×108mm Russian, 14.5×114mm Russian, and 20mm cartridges. The large cartridges are required to be able to fire projectiles containing usable payloads, such as explosives, armor-piercing cores, incendiaries, or combinations of these, as found in the Raufoss Mk 211 projectile.

**AR-15:** The AR-15 was first built in 1959 by ArmaLite as a small arms rifle for the United States armed forces. Because of financial problems, ArmaLite sold the design to Colt. After modifications, the redesigned rifle was adopted as the M16 rifle.

**Sniper Rifle**: This high-precision sniper rifle, based on the design of the HK G3, has a fully adjustable trigger and stock for individual users. The PSG1 comes with a standard scope.

**M16**: Typical of the assault rifles used by militaries around the world, the Colt M16A2 is the current service rifle of the United States military, and is common with other armies and in the civilian world.

This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

**Sawed-Off Shotgun**: This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that’s left of the stock is a pistol grip, and the barrels are roughly 12 inches long.

Sawed-off shotguns are generally illegal; most are homemade by cutting down a standard shotgun.

If this weapon if fully-loaded, a character can fire both barrels at once. The character receives a –2 penalty on the attack but deals +1 die of damage with a successful hit. Attacking this way uses both shotgun shells.

**P90:** A personal defense weapon (PDW) designed and manufactured by FN Herstal in Belgium.[9] Created in response to NATO requests for a replacement for 9×19mm Parabellum firearms, the P90 was designed as a compact but powerful firearm for vehicle crews, operators of crew-served weapons, support personnel, special forces and counter-terrorist groups.

**Uzi**: Designed in the 1950s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact.

**Winchester 94**: The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.

**Heavy Weapons**

The weapons covered in this section fall under the Exotic Firearms Proficiency feat. Someone who wields a heavy weapon without the appropriate proficiency takes a –4 penalty on all attack rolls with the weapon.

**Mini-Gun**: This heavy-duty .50-caliber machine gun has been in service since World War II, and remains a very common vehicle-mounted military weapon around the world. The Exotic Firearms Proficiency (heavy machine guns) feat applies to this weapon.

When firing a mini-gun as a full attack, you can choose to instead target a single 5 foot square for every attack you have in a full attack, or you can target less squares and increase the save DC by +1 for every square you do not target. These squares must be contiguous. Creatures in that area must make a reflex saving throw DC 10+1/2 BAB+Dexterity modifier+ Mastercraft modifier for half damage.

**M72A3 LAW**: The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.

Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the LAW ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius.

The M72 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.

This weapon can be fired once per round as with the Single shot property, this cannot be changed with feats.

Creatures directly struck with the rocket take the listed damage. Creatures within the rocket’s burst radius of 15 feet must make a reflex saving throw DC 10+1/2 BAB+Dexterity modifier+ Mastercraft modifier for half damage.

The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.

**M79**: This simple weapon is a single-shot grenade launcher. It fires 40mm grenades (see under Grenades and Explosives, below). These grenades look like huge bullets an inch and a half across; they can’t be used as hand grenades, and the M79 can’t shoot hand grenades.

Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or creature). The differences between using the M79 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M79 requires a weapon proficiency to operate without penalty. Any grenade listed in the grenade section can be used as ammunition for the M79.

The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.

**Flamethrower**: A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. If you take a full attack action to fire a flamethrower, you can increase the line by 5 feet for every attack you have available, or the DC by +1, whichever you'd like. The save DC for this weapon is 10+1/2 BAB+Dexterity modifier+ Mastercraft modifier for half damage.

Alternatively you can fire the Flamethrower as a 15 foot cone instead of a 30 foot line.

A flamethrower’s backpack has hardness 5 and 5 hit points. When worn, the backpack has a Defense equal to the wearer's armor class. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to creatures and objects in adjacent 5-foot squares. The save DC for half damage is the same as when attacking with it.

A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack is a DC 5 purchase.

**Simple Ranged Weapons**

Ranged weapons that are not firearms include such diverse objects as crossbows, tasers, and pepper spray. The feat that provides proficiency with these weapons varies from weapon to weapon, as indicated on Table: Ranged Weapons.

**Crossbow**: A crossbow requires two hands to use. Pulling a lever draws the bow. Loading a crossbow is a move action that provokes attacks of opportunity.

**Javelin**: This light, flexible spear built for throwing can be used in melee, but since it’s not designed for it, characters using it in this manner are always considered nonproficient and take a –4 penalty on their melee attack rolls.

**Pepper Spray**: A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. Pepper spray is limited to 5 range increments.

**Taser Gun**: A taser gun uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target is effected by the stunning effect. Reloading a taser is a full-round action that provokes attacks of opportunity.

**Whip**: Whips deal a small amount of lethal damage. Although a character doesn’t “fire” the weapon, treat a whip as a ranged weapon with a maximum range of 15 feet and no range penalties.

Because a whip can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by succeeding at a ranged touch attack. The character does not provoke an attack of opportunity when using a whip in this way. If the character is tripped during his or her own trip attempt, the character can drop the whip to avoid being tripped.

When using a whip, a character gets a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent).

**Archaic Ranged Weapons**

**Compound Bow**: Bow hunting remains a popular sport in North America. A character’s Strength modifier applies to damage rolls made when using this weapon.

**Shuriken**: A shuriken is a thrown, star-shaped projectile with four to eight razor-sharp points. A character may draw a shuriken as a free action.

**Ammunition**

Ammunition for firearms and other ranged weapons is covered on Table: Ammunition. All ammunition bundles are considered tiny sized items unless stated otherwise.

**Table: Ammunition**

**Small Handgun Rounds:** Rounds for any sort of small handgun. Come in boxes of 50.

**Medium Handgun or Machinegun rounds:** Rounds for any sort of Medium handgun or machine gun. Come in boxes of 50.

**Large Handgun Rounds:** Rounds for any sort of large handgun. Come in Boxes of 30.

**Anti-Material Rifle Rounds:** Rounds for Anti-Material Rifles. Come in Boxes of 5.

**Automatic Rifle Rounds:** Rounds for Automatic Longarm rifles. Come in boxes of 50.

**Rifle Rounds:** Rounds for non automatic longarm rifles. Come in boxes of 20.

**Mini Gun Rounds:** Rounds for Miniguns. Come in boxes of 100.

**Flame Thrower Fuel:** Fuel for a flamethrower. Comes with 10 shots available in the tank.

**Rockets:** Ammunition for a Rocket launcher, or RPG. Comes with 2 rockets.

**12-gauge Buckshot**: Shotgun cartridges, also known as buckshot, are sold in boxes of ten.

**Arrow**: Arrows come in quivers of 12 and are used with the compound bow and other types of archery weapons. These missile weapons consist of a slender shaft and a pointed head.

**Crossbow Bolt**: A shaft or missile designed to be shot from a crossbow, bolts come in quivers of 12.

**Explosives and Splash Weapons Table**

Explosives and splash weapons are described by a number of statistics, as shown on Table: Explosives and Splash Weapons.

**Saving throw:** The saving throw on all Grenades is DC: 10+ 1/2 BAB+ Dexterity modifier+ Mastercraft bonus.

**Damage/Direct Hit Damage**: The primary damage dealt by the weapon. For explosives, the Damage column shows the damage dealt to all creatures within the explosive’s burst radius. For splash weapons, the Direct Hit Damage column is used for a target directly struck by the weapon.

**Burst Radius/Splash Damage**: For explosives, the burst radius is the area affected by the explosive. All creatures or objects within the burst radius take damage from the explosive. For splash weapons, all creatures within 5 feet of the weapon’s impact point take splash damage equal to 1/2 of the damage dealt by the weapon.

**Damage Type**: Damage from explosives and splash weapons is classified according to type: energy (of a specific type) or slashing. Some creatures or characters may be resistant or immune to some forms of damage.

**Critical**: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times). If the explosive has no critical hit, it deals double damage if the target of the saving throw critically fails.

**Reflex DC**: Any creature caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.

**Range Increment**: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated. (See the Demolitions skill)

**Size**: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.

A Medium-size or smaller weapon can be used one-handed or two-handed.

A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character’s off hand.

**Weight**: This column gives the weapon’s weight.

**Augment Slots:** The highest bonus of Augment the item can possess.

**price**: This is the base price to purchase a weapon.

**Restriction**: The restriction rating for the weapon, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the weapon on the black market.

**Table: Explosives and Splash Weapons**

**Grenades and Explosives**

**C4**: So-called “plastic” explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet, and requires a Demolitions check (DC 15) to link them.

Although the damage statistics on the table represent a 1-pound block, C4 is sold in 4-block packages. The price given represents a package of 4 blocks.

C4/Semtex requires a detonator to set off. It is considered to be a moderate explosive for the purpose of using a Craft (chemical) check to manufacture it.

**Det Cord**: Det cord is an explosive in a ropelike form. Technically, det cord doesn’t explode—but it burns so fast (8,000 feet per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off), det cord can also be looped around a tree or post or other object to cut it neatly in half.

The information on the table represents a 50-foot length. A length of det cord can be spread out to pass through up to ten 5-foot squares. When this is the case, it deals the indicated damage to all creatures in each 5-foot square through which it passes.

It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6 to a maximum increase of +4d6.

Det cord requires a detonator to set it off. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it.

**Dynamite**: Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).

It’s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Demolitions check (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character’s choice).

Dynamite is sold in boxes of 12 sticks. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it.

To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade), or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.

**Fragmentation Grenade**: The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.

The price given is for a box of 6 grenades.

**Land Mine:** This mine is equipped with another explosive within this list and explode whenever a creature steps on the explosive device. When it enters the square that the device is in, the creature will be subject to the effect. This device can be hidden with a stealth or sleight of hand check, if the explosive doesn’t get detected before a creature steps into it’s range, the creature must roll twice and take the lowest result for it’s saving throw. If a creature sees the device it can make an acrobatics check with a DC equal to the saving throw DC of the explosive device to step past it. A creature can make a disable device check of the same DC as the explosive to attempt to disarm the Landmine.

**Proximity Mine:** This mine is equipped with another explosive within this list and explode whenever a creature comes within the radius of the explosive device. When it enters the range, the creature must be making a stealth check or it will be subject to the effect. This device can be hidden with a stealth or sleight of hand check, if the explosive doesn’t get detected before a creature steps into it’s range, the creature must roll twice and take the lowest result for it’s saving throw. If a creature sees the device it can make a stealth check with a DC equal to the saving throw DC of the explosive device. If a creature successfully sneaks up to a proximity mine, the creature can make a disable device check of the same DC to attempt to disarm the explosive device.

**Remote Mine:** Works just as a land Mine, but it can be detonated with a detonator at any point. Multiple land mines (Up to 1 per point in intelligence) can be set off at a time.

**Smoke Grenade**: Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet, and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Any creature within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can’t use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.

Smoke grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices.

The price given is for a box of 6 grenades.

**Tear Gas Grenade**: Military and police forces use these weapons to disperse crowds and smoke out hostage takers. On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius, and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.

A character caught in a cloud of tear gas must make a Fortitude save or be nauseated. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or she leaves the cloud. Those who succeed at their saves but remain in the cloud must continue to save each round. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save.

The price given is for a box of 6 grenades.

**Thermite Grenade**: Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment.

The price given is for a box of 6 grenades.

**White Phosphorus Grenade**: White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.

In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade (see above), except that it only fills squares within 5 feet of the explosion point.

The price given is for a box of 6 grenades.

**Bola Grenade:** These grenades explode and fire out bolas in every direction to capture or trip a creature effected by it. Creatures that fail their reflex saving throw are entangled by the grenade and knocked prone.

**Splash Weapons**

Many splash weapons, such as Molotov cocktails, are essentially homemade devices (improvised explosives). The price given in Table: Explosives and Splash Weapons reflects the typical cost of the necessary components. See the Craft (chemical) skill for details on making improvised explosives.

**Acid, Mild**: A character can throw a flask of acid as a grenadelike weapon. A flask is made of ceramic, metal, or glass (depending on the substance it has to hold), with a tight stopper, and holds about 1 pint of liquid. This entry represents any mild caustic substance. Acid may be purchased in many places, including hardware stores.

**Napalm**: A character can throw a flask of Napalm as a grenadelike weapon. A flask is made of ceramic, metal, or glass (depending on the substance it has to hold), with a tight stopper, and holds about 1 pint of liquid. Napalm is an incendiary mixture of a gelling agent and a volatile petrochemical which sticks to surfaces and burns for long periods of time. Creatures struck by Napalm take ½ damage on the following round.

**Liquid Nitrogen:** An extremely cold material that appears as a clear liquid that immediately transforms into vapors upon contact with the air. Though it can freeze most objects within minutes of being submerged, it takes a bit longer to actually damage a creature and so it deals small amounts of damage in small containers. If a creature lands a critical hit with liquid nitrogen the creature must make a DC 15 fortitude saving throw or suffer from 1st degree frostbite. This can never be brought beyond 1st degree from throwing these, however total submerging in liquid nitrogen would cause it to happen within a single round.

**Molotov Cocktail**: A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand (Craft [chemical] check DC 10 or Intelligence check DC 15). The purchase DC given is for the components. To use it, the rag must first be lit, requiring a swift action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first. A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.

**Melee Weapons**

Melee weapons are used in close combat, and they are generally among the simplest types of weapons. The feat that provides proficiency with these weapons varies from weapon to weapon; some are considered simple weapons (covered by the Simple Weapons Proficiency feat); others are archaic (Archaic Weapons Proficiency) or exotic (Exotic Melee Weapon Proficiency).

A character’s Strength modifier is always added to a melee weapon’s attack roll and damage roll. If using the item two handed they add 1 and a half their strength modifier to their damage roll.

Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.

**Damage**: The damage the weapon deals on a successful hit.

**Critical**: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).

**Damage Type**: Melee weapon damage is classified according to type: bludgeoning (weapons with a blunt striking surface), energy (of a specific type), piercing (weapons with a sharp point), and slashing (weapons with an edged blade). Some creatures or characters may be resistant or immune to some forms of damage.

**Range Increment**: Melee weapons that are designed to be thrown can be used to make ranged attacks. As such, they have a range increment just as other ranged weapons do—but the maximum range for a thrown weapon is five range increments instead of ten.

Any attack at less than the given range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.

**Size**: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.

A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands.

A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character’s off hand.

**Weight**: This column gives the weapon’s weight.

**Price:** This is the price of the weapon.

**Restriction**: None of the following melee weapons have restrictions on their purchase.

**Simple Melee Weapons**

Generally inexpensive and light in weight, simple weapons get the job done nevertheless.

**Brass Knuckles**: These pieces of molded metal fit over the outside of a character’s fingers and allow him or her to deal lethal damage with an unarmed strike instead of nonlethal damage.

A strike with brass knuckles is otherwise considered an unarmed attack.

When used by a character with the Brawl feat, brass knuckles increase the base damage dealt by an unarmed strike by +1d3 and turn the damage into lethal damage.

The cost and weight given are for a single item.

**Cleaver**: Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants. These weapons are essentially similar to the twin butterfly swords used in some kung fu styles.

**Club**: Almost anything can be used as a club. This entry represents the wooden nightsticks sometimes carried by police forces.

**Knife**: This category of weapon includes hunting knives, butterfly or “balisong” knives, switchblades, and bayonets (when not attached to rifles). A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a knife.

**Butterfly Knife:** A collapsible knife which is known for being very sharp and dangerous. They are popular amongst those who like to do knife tricks. It only possesses the tiny ability when collapsed.

**Metal Baton**: This weapon can be collapsed to reduce its size and increase its concealability. A collapsed baton is Small and can’t be used as a weapon. Extending or collapsing the baton is a free action.

**Pistol Whip**: Using a pistol as a melee weapon can deal greater damage than attacking unarmed. No weight or purchase DC is given for this weapon, since both vary depending on the pistol used.

**Rifle Butt**: The butt of a rifle can be used as an impromptu club.

**Sap**: This weapon, essentially a smaller version of a club, deals nonlethal damage instead of lethal damage.

**Taser**: Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. (The Taser gun is a ranged weapon with a similar effect.) This can be used as a touch attack or as a normal attack. If using it as a normal attack, add your Strength modifier to damage. On a successful hit, the stun gun deals 1d4 points of electricity damage,(do not add the character’s Str bonus) and the target must make a Fortitude saving throw (DC: 10+ 1/2 BAB+ Strength Modifier+ Mastercraft bonus) or be Stunned for 1d6 rounds.

**Tonfa**: This is the melee weapon carried by most police forces, used to subdue and restrain criminals. A character can deal nonlethal damage with a tonfa without taking the usual –4 penalty.

**Archaic Melee Weapons**

Most of these weapons deal damage by means of a blade or a sharp point. Some of them are moderately expensive, reflecting their archaic nature in modern-day society.

**Bayonet (Fixed)**: The statistics given describe a bayonet fixed at the end of a longarm with an appropriate mount. With the bayonet fixed, the longarm becomes a double weapon—clublike at one end and spearlike at the other. A character can fight with it as if fighting with two weapons, but if the character does so, he or she incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.

**Hatchet**: This light axe is a chopping tool that deals slashing damage when employed as a weapon.

**Longsword**: This classic, straight blade is the weapon of knighthood and valor.

**Machete**: This long-bladed tool looks much like a short, lightweight sword.

**Rapier**: The rapier is a lightweight sword with a thin blade. A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a rapier.

**Spear**: This primitive device is a reach weapon. A character can strike opponents 10 feet away with it, but can’t use it against an adjacent foe.

**Straight Razor**: Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.

**Sword Cane**: This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. Because of this special construction, a sword cane is always considered to be concealed; it is noticed only with a Spot check (DC 18) or opposed by Slight of hand. (The walking stick or umbrella is not concealed, only the blade within.)

**Exotic Melee Weapons**

Most exotic weapons are either atypical in form or improved variations of other melee weapons. Because each exotic weapon is unique in how it is manipulated and employed, a separate Exotic Melee Weapon Proficiency feat is required for each one in order to avoid the –4 nonproficient penalty.

**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 to entangle an opponent.

The chain can be used either as a double weapon or as a reach weapon. A character 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, the character can only strike at an adjacent opponent.

If a character uses the chain as a reach weapon, he or she can strike opponents up to 10 feet away. In addition, unlike other weapons with reach, the character can use it against an adjacent foe. In this case, the character can only use one end of the chain effectively; he or she can’t use it as a double weapon.

Because a chain can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by succeeding at a melee touch attack. If the character is tripped during his or her own trip attempt, the character can drop the chain to avoid being tripped.

When using a chain, the character gets a +2 equipment bonus on his or her opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm the opponent).

A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a chain.

**Chain Saw**: Military and police units use 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.

**Kama**: A kama is a wooden shaft with a scythe blade extending at a right angle out from the shaft. Kama are traditional weapons in various styles of karate.

**Katana**: The katana is the traditional Japanese samurai sword. When used with the Exotic Melee Weapon Proficiency feat, it can be used with one hand. For a wielder without the feat, the katana must be used with two hands, and the standard –4 nonproficiency penalty applies.

**Kukri**: This heavy, curved dagger has its sharp edge on the inside of the curve.

**Nunchaku**: A popular martial arts weapon, the nunchaku is made of two wooden shafts connected by a short length of rope or chain.

**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.

The three-section staff is a double weapon. A character can fight with it as if fighting with two weapons, but if he or she does, the character incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.