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.

## Melee Weapons List

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.

**Purchase DC**: This is the purchase DC for a Wealth check to acquire the weapon.

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

**Table: Melee Weapons**

## Simple Melee Weapons

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

### Simple Melee Weapons Table

Require the Simple Weapons Proficiency feat. All starting Classes begin with this feat.

**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 +1 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.

**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.

**Stun Gun**: Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. (The taser is a ranged weapon with a similar effect.) On a successful hit, the stun gun deals 1d3 points of electricity damage,(do not add the character’s Str bonus) and the target must make a Fortitude saving throw (DC 15) or be paralyzed 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.

### Archaic Melee Weapons Table

require the Archaic Weapons Proficiency feat

**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). (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.

### Exotic Melee Weapons Table

each requires a specific Exotic Melee Weapon Proficiency feat

**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.

## Improvised Weapons

Any portable object can be used as a weapon in a pinch. In most cases, an object can be wielded either as a melee weapon or a ranged weapon.

A character takes a –4 penalty on his or her attack roll when wielding or throwing an improvised weapon. An improvised weapon is not considered simple, archaic, or exotic, so weapon proficiency feats cannot offset the –4 penalty.

### Improvised Weapons Table

A character can effectively wield or throw an object of his or her size category or smaller using one hand. A character can effectively wield or throw an object one size category larger than him or herself using two hands. An improvised thrown weapon has a range increment of 10 feet. Increase the range increment for creatures of Large size or larger as follows:

* Large 15 feet,
* Huge 30 feet,
* Gargantuan 60 feet,
* Colossal 120 feet.

Damage: Improvised weapons deal lethal damage based on their size, although the GM may adjust the damage of an object that is especially light or heavy for its size. The wielder’s Strength modifier applies only to damage from Tiny or larger improvised weapons; do not apply the wielder’s Strength modifier to damage from Diminutive objects. Table: Improvised Weapon Damage by Size gives the damage for improvised weapons of varying size. Improvised weapons threaten a critical hit on a natural roll of 20. Improvised weapons of Fine size deal no damage.

Unlike real weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend, crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself.