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Shoanti Weapons and Traits Overview

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0% found this document useful (0 votes)
13 views36 pages

Shoanti Weapons and Traits Overview

Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Pathfinder Weapons RATED

delivered by Milosz0pl
also check mine Milo's houserules english

Explanations
❖ Light: A light weapon is used in one hand. It is easier to use in one’s off
hand than a one-handed weapon is, and can be used while grappling (see
Chapter 8). Add the wielder’s Strength modifier to damage rolls for melee
attacks with a light weapon if it’s used in the primary hand, or half the
wielder’s Strength bonus if it’s used in the off hand. Using two hands to
wield a light weapon gives no advantage on damage; the Strength bonus
applies as though the weapon were held in the wielder’s primary hand only.
An unarmed strike is always considered a light weapon.

❖ Blocking: When you use this weapon to fight defensively, you gain a +1
shield bonus to AC.

❖ Brace: If you use a readied action to set a brace weapon against a charge,
you deal double damage on a successful hit against a charging character
(see Chapter 8).

❖ Deadly: When you use this weapon to deliver a coup de grace, it gains a
+4 bonus to damage when calculating the DC of the Fortitude saving throw
to see whether the target of the coup de grace dies from the attack. The
bonus is not added to the actual damage of the coup de grace attack.

❖ Disarm: When you use a disarm weapon, you get a +2 bonus on Combat
Maneuver Checks to disarm an enemy.

❖ Double: You can use a double weapon to fight 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. You can choose to wield one end of a double
weapon two-handed, but it cannot be used as a double weapon when
wielded in this way—only one end of the weapon can be used in any given
round.

❖ Monk: A monk weapon can be used by a monk to perform a flurry of blows


(see Chapter 3).

❖ Nonlethal: These weapons deal nonlethal damage (see Chapter 8).

❖ Reach: Glaives, guisarmes, lances, longspears, ranseurs, 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. Most reach weapons 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.

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

❖ Grapple: On a successful critical hit with a weapon of this type, you can
grapple the target of the attack. The wielder can then attempt a combat
maneuver check to grapple his opponent as a free action. This grapple
attempt does not provoke an attack of opportunity from the creature you
are attempting to grapple if that creature is not threatening you. While you
grapple the target with a grappling weapon, you can only move or damage
the creature on your turn. You are still considered grappled, though you do
not have to be adjacent to the creature to continue the grapple. If you move
far enough away to be out of the weapon’s reach, you end the grapple with
that action.
❖ Sunder: When you use a sunder weapon, you get a +2 bonus on Combat
Maneuver Checks to sunder attempts.

❖ Performance: When wielding this weapon, if an attack or combat


maneuver made with this weapon prompts a combat performance check,
you gain a +2 bonus on that check.

❖ Fragile: Fragile weapons and armor cannot take the beating that sturdier
weapons can. A fragile weapon gains the broken condition if the wielder
rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is
already broken, the roll of a natural 1 destroys it instead.

❖ Thrown Weapons: Daggers, clubs, shortspears, spears, darts, javelins,


throwing axes, light hammers, tridents, shuriken, and nets are thrown
weapons. The wielder applies his 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 column on Table 6–4), and 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: Blowguns, light crossbows, slings, heavy crossbows,


shortbows, composite shortbows, longbows, composite longbows, halfling
sling staves, 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 or
longbow, or a sling. If the character has a penalty for low Strength, apply it
to damage rolls when he uses a bow or a sling.
❖ Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts
(for crossbows), darts (for blowguns), or sling bullets (for slings and halfling
sling staves). When using a bow, a character can draw ammunition as a
free action; crossbows and slings require an action for reloading (as noted
in their descriptions). Generally speaking, ammunition that hits its target is
destroyed or rendered useless, while ammunition that misses has a 50%
chance of being destroyed or lost.

❖ Although they are thrown weapons, shuriken are treated as ammunition


for the purposes of drawing them, crafting masterwork or otherwise special
versions of them (see Masterwork Weapons on page 149), and what
happens to them after they are thrown.

❖ Weightless weapons
There are melee weapons in Ultimate Combat (pages 131 to 132) with a
weight of "—". If these weapons are primarily metal (like the kerambit), how
do you calculate the cost of creating mithral versions of these weapons?
Treat these weapons as 1/2 lb weapons for the purpose of creating a
mithral version of the weapon.

❖ Prone
The character is lying on the ground. A prone attacker has a –4 penalty on
melee attack rolls and cannot use a ranged weapon (except for a
crossbow). A prone defender gains a +4 bonus to Armor Class against
ranged attacks, but takes a –4 penalty to AC against melee attacks.

Proficiency
Traits

❖ Heirloom Weapon trait


Category Equipment
You carry a non-masterwork simple or martial weapon that has been
passed down from generation to generation in your family (pay the
standard gp cost for the weapon). When you select this trait, choose one of
the following benefits: proficiency with that specific weapon, a +1 trait
bonus on attacks of opportunity with that specific weapon, or a +2 trait
bonus on one kind of combat maneuver when using that specific weapon.

❖ Caravan Drover trait


Category Race
Requirement(s) Half-Orc
With your hand on the lash, your caravans always arrive on time. You treat
whips as martial weapons, and up to 10 animals and humanoids traveling
with you can hustle or make a forced march for 1 hour longer than normal
before taking nonlethal damage and becoming fatigued.

❖ Shoanti Tattoo trait


Category Race
Requirement(s) Human—Shoanti
Upon reaching adulthood, you received a tribal tattoo, marking you with the
symbols of your quah and totem spirits (see the inside back cover for
suggestions and designs for Shoanti tattoos). You gain a +1 trait bonus on
saving throws against fear effects. Additionally, you are proficient with earth
breakers, klars, and Shoanti bolas.

❖ Varisian Tattoo trait


Category Race
Requirement(s) Human—Varisian
You bear the elaborate tattoos of your people, marking you as a free son or
daughter of the road. You gain a +1 trait bonus on saving throws against
charm and compulsion effects. Additionally, you are proficient with bladed
scarves and starknives.

Races
❖ Drow
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier,
and short sword.
A character with the drow’s weapon familiarity racial trait treats the drow
razor as a martial weapon.

❖ Elf
Weapon Familiarity: Elves are proficient with longbows (including
composite longbows), longswords, rapiers, and shortbows (including
composite shortbows), and treat any weapon with the word “elven” in its
name as a martial weapon.
Spirit of Waters: Some elves have adapted to life in tune with the sea or
along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus
on Swim checks, can always take 10 while swimming, and may choose
Aquan as a bonus language. They are proficient with longspear, trident,
and net. This racial trait replaces elven magic and weapon familiarity.
Jininese Weapon Mastery: The elves of Jinin are proficient with many of
the weapons of the Dragon Empires. Elves with this racial trait are
proficient with fighting fans and tonfa, and they treat katanas, kusarigamas,
and wakizashis as martial weapons. This replaces weapon familiarity.

❖ Dwarf / Duergar
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks,
and warhammers, and treat any weapon with the word “dwarven” in its
name as a martial weapon.

❖ Half-Orc / Orc
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions,
and treat any weapon with the word “orc” in its name as a martial weapon.
Chain fighter: Some half-orcs have escaped from slavery and reforged the
chains of their imprisonment into deadly weapons. Half-orcs with this racial
trait are proficient with flails and heavy flails, and treat dire flails and spiked
chains as martial weapons. This racial trait replaces weapon familiarity.
City Raised: Half-orcs with this trait know little of their orc ancestry and
were raised among humans and other half-orcs in a large city. City-raised
half-orcs are proficient with whips and longswords, and receive a +2 racial
bonus on Knowledge (local) checks. This racial trait replaces weapon
familiarity.

❖ Gnome
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in
its name as a martial weapon.
Master Tinker: Gnomes experiment with all manner of mechanical devices.
Gnomes with this racial trait gain a +1 bonus on Disable Device and
Knowledge (engineering) checks. They are treated as proficient with any
weapon they have personally crafted. This racial trait replaces defensive
training and hatred.

❖ Human
Military Tradition: Several human cultures raise all children (or all children
of a certain social class) to serve in the military or defend themselves with
force of arms. They gain proficiency with up to two martial or exotic
weapons appropriate to their culture. This racial trait replaces the bonus
feat trait.

❖ Halfling
Weapon Familiarity: Halflings are proficient with slings and treat any
weapon with the word “halfling” in its name as a martial weapon.
Deep Jungle: Some reclusive halfling tribes flourish in tropical locales.
These halflings begin play speaking only Halfling (in addition to any
additional languages gained from having a high Intelligence score), rather
than Common and Halfling. They gain a +2 racial bonus on Survival checks
and are proficient with blowguns. In addition, they have the poison use
ability (they never risk poisoning themselves accidentally). This racial trait
alters halflings’ languages and replaces sure-footed and weapon familiarity.

❖ Half-elf
Ancestral Arms: Some half-elves receive training in an unusual weapon.
Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial
Weapon Proficiency with one weapon as a bonus feat at 1st level. This
racial trait replaces the adaptability racial trait.
Weapon Familiarity: Half-elves raised among elves often feel pitied and
mistrusted by their longer-lived kin, and yet they receive training in elf
weapons. They gain the elf ’s weapon familiarity trait. This racial trait
replaces adaptability.
Drow-Trained: Darkborn (half-elves descended from drow) are proficient
with the hand crossbow, rapier, and shortsword. This racial trait replaces
the adaptability racial trait.

❖ Ganzi
Weaponplay (Oddity, Ex) Ganzis with lineages that link to the valkyries
manifest their heritage in their skill in combat. Such ganzis are always
proficient with all simple and martial weapons, and they can qualify for feats
normally available only to fighters (such as Weapon Specialization) even if
they don’t have any fighter class levels.

❖ Goblin
Weapon familiarity: Goblins’ traditional weapons are the dogslicer and the
horsechopper, weapons designed specifically to bring down their most
hated foes. Goblins with this trait are proficient with the dogslicer and the
horsechopper, and treat any weapon with the word "goblin" in it as martial
weapons. This racial trait replaces skilled.

❖ Grippli
Weapon Familiarity: Gripplis are proficient with nets.
Princely: The grippli gains proficiency with rapiers and a +2 racial bonus
on Diplomacy and Intimidate checks. This racial trait replaces swamp stride
and weapon familiarity.

❖ Hobgoblins
Pit Boss: Slave blood fuels the hobgoblin war machine. Pit bosses extract
the last breath of labor from their charges with a liberal touch of the lash.
Hobgoblins with this racial trait gain proficiency with whips and a +1 racial
bonus on combat maneuver checks made to disarm or trip with a whip.
This racial trait replaces sneaky.

❖ Kasatha
Kasathas treat kasatha spinal swords as martial weapons.

❖ Tengu
Swordtrained: Tengus are automatically proficient with swordlike weapons
(including bastard swords, daggers, elven curve blades, falchions,
greatswords, kukris, longswords, punching daggers, rapiers, scimitars,
short swords, and two-bladed swords).
Exotic Weapon Training: Instead of swords, some tengus are trained in
exotic weaponry. Such tengus choose a number of eastern weapons equal
to 3 + their Intelligence bonus, and gain proficiency with these weapons.
This racial trait replaces swordtrained.

❖ Vishkanya
Weapon Familiarity: Vishkanyas are always proficient with blowguns,
kukri, and shuriken.
The vishkanya’s weapon familiarity racial trait grants proficiency with the
sanpkhang.

Items

❖ Wrist Launcher & Heavy Wrist Launcher


If you are proficient with hand crossbows, you are also proficient with wrist
launchers.

❖ White ioun stone


This stone grants proficiency/weapon familiarity (treated as martial) with the
keyed weapon

Rating
● Outperforming others in some way(5/5)
● Above Average (4/5)
● Average(3/5)
● Below Average (2/5)
● Bad (1/5)

● For Guns:
Can't Outsmart Bullet ! Caffeine Elemental's guide …
● For Styles:
I Know Kung Fu: A Guide to Style Feats

Some of the weapons don't have weapon groups assigned.


I recommend a fix to it that can be found here.

Name Cost DMG (S) DMG (M) Critical Range Comment by me Weight Type Special
[Weapon Group]

SIMPLE - LIGHT WEAPONS


Note:
Fragile is awful quality to have
Reach is a superior quality always bumping rating up
Crossbows are quite bad unless you are a Crossbowman Fighter or Bolt Ace Gunslinger

Battle aspergillum 5 gp 1d4 1d6 x2 — If filled with holy water 4 lbs. B see text
[hammers] then first 5 hits against
undead do +1 damage

Brass knife 2 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P or S fragile


[none]

Brass knuckles 1 gp 1d2 1d3 x2 — Allows lethal unarmed; 1 lb. B monk, see
[close; monk] Allows to hold stuff; text
Allows to provide somatic

Cestus 5 gp 1d3 1d4 19-20/x2 — Allows lethal unarmed; 1 lb. B or P monk, see
[close; monk] Allows to wield stuff, albeit text
at -2 penalty to some
skills
Dagger 2 gp 1d3 1d4 19-20/x2 10 ft. Simple & gives bonus to 1 lb. P or S —
[blades, light; sleight of hand;
thrown; tribal] Lots of support

Gauntlet 2 gp 1d2 1d3 x2 — Allows lethal unarmed; 1 lb. B —


[close] Doesn’t block hand

Hanbo 1 gp 1d4 1d6 x2 — Only pick it if you plan to 2 lbs. B monk, trip
[monk] utilize trip

Handwraps 1 sp — — — — It just exists to give — — See text


[none] enchantments to unarmed

Hook hand 10 gp 1d3 1d4 x2 — 1 lb. S disarm


[none]

Kunai 2 gp 1d3 1d4 x2 10 ft. More a tool (crowbar or 2 lbs. B or P —


[none] piton) rather than weapon

Light mace 5 gp 1d4 1d6 x2 — There is no reason to ever 4 lbs. B —


[hammers] pick it

Punching dagger 2 gp 1d3 1d4 x3 — 1 lb. P —


[close]

Sickle 6 gp 1d4 1d6 x2 — 2 lbs. S trip


[blades light]

Spider-leg sickle 15 gp 1d4 1d6 x2 — Allows to deliver poison 2 lbs. P trip


[none] (poisons are mostly bad
tho)

Spiked gauntlet 5 gp 1d3 1d4 x2 — No way to lose it; 1 lb. P —


[close] Forever backup weapon
that is handless;
Negates reach drawback

Spring blade 70 gp 1d3 1d4 x2 10 ft. Worse weapon, but bigger 1 lb. P or S —
[none] bonus to conceal

Traveling kettle 5 gp 1d4 1d6 x2 — 2 lbs. B Monk, see


[monk] text
Wooden stake — 1d3 1d4 x2 10 ft. Only take for vampires 1 lb. P —
[close]

SIMPLE - ONE-HANDED WEAPONS


Baston fighting 10 gp 1d4 1d6 x2 — With Combat reflexes it 2 lbs. B Monk, see
stick gains Blocking & text
[none] Performance

Club — 1d4 1d6 x2 10 ft. Never pick unless you 3 lbs. B —


[hammers; thrown; plan to get stick-fighting
tribal] style

Heavy mace 12 gp 1d6 1d8 x2 — Worse than morningstar 8 lbs. B —


[hammers]

Mere club 2 gp 1d3 1d4 x2 — There is no reason to ever 2 lbs. B or P fragile


[close; hammers] pick it

Morningstar 8 gp 1d6 1d8 x2 — Completely superior to 6 lbs. B and P —


[flails] Heavy Mace

Shortspear 1 gp 1d4 1d6 x2 20 ft. There is no reason to ever 3 lbs. P —


[spears; thrown; pick it
tribal]

SIMPLE - TWO-HANDED WEAPONS


Bayonet 5 gp 1d4 1d6 x2 — There is no reason to ever 1 lb. P —
[blades, light; pick it
close]

Boar spear 5 gp 1d6 1d8 x2 — Unfortunately, brace is 8 lbs. P brace, see


[spears] almost never worth it and text
it has worse stats than
normal spear
Boarding pike 8 gp 1d6 1d8 x3 — Longspear, but 3 gp more 9 lbs. P brace, reach
[none] expensive and RAW
groupless

Kumade 5 gp 1d4 1d6 x3 — More a tool (rope) rather 4 lbs. P grapple


[axes] than weapon

Kumade, 10 gp 1d4 1d6 x3 — More a tool (rope) rather 4 lbs. P grapple


collapsible than weapon
[axes]

Lantern staff 15 gp 1d4 1d6 x3 — All quarterstaff stuff 9 lbs. B see text
[hammers] applies to this.
Imagine if I had a real
weapon;
Does bonus 1 fire damage

Longspear 5 gp 1d6 1d8 x3 — Simple & Reach, which is 9 lbs. P brace, reach
[spears] one of the better qualities

Quarterstaff — 1d4/1d4 1d6/1d6 x2 — On its own it is mediocre 4 lbs. B double, monk


[double; monk] weapon, just worse Bo
Staff, but has a lot of
support in system

Spear 2 gp 1d6 1d8 x3 20 ft. Reach is almost always 6 lbs. P brace


[spears; thrown; superior and this weapon
tribal] doesn’t provide anything
interesting

Weighted spear 10 gp 1d6/1d4 1d8/1d6 x3/x2 — Double weapons 8 lbs. B or P brace, double
[double; spears] unfortunately suck as a
quality

SIMPLE - RANGED WEAPONS


Blowgun 2 gp 1 1d2 x2 20 ft. 1 lb. P —
[thrown]
Dart 5 sp 1d3 1d4 x2 20 ft. 1/2 lb. P —
[thrown]

Heavy crossbow 50 gp 1d8 1d10 19-20/x2 120 ft. 8 lbs. P —


[crossbows]

Javelin 1 gp 1d4 1d6 x2 30 ft. 2 lbs. P —


[spears; thrown]

Light crossbow 35 gp 1d6 1d8 19-20/x2 80 ft. 4 lbs. P —


[crossbows]

Sling — 1d3 1d4 x2 50 ft. — B —


[thrown]

Stingchuck — 1d3 1d4 x2 10 ft. Artifact 9 lbs. B see text


[none]

Stonebow 35 gp 1d4 1d6 x2 50 ft. 4 lbs. B —


[none]

Underwater heavy 100 gp 1d8 1d10 19-20/x2 120 ft. 8 lbs. P —


crossbow
[crossbows]

Underwater light 70 gp 1d6 1d8 19-20/x2 80 ft. 4 lbs. P —


crossbow
[crossbows]

MARTIAL - LIGHT WEAPONS


Blade boot 25 gp 1d3 1d4 x2 — Bonus to concealing it and 2 lbs. P see text
[none] easy to bring everywhere

Boarding axe 6 gp 1d4 1d6 x3 — Pretty average with bonus 3 lbs. P or S —


[axes] to climb wood

Butterfly sword 20 gp 1d3 1d4 19-20/x2 — Split weapon 1 lb. S monk


[blades, light;
monk]

Cat-o'-nine-tails 1 gp 1d3 1d4 x2 — No reason to ever take it 1 lb. S disarm,


[flails] as it doesn’t work on nonlethal
armor

Dogslicer 8 gp 1d4 1d6 19-20/x2 — No reason to ever take it 1 lb. S fragile


[blades, light]

Dueling dagger 12 gp 1d3 1d4 19-20/x2 10 ft. All dagger effects apply to 1 lb. P or S see text
[blades, light; [Link];
thrown] +1 bonus to AC while
using Combat Expertise

Gladius 15 gp 1d4 1d6 19-20/x2 — Reskin; 3 lbs. P or S performance


[blades, light] All shortsword stuff apply
to gladius

Handaxe 6 gp 1d4 1d6 x3 — Worse than Boarding Axe 3 lbs. S —


[axes; tribal]

Iron brush 2 gp 1d2 1d3 x2 10 ft. Bonus to concealing it and — P —


[close] easy to bring everywhere

Jutte 8 gp 1d4 1d6 x2 — Only pick it if you plan to 1 lb. B disarm, monk
[monk] utilize disarm

Katar, tri-bladed 6 gp 1d3 1d4 x4 — All punching dagger 2 lbs. P —


[close] effects apply to katar;

Kerambit 2 gp 1d2 1d3 x3 — Gives bonus to sleight of — S —


[blades, light] hand

Kukri 8 gp 1d3 1d4 18-20/x2 — Highest possible crit as a 2 lbs. S —


[blades, light] light weapon. It is always
worth it

Light hammer 1 gp 1d3 1d4 x2 20 ft. 2 lbs. B —


[hammers; thrown]

Light pick 4 gp 1d3 1d4 x4 — x4 crit makes it a niche 3 lbs. P —


[axes] pick (pun intended)
Light shield 3 gp/9 1d2 1d3 x2 — Shields have a lot of special B —
[close; tribal] gp support for bashing and
TWF

Lungchuan tamo 5 gp 1d3 1d4 x2 10 ft. No reason to ever take it 1 lb. P or S monk
[none]

Machete 10 gp 1d4 1d6 19-20/x2 — Same stats as 2 lbs. S —


[blades, light] shortsword, but gives
bonus to survival

Sap 1 gp 1d4 1d6 x2 — Backup nonlethal weapon 2 lbs. B nonlethal


[close]

Sea-knife 8 gp 1d3 1d4 19-20/x2 — Backup weapon in 1 lb. S —


[none] swimming, flying, or
prone.

Shang gou 6 gp 1d3 1d4 x2 — Only pick it if you plan to 1 lb. S disarm or trip,
[monk] utilize disarm or trip monk

Short sword 10 gp 1d4 1d6 19-20/x2 — Simple & working 2 lbs. P —


[blades, light]

Spiked armor +50 gp 1d4 1d6 x2 — No way to lose it; special P —


[close] Forever backup weapon
that is handless;
Negates reach drawback

Spiked light shield 13 1d3 1d4 x2 — Shields have a lot of special P —


[none] gp/19 support for bashing and
gp TWF

Starknife 24 gp 1d3 1d4 x3 20 ft. On itself it is just nice 3 lbs. P —


[blades, light; thrown weapon, but it has
thrown] a support of Desna DFT

Switchblade knife 5 gp 1d3 1d4 19-20/x2 10 ft. This weapon is treated as 1 lb. P —
[none] dagger and is much
easier to conceal

Tailblade, ratfolk 11 gp 1d2 1d3 x2 — 1/2 lb. S —


[none]
Throwing axe 8 gp 1d4 1d6 x2 10 ft. On itself is is just average, 2 lbs. S —
[axes; thrown; but it has awesome
tribal] Sliding Axe Throw feat
which gives it a big
potential

Tonfa 1 gp 1d4 1d6 x2 — Never pick unless you 1 lb. B blocking,


[close; monk] plan to get stick-fighting monk
style

War razor 8 gp 1d3 1d4 19-20/x2 — It is a worse dagger in 1 lb. S —


[blades, light] every way;
gives bonus to sleight of
hand

Wushu dart 2 sp 1d2 1d3 x2 10 ft. No reason to ever take it — P monk


[close; monk;
thrown]

MARTIAL - ONE-HANDED WEAPONS


Ankus 8 gp 1d6 1d8 x2 — Only pick it if you plan to 5 lbs. P disarm, trip
[blades, heavy] utilize disarm or trip

Battleaxe 10 gp 1d6 1d8 x3 — 6 lbs. S —


[axes]

Combat scabbard 1 gp 1d4 1d6 x2 — 1 lb. B improvised,


[none] see text

Combat scabbard, 10 gp 1d4 1d6 x2 — 1 lb. S see text


sharpened
[none]

Cutlass 15 gp 1d4 1d6 18-20/x2 — Reskin; 4 lbs. S —


[blades, heavy] All scimitar stuff apply to
cutlass

Double chicken 12 gp 1d4 1d6 19-20/x2 — Only pick it if you plan to 3 lbs. S disarm, monk
saber utilize disarm
[blades, heavy;
monk]

Gandasa 15 gp 1d6 2d4 x3 — 4 lbs. S —


[axes]

Heavy pick 8 gp 1d4 1d6 x4 — x4 crit makes it a niche 6 lbs. P —


[axes] pick (pun intended)

Heavy shield 7 gp/20 1d3 1d4 x2 — Shields have a lot of special B —


[close; tribal] gp support for bashing and
TWF

Klar 12 gp 1d4 1d6 x2 — No reason to pick it over 6 lbs. S see text


[blades, heavy; light shield
close]

Light flail 8 gp 1d6 1d8 x2 — Only pick it if you plan to 5 lbs. B disarm, trip
[flails] utilize disarm or trip

Longsword 15 gp 1d6 1d8 19-20/x2 — Simple and effective with 4 lbs. S —


[blades, heavy] quite a lot of support

Manople 17 gp 1d6 1d8 x2 — Only pick it if you plan to 4 lbs. P or S blocking,


[blades, light] utilize disarm disarm

Nine-ring 15 gp 1d6 1d8 x3 — 4 lbs. S monk


broadsword
[blades, heavy;
monk]

Rapier 20 gp 1d4 1d6 18-20/x2 — Best crit range and 2 lbs. P —


[blades, light] finesse

Scimitar 15 gp 1d4 1d6 18-20/x2 — Not only it has best crit 4 lbs. S —
[blades, heavy] range, but it also requires
the least amount of feats
for dex to damage thanks
to Dervish Dancer feat

Scizore 20 gp 1d8 1d10 x2 — +1 to shield ac when not 3 lbs. P performance


[blades, light; attacking, -1 to attack
close] while attacking, why

Sibat 2 gp 1d4 1d6 x3 10 ft. 2 lbs. P or S grapple


[spears; thrown]
Spiked heavy 17 1d4 1d6 x2 — Shields have a lot of special P —
shield gp/30 support for bashing and
[close] gp TWF

Sword cane 45 gp 1d4 1d6 x2 — Finessable and 4 lbs. P —


[blades, light] concealable

Terbutje 5 gp 1d6 1d8 19-20/x2 — Fragile quality kills any 2 lbs. S fragile
[blades, heavy] use out of it

Terbutje, steel 20 gp 1d6 1d8 19-20/x2 — 4 lbs. S —


[blades, heavy]

Trident 15 gp 1d6 1d8 x2 10 ft. No reason to ever take it 4 lbs. P brace


[spears; thrown]

Warhammer 12 gp 1d6 1d8 x3 — 5 lbs. B —


[hammers]

MARTIAL - TWO-HANDED WEAPONS


Bardiche 13 gp 1d8 1d10 19-20/x2 — 14 lbs. S brace, reach,
[axes; polearms] see text

Bec de corbin 15 gp 1d8 1d10 x3 — 12 lbs. B or P brace, reach,


[polearms] see text

Bill 11 gp 1d6 1d8 x3 — 11 lbs. S brace,


[polearms] disarm,
reach, see
text

Earth breaker 40 gp 1d10 2d6 x3 — 14 lbs. B —


[hammers]

Falchion 75 gp 1d6 2d4 18-20/x2 — Awesome dice and 8 lbs. S —


[blades, heavy] biggest crit range

Glaive 8 gp 1d8 1d10 x3 — On its own it is typical 10 lbs. S reach


[polearms] reach weapon, but it has
interesting Bladed Brush
Feat support
Glaive-guisarme 12 gp 1d8 1d10 x3 — 10 lbs. S brace, reach,
[polearms] see text

Greataxe 20 gp 1d10 1d12 x3 — Worse than greatsword, 12 lbs. S —


[axes] but still ok

Greatclub 5 gp 1d8 1d10 x2 — Worse than other options 8 lbs. B —


[hammers; tribal]

Greatsword 50 gp 1d10 2d6 19-20/x2 — Basic, simple and very 8 lbs. S —


[blades, heavy] good;
It has a support of Gorum
DFT for Vital Strike build

Guisarme 9 gp 1d6 2d4 x3 — 12 lbs. S reach, trip


[polearms]

Halberd 10 gp 1d8 1d10 x3 — 12 lbs. P or S brace, trip


[polearms]

Heavy flail 15 gp 1d8 1d10 19-20/x2 — 10 lbs. B disarm, trip


[flails]

Hooked lance 3 gp 1d6 1d8 x4 — 10 lbs. P reach, trip


[polearms]

Horsechopper 10 gp 1d8 1d10 x3 — 12 lbs. P or S reach, trip


[polearms]

Lance 10 gp 1d6 1d8 x3 — Double damage for 10 lbs. P reach


[polearms] mounted charge;
If not mounted then skip

Lizard king war 20 gp see text see text x3 10 ft. 12 lbs. P brace
trident
[none]

Lucerne hammer 15 gp 1d10 1d12 x2 — Bonus to sundering 12 lbs. B or P brace, reach,


[polearms] armors see text

Mattock 12 gp 1d6 2d4 x4 — 12 lbs. P fragile


[axes]

Monk's spade 20 gp 1d4/1d4 1d6/1d6 x2 — 12 lbs. B or P or double, monk


[double; monk; S
polearms]
Naginata 35 gp 1d6 1d8 x4 — 9 lbs. S reach
[polearms]

Nodachi 60 gp 1d8 1d10 18-20/x2 — Biggest crit range 8 lbs. S or P brace


[blades, heavy;
polearms]

Ogre hook 24 gp 1d8 1d10 x3 — 10 lbs. P trip


[polearms]

Pickaxe 14 gp 1d6 1d8 x4 — Worse scythe 12 lbs. P —


[none]

Planson 10 gp 1d8 1d10 x2 — 10 lbs. B or P brace


[hammers; spears]

Ranseur 10 gp 1d6 2d4 x3 — 12 lbs. P disarm, reach


[polearms]

Rhomphaia 15 gp 1d6 2d4 x3 — 10 lbs. P or S brace, fragile,


[none] reach

Sansetsukon 8 gp 1d8 1d10 19-20/x2 — 3 lbs. B blocking,


[flails; monk] disarm, monk

Sarissa 12 gp 1d6 1d8 x3 — It has a really weird 12 lbs. P brace, reach,


[none] mechanic of extra reach. see text
It can be really strong or it
can completely screw you
up

Scythe 18 gp 1d6 2d4 x4 — x4 crit makes it a niche 10 lbs. P or S trip


[blades, heavy] pick but it has a big
support in way of
Urgathoa DFT

Syringe spear 100 gp 1d6 1d8 x3 20 ft. Allows interesting 6 lbs. P brace, see
[none] mechanic of delivering text
liquid with hit

Tepoztopilli 8 gp 1d8 1d10 19-20/x2 — 8 lbs. P or S fragile, reach


[none]

Tiger fork 5 gp 1d6 1d8 x2 — 8 lbs. P brace, monk


[monk; polearms;
spears]
Tri-point 12 gp 1d8 1d10 x3 — 14 lbs. P reach
double-edged
sword
[monk]

MARTIAL - RANGED WEAPONS


Amentum — 1d4 1d6 x2 50 ft. Increases range of javelin 1 lb. P performance
[spears; thrown] used with it, but loading it
is a move action

Atlatl 2 gp 1d4 1d6 x2 50 ft. Composite bow (still 2 lbs. P —


[thrown] thrown) but for darts

Chakram 1 gp 1d6 1d8 x2 30 ft. One of best throwing 1 lb. S —


[blades, heavy; weapon;
blades, light; For two-handed throwing
thrown] take Large Chakram

Composite 100 gp 1d6 1d8 x3 110 ft. The superior ranged 3 lbs. P —
longbow options;
[bows] Can’t be used while
mounted

Composite 75 gp 1d4 1d6 x3 70 ft. The superior ranged 2 lbs. P —


shortbow options, but worse than
[bows] longbow;
Can be used while
mounted

Gastraphetes 65 gp 1d10 1d12 19-20/x2 120 ft. 12 lbs. P —


[none]

Hunga munga 4 gp 1d4 1d6 x2 15 ft. 3 lbs. P —


[blades, light;
thrown]

Hurlbat 8 gp 1d4 1d6 x3 10 ft. 2 lbs. P and S —


[none]

Jolting dart 100 gp 1d3 1d4 x2 20 ft. Dart upgraded with +1d6 1/2 lb. P see text
[none] bonus damage, but a
money sink
Longbow 75 gp 1d6 1d8 x3 100 ft. 3 lbs. P —
[bows]

Phaleros 5 gp 1d4 1d6 x2 20 ft. Javelin, but with splash 3 lbs. P —


[none] weapon delivery

Pilum 5 gp 1d6 1d8 x2 20 ft. Thrown weapon that gets 4 lbs. P see text
[spears; thrown] +1 to attack against shield

Poisoned sand 1 gp special special — — 1 lb. — see text


tube
[thrown]

Reflex bow 125 gp 1d4 1d6 x3 100 ft. Superior bow option for 2 lbs. P See text
[none] mounted archer

Shortbow 30 gp 1d4 1d6 x3 60 ft. 2 lbs. P —


[bows]

Spear-sling 50 gp 1d6 1d8 x3 see text Composite Bow that uses 2 lbs. P see text
[none] javelins instead of arrows;
Inferior reload (max move
action)

Throwing arrow — 1d3 1d4 x2 60 ft. Throwing arrow tool — P —


cord
[none]

Tube arrow 3 gp 1d3 1d4 x2 40 ft. Concealable one-shot 1/2 lb. P —


shooter crossbow
[crossbows]

EXOTIC - LIGHT WEAPONS


Aklys 5 gp 1d4 1d6 x2 20 ft. There is no reason to ever 2 lbs. B performance,
[hammers; thrown] pick it trip

Axe-gauntlet, 16 gp 1d4 1d6 x3 — There is no reason to ever 5 lbs. S blocking,


dwarven light pick it disarm
[axes; close]
Barbazu beard 25 gp 1d3 1d4 x2 — Completely handless 5 lbs. S —
[none] weapon

Battle poi 5 gp 1d3 fire 1d4 fire x2 — Deals fire damage and 2 lbs. fire —
[flails] you are treated as if you
had TWF for it when
proficient

Bich'hwa 5 gp 1d3 1d4 19-20/x2 — It has a bit weird wording 2 lbs. P or S monk
[none] regarding monk stuff, but
it is a holdover from 3.5

Butterfly knife 5 gp 1d3 1d4 19-20/x2 — Concealable split weapon 1 lb. P or S —


[blades, light]

Dan bong 1 sp 1d2 1d3 19-20/x2 10 ft. Grapple bonus, but you — B blocking,
[close; monk] get a penalty to grapple monk, see
when not using two hands text
without grappling style

Deer horn knife 10 gp 1d3 1d4 x3 20 ft. There is no reason to ever 3 lbs. P blocking,
[blades, light; pick it monk
monk; thrown]

Dwarven maulaxe 25 gp 1d4 1d6 x3 10 ft. There is no reason to ever 5 lbs. B or S —


[none] pick it

Elven leafblade 40 gp 1d3 1d4 18-20/x2 — Kukri, but exotic and with 3 lbs. P or S see text
[none] bonus to crit confirm

Emei piercer 3 gp 1d2 1d3 19-20/x2 — Allows to do piercing — P see text


[close; monk] unarmed

Fighting fan 5 gp 1d3 1d4 x3 — Bonus to feint — P distracting,


[close; monk] monk

Flying talon 15 gp 1d3 1d4 x2 — Weird reach mechanic 5 lbs. P or S disarm,


[flails] without AoO and threat reach, trip,
area see text

Gnome pincher 10 gp 1d4 1d6 x2 — Awesome pick for steal 2 lbs. B disarm, see
[flails] and disarm text
Halfling rope-shot 1 gp 1d4 1d6 x2 — Anti-disarm and 1 lb. B disarm
[flails] concealable, while giving
bonus to disarm

Helmet, dwarven 20 gp 1d3 1d4 x2 — Handless weapon 10 lbs. B see text


boulder
[none]

Kama 2 gp 1d4 1d6 x2 — There is no reason to ever 2 lbs. S monk, trip


[blades, light; pick it
monk]

Kasatha spinal 50 gp 1d4 1d6 x3 — Boosting poison DC; 3 lbs. P or S fragile


sword unfortunately it has fragile
[none] quality

Katar, 6 gp 1d3 1d4 x4 — All effects that apply to 2 lbs. P —


tri-bladed punching dagger apply to
[close] katar

Knuckle axe 9 gp 1d4 1d6 x3 — 2 lbs. S monk,


[axes] performance

Madu 40 1d3 1d4 x2 — Light shield with bonus 5 lbs./6 P performance


(leather/steel) gp/50 added to Combat lbs.
[blades, light; gp Expertise
close]

Nunchaku 2 gp 1d4 1d6 x2 — There is no reason to ever 2 lbs. B disarm, monk


[flails; monk] pick it

Pata 14 gp 1d4 1d6 x3 — 3 lbs. P performance


[axes; blades,
light]

Quadrens 8 gp 1d4 1d6 19-20/x2 — 2 lbs. P performance


[blades, light]

Razor, drow 25 gp 1d3 1d4 18-20/x2 — +2 to damage on every 2 lbs. S see text
[blades, light] critical or attack that has
SNEAK ATTACK

Rope gauntlet 2 sp 1d3 1d4 x2 — Makeshift weapon that 2 lbs. B (or S) —


[close] allows to wield items

Sai 1 gp 1d3 1d4 x2 — Bonus to sunder against 1 lb. B disarm, monk


[monk] weapons
Sanpkhang 60 gp 1d3 1d4 19-20/x2 — Boosting poison DC 1 lb. P or S monk, see
[blades, light; text
monk]

Scorpion whip 5 gp 1d3 1d4 x2 — Where There's a W… 3 lbs. S performance


[flails]

Siangham 3 gp 1d4 1d6 x2 — There is no reason to ever 1 lb. P monk


[monk] pick it

Sica 10 gp 1d4 1d6 x2 — Bonus to attack against 2 lbs. S performance


[blades, light] shields

Swordbreaker 10 gp 1d3 1d4 x2 — Big bonus to disarming 3 lbs. S disarm, see


dagger and sundering blades text
[blades, light]

Tekko-kagi 2 gp 1d2 1d3 x2 — Buckler; — P disarm, see


[close] Allows to do disarm text
without AoO;
Bonus to disarm and
sunder against blades

Thorn bracer 30 gp 1d4 1d6 x2 — Handless weapon 3 lbs. P —


[none]

Wakizashi 35 gp 1d4 1d6 18-20/x2 — Better Kukri 2 lbs. P or S deadly


[blades, light]

War-shield, 50 gp 1d4 1d6 x2 — Shields intended to be 8 lbs. P or S see text


dwarven used in TWF of both
[close]

Waveblade 5 gp 1d4 1d6 18-20/x2 — Better Kukri and is a monk 2 lbs. P or S monk, see
[close] weapon thus getting text
unique support like trait

EXOTIC - ONE-HANDED WEAPONS


Aldori dueling 20 gp 1d6 1d8 19-20/x2 — There is no reason to ever 3 lbs. S —
sword pick it;
[blades, heavy] Can apply finesse
Aldori content is just shit
Axe-gauntlet, 21 gp 1d6 1d8 x3 — 5 lbs. S blocking,
dwarven heavy disarm
[axes; close]

Bastard sword 35 gp 1d8 1d10 19-20/x2 — One/two handness has 6 lbs. S —


[blades, heavy] niche uses, but overall
lands as quite average;
Martial as two handed

Broken-back seax 40 gp 1d8 1d10 19-20/x2 — Minimum 15 strength to 4 lbs P&S See text
[blades, light] use

Doru 4 gp 1d6 1d8 x3 20 ft. There is no reason to ever 6 lbs. P brace


[none] pick it;
Simple as two-handed
Martial as one-handed
(nerfed stat)

Dwarven double 60 gp 1d8 1d10 x3 — It supports cleave, which 12 lbs. S see text
waraxe is just a bad mechanic;
[none] Doesn’t offer anything
more

Dwarven waraxe 30 gp 1d8 1d10 x3 — Martial two-handed 8 lbs. S —


[axes]

Elven thornblade 60 gp 1d4 1d6 18-20/x2 — Finesse; 4 lbs. P or S see text


[none] Gets bonus to crit confirm

Estoc 50 gp 2d3 2d4 18-20/x2 — Martial two-handed; 4 lbs. P —


[blades, heavy] If proficient then you can
apply finesse to it (even
while two-handed);
Best crit range

Falcata 18 gp 1d6 1d8 19-20/x3 — Awesome crit range with 4 lbs. S —


[blades, heavy] x3 modifier makes it have
a higher DPR

Flindbar 9 gp 1d6 1d8 x2 — There is no reason to ever 6 lbs. B and P disarm, trip
[none] pick it

Gnome flick-mace 20 gp 1d6 1d8 x2 — Redacted 10 lbs. B reach, trip


[none]
Great terbutje 12 gp 1d8 1d10 19-20/x2 — Martial two-handed; 4 lbs. S fragile
[blades, heavy] Fragile quality kills it

Hooked axe 20 gp 1d6 1d8 x3 — When used as martial 7 lbs. S disarm,


[axes] becomes a battleaxe; performance,
Does not offer anything trip
interesting

Katana 50 gp 1d6 1d8 18-20/x2 — Martial two-handed; 6 lbs. S deadly


[blades, heavy] Best crit range

Khopesh 20 gp 1d6 1d8 19-20/x2 — Doesn’t offer anything 8 lbs. S trip


[blades, heavy] interesting

Knobkerrie 5 gp 1d4 1d6 x2 20 ft. Small bonus to ranged 4 lbs. B see text
[none] attack against shield;
mediocre thrown weapon

Nine-section whip 8 gp 1d6 1d8 19-20/x2 — Not a whip 3 lbs. B blocking,


[flails; monk] distracting,
monk, trip

Ram hammer, 25 gp 1d6 1d8 x3 10 ft. There is no reason to ever 5 lbs. B —


dwarven pick it
[hammers; thrown]

Rhoka sword 25 gp 1d6 1d8 18-20/x2 — Best crit range 6 lbs. S —


[blades, heavy]

Sawtooth sabre 35 gp 1d6 1d8 19-20/x2 — Martial one-handed; 2 lb. S see text
[blades, heavy; Light for penalties if
blades, light] proficient;
Unique support like Bone
Flense spell

Shotel 30 gp 1d6 1d8 x3 — Bonus to attack against 3 lbs. P performance


[blades, heavy] shield users

Sickle-sword 20 gp 1d6 1d8 19-20/x2 — As swift action gain a 4 lbs. S distracting,


[blades, heavy] bonus to your next attack see text

Spiral rapier 80 gp 1d4 1d6 18-20/x2 — Better rapier 3 lbs. P blocking,


[blades, light] disarm, see
text
Split-blade sword 200 gp 1d10 2d6 x2 — Greatsword for 8 lbs S Disarm, trip,
[blades, heavy] maneuvers; see text
Minimum 15 dex to work

Taiaha 10 gp 1d8/1d4 1d10/1d6 x2/x3 — Martial for decreasing 8 lbs. B or P double


[double; hammers] stats;
There is no reason to ever
pick it

Temple sword 30 gp 1d6 1d8 19-20/x2 — 3 lbs. S monk, trip


[blades, heavy;
monk]

Tongi 18 gp 1d4 1d6 19-20/x3 — A bit worse Falcata 4 lbs. P —


[axes]

Urumi 30 gp 1d6 1d8 18-20/x2 — Best crit range; 6 lbs. S distracting


[flails; monk] Bonus to feint

Wahaika 3 gp 1d4 1d6 x2 10 ft. There is no reason to ever 3 lbs. B disarm


[hammers] pick it

Whip 1 gp 1d2 1d3 x2 — Where There's a W… 2 lbs. S disarm,


[flails] nonlethal,
reach, trip

EXOTIC - TWO-HANDED WEAPONS


Barbed spear 15 gp 1d4 1d6 x2 — Break to debuff prone, 10 lbs. P fragile, reach,
[none] flying or bigger enemies; see text
Big utility

Battle ladder, 20 gp 1d4/1d4 1d6/1d6 x2 — FREAKING 8 lbs. B double, trip,


gnome LADDER see text
[double]

Bladed scarf 12 gp 1d4 1d6 x2 — Was nerfed by removing 2 lbs. S disarm, trip
[flails] reach;
There is no reason to ever
pick it without reach

Bo staff 1 gp 1d4/1d4 1d6/1d6 x2 — Upgraded quarterstaff 3 lbs. B blocking,


[double; monk] double, monk
Boarding gaff 8 gp 1d4/1d4 1d6/1d6 x2 — There is no reason to ever 8 lbs. P or S double,
[double; polearms] pick it reach, trip

Butchering axe 65 gp 1d12 3d6 x3 — BIGGEST damage dice; 25 lbs. S see text
[axes] No orc in name

Chain spear 15 gp 1d4/1d4 1d6/1d6 x2 — 13 lbs. P and S double, trip


[double; flails;
spears]

Chain-hammer 34 gp 1d4/1d4 1d6/1d6 x2 20 ft. 8 lbs. B double, see


[double; hammers; text
thrown]

Crook 1 gp 1d4 1d6 x2 — No penalty to grapple 5 lbs. B reach, trip


[polearms] without hands

Dire flail 90 gp 1d6/1d6 1d8/1d8 x2 — 10 lbs. B disarm,


[double; flails] double, trip

Dorn-dergar, 50 gp 1d8 1d10 x2 — Ability to swap reach 15 lbs. B reach, see


dwarven quality text
[flails]

Double spear 25 gp 1d6/1d6 1d8/1d8 x3 — There is no reason to ever 12 lbs. P Double


[spears] pick it

Double-chained 8 gp 1d4/1d4 1d6/1d6 x2 — Ability to swap having 4 lbs. S double, monk,


kama reach or not reach, trip
[double]

Dwarven urgrosh 50 gp 1d6/1d4 1d8/1d6 x3 — There is no reason to ever 12 lbs. P or S brace, double
[double] pick it

Elven branched 20 gp 1d6 1d8 x3 — Two-handed finesse 10 lbs. P brace, reach


spear
[spears]

Elven curve blade 80 gp 1d8 1d10 18-20/x2 — Two-handed finesse; 7 lbs. S —


[blades, heavy] Best crit range

Fauchard 14 gp 1d8 1d10 18-20/x2 — Best crit range with reach 10 lbs. S reach,trip
[polearms]
Flailpole 15 gp 1d6 1d8 x2 — 10 lbs. B disarm,
[none] reach, trip

Flambard 50 gp 1d8 1d10 19-20/x2 — Big bonus to sunder 6 lbs. S sunder


[blades, heavy] weapons with wooden
haft;
You may use it as a
bastard sword

Flask pike 30 gp 1d6 1d8 x3 — Deliver splash weapon 9 lbs. P reach, see
[none] text

Flying blade 40 gp 1d10 1d12 x3 — Penalty to normal attack; 12 lbs. S performance,


[flails] Bonus to AoO reach

Garrote 3 gp 1d4 1d6 x2 — Unfortunately it doesn’t 1 lb. S grapple, see


[none] work at all like it should text

Giant-sticker, 25 gp 1d8 2d6 x3 — Greatsword with reach 12 lbs. P or S brace, reach


dwarven
[polearms]

Gnome hooked 20 gp 1d6/1d4 1d8/1d6 x3/x4 — There is no reason to ever 6 lbs. B or P double, trip
hammer pick it
[double]

Harpoon 5 gp 1d6 1d8 x3 10 ft. Treat it as spear if you are 16 lbs. P grapple, see
[spears; thrown] not proficient text

Injection spear 60 gp 1d6 1d8 x3 — Deliver fluid 8 lbs. P —


[none]

Katana, double 50 gp 1d4 1d6 19-20/x2 — 6 lbs. S —


walking stick
[double]

Kusarigama 12 gp 1d2/1d4 1d3/1d6 x2 — Only saving quality is it 3 lbs. S or B double,


[double; flails; being a monk weapon grapple,
monk] with reach so it opens monk, reach,
weird options trip

Kyoketsu shoge 6 gp 1d3 1d4 x2 20 ft. I have no idea how it 1 lb. S or P disarm,
[flails; monk] works grapple,
monk, reach

Longaxe, dwarven 50 gp 1d10 1d12 x3 — Worse dice 14 lbs. S reach


[none]
Longhammer, 70 gp 1d10 2d6 x3 — Greatsword with reach 20 lbs. B reach
dwarven
[none]

Mancatcher 15 gp 1 1d2 — — Grappling weapon 10 lbs. P reach, see


[polearms] text

Meteor hammer 10 gp 1d6 1d8 x2 — +1 shield to AC while 10 lbs. B reach, trip


[flails] using

Orc double axe 60 gp 1d6/1d6 1d8/1d8 x3 — There is no reason to ever 15 lbs. S double
[axes; double] pick it

Orc skull ram 15 gp 1d8 1d10 x3 — 20 lbs. B reach


[spears]

Piston maul, 70 gp 1d8 1d10 x2 — Bonus to sunder damage 15 lbs. B see text
gnome
[hammers]

Ripsaw glaive, 30 gp 1d8 1d10 x3 — It is mediocre weapon, 12 lbs. S reach, see


gnome but it spins! text
[polearms]

Seven-branched 50 gp 1d8 1d10 x3 — Apply flat-footed on trip 7 lbs. S disarm, monk


sword instead of giving prone
[blades, heavy;
monk]

Sphinx hammer, 45 gp 1d8 1d10 x3 20 ft. There is no reason to ever 8 lbs. B —


dwarven pick it
[hammers; thrown]

Spiked chain 25 gp 1d6 2d4 x2 — 10 lbs. P disarm, trip


[flails]

Switchscythe 18 gp 1d6 2d4 x4 — Treated as scythe, but 10 lbs. P or S trip


[blades, heavy] can be concealed

Tetsubo 20 gp 1d8 1d10 x4 — 10 lbs. B —


[hammers]

Totem spear 25 gp 1d8 1d10 x3 10 ft. Can be played with Wind 6 lbs. P or B —
[none] Instrument perform
Two-bladed sword 100 gp 1d6/1d6 1d8/1d8 19-20/x2 — There is no reason to ever 10 lbs. S double
[blades, heavy; pick it
double]

EXOTIC - RANGED WEAPONS


Bolas 5 gp 1d3 1d4 x2 10 ft. Ranged trip 2 lbs. B nonlethal, trip
[thrown]

Boomerang 3 gp 1d4 1d6 x2 30 ft. There is no reason to ever 3 lbs. B see text
[thrown] pick it

Crystal chakram 20 gp 1d4 1d6 18-20/x2 — On itself it is a cost sink 2 lbs. S —


[thrown] upgraded chakram;
but if you put Sharding
Enchant on it then you
suddenly gain a superior
weapon

Dire bolas 20 gp 1d4 1d6 x2 10 ft. Two-handed, but allows to 4 lbs. B nonlethal, trip
[none] trip creatures up to 3 size
bigger

Double crossbow 300 gp 1d6 1d8 19-20/x2 80 ft. I have a hard time rating 18 lbs. P see text
[crossbows] this. On its own it is a bad
weapon, BUT it becomes
much better when you
apply stuff like
shadowshooting then you
suddenly double damage
of all your attacks at the
cost of -4 penalty

Flask thrower 25 gp — — — 20 ft. Improve range of splash 4 lbs. — see text


[thrown] weapon

Grappling hook 6 gp 1d4 1d6 x2 10 ft. 14 lbs. P grapple


[none]

Halfling double 10 gp 1d3 1d4 x2 50 ft. 1 lb. B double (see


sling text)
[none]
Halfling sling staff 20 gp 1d6 1d8 x3 80 ft. 3 lbs. B —
[thrown]

Halfling stitched — 1d4 1d6 x2 — 1 lb. B disarm, trip


sling
[none]

Hand crossbow 100 gp 1d3 1d4 19-20/x2 30 ft. One-handed crossbow 2 lbs. P —
[crossbows]

Heavy crank 400 gp 1d8 1d10 19-20/x2 120 ft. Two-handed crossbow 12 lbs. P —
crossbow that shoots ropes and
[none] grappling bolts

Heavy slaver's 400 gp 1d6 1d8 19-20/see 80 ft. Two-handed crossbow 12 lbs. B nonlethal, trip,
crossbow "bolas that shoots bolas see text
[none] bolts" text

Heavy wrist 250 gp 1d3 1d4 19-20/x2 30 ft. Handless crossbow (bolts) 2 lbs. P —
launcher
[none]

Hornbow, orc 130 gp 1d8 2d6 x3 80 ft. Better Longbow 7 lbs. P —


[bows]

Horse bow 150 gp 1d6 1d8 x3 110 ft. Composite bow for mobile 3 lbs. P —
[bows] mounted archer

Kestros 1 gp 1d6 1d8 x3 50 ft. 1 lb. P —


[thrown]

Lasso 1 sp — — — — 5 lbs. — see text


[thrown]

Launching 75 gp — — — 30 ft. Launch splash weapons 8 lbs. — —


crossbow
[crossbows]

Light crank 250 gp 1d6 1d8 19-20/x2 80 ft. One-handed crossbow 6 lbs. P —
crossbow that shoots ropes and
[none] grappling bolts

Light slaver's 250 gp 1d3 1d4 19-20/see 40 ft. One-handed crossbow 6 lbs. B nonlethal, trip,
crossbow "bolas that shoots bolas see text
[none] bolts" text
Net 20 gp — — — 10 ft. I won’t even go into all the 6 lbs. — see text
[thrown] detail of possible net
abuses

Pelletbow, 75 gp 1d4 1d6 19-20/x3 60 ft. Crossbow with supreme 8 lbs. B —


dwarven heavy stats
[crossbows]

Pelletbow, 50 gp 1d3 1d4 19-20/x3 40 ft. Crossbow with supreme 4 lbs. B —


dwarven light stats
[crossbows]

Repeating hand 800 gp 1d3 1d4 19-20/x2 30 ft. One-handed crossbow 4 lbs. P —
crossbow with multiple bolts loaded
[crossbows]

Repeating heavy 400 gp 1d8 1d10 19-20/x2 120 ft. Backup weapon at best, 12 lbs. P —
crossbow but you are better off with
[crossbows] Composite Longbow

Repeating light 250 gp 1d6 1d8 19-20/x2 80 ft. Backup weapon at best, 6 lbs. P —
crossbow but you are better off with
[crossbows] Composite Longbow

Rope dart 1 gp 1d3 1d4 x2 20 ft. — P blocking,


[monk; thrown] distracting,
monk

Shoanti bolas 15 gp 1d3 1d4 x2 10 ft. 2 lbs. B and P trip


[thrown]

Shrillshaft javelin 35 gp 1d4 1d6 x2 30 ft. 3 lbs. P see text


[none]

Shuriken (5) 1 gp 1 1d2 x2 10 ft. Best options for monks 1/2 lb. P monk
[none] and ninjas

Sling glove 5 gp 1d3 1d4 x2 50 ft. Especially monks and 2 lbs. B —


[thrown] ninja

Snag net 30 gp — — — 10 ft. 10 lbs. P trip, see text


[thrown]

Stormshaft javelin 35 gp 1d4 1d6 x2 30 ft. 3 lbs. P see text


[spears; thrown]
Thorn bow 50 gp 1d4 1d6 x3 40 ft. This weapon is literally a 2 lbs. P —
[none] mistake with admission

Throwing shield +50 gp 1d4 1d6 x2 20 ft. — B performance,


[thrown] trip

Wrist launcher 200 gp — — — 20 ft. Handless concealable 1 lb. P —


[none] (even after attack)
crossbow

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