Weapons

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Weapons

Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type Special
Light Melee Weapons
Flute, steel 15 gp 1d3 1d4 ×2 10 ft. 2 lb. B
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type Special
Light Melee Weapons
Alchemy blade 310 gp 1d4 1d6 19-20/×2 2 lb. P
Cane, monk’s 3 gp 1d4 1d6 ×2 10 ft. 1 lb. B
Cutting wheel 15 gp 1d4 1d6 19-20/×2 10 ft. 1 lb. P or S
Drow long knife 15 gp 1d4 1d6 19-20/×2 10 ft. 2 lb. P
Scorpion claw gauntlet 40 gp 1d4 1d6 ×2 6 lb. Slashing
One-Handed Melee Weapons
Ribbonweave 70 gp 1d6 1d8 19-20/×2 3 lb. S
Spear spikard 200 gp 1d4(2) 1d6(2) ×2 20 ft.(3) 3 lb. P
Sword, hook 40 gp 1d4 or 1d6 1d6 or 1d8 ×2 4 lb. P or S
Sword, spinning 50 gp 1d4 1d6 19-20/×2 3 1b. S
Two-Handed Melee Weapons
Drow scorpion bow 150 gp 1d4 1d6 19–20/×2 5 lb. S
Drow Scorpion Chain 25 gp 1d4 1d6 19–20/×2 12 lb. S disarm, reach, trip
Scimitar, Valenar double 125 gp 1d4/1d4 1d6/1d6 18-20/×2 15 lb. S double
Sharrash, Talenta 18 gp 1d8 1d10 19-20/×4 10 lb. S reach, trip
Tangat, Talenta 40 gp 1d8 1d10 18-20/×2 8 lb. S
War spikard 350 gp 1d62 1d82 ×2 9 lb. B & P
Ranged Weapons
Boomerang, Drow 20 gp 1d4 1d6 ×2 20 ft. 2 lb. B
Boomerang, Talenta 15 gp 1d3 1d4 ×2 30 ft. 1 lb. B
Spade, monk’s 20 gp 1d6/1d6 1d8/1d8 ×3 10 1b. B or S
Drow scorpion bow 150 gp 1d6 1d8 ×3 80 ft. 5 lb. Piercing
Zulaat 80 gp 1d6/1d6 2d4/2d4 ×3 12 lb. S

Weapon Descriptions

Alchemy Blade: An alchemy blade appears much like a normal short sword. Two slender channels form a groove on each side of the blade, and the pommel is built to accept a flask of either alchemist’s fire or alchemist’s frost. (It could also accept a fl ask of acidic fire or alchemist’s spark, but a single use of either of these would render the weapon useless.)

When a flask of alchemist’s fire or alchemist’s frost is plugged into the pommel, the weapon is primed. When you strike a target with a primed blade and deal damage, an internal alchemical pump instantly expels the fire or frost through hollows in the hilt and out along the channels in the blade. In addition to taking any damage dealt by the blade, the target also takes damage as if it had been struck by the flask attached to the weapon. Adjacent creatures, including the wielder, are not subject to splash damage. If the blade deals critical damage, the frost or fire damage is not multiplied.

Priming an alchemy blade is a standard action that provokes attacks of opportunity. When not primed, the alchemy blade deals damage as a short sword. Creating an alchemy blade requires a DC 20 Craft (alchemy) check in addition to the normal Craft (weaponsmithing) checks required to make a weapon.

Characters who take Exotic Weapon Proficiency (alchemy blade) can treat the alchemy blade as a short sword for the purpose of any feat or ability that affects the character’s ability to use a short sword (such as Weapon Focus [short sword]).

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Boomerang, Drow: The drow of Xen’drik use three-pronged boomerangs to hunt prey. Some adventurers and explorers learn to use the weapon while operating in the Xen’drik jungles, but few outside the drow communities ever master the intricacies of the Xen’drik boomerang. A boomerang of any sort returns to its thrower when it misses its target. To catch a returning boomerang, the thrower must make an attack roll (as if he were throwing the boomerang) against AC 10. Failure indicates that the boomerang lands 10 feet away from the thrower in a random direction.

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Boomerang, Talenta: The halflings of the Talenta Plains use traditional boomerangs—simple curved, polished sticks designed to return to the thrower.

Bow, Drow Scorpion: Made from a long, curving piece of exotic wood, this bow is carved in the likeness of a scorpion with a disproportionately large tail whose stinger ends in a short metal blade. You can use a drow scorpion bow either to make ranged attacks with arrows or melee attacks with the stinger blade.

When wielding a drow scorpion bow, you can freely interchange melee and ranged attacks during the same round. You threaten the squares within your reach no matter how you last used the weapon.

A drow scorion bow is treated like a double weapon for the purpose of determining the cost of a masterwork version and enhancements. Weapon special abilities and enhancement bonuses for the bow portion of the weapon apply only to ranged attacks made with the scorpion bow, not attacks made with the blade portion of the weapon. Special abilities and enhancement bonuses for the blade portion apply only to melee attacks.

Cane, Monk’s: Monk’s canes are simple short sticks that have hooked heads and straight shafts. Often artfully decorated and carved, these canes are crafted to look like mere walking sticks rather than weapons.

With a monk’s cane, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). A monk who is proficient with a monk’s cane can treat it as a special monk weapon.

It is nearly impossible to tell that a monk’s cane is a weapon. An observer has to study the cane’s owner carefully, making a successful DC 20 Sense Motive check to discern that the cane is dangerous in his hands. The wielder can make a Bluff check in opposition to the observer’s Sense Motive check to avoid giving away his proficiency.

Chain, Drow Scorpion: A drow scorpion chain resembles a regular spiked chain in many respects, but it is slightly longer than a normal spiked chain and features a daggerlike blade at each end. The drow of Xen’drik have perfected the use of the weapon to harass larger enemies such as giants, or as a poisondelivery weapon against less hardy foes. The weapon takes its name from the technique of holding a length of chain behind the back and then f lipping it over the head to strike a foe; drow warriors often open combat with this strike.

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

Because the chain can wrap around an enemy’s leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.

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

You can use the Weapon Finesse feat (PH 102) to apply your Dexterity modifi er instead of your Strength modifi er to attack rolls with a drow scorpion chain sized for you, even though it isn’t a light weapon.

Most drow who wield the drow scorpion chain take the Drow Skirmisher feat (see page 134), but other characters who take Exotic Weapon Profi ciency, Weapon Focus, or Weapon Specialization for either the spiked chain or drow scorpion chain can apply the effects of those feats to attacks with either weapon.

Cutting Wheel: Handheld weapons that surround the fist with a blade, cutting wheels come in many varieties. A solid circle of metal that has one small area wrapped in leather as a handle is the basic style. The rest of the wheel is bladed and features protrusions for piercing and tearing at evenly spaced intervals. To protect the hand and aid in gripping, a bladed guard is forged just above the grip on the inside of the wheel. The kalashtar have taken the basic “wheel” form and created triangular weapons that their soulknives often mimic (though their blades have normal soulknife statistics).

Because of its size and protected grip, a cutting wheel grants a +2 bonus on opposed attack rolls to avoid being disarmed. A monk who is proficient with the cutting wheel can treat it as a special monk weapon.

Flute, Steel: Steel flutes are simple musical instru­ ments, hollow shafts of metal carefully crafted as bal­ anced short staffs. The steel flute gets its name from the most common example of this Adaran weapon, but it can be made of just about any metal.

A steel flute is treated as a club for the purpose of weapon proficiency. As with a monk’s cane, an observer must study a steel flute’s owner to tell the flute is a weapon.

A steel flute can be created as a masterwork instru­ ment and a masterwork weapon, but both processes must be paid for separately.

Gauntlets, Scorpion Claw: Made from the claws of Large monstrous scorpions, these gauntlets are usually sold in pairs. In combat, you can use scorpion claw gauntlets to slice opponents open with deadly effi ciency. When wearing two scorpion claw gauntlets, you get a +2 bonus on grapple checks made to deal damage to your opponent. On a successful check, you deal the weapon’s normal damage rather than nonlethal damage for an unarmed strike.

Knife, Drow Long: The drow long knife is a slender blade resembling a short sword in length and weight, but balanced for throwing like a dagger or smaller blade. Featuring a haft and guard often constructed of a dream serpent’s fangs, the long knife’s design makes the weapon more difficult to wield than a normal dagger, but makes it far more deadly in the hands of a skilled user. The drow favor this weapon for its versatility in the running battles they fight through the jungles of Xen’drik. Because it causes more grievous wounds than a dagger but can still be thrown, many drow also favor it as an off-hand weapon (often wielding matched long knives).

Most drow who wield the drow long knife take the Drow Skirmisher feat (see page 134), but other characters who take Exotic Weapon Proficiency (drow long knife) can apply the benefi t of Weapon Focus (dagger) or Weapon Specialization (dagger) to their attacks with a drow long knife.

Ribbonweave: This weapon appears to be a short cane or walking stick carved with abstract designs that give it a variety of weird protrusions and handholds. In its normal form, the ribbonweave functions as a club, but it features a catch that can be triggered as a free action, releasing a flexible sharp-edged metal ribbon from the end of the stick.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with a ribbonweave sized for you, even though it isn’t a light weapon. You can’t wield a ribbonweave in two hands in order to apply 1-1/2 times your Strength bonus to damage rolls.

Ribbonweaves are popular among changelings because they are easily concealed. A DC 18 Search check is required to determine that the ribbonweave is a weapon.

valenar_double_scimitar.png
Scimitar, Valenar Double: The elves of Valenar use a dangerous and exotic double weapon with curving scimitar blades on each end. You can fight with a double weapon as if fighting with two weapons, but if you do, you incur all the normal attack penalties as if using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as a Large creature using a Medium double scimitar, can’t use it as a double weapon.

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Sharrash, Talenta: Similar to a scythe, the Talenta sharrash developed by the halfl ings of the Plains consists of a sicklelike blade at the end of a long pole. A sharrash has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. Because of a sharrash’s curved blade, you can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the sharrash to avoid being tripped.

Spear Spikard: A spear spikard resembles a thicker-than-normal shortspear. In fact, it can be wielded as if it were a shortspear even by a character who is not profi cient with the spear spikard, though such a character cannot access the weapon’s signifi cant added function.

A spear spikard is actually a hollow weapon capable of delivering a bolt as part of a melee strike. Along the rear third of the shaft is a miniature spring-driven fi ring mechanism, as well as a channel into which a bolt can be loaded.

Loading a spear spikard is equivalent to loading a light crossbow (a move action that provokes attacks of opportunity). A character with Rapid Reload (light crossbow) can reload a spear spikard as a free action, though this still provokes attacks of opportunity.

A spear spikard cannot fi re bolts at range or when the weapon is thrown— instead, it discharges a bolt in conjunction with a successful melee attack. If you have the Exotic Weapon Profi ciency (spear spikard) feat, any time you hit a foe in melee with a loaded spear spikard, the mechanism automatically triggers, discharging the bolt directly into the target of the attack. The target takes piercing damage equal to the base damage of the weapon (1d4 points of damage for a Small spear spikard or 1d6 points of damage for a Medium spear spikard) in addition to the damage dealt by the initial attack. No additional attack roll is required. This extra damage is not multiplied as part of a critical hit.

Creating a spear spikard requires a DC 20 Craft (weaponsmithing) check.

Characters who take Exotic Weapon Profi ciency (spear spikard) can treat the spear spikard as a shortspear for the purpose of any feat or ability that affects the character’s ability to use a shortspear (such as Weapon Focus [shortspear]).

Sword, Hook: A single piece of forged metal makes up the grip, guard, and blade of this weapon, which has a cres­ cent blade on the outer part of the guard and a hook on the end of the blade. The end opposite the hooked blade forms a daggerlike spike that can be used for stabbing. You can strike with the crescent blade or the long spike, dealing the lower damage die for the weapon—piercing damage or slashing damage respectively. The long, hooked blade of the weapon deals the higher damage die as slashing damage.

With a hook sword, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). A monk who is proficient with the hook sword can treat it as a special monk weapon.

Sword, Spinning: The spinning sword, or chattaval in Quori, is a whiplike weapon designed by the quori and made of multiple long strands of highly flexible steel. It is designed to aid a single skilled warrior against multiple foes.

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

The Weapon Finesse feat can be used with a properly sized spinning sword, even though it isn’t a light weapon. A spinning sword can’t be wielded in two hands to apply 1-1/2 times a character’s Strength bonus on damage rolls.

A spinning sword can be worn as a belt, its grip functioning as a buckle. A successful DC 15 Search check is required to discern that a spinning sword carried in this way is a weapon. If Sleight of Hand is used to conceal a spinning sword as a belt, the wearer gets a +6 circum­ stance bonus on the check.

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Tangat, Talenta: The tangat, developed by the halflings of the Talenta Plains, features a curved blade (like a scimitar’s) mounted on a short haft.

War Spikard: A war spikard is similar in principle to the spear spikard, but its crossbow mechanism is melded smoothly into a weapon that resembles an oversized warhammer. The war spikard’s hammerhead is a mostly solid cylinder pierced with a small channel through which the bolt is discharged. The spring-driven fi ring mechanism is built into the rear half of the hammerhead, and is loaded through a channel similar to the one on the striking surface of the weapon.

Loading a war spikard is the equivalent of loading a light crossbow (a move action that provokes attacks of opportunity). A character with Rapid Reload (light crossbow) can reload a war spikard as a free action, though this still provokes attacks of opportunity.

Like the spear spikard, the war spikard can’t fi re bolts as a ranged attack. If you have the Exotic Weapon Profi ciency (war spikard) feat, any time you hit a foe in melee with a loaded war spikard, the mechanism automatically triggers, discharging the bolt directly into the target of the attack. The target takes piercing damage equal to the base damage of the weapon (1d6 points of damage for a Small war spikard or 1d8 points of damage for a Medium war spikard) in addition to the damage dealt by the initial attack. No additional attack roll is required. This extra damage is not multiplied as part of a critical hit.

Creating a war spikard requires a DC 20 Craft (weaponsmithing) check.

Despite the similarity in appearance, the war spikard is not close enough in size and heft to a typical warhammer for a character to benefi t from feats or abilities that affect the use of that weapon.

Zulaat.jpg
Zulaat: Zulaats are Riedran weapons that have glaive­ like heads at either end. A zulaat is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a onehanded weapon and a light weapon. A creature wielding a zulaat in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Weapons

The Sleep of Reason Produces Monsters JW063